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Returning 35 results for 'more scores with only affected form for like'.
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more scores with only affect form for like
more scores with only affects form for like
Magic Items
Dungeon Master’s Guide
the oil takes 10 minutes. The affected creature then gains the effect of the Etherealness spell for 1 hour.
Beads of this cloudy, gray oil form on the outside of its container and quickly evaporate.
Spells
Player’s Handbook
. You can choose a different form for each target. On later turns, you can take a Magic action to transform the targets again.
A target’s game statistics are replaced by the chosen Beast’s
statistics, but the target retains its creature type; Hit Points; Hit Point Dice; alignment; ability to communicate; and Intelligence, Wisdom, and Charisma scores. The target’s actions are
Magic Items
Dungeon Master’s Guide
Darkness, you can cast Polymorph on yourself, shape-shifting into a Bat. While in that form, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can’t be used this way again until the next dawn.
Magic Items
Dungeon Master’s Guide
When you drink this potion, you gain the effect of the Gaseous Form spell for 1 hour (no Concentration required) or until you end the effect as a Bonus Action.
This potion’s container seems to hold fog that moves and pours like water.
Spells
Player’s Handbook
block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If
You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating
Spells
Player’s Handbook
You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some
other rough or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.
Similarly, you can alter the
Spells
Player’s Handbook
, crystal, metal, and the like). The object must be no larger than a 5-foot Cube, and the object must be of a form and material that you have seen.
The spell’s duration depends on the object’s
You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone
Spells
Player’s Handbook
You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape you like. For example, you could shape a large rock into a
Magic Items
Dungeon Master’s Guide
book must spend 80 hours reading and studying it to digest its contents and use its Adjusted Ability Scores, Tireless Form, Spells, Vile Lore, and Vile Speech properties.
The Book of Vile Darkness
a minimum of 3. The book can’t adjust your ability scores again.
Tireless Form. While the book is on your person, you have Immunity to the Exhaustion condition.
Random Properties. The Book of
Spells
Player’s Handbook
duration, the spell lasts until dispelled.
An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this spell.
Creature into Creature. If you turn a
creature into another kind of creature, the new form can be any kind you choose that has a Challenge Rating equal to or less than the target’s Challenge Rating or level. The target’s game
Magic Items
Dungeon Master’s Guide
becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the DM determines randomly which among them are affected.
Regaining Charges. The wand regains 1d6 + 1 expended
closest to the chosen point of origin is enlarged as if you had cast Enlarge/Reduce on it. If the target isn’t you and can’t be affected by that spell, you become the target instead.
56
Monsters
Monster Manual
":"1d20+13", "rollType":"spell", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Detect Magic, Guiding Bolt (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary
, each creature that isn’t currently affected by this breath in a 60-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Test;D20 Tests and subtracts 3 (1d6);{"diceNotation":"1d6
Monsters
Monster Manual
;{"diceNotation":"1d20+16", "rollType":"spell", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Detect Magic, Guiding Bolt (level 4 version), Shapechange (Beast or Humanoid form only, no
Weakening Breath. Strength Saving Throw: DC 24, each creature that isn’t currently affected by this breath in a 90-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Test;D20 Tests
Spells
Player’s Handbook
You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one
what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of
Backgrounds
Player’s Handbook
Ability Scores: Dexterity, Constitution, IntelligenceFeat: AlertSkill Proficiencies: Sleight of Hand and StealthTool Proficiency: Thieves’ ToolsEquipment: Choose A or B: (A) 2 Daggers, Thieves
like-minded wrongdoers who looked out for each other. Or maybe you were a lone wolf, fending for yourself against the local thieves’ guild and more fearsome lawbreakers.
Spells
Player’s Handbook
;t locate or perceive the imprisoned target, and the target can’t teleport.
Until the spell ends, the target is also affected by one of the following effects of your choice:
Burial. The target
and planar travel. The demiplane is your choice of a labyrinth, a cage, a tower, or the like.
Minimus Containment. The target becomes 1 inch tall and is trapped inside an indestructible gemstone or a
Magic Items
Dungeon Master’s Guide
97–00
97–00
Void
Each card’s effect is described below.
Balance. You can increase one of your ability scores by 2, to a maximum of 22, provided you also decrease another
one of your ability scores by 2. You can’t decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no
Magic Items
Dungeon Master’s Guide
functions like a nonmagical weapon of its kind for anyone other than its chosen bearer.
A Moonblade has one rune on it for each bearer it has willingly served (typically 1d6 + 1). The first rune grants a
time you throw the weapon, it flies back to your hand after the attack.
81-85
The Moonblade scores a Critical Hit on a roll of 19 or 20 on the d20.
86-95
You can take a Bonus Action to
Spells
Player’s Handbook
creature to make a Dexterity saving throw or be affected by that layer’s properties as described in the Prismatic Layers table.
The wall, which has AC 10, can be destroyed one layer at a time
end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration
Spells
Forgotten Realms: Heroes of Faerûn
, each one against a creature or object within 5 feet of the rift. On a hit, the target takes 10d6 Force damage. This attack scores a Critical Hit if the number on the d20 is 18 or higher.
As a Bonus
different ones.
The blade can harmlessly pass through any barrier, including ones created by spells like Wall of Force.
Feats
Forgotten Realms: Heroes of Faerûn
statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies
Hit Points of the form. The shape-shifting effect lasts for 1 hour, and it ends early if you have no Temporary Hit Points left or if you take a Magic action to return to your true form.
Your game
Monsters
Forgotten Realms: Adventures in Faerûn
possible. Werewyverns like to keep their wyvern form a secret until they need an upper hand in a fight or an aerial escape.
Werewyverns transmit lycanthropy through their potent venom. The curse&rsquo
Flyby (Wyvern or Hybrid Form Only). The werewyvern doesn’t provoke an Opportunity Attack action when it flies out of an enemy’s reach.Multiattack. The werewyvern makes three attacks
Backgrounds
Forgotten Realms: Heroes of Faerûn
Ability Scores: Constitution, Intelligence, CharismaFeat: Spellfire SparkSkill Proficiencies: Arcana and PerceptionTool Proficiency: Choose one kind of Gaming SetEquipment: Choose A or B: (A) Gaming
Set (same as above), Arcane Focus (Crystal or Wand), 2 Pouch;Pouches, Traveler's Clothes, 36 GP; or (B) 50 GP
You bear the gift of spellfire: a rare form of magic that channels the raw power of the
Monsters
Forgotten Realms: Adventures in Faerûn
":"Marine Burst"}, reach 5 ft. or range 60 ft. Hit: 17 (2d10 + 6);{"diceNotation":"2d10+6", "rollType":"damage", "rollAction":"Marine Burst", "rollDamageType":"Cold"} Cold damage.
Tail (Marid Form
again until the start of her next turn.Scheming Marid Ruler
The calculating Biha Babir rules the pelagic city of Maran Saya in Calimshan. Though her physical form is as fluid as the ocean itself, she
Backgrounds
Forgotten Realms: Heroes of Faerûn
Ability Scores: Constitution, Wisdom, Charisma Feat: Magic Initiate (Druid) Skill Proficiencies: Nature and Performance Tool Proficiency: Painter's Supplies Equipment: Choose A or B: (A) Quarterstaff
, Painter's Supplies, Bedroll, Bell, Pouch, Robe, String, Traveler's Clothes, Waterskin, 38 GP; or (B) 50 GP
Like many who hail from the Moonshae Isles, you grew up revering the blessed land, its
Monsters
Forgotten Realms: Adventures in Faerûn
dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 18):
At Will: Detect Magic, Shapechange (Beast or Humanoid form
. Wisdom Saving Throw: DC 18, each creature that isn’t currently affected by this breath in a 60-foot Cone. Failure: The target’s Speed is halved, it can’t take Reactions, and it can
Backgrounds
Forgotten Realms: Heroes of Faerûn
Ability Scores: Strength, Dexterity, CharismaFeat: Zhentarim Ruffian Skill Proficiencies: Intimidation and PerceptionTool Proficiency: Forgery KitEquipment: Choose A or B: (A) Club, Dagger, Forgery
;s leaders insist the organization is more like a family than a shadowy syndicate, few families exhibit as much dishonesty, nepotism, and corruption as this one. You’ve honed your cunning, reflexes, and blade to climb the guild’s ranks.
Backgrounds
Forgotten Realms: Heroes of Faerûn
Ability Scores: Dexterity, Intelligence, CharismaFeat: Harper AgentSkill Proficiencies: Performance and Sleight of HandTool Proficiency: Disguise KitEquipment: Choose A or B: (A) Disguise Kit
good. Like all Harpers, you understand the value of teamwork as well as when it’s best to go it alone. Harper veterans have taught you the order’s secrets—magical melodies, special
Monsters
Forgotten Realms: Adventures in Faerûn
(Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Thunderwave (level 2 version)
1/Day Each
: Legend Lore (as an action), Sequester
Time-Warping Breath. Wisdom Saving Throw: DC 22, each creature that isn’t currently affected by this breath in a 90-foot Cone. Failure: The target’s Speed
Backgrounds
Eberron: Forge of the Artificer
Ability Scores: Dexterity, Constitution, Wisdom
Feat: Mark of Healing
Skill Proficiencies: Medicine and Stealth
Tool Proficiencies: Herbalism Kit
Equipment: Choose A or B: (A) Herbalism Kit
, Fine Clothes, Healer's Kit 25 GP; or (B) 50 GP
House Jorasco teaches that illness and injury stalk the living like ghosts, robbing people of health and longevity. You’ve been taught ways to
Species
Lorwyn: First Light
truly disguise themselves; rather, their transformations are purely surface level.
No matter their form, Lorwyn changelings keep their key traits: blue-green skin, tufts of tentacle-like fur, and bulbous
Species
Eberron: Forge of the Artificer
With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face may reveal an aspect of
in the fey realm.
In their true form, changelings appear faded, their features almost devoid of detail. It is rare to see one in that form, for a typical changeling alters their shape the way others
Magic Items
Forgotten Realms: Adventures in Faerûn
away.
The Orb of Damara is about 6 inches in diameter and is made of a glassy, iridescent material that's like obsidian but incredibly hard. If held to one's own lips with the intention of consuming
reverts to its original form and the orb reappears outside its body.
Destroying the Orb. If an Ancient Gold Dragon willingly swallows the orb, the orb and the dragon are both destroyed.
Species
Lorwyn: First Light
Boggarts are Small, squat goblinoids found in the realm of Lorwyn-Shadowmoor. They possess bestial physical features, including horns and animal- like snouts. Beyond these commonalities, boggart
appearances vary widely. One boggart may look like a hedgehog, with spiky fur and beady eyes, while another might sport the snout and fleshy ears of a swine. Boggarts tend to love crafting potions and
Animal Shapes
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it
Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating






