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Returning 35 results for 'must special with only arises from for life'.
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Magic Items
Dungeon Master’s Guide
this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs
You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.
Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with
Spells
Player’s Handbook
You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was
it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are antagonistic toward it
Monsters
Monster Manual
Blood Frenzy. The sahuagin has Advantage on attack rolls against any creature that doesn’t have all its Hit Points.
Limited Amphibiousness. The sahuagin can breathe air and water, but it must
be submerged at least once every 4 hours to avoid suffocating outside water.
Shark Telepathy. The sahuagin can magically control sharks within 120 feet of itself, using a special
Monsters
Monster Manual
Blood Frenzy. The sahuagin has Advantage on attack rolls against any creature that doesn’t have all its Hit Points.
Limited Amphibiousness. The sahuagin can breathe air and water, but it must
be submerged at least once every 4 hours to avoid suffocating outside water.
Shark Telepathy. The sahuagin can magically control sharks within 120 feet of itself, using a special
Magic Items
Dungeon Master’s Guide
Aquan.
Personality. Wave zealously encourages mortals to worship sea gods and has a habit of humming sea chanteys. Conflict arises if the wielder fails to further the weapon’s objectives in the
world.
Destroying Wave. Wave can be destroyed only on the island of Thunderforge, where it was forged. The weapon must be melted down by a storm giant or someone imbued with a storm giant’s
Spells
Player’s Handbook
For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.
Break
, Charmed, or Frightened by such creatures.
Dismissal. As a Magic action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target must succeed on a
Monsters
Monster Manual
Blood Frenzy. The sahuagin has Advantage on attack rolls against any creature that doesn’t have all its Hit Points.
Limited Amphibiousness. The sahuagin can breathe air and water, but it must
be submerged at least once every 4 hours to avoid suffocating outside water.
Shark Telepathy. The sahuagin can magically control sharks within 120 feet of itself, using a special
Magic Items
Dungeon Master’s Guide
Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 20 Constitution saving throw or have the Stunned
. Whelm has ties to the dwarf clan that created it, called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. Whelm’s purpose is to protect dwarves. Conflict arises if the
Spells
Player’s Handbook
can see through the familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.
Finally, when you cast a spell with a range of
touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell.
Combat. The familiar is an ally to
Magic Items
Dungeon Master’s Guide
special Somatic component: you must reach into the hat and “pull” the spell out of it.
Unknown Spell. While holding the hat, you can try to cast a level 1+ spell you don’t know. The
spell must be on the Wizard spell list, it must be of a level you can cast, and it can’t have Material components costing more than 1,000 GP. Once you decide on the spell, you must expend a spell
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the dracolich fails a saving throw, it can choose to succeed instead.
Life Suppression. Creatures within 60 feet of the dracolich can’t
turn.Dracolich Lairs
A dracolich lurks in a corrupted version of the lair it had in life. The region containing a dracolich’s lair is warped by its presence, creating the following effects:
Sapping Mist
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the dracolich fails a saving throw, it can choose to succeed instead.
Life Suppression. Creatures within 60 feet of the dracolich can’t
turn.Dracolich Lairs
A dracolich lurks in a corrupted version of the lair it had in life. The region containing a dracolich’s lair is warped by its presence, creating the following effects:
Sapping Mist
Magic Items
Dungeon Master’s Guide
skull surmounts it. For this to happen, the long-lost hero must first be restored to life—no easy task, given the fact that Orcus has imprisoned the hero’s soul and keeps it hidden and well
from it (save DC 18). The table indicates how many charges you must expend to cast the spell.
Spell
Charge Cost
Animate Dead
1
Blight
2
Circle of Death
3
Finger of
Monsters
Monster Manual
Underdark, in the tunnel-mazes they occupied in life or in the lairs of enemy beholders they conquered. These lairs are devoid of life, as death tyrants change their servants into Undead horrors.
The
lair feel as if they’re being watched. Any creature (excluding the death tyrant and its allies) that finishes a Short Rest while within 1 mile of the lair must succeed on a DC 15 Wisdom saving
Magic Items
Dungeon Master’s Guide
creature whose soul has been devoured by Blackrazor can be restored to life only by a Wish spell.
When Blackrazor devours a soul that isn’t yours, you gain Temporary Hit Points equal to the slain
.
Blackrazor’s hunger for souls must be regularly fed. If the sword goes 3 days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset.
Destroying
Classes
Player’s Handbook
.
Druids are concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over
regions of unspoiled nature, but when a significant danger arises, Druids take a more active role as adventurers who combat the threat.
Becoming a Druid...
As a Level 1 Character
Gain all the
Monsters
Monster Manual
create sanctuaries apart from the living, whether hidden in cosmopolitan cities or sequestered in ruins where they dwelled in life.
The region containing a vampire’s lair is warped by its presence
mile of the lair must succeed on a DC 15 Wisdom saving throw or gain no benefit from that rest.
Mists. The area within 1 mile of the lair is Lightly Obscured by a persistent, creeping fog. The vampire
Magic Items
Dungeon Master’s Guide
column of the Deck of Many Things table when randomly determining cards drawn from the deck.
Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any
cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If
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
disappears, your Attunement to it ends immediately, and you lose all benefits granted by it. If you die while attuned to the book, an entity of great evil claims your soul. You can’t be restored to life
Monsters
Heroes of the Borderlands
died within the past 7 days. That creature returns to life with 1 Hit Point. The curate canʼt revive a creature that died of old age.Multiattack. The curate makes three Celestial Radiance attacks
);{"diceNotation":"2d8+4","rollType":"heal","rollAction":"Healer's Touch"} Hit Points.A curate earns a special connection to the divine through service to shrines and temples. This devotion endows these spiritual leaders with the power to heal injuries, repel evil, and raise the dead.
Species
Astarion's Book of Hungers
Dhampirs are living people who possess vampiric prowess but are cursed with macabre hunger. Most dhampirs thirst for blood, but some gain sustenance from dreams, life energy, or other vital sources
. Dhampirs must choose whether to fight to control their hunger or give in to predatory urges.
Dhampirs often arise from encounters with vampires; some are the descendants of a powerful vampire, while
Spells
Forgotten Realms: Heroes of Faerûn
Circle spell requires a minimum of five secondary casters. In addition to the spell’s usual components, you must provide a special component (a string of three black pearls from Pandemonium
this casting contributes to another casting of Doomtide as a Circle spell.
When the spell is cast, each secondary caster must expend a level 3+ spell slot; otherwise, the spell fails.
Spells
Forgotten Realms: Heroes of Faerûn
.
When you cast this spell, you can designate creatures to be unaffected by it.
Casting as a Circle Spell. In addition to the spell’s usual components, you must provide a special component (a
blue star sapphire worth 25,000+ GP), which the spell consumes. The spell’s range increases to 1 mile, and it no longer requires Concentration. When the spell is cast, each secondary caster must
Backgrounds
Forgotten Realms: Heroes of Faerûn
Tools, Fine Clothes, 9 GP; or (B) 50 GP
You’ve pledged your life to the safety of Cormyr and sought admission to that realm’s order of elite warriors: the Purple Dragon Knights. But before
you have the chance to join the ranks officially, you must first serve as a knight’s squire. You’ve found a liege willing to take you on and teach you the order’s ways. Will you
Backgrounds
Forgotten Realms: Heroes of Faerûn
; Tools, Caltrops, Costume, Grappling Hook, Iron Spikes, Mirror, 2 Pouches, Rope, Traveler’s Clothes, 3 GP; or (B) 50 GP
You trained your whole life to become a member of the Shadowmasters, the
ruthlessness to ensure the safety of the guild’s secrets. But one wrong move led to your expulsion from the order. Now you must walk your own path.
Magic Items
Tasha’s Cauldron of Everything
Produced by a special needle, this magic tattoo features symbols of life and rebirth.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear
the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Necrotic Resistance. You have resistance to necrotic damage.
Life Ward. When you would be reduced to 0 hit points, you drop to 1 hit point instead. Once used, this property can’t be used again until the next dawn.
Monsters
Phandelver and Below: The Shattered Obelisk
the head of a creature it can see within 60 feet of itself with a crown of jagged, spectral crystals. The target must succeed on a DC 14 Wisdom saving throw or have the charmed condition for 1 minute
will: mage hand (the hand is invisible)
1/day: calm emotionsWhen an ashenwight arises near a crystal vein infused with aberrant power, or when one lingers in an area of fell magic, there is a chance
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"Life Drain"} to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2);{"diceNotation":"1d8+2", "rollType":"damage", "rollAction":"Life Drain", "rollDamageType":"necrotic"} necrotic damage. The target must
require air, food, drink, or sleep.Multiattack. The deathlock makes two Life Drain or Grave Bolt attacks.
Life Drain. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction
Shield Guardian
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do
so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When
Speak with Dead
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The
spell fails if the corpse was the target of this spell within the last 10 days.
Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including
Imprisonment
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell
can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it.
The special component for this version of the spell is a small mithral orb.
Chaining. Heavy
Monsters
Van Richten’s Guide to Ravenloft
"} piercing damage plus 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Mind-Bending Bite","rollDamageType":"necrotic"} necrotic damage, and the target must succeed on a DC 10
Intelligence saving throw or it can’t take a reaction until the end of its next turn. Moreover, on its next turn, the target must choose whether it gets a move, an action, or a bonus action; it gets only
Monsters
Van Richten’s Guide to Ravenloft
results of similar spellcraft, as the byproducts of outlandish scientific experiments, and from stirges draining well-fed vampires. When a strigoi arises, the unnatural creature is overwhelmed by
compelled to drain living victims. Others, though, embrace their new forms and mimic vampires. These would-be bloodsucker aristocrats create stirge courts amid scabrous husk-decorated villas and drain the life from any who balk at their grotesque gentility.Necrotic
Monsters
Infernal Machine Rebuild
Special Equipment. Thessalar wields a dagger +1;+1 dagger coated with Thessaltoxin (Ingested or Injury);thessaltoxin poison (see appendix C).
Alchemical Homunculus. Thessalar is accompanied by
","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage, and the target must succeed on a DC 15 Constitution saving throw. On a failed save, the target is affected as if by
Wight
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
, reach 5 ft., one creature. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2","rollType":"damage","rollAction":"Life Drain","rollDamageType":"necrotic"} necrotic damage. The target must succeed on a DC 13
two longbow attacks. It can use its Life Drain in place of one longsword attack.
Life Drain. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Life Drain"} to hit






