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Returning 35 results for 'name carrying rolls pdf'.
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name carrying rules pdf
Spells
Player’s Handbook
inscribes the object’s name on the sapphire. Each time you cast this spell, you must use a different sapphire.
Thereafter, you can take a Magic action to speak the object’s name and crush the
sapphire. The object instantly appears in your hand regardless of physical or planar distances, and the spell ends.
If another creature is holding or carrying the object, crushing the sapphire doesn
Magic Items
Dungeon Master’s Guide
While wearing these wraps, you have a bonus to attack rolls and damage rolls made with your Unarmed Strikes. The bonus is determined by the wraps’ rarity, and those strikes deal your choice of
Force damage or their normal damage type.
Name
Rarity
Wraps of Unarmed Power, +1
Uncommon
Wraps of Unarmed Power, +2
Rare
Wraps of Unarmed Power, +3
Very Rare
Magic Items
Dungeon Master’s Guide
feet. It can carry up to 400 pounds, but its Fly Speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land or when you’re no longer riding it.
As a Magic
action, you can send the broom to travel alone to a destination within 1 mile of you if you name the location and are familiar with it. The broom comes back to you when you take a Magic action and use a command word if the broom is still within 1 mile of you.
Magic Items
Dungeon Master’s Guide
This talisman is a mighty symbol of goodness. A Fiend or an Undead that touches the talisman takes 8d6 Radiant damage and takes the damage again each time it ends its turn holding or carrying the
talisman.
Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it.
Pure Rebuke. The talisman has 7 charges. While wearing or holding
Spells
Player’s Handbook
you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.
Disappearance of the Familiar. When the familiar
the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
One Familiar Only. You can’t have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.
Magic Items
Dungeon Master’s Guide
holding or carrying the talisman.
Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it.
Ultimate End. The talisman has 6 charges
Monsters
Monster Manual
). The animal lord gains 20 Temporary Hit Points. Marked as Prey (Hunter Only). The animal lord has Advantage on attack rolls against the target until the start of the animal lord’s next turn
. Pesky Swarm (Sage Only). The target has Disadvantage on attack rolls and ability checks until the end of its next turn.
Spellcasting. The animal lord casts one of the following spells, requiring no
Monsters
Monster Manual
Only). The animal lord has Advantage on attack rolls against the target until the start of the animal lord’s next turn.
Spellcasting. The animal lord casts one of the following spells, requiring
returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Monsters
Monster Manual
following effects occurs:
Pesky Swarm. The target has Disadvantage on attack rolls and ability checks until the end of its next turn.
Spellcasting. The animal lord casts one of the following spells
a Medium or Small Humanoid, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Magic Items
Dungeon Master’s Guide
reflection in the activated mirror while within 30 feet of the mirror must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror’s
the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it.
While within 5 feet of the mirror, you can take a Magic action to name one creature trapped in it
Magic Items
Dungeon Master’s Guide
’s blank pages, which fills with writing detailing the trapped creature’s widely known name and depravities. Once used, this action can’t be used again until the next dawn.
When you
;typically an assortment of demons.
Ensnarement. While carrying the book, whenever you cast Magic Circle naming only Fiends or cast Planar Binding targeting a Fiend, the spell is cast at level 9
Magic Items
Dungeon Master’s Guide
and become entombed in a state of suspended animation in an extradimensional sphere. Everything you’re wearing and carrying disappears with you except for Artifacts, which stay behind in the space
yourself. The knight has the same alignment as you and serves you loyally until death, believing the two of you have been drawn together by fate. Work with your DM to create a name and backstory for this NPC
Magic Items
Dungeon Master’s Guide
on Initiative rolls.
Necrotic Reduction. As a Magic action, you can target one creature you can see within 5 feet of yourself. The target makes a DC 18 Constitution saving throw, taking 7d6 Necrotic
’s many hidden vaults, where it waits to be rediscovered.
Applicable Artifacts
Name
Rarity
Eye of Vecna
Artifact
Hand of Vecna
Artifact
Magic Items
The Book of Many Things
marked with an invisible sigil. Once within the next 24 hours, as an action, you can speak the marked card’s name and teleport to the card’s location, along with any equipment you are
wearing or carrying, appearing in the closest unoccupied space to the card. After you teleport in this way, or after 8 hours, the card returns to the deck, and the mark on it fades.
Riffling Portal. As an
Monsters
Mordenkainen Presents: Monsters of the Multiverse
has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction
’ wrath, she cursed every member of his house. The seelie fey’s true name has been stricken from history, but the stories call him Dubh Catha (“Dark Crow” in Common), and other Fey
Monsters
Guildmasters’ Guide to Ravnica
Empowered Spell (3/Day). When the blastseeker rolls damage for a spell, it can reroll up to four dice of damage. It must use the new dice.
Innate Spellcasting. The blastseeker’s innate
the guild to use, the role of a blastseeker is to put those devices to work. Despite the name, not all such devices produce explosions, but all the most interesting ones (from the Izzet perspective) do.
Monsters
Vecna: Eve of Ruin
Heatsink. When Glaive takes cold damage, her Overdrive immediately recharges.
Pack Tactics. Glaive has advantage on attack rolls if at least one ally is within 5 feet of the creature she’s
blighted region. Among the blades, Glaive is best known for her talent at self-modification. “Glaive” is etched onto the back of her neck-plate. It is the only name Glaive has ever known
Monsters
Guildmasters’ Guide to Ravnica
Assassinate. During its first turn, the hybrid poisoner has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the hybrid scores against a surprised creature is a
called guardians, after the name of the project) are created from human, vedalken, and elf guild members who volunteer to be transformed.Poison
Monsters
Mordenkainen Presents: Monsters of the Multiverse
feel like a Beast or a Humanoid it has seen or to return to its true form. Any equipment the giant is wearing or carrying is absorbed by the new form. Its statistics, other than its size, don’t
consider beneath their dignity.
Smiling ones take their name from the strange two-faced masks they wear. The smiling half of the face often looks more like a smirk or a triumphant sneer than a
Monsters
Guildmasters’ Guide to Ravnica
Sensitivity. While in sunlight, the gloamwing has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The gloamwing makes two attacks: one with its bite
the specters get their name. Their work can include driving off people who accidentally wander too close to a secret rooftop meeting, killing those who knowingly infiltrate Dimir property, and
Monsters
Bigby Presents: Glory of the Giants
them their name.
Grinning cats often dwell in or near giants’ enclaves. They spend much of their time invisible, lounging on tree branches until prey—or a potential conversation partner
its body visible. Any equipment the cat wears or carries on a visible part of its body also becomes visible.
Grinning Step. The grinning cat teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Monsters
Icewind Dale: Rime of the Frostmaiden
Build (Humanoid Form Only). The werebear counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.
Shapechanger. The werebear can use its action to
wearing or carrying isn’t transformed. It reverts to its true form if it dies.Multiattack. The werebear makes two melee attacks.
Bite (Bear or Hybrid Form Only). Melee Weapon Attack: +8
Monsters
The Wild Beyond the Witchlight
"} necrotic damage.
Spellcasting. While carrying the Witchlight watch, Witch casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell
","rollType":"roll","rollAction":"Witchlight watch"}; on a roll of 3 or 8, Witch can’t cast the spell again until the next dawn), messageWitch, who used to go by the name Naeryx Krumple, spent his
Monsters
Dragonlance: Shadow of the Dragon Queen
Draconic Devotion. While Red Ruin can see a Dragon that isn’t hostile to her, she has advantage on attack rolls.
Mounted Combat Master. When Red Ruin is mounted and a creature targets her
successful one.Known for her incredible awareness and reflexes, the dragonnel-flying ace Red Ruin leads the Red Dragon Army’s airborne forces. Her actual name is unknown, leading her allies to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the bodak until the start of its next turn. If the creature looks at the bodak in the
attack rolls and ability checks.
Unusual Nature. The bodak doesn’t require air, food, drink, or sleep.Fist. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction
Duergar Stone Guard
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
attack rolls and Dexterity saving throws while standing within 5 feet of a duergar ally wielding a shield.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as
, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and
Monsters
Waterdeep: Dragon Heist
Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't
.
Grappler. The mimic has advantage on attack rolls against any creature grappled by it.Multiattack. The Giant Mimic attacks twice with its Pseudopod and once with its Bite.
Pseudopod. Melee Weapon
Magic Items
Tasha’s Cauldron of Everything
turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells
. The bonus is determined by the vial’s rarity.
In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can’t be used again until the next dawn.
Magic Items
The Book of Many Things
bonus to any spell attack rolls and spell saving throw DCs that use Charisma as the spellcasting ability.
Marvelous Escape. When a creature hits you with an attack roll, you can use your reaction to
disappear in a puff of smoke and colorful sparkles. You take no damage and instead teleport, along with anything you are wearing or carrying, to an unoccupied space you can see within 30 feet of
Monsters
Vecna: Eve of Ruin
berserk. On each of its turns while berserk, the bearer has advantage on melee attack rolls, it can Dash as a bonus action, and it must attack the nearest creature it can see. If no creature is near
as a guardian. Its name derives from the preserved black rose the bearer carries inside a delicate bell jar. The slightest jostle can cause the bearer to lose its grasp on the bell jar, destroying
Monsters
Candlekeep Mysteries
Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn
object.
Grappler. The mimic has advantage on attack rolls against any creature grappled by it.Pseudopod. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Pseudopod
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Ethereal Awareness. The shadow mastiff can see ethereal creatures and objects.
Sunlight Weakness. While in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls
from Nonmagical Attacks while in Dim Light or DarknessShadow Blend. While in dim light or darkness, the shadow mastiff becomes invisible, along with anything it is wearing or carrying. The
Magic Items
The Wild Beyond the Witchlight
This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it.
The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you
of the staff’s charges, whereupon you turn invisible and teleport yourself, along with any equipment you are wearing or carrying, up to 60 feet to an unoccupied space that you can see. You remain invisible until the start of your next turn or until you attack, cast a spell, or deal damage.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Ethereal Awareness. The shadow mastiff can see ethereal creatures and objects.
Sunlight Weakness. While in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls
darkness, the shadow mastiff becomes invisible, along with anything it is wearing or carrying. The invisibility lasts until the shadow mastiff uses a bonus action to end it or until the shadow mastiff attacks, is in bright light, or is incapacitated.
Monsters
Strixhaven: A Curriculum of Chaos
it is wearing or carrying, up to 30 feet to an unoccupied space it can see.Professors of substance specialize in the concrete side of Quandrix philosophy, manipulating physical dimensions and
options:
Expand. The professor becomes Large if there is sufficient room for it to grow. It has advantage on attack rolls and on ability checks and saving throws that rely on Strength.
Contract. The






