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Returning 35 results for 'property arcane and his combine'.
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Magic Items
Dungeon Master’s Guide (2024)
This orb can be used as an Arcane Focus.
While holding the orb, you can take a Magic action to determine whether it is morning, afternoon, evening, or nighttime. This property functions only on the Material Plane.
Classes
Player’s Handbook
Support Combat Skills with Arcane Magic
Eldritch Knights combine the martial mastery common to all Fighters with a careful study of magic. Their spells both complement and extend their combat skills
Magic Items
Dungeon Master’s Guide (2024)
tome are filled with indecipherable scrawls. The remaining pages are blank.
While attuned to this item, you can use it as a Spellbook and an Arcane Focus. In addition, while holding the tome, you can
take a Bonus Action to cast a spell you have written in this tome, without expending a spell slot or using any Verbal or Somatic components. Once used, this property of the tome can’t be used
Magic Items
The Book of Many Things
Glowing cinders orbit the flanged head of this black iron rod.
This rod can be used as an arcane focus. While holding this rod, you gain the following benefits:
Hellish Resistance. You have
the spell again until the next dawn.
Surge of Brimstone. Whenever you cast a spell that deals fire or necrotic damage, you can use the rod to deal the maximum damage instead of rolling. Once this property is used, it can’t be used again until the next dawn.
Magic Items
Legendary Magic Items
Resembling a small dragon’s horn, this arcane device glows with a hellish internal light when held. As an action while holding this horn, you can invoke a necromantic effect called the
). The zombie obeys the commands of the horn’s creator, the lich Szass Tam.
Once you use the horn’s property, it can’t be used again for 1 year.
Backgrounds
Guildmasters’ Guide to Ravnica
friends, message
1st
command, ensnaring strike
2nd
arcane lock, calm emotions, hold person
3rd
clairvoyance, counterspell
4th
compulsion, divination
it and now does me occasional favors.
9
I have a fanatical Selesnya cousin who keeps trying to recruit me and everyone else in the family.
10
While growing up, I was bullied by a brat who’s now a hybrid in the Simic Combine.
Monsters
Fizban's Treasury of Dragons
connections with other creatures. When they do connect with others, it is most often for intellectual and philosophical pursuits or to fulfill some arcane purpose involving the dragons’ echoes across
. This property of the lair vanishes after 1d10;{"diceNotation":"1d10","rollType":"roll","rollAction":"Days"} days if the dragon dies.
Upper Caves. The dragon most often sleeps in the largest upper
Monsters
Fizban's Treasury of Dragons
and rarely cultivating connections with other creatures. When they do connect with others, it is most often for intellectual and philosophical pursuits or to fulfill some arcane purpose involving the
object dropped down one of the chimneys continues falling endlessly unless it or some outside force has the means to slow or stop it. This property of the lair vanishes after 1d10;{"diceNotation":"1d10
magic-items
This dark, ornate blunderbuss has a brass barrel and a wooden handle etched with arcane symbols. It was the Grinning Sinner’s weapon of choice, who imbued it with the power to shoot jinxes and
hexes.
The blunderbuss functions as a Musket that ignores the Loading property, and it can make its own ammunition that deals Necrotic damage on a hit. You gain a bonus to attack rolls and damage
magic-items
This dark, ornate blunderbuss has a brass barrel and a wooden handle etched with arcane symbols. It was the Grinning Sinner’s weapon of choice, who imbued it with the power to shoot jinxes and
hexes.
The blunderbuss functions as a Musket that ignores the Loading property, and it can make its own ammunition that deals Necrotic damage on a hit. You gain a bonus to attack rolls and damage
magic-items
This dark, ornate blunderbuss has a brass barrel and a wooden handle etched with arcane symbols. It was the Grinning Sinner’s weapon of choice, who imbued it with the power to shoot jinxes and
hexes.
The blunderbuss functions as a Musket that ignores the Loading property, and it can make its own ammunition that deals Necrotic damage on a hit. You gain a bonus to attack rolls and damage
magic-items
, otherworldly light. A skull and crossbones adorn the leather-wrapped hilt, and arcane symbols etched into the blade pulse with hidden power. You gain a bonus to attack rolls and damage rolls made with the
. If it hits you more times, you take 2d10 Psychic damage. If your hits are tied, you both take 2d10 Psychic damage. Once this property is used, it can’t be used again until the next dusk.
Sea
magic-items
This broad, black tallow candle is engraved with arcane symbols. When lit, its smoke is greasy and pungent, and its flame is pale gray, but it never burns down. The candle has the following
the Witchlight property, its save DC increases by 2. This increase can’t happen again until you finish a Long Rest. When the DC is 10 or higher, you also have Vulnerability to Necrotic damage.
magic-items
, otherworldly light. A skull and crossbones adorn the leather-wrapped hilt, and arcane symbols etched into the blade pulse with hidden power. You gain a bonus to attack rolls and damage rolls made with the
. If it hits you more times, you take 2d10 Psychic damage. If your hits are tied, you both take 2d10 Psychic damage. Once this property is used, it can’t be used again until the next dusk.
Sea
magic-items
This dark, ornate blunderbuss has a brass barrel and a wooden handle etched with arcane symbols. It was the Grinning Sinner’s weapon of choice, who imbued it with the power to shoot jinxes and
hexes.
The blunderbuss functions as a Musket that ignores the Loading property, and it can make its own ammunition that deals Necrotic damage on a hit. You gain a bonus to attack rolls and damage
magic-items
, otherworldly light. A skull and crossbones adorn the leather-wrapped hilt, and arcane symbols etched into the blade pulse with hidden power. You gain a bonus to attack rolls and damage rolls made with the
. If it hits you more times, you take 2d10 Psychic damage. If your hits are tied, you both take 2d10 Psychic damage. Once this property is used, it can’t be used again until the next dusk.
Sea
magic-items
, otherworldly light. A skull and crossbones adorn the leather-wrapped hilt, and arcane symbols etched into the blade pulse with hidden power. You gain a bonus to attack rolls and damage rolls made with the
. If it hits you more times, you take 2d10 Psychic damage. If your hits are tied, you both take 2d10 Psychic damage. Once this property is used, it can’t be used again until the next dusk.
Sea
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
have clearly been lost or thrown away, which is easy to do without attracting attention. At the same time, they don’t automatically shy away from trying to grab items that are the property of
as the dragon-goddess of all chromatic dragons, and as the master of their racial god, Kurtulmak.
Arcane Magic Users
Unlike some other humanoids, kobolds don’t fear or shun arcane magic. They
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Character Options This section contains a feat and spells for characters who combine cards and arcane magic, as well as narrative prompts to help you create your character and guide their story.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Character Options This section contains a feat and spells for characters who combine cards and arcane magic, as well as narrative prompts to help you create your character and guide their story.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Orb of Time Wondrous Item, Common This orb can be used as an Arcane Focus. While holding the orb, you can take a Magic action to determine whether it is morning, afternoon, evening, or nighttime. This property functions only on the Material Plane.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Orb of Time Wondrous Item, Common This orb can be used as an Arcane Focus. While holding the orb, you can take a Magic action to determine whether it is morning, afternoon, evening, or nighttime. This property functions only on the Material Plane.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
damage rolls. A weapon that has the finesse property, such as a rapier, can use your Dexterity modifier instead. For attacks with ranged weapons, use your Dexterity modifier for attack and damage rolls. A
melee weapon that has the thrown property, such as a handaxe, can use your Strength modifier instead. BUILDING BRUENOR, STEP 5
Bob writes down the starting equipment from the fighter class and the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
damage rolls. A weapon that has the finesse property, such as a rapier, can use your Dexterity modifier instead. For attacks with ranged weapons, use your Dexterity modifier for attack and damage rolls. A
melee weapon that has the thrown property, such as a handaxe, can use your Strength modifier instead. BUILDING BRUENOR, STEP 5
Bob writes down the starting equipment from the fighter class and the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
with properties from another item. For example, you could combine the effects of a helm of comprehending languages with those of a helm of telepathy into a single helmet. This makes the item more
powerful (and probably increases its rarity), but it won’t break your game.
Finally, remember the tools that are provided for modifying items in chapter 7, "Treasure." Giving an item an interesting minor property, a quirk, or sentience can alter its flavor significantly.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
with properties from another item. For example, you could combine the effects of a helm of comprehending languages with those of a helm of telepathy into a single helmet. This makes the item more
powerful (and probably increases its rarity), but it won’t break your game.
Finally, remember the tools that are provided for modifying items in chapter 7, "Treasure." Giving an item an interesting minor property, a quirk, or sentience can alter its flavor significantly.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Arcane Propulsion Arm Wondrous item, very rare (requires attunement by a creature missing a hand or an arm) This prosthetic appendage was developed by artificers of House Cannith. To attune to this
will. The prosthetic is a magic melee weapon with which you’re proficient. It deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Arcane Propulsion Armor Prerequisite: 14th-level artificer
Item: A suit of armor (requires attunement) The wearer of this armor gains these benefits: The wearer’s walking speed increases by 5 feet
force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack’s target, then immediately returns
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Arcane Propulsion Arm Wondrous item, very rare (requires attunement by a creature missing a hand or an arm) This prosthetic appendage was developed by artificers of House Cannith. To attune to this
will. The prosthetic is a magic melee weapon with which you’re proficient. It deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Arcane Propulsion Armor Prerequisite: 14th-level artificer
Item: A suit of armor (requires attunement) The wearer of this armor gains these benefits: The wearer’s walking speed increases by 5 feet
force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack’s target, then immediately returns
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
and pristine. If you can attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can use a bonus action to cast a spell you have written in
this tome, without expending a spell slot or using any verbal or somatic components. Once used, this property of the tome can’t be used again until the next dawn. While attuned to the book, you can
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Arcane Focus. In addition, while holding the tome, you can take a Bonus Action to cast a spell you have written in this tome, without expending a spell slot or using any Verbal or Somatic components
. Once used, this property of the tome can’t be used again until the next dawn. Only you can remove the tongue from the book’s cover. If you do so, all spells written in the book are permanently erased
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Arcane Focus. In addition, while holding the tome, you can take a Bonus Action to cast a spell you have written in this tome, without expending a spell slot or using any Verbal or Somatic components
. Once used, this property of the tome can’t be used again until the next dawn. Only you can remove the tongue from the book’s cover. If you do so, all spells written in the book are permanently erased
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
and pristine. If you can attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can use a bonus action to cast a spell you have written in
this tome, without expending a spell slot or using any verbal or somatic components. Once used, this property of the tome can’t be used again until the next dawn. While attuned to the book, you can
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
appropriate ability modifier.
For attacks with melee weapons, use your Strength modifier for attack and damage rolls. A weapon that has the finesse property, such as a rapier, can use your Dexterity
modifier instead. For attacks with ranged weapons, use your Dexterity modifier for attack and damage rolls. A melee weapon that has the thrown property, such as a handaxe, can use your Strength modifier