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Returning 35 results for 'provided alter'.
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Monsters
Spelljammer: Adventures in Space
Amorphous. The plasmoid can squeeze through a space as narrow as 1 inch wide, provided it is wearing and carrying nothing. It has advantage on ability checks it makes to initiate or escape a grapple
oozes that can alter their shape at will. Their amorphous bodies have a soft, malleable texture, and plasmoids can extrude up to five pseudopods, each one up to 5 feet long. They use their pseudopods
Monsters
Spelljammer: Adventures in Space
Amorphous. The plasmoid can squeeze through a space as narrow as 1 inch wide, provided it is wearing and carrying nothing. It has advantage on ability checks it makes to initiate or escape a grapple
and wit, in addition to their strength and size, to stay in power for long.
Plasmoids
Plasmoids are intelligent oozes that can alter their shape at will. Their amorphous bodies have a soft
Monsters
Spelljammer: Adventures in Space
Amorphous. The plasmoid can squeeze through a space as narrow as 1 inch wide, provided it is wearing and carrying nothing. It has advantage on ability checks it makes to initiate or escape a grapple
alter their shape at will. Their amorphous bodies have a soft, malleable texture, and plasmoids can extrude up to five pseudopods, each one up to 5 feet long. They use their pseudopods for locomotion as
Monsters
Planescape: Adventures in the Multiverse
Intelligence as the spellcasting ability (spell save DC 15):
At will: detect magic, disguise self
1/day each: alter self, fog cloud, silenceUncanny Dodge. The cuprilach halves the damage it takes
from an attack that hits it, provided it can see the attacker.Cuprilachs infiltrate places of power throughout the multiverse, serving as spies and assassins. They strike surgically, following the
Monsters
Van Richten’s Guide to Ravenloft
Metabolic Control. At the start of each of its turns, the inquisitor regains 10 hit points and can end one condition on itself, provided the inquisitor has at least 1 hit point.Multiattack. The
sword. Finally, the Order of Tristian endeavored to use intellect to alter the environment through telekinetic force, and the order’s members became the inquisition’s scholars, represented
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 26):
At will: alter self (can become Medium when changing her appearance), detect
allows her mortal followers to live out their lives provided they continue to hone their talents to increase their value. As a result, Zariel’s servants are universally effective, disciplined, and
Magic Items
The Book of Many Things
draw the same card multiple times.
The DM can use the physical cards provided in The Deck of Many Things card set to build a combined Deck of Many Things and Deck of Many More Things, including
unoccupied space within 5 feet of your new form.
You remain transformed in this way for 2d12 days; nothing can alter your form while you’re under the effects of this card, but the Wish spell can end
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Modifying a Magic Item You can create a new magic item by tweaking one or more existing ones. Suggestions are provided in the sections that follow. Altered Capabilities One capability can replace a
similar one. For example, a Potion of Climbing could become a Potion of Swimming. Altered Form You can alter a magic item’s form while leaving its properties intact. For example, you can turn a Ring of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Modifying a Magic Item You can create a new magic item by tweaking one or more existing ones. Suggestions are provided in the sections that follow. Altered Capabilities One capability can replace a
similar one. For example, a Potion of Climbing could become a Potion of Swimming. Altered Form You can alter a magic item’s form while leaving its properties intact. For example, you can turn a Ring of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
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)
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->The Book of Many Things
Customizing Your Deck The easiest way to ensure the Deck of Many Things doesn’t radically alter your campaign is to limit the cards you include, selecting cards appropriate for the characters’ level
or that support the campaign’s theme. The number and effects of the cards provided in the Dungeon Master’s Guide are suggestions you can change as necessary. The deck has had many variations over D
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Customizing Your Deck The easiest way to ensure the Deck of Many Things doesn’t radically alter your campaign is to limit the cards you include, selecting cards appropriate for the characters’ level
or that support the campaign’s theme. The number and effects of the cards provided in the Dungeon Master’s Guide are suggestions you can change as necessary. The deck has had many variations over D
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
spellcasting ability (spell save DC 15):
At will: detect magic, disguise self
1/day each: alter self, fog cloud, silence
Bonus Actions
Assassin’s Agility. The cuprilach takes the Dash or
Disengage action, or it makes one Burnished Blade attack.
Reactions
Uncanny Dodge. The cuprilach halves the damage it takes from an attack that hits it, provided it can see the attacker.
Mark Behm
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Enchanter Enchanters are specialist wizards who understand how to alter and control minds using magic. They might be personable and interesting, using magic to manipulate people only when banter and
attack made against it, provided that the attacker is within 30 feet of it and visible to it. The enchanter must decide to do so before the attack hits or misses.
The attacker must make a DC 14 Wisdom
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
thoroughly examine and explore. There will inevitably be player actions which the script has not anticipated, and you will have to judge their results. Finally, you can amend and alter monsters and
the hidden cave base camp to rest and regain spells—provided they take moderate precautions not to leave a plain trail or be followed to this sanctuary. Failure to take such basic precautions may lead
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. If the driver is incapacitated, leaves the helm, or does nothing to alter the infernal war machine’s course and speed, the vehicle moves in the same direction and at the same speed as it did during the
” and “Demon Ichor Boost” below). Weapon Stations Each of an infernal war machine’s weapons takes up a station on the vehicle. One weapon can be replaced with another (see “Alternative Weapon Stations”), provided the crew requirement needed to operate the replacement weapon is the same.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Enchanter Enchanters are specialist wizards who understand how to alter and control minds using magic. They might be personable and interesting, using magic to manipulate people only when banter and
attack made against it, provided that the attacker is within 30 feet of it and visible to it. The enchanter must decide to do so before the attack hits or misses.
The attacker must make a DC 14 Wisdom
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
spellcasting ability (spell save DC 15):
At will: detect magic, disguise self
1/day each: alter self, fog cloud, silence
Bonus Actions
Assassin’s Agility. The cuprilach takes the Dash or
Disengage action, or it makes one Burnished Blade attack.
Reactions
Uncanny Dodge. The cuprilach halves the damage it takes from an attack that hits it, provided it can see the attacker.
Mark Behm
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. If the driver is incapacitated, leaves the helm, or does nothing to alter the infernal war machine’s course and speed, the vehicle moves in the same direction and at the same speed as it did during the
” and “Demon Ichor Boost” below). Weapon Stations Each of an infernal war machine’s weapons takes up a station on the vehicle. One weapon can be replaced with another (see “Alternative Weapon Stations”), provided the crew requirement needed to operate the replacement weapon is the same.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
thoroughly examine and explore. There will inevitably be player actions which the script has not anticipated, and you will have to judge their results. Finally, you can amend and alter monsters and
the hidden cave base camp to rest and regain spells—provided they take moderate precautions not to leave a plain trail or be followed to this sanctuary. Failure to take such basic precautions may lead
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your wizard spell save DC
creature. Alter Memories At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the Monster Manual, provided you don’t add traits that alter a creature’s Hit Points, confer Temporary Hit Points, or change the amount of damage the creature deals to other creatures. Creature
creature has a supernatural connection to another creature or an object and knows the most direct route to it, provided the two are within 1 mile of each other. Siege Monster. The creature deals double
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your wizard spell save DC
creature. Alter Memories At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the Monster Manual, provided you don’t add traits that alter a creature’s Hit Points, confer Temporary Hit Points, or change the amount of damage the creature deals to other creatures. Creature
creature has a supernatural connection to another creature or an object and knows the most direct route to it, provided the two are within 1 mile of each other. Siege Monster. The creature deals double
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes. Alchemical Savant At 5th level, you develop
points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point). You can cast lesser restoration without expending a spell slot and without preparing the spell, provided you use
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
flying speed of 10 feet for 10 minutes. 6 Transformation. The drinker’s body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of
restoration without expending a spell slot and without preparing the spell, provided you use alchemist’s supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
feet for 10 minutes.
6 Transformation. The drinker’s body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for
spell slot and without preparing the spell, provided you use alchemist’s supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
flying speed of 10 feet for 10 minutes. 6 Transformation. The drinker’s body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of
restoration without expending a spell slot and without preparing the spell, provided you use alchemist’s supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
feet for 10 minutes.
6 Transformation. The drinker’s body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for
spell slot and without preparing the spell, provided you use alchemist’s supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes. Alchemical Savant At 5th level, you develop
points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point). You can cast lesser restoration without expending a spell slot and without preparing the spell, provided you use
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
visit a faction headquarters, they’re provided details on the faction’s philosophies and welcomed to join, if they so choose. See Sigil and the Outlands for details on the factions. Harmonium Officers
. Nikki Dawes Farrow and Their Alter
Ego Josbert Plum Farrow, Shadar-kai Spy Farrow was once a member of a covert network of shadar-kai—elves shaped by the magic of the Shadowfell—on a Material
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
visit a faction headquarters, they’re provided details on the faction’s philosophies and welcomed to join, if they so choose. See Sigil and the Outlands for details on the factions. Harmonium Officers
. Nikki Dawes Farrow and Their Alter
Ego Josbert Plum Farrow, Shadar-kai Spy Farrow was once a member of a covert network of shadar-kai—elves shaped by the magic of the Shadowfell—on a Material
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a
you, provided it isn’t behind total cover. Your eyes also turn black or become writhing sensory tendrils. You gain a flying speed equal to your walking speed, and you can hover. As you fly, your skin
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
region tries to alter the attitude of another, a failed Charisma check always results in the latter creature turning hostile if it wasn’t hostile already. 7 Knight. Spectral knights routinely fly across
the sky. Whenever the characters are outdoors and become embroiled in combat in the region, one or more knights descend from the sky to help them, provided none of the characters is evil. Each round on