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                        Returning 35 results for 'spirit gain'.
                    
                
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As
                                                
                                            
                                                
                                                     ways. Alternatively, casting Banishment on the weapon forces the vengeful spirit to leave it. The weapon then becomes a +1 Weapon with no other properties.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     cast a spell, you can’t cast that spell again from it until the next dawn.
Spirit of Kas. While the sword is on your person, you gain the following benefits:
Battle Hunger. You add 1d10 to your
                                                
                                            
                                                
                                                    .
Magic Weapon. You gain a +3 bonus to attack rolls and damage rolls made with the sword, which scores a Critical Hit on a roll of 19 or 20 on the d20 and deals an extra 2d10 Slashing damage to Undead
                                                
                                            
                                        
                                                     Magic Items
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                    This backpack contains the spirit of an air elemental and a compact leather balloon. While you’re wearing the backpack, you can deploy the balloon as an action and gain the effect of the
                                                
                                            
                                                
                                                     levitate spell for 10 minutes, targeting yourself and requiring no concentration. Alternatively, you can use a reaction to deploy the balloon when you’re falling and gain the effect of the feather
                                                
                                            
                                        
                                                     Monsters
                                                    Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                    Bound Haunting. Caradoc’s spirit is bound to Dargaard Keep. At the start of his turn, if he’s outside the keep’s walls and not possessing a creature using his Possession action, he
                                                
                                            
                                                
                                                     action. He otherwise uses the possessed target’s statistics but doesn’t gain access to the target’s knowledge, class features, or proficiencies.
The possession lasts until the body
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     object.
If it is destroyed, it re-forms after 24 hours. To truly destroy the ghost, characters must lay Eigeron's spirit to rest by killing Blagothkus.Withering Touch. Melee Weapon Attack: +5
                                                
                                            
                                                
                                                     alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                    );{"diceNotation":"4d6+2","rollType":"damage","rollAction":"Energy Drain","rollDamageType":"necrotic"} necrotic damage, and the target must succeed on a DC 12 Constitution saving throw or gain 1 level of
                                                
                                            
                                                
                                                     gingwatzim reverts to its true form and then vanishes.A gingwatzim is a peculiar form of life created by a spell or a ritual. The magic that brings it into being draws on spirit energy from the
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     and flexible troop formations to gain the advantage over foes. Bolstered by trained griffon and pegasus steeds, they strike foes where they least expect.
Hoplites are highly trained warriors, versed
                                                
                                            
                                                
                                                     not only in strategy and tactics but in the glorification of the warrior's spirit, the basis of an ethos that forges an unbreakable bond between members of a military unit. In combat, hoplites
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    , Wisdom, Charisma, and immunity to the charmed and frightened conditions. He otherwise uses the target’s game statistics, but Gremorly doesn’t gain access to the target’s knowledge
                                                
                                            
                                                
                                                     performed a ritual that turned Sovereign Keep into a ghost trap: anyone who dies within the castle walls rises as an incorporeal spirit, trapped within the castle. Then, he waited. When adventurers
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     that has been turned to stone. The ritual, which requires a mixture of basilisk blood and the ashes from the burned feathers of a cockatrice, awakens a dim echo of the petrified victim’s spirit
                                                
                                            
                                                
                                                     original victim’s memories resonates within the skull. A skilled magic-wielder can attempt to extract memories from it to gain insight into the victim’s past or find lore that otherwise
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     person, magic weapon, silence, spiritual weapon
3rd level (3 slots): beacon of hope, crusader's mantle, dispel magic, mass healing word, spirit guardians
4th level (3 slots): death ward, freedom of
                                                
                                            
                                                
                                                    . And even if the rumor were true, Omin would never leverage such a position for greater financial gain and power. Because that would be wrong …
                                                
                                            
                                        
                                                     Magic Items
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                     known on many worlds as a sign of death.
Beneficial Properties. While the staff is on your person, you gain the following benefits:
Your proficiency bonus to Intelligence (Arcana) and Intelligence
                                                
                                            
                                                
                                                     staff’s skull protects Acererak from this spirit’s vengeance. Each time a creature other than Acererak expends any of the staff’s charges, there is a 50 percent chance that the life
                                                
                                            
                                        
                                                     Magic Items
                                                    Keys from the Golden Vault
                                                    
                                                
                                            
                                                    .
Condition Immunities. While attuned to the book, you can’t be charmed or frightened.
Evil Presence. The book houses an evil spirit that is hostile toward you. When you become attuned to the
                                                
                                            
                                                
                                                     book, the spirit tries to leave the book and enter your body. If you fail a DC 20 Charisma saving throw, it succeeds, and you become an NPC under the DM’s control until the intruding spirit is
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     (spell save DC 24). He can innately cast the following spells, requiring no material components:
At will: detect thoughts, dispel magic, spirit guardians
1/day each: banishing smite, blinding smite
                                                
                                            
                                                
                                                     strength as their servants — the fiends known as the Lords of Dust — scheme to unleash their ancient masters. The overlords gain strength when mortals embrace the dark paths laid down for them. And
                                                
                                            
                                        
                                                     Magic Items
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     within 30 feet of you, you gain a +1 bonus to AC.
Into the Void. With or without its components, the attuned orrery infuses your spirit with the tumultuous energy of the planes. Over time, your
                                                
                                            
                                        
                                                     Spells
                                                    Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great
                                                
                                            
                                                
                                                     Tree.
Primal Beast. Bestial fur covers your body, your facial features become feral, and you gain the following benefits:
Your walking speed increases by 10 feet.
You gain darkvision with a range
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    When you smoke requiem bliss, you experience feelings of euphoria. You summon the spirit of a single deceased person whose name you know. The spirit takes on the physical characteristics it had in
                                                
                                            
                                                
                                                     life and might touch you, though it cannot harm you. You can ask the spirit questions as the speak with dead spell with the following exceptions: you can ask up to ten questions, and the spirit cannot
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    When you smoke requiem clay, you summon the spirit of a single deceased person that you personally knew in life. The spirit’s image is visible, and its voice can be heard in whispers, but it
                                                
                                            
                                                
                                                     cannot touch you. You can ask the spirit up to five questions, as the speak with dead spell. The spirit knows only what it knew in life, including the languages it knew. Answers are usually brief
                                                
                                            
                                        
                                                     Species
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    
I am kalashtar, born of two worlds. Over a thousand years ago, my ancestor bound her bloodline to the spirit Kashtai, and I am a child of that union. Kashtai moves within me. Her memories come to
                                                
                                            
                                                
                                                     spirits.
Bound to Spirits
Every kalashtar has a connection to a spirit of light, a bond shared by other members of their bloodline. Kalashtar appear human, but their spiritual connection affects them
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     decides if your demands are reasonable and if there are subordinates available to fulfill them. As your status in the guild improves, you gain influence over more people, including ones in greater
                                                
                                            
                                                
                                                    
command, illusory script
2nd
enthrall, ray of enfeeblement, zone of truth
3rd
bestow curse, speak with dead, spirit guardians
4th
blight, death ward
                                                
                                            
                                        
                                                     magic-items
                                                    
                                                    
                                                
                                            
                                                    You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As
                                                
                                            
                                                
                                                     ways. Alternatively, casting Banishment on the weapon forces the vengeful spirit to leave it. The weapon then becomes a +1 Weapon with no other properties.
                                                
                                            
                                        
                                                    Find Familiar
                                                    
    
        Legacy
    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse
                                                
                                            
                                        
                                                     Species
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     restraint. In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reasons to indulge.
While many dhampirs thirst for blood, your character might otherwise gain
                                                
                                            
                                                
                                                     lineage.
Dhampir Origins
d8
Origin
1
You are the reincarnation of an ancestor who was a vampiric tyrant.
2
Your pact with a predatory deity, fiend, fey, or spirit causes you
                                                
                                            
                                        
                                                     feats
                                                    
                                                    
                                                
                                            
                                                    Your exposure to the great wind spirit has changed you. You gain the following benefits:
When you move on your turn, you can choose to conjure tiny clouds below your feet, allowing you to move
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     Strike, Fighting Spirit (15 temp. hp) 18th Strength before Death   Bonus Proficiency When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice
                                                
                                            
                                                
                                                    Samurai The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai’s resolve is nearly unbreakable, and the enemies in a Samurai’s path have two choices: yield
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura. Hawk
                                                
                                            
                                                
                                                     them. Circle of the Shepherd Features  Druid Level Feature   2nd Speech of the Woods, Spirit Totem 6th Mighty Summoner 10th Guardian Spirit 14th Faithful Summons   Speech of the Woods At 2nd level
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    First Séance The investigator running the séance explains that they plan to use the spirit board in area 3 to contact the spirits to learn why they linger here. The investigators invite the party to
                                                
                                            
                                                
                                                     sit at the parlor table and join them in touching a planchette atop the spirit board. The lead investigator then starts the séance, saying: ”Spirits of this house, we are strangers who come openly and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    Wild Companion 2nd-level druid feature You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Boon of the Night Spirit Epic Boon Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30. Merge
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Boon of the Night Spirit Epic Boon Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30. Merge
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    Guardian of Nature 4th-level transmutation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute A nature spirit answers your call and transforms you into a
                                                
                                            
                                                
                                                     features become feral, and you gain the following benefits: Your walking speed increases by 10 feet. You gain darkvision with a range of 120 feet. You make Strength-based attack rolls with advantage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                    Sword of Vengeance Weapon (any sword), uncommon (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. Curse. This sword is cursed and possessed by a
                                                
                                            
                                                
                                                     vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     information about travel pace). The elk spirit helps you roam far and fast. Tiger. You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat
                                                
                                            
                                                
                                                    Path of the Totem Warrior  If you follow the Path of the Totem Warrior from the Player’s Handbook, you have access to the options presented here. Totem Spirit These options are available to you when
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     spirit. Empower: Inner Peace. When you issue the Empower order to this facility, your Bastion’s hirelings can use the Meditation Chamber to gain a measure of inner peace. The next time you roll for a
                                                
                                            
                                                
                                                     Bastion event, you can roll twice and choose either result. Fortify Self. You can meditate in this facility over a period of 7 days. If you leave the Bastion during this time, you gain no benefit
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Sword of Vengeance Weapon (Glaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword), Uncommon (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic
                                                
                                            
                                                
                                                     weapon. Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping
                                                
                                            
                                        





