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Returning 35 results for 'spirits carrying'.
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Magic Items
The Wild Beyond the Witchlight
the location of the happiest creature in the carnival.
The butterfly shape at the top of the vane spins slowly clockwise when spirits in the carnival are generally high; if the general mood in the
can’t be blinded, deafened, petrified, or stunned.
While carrying the vane, the creature attuned to it can cast the dancing lights, polymorph, or ray of frost spell as an action, requiring no
Monsters
Mythic Odysseys of Theros
existence. When it teleports, the ashen rider appears astride the mount along with any equipment it is wearing or carrying.
While mounted and not incapacitated, the ashen rider can't be surprised, and both it
long rest. If the target's hit point maximum is reduced to 0, its body and everything it is wearing and carrying, except for magic items, are reduced to ash. A creature reduced to ash can't be revived
Monsters
The Wild Beyond the Witchlight
, including the ability to summon demons and demonic spirits. But in her quest for absolute power, she made too many enemies and underestimated their determination to destroy her, so she fled to other worlds
the night sky.’ She might be right.”Fey Step. Iggwilv teleports, along with any equipment she is wearing or carrying, to an unoccupied space she can see within 30 feet of her.
Druid
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
Holding high a gnarled staff wreathed with holly, an elf summons the fury of the storm and calls down explosive bolts of lightning to smite the torch-carrying orcs who threaten her forest.
Crouching
character lives in a society where the Old Faith still thrives, or was raised by a druid after being abandoned in the depths of a forest. Perhaps your character had a dramatic encounter with the spirits of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
touches the statue in area 6a is instantly teleported to an unoccupied space near the statue in area 6b, and vice versa, along with everything it is wearing or carrying. (Vlonwelv Auvryndar used a ritual
to alter the statues’ magic so that Muiral can’t be teleported.) The statues depict drow lovers from rival houses. Their spirits are bound to the statues and can’t communicate with each other on the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Spirits of the Nine Trickster Gods Acererak trapped the spirits of Omu’s nine trickster gods in the tomb he constructed in their name, and they’re not happy about it. The spirits don’t know the
use an action to turn invisible. Anything the host is wearing or carrying is invisible as long as it is on the host’s person. The effect ends if the host attacks, casts a spell, forces a saving throw
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Spirits of the Nine Trickster Gods Acererak trapped the spirits of Omu’s nine trickster gods in the tomb he constructed in their name, and they’re not happy about it. The spirits don’t know the
use an action to turn invisible. Anything the host is wearing or carrying is invisible as long as it is on the host’s person. The effect ends if the host attacks, casts a spell, forces a saving throw
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
touches the statue in area 6a is instantly teleported to an unoccupied space near the statue in area 6b, and vice versa, along with everything it is wearing or carrying. (Vlonwelv Auvryndar used a ritual
to alter the statues’ magic so that Muiral can’t be teleported.) The statues depict drow lovers from rival houses. Their spirits are bound to the statues and can’t communicate with each other on the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
they force their targets to desperate limits, night hags claim their victims’ tormented spirits, capturing them in sinister traps called soul bags. The hags then slip between planes of existence to
.
Magic Resistance. The hag has Advantage on saving throws against spells and other magical effects.
Soul Bag. The hag has a soul bag. While holding or carrying the bag, the hag can use its
Compendium
- Sources->Dungeons & Dragons->Monster Manual
they force their targets to desperate limits, night hags claim their victims’ tormented spirits, capturing them in sinister traps called soul bags. The hags then slip between planes of existence to
.
Magic Resistance. The hag has Advantage on saving throws against spells and other magical effects.
Soul Bag. The hag has a soul bag. While holding or carrying the bag, the hag can use its
Compendium
- Sources->Dungeons & Dragons->Monster Manual
take over bands of weaker monsters, or they might pose as helpful spirits and trick influential individuals into pursuing nefarious ends. I can tell you what I know, but wouldn’t you rather I tell you
.
Shape-Shift. The imp shape-shifts to resemble a rat (Speed 20 ft.), a raven (20 ft., Fly 60 ft.), or a spider (20 ft., Climb 20 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
hybrids of those two forms. They scare off or sabotage those who threaten the wilds, and they frequently aid Fey, druids, or spirits of the wilderness, as many owe their magical nature to such forces
returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
take over bands of weaker monsters, or they might pose as helpful spirits and trick influential individuals into pursuing nefarious ends. I can tell you what I know, but wouldn’t you rather I tell you
.
Shape-Shift. The imp shape-shifts to resemble a rat (Speed 20 ft.), a raven (20 ft., Fly 60 ft.), or a spider (20 ft., Climb 20 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
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. BRIAN VALEZA Spirits summoned by Find Familiar take forms inspired by the mages who conjure them
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
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. BRIAN VALEZA Spirits summoned by Find Familiar take forms inspired by the mages who conjure them
Compendium
- Sources->Dungeons & Dragons->Monster Manual
hybrids of those two forms. They scare off or sabotage those who threaten the wilds, and they frequently aid Fey, druids, or spirits of the wilderness, as many owe their magical nature to such forces
returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
atop it. Paintings on the chariot’s body show a tall bird with a long, sharp beak. On the south wall, a bronze shield bears the embossed image of a Chultan warrior carrying a spear, below an inscription
.
Papazotl’s bones are contained within the sarcophagus, but they are well protected (see “Glass Cauldrons” and “Bronze Shield” below). Advice from the Spirits Any characters inhabited by the spirits of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
atop it. Paintings on the chariot’s body show a tall bird with a long, sharp beak. On the south wall, a bronze shield bears the embossed image of a Chultan warrior carrying a spear, below an inscription
.
Papazotl’s bones are contained within the sarcophagus, but they are well protected (see “Glass Cauldrons” and “Bronze Shield” below). Advice from the Spirits Any characters inhabited by the spirits of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 4 (1d8) radiant damage.
Spellcasting. While carrying the Witchlight vane, Light casts one of the following spells
carrying, up to 30 feet to an unoccupied space he can see. Until the start of his next turn, he appears ghostly and gains resistance to all damage.
Witchlight Vane Wondrous Item, Legendary (Requires
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 4 (1d8) radiant damage.
Spellcasting. While carrying the Witchlight vane, Light casts one of the following spells
carrying, up to 30 feet to an unoccupied space he can see. Until the start of his next turn, he appears ghostly and gains resistance to all damage.
Witchlight Vane Wondrous Item, Legendary (Requires
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
giants laid a curse upon the druids and trapped them in the forms of animals. Just as the ancestors of the Valenar guide their warriors in battle, the spirits of these druids can awaken power in an
, for the ancestral spirits can take on many animal forms. Variant: Ancestral Traits Each Valenar animal can be customized with an ancestral gift, a supernatural trait granted by its ancestral spirit
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
giants laid a curse upon the druids and trapped them in the forms of animals. Just as the ancestors of the Valenar guide their warriors in battle, the spirits of these druids can awaken power in an
, for the ancestral spirits can take on many animal forms. Variant: Ancestral Traits Each Valenar animal can be customized with an ancestral gift, a supernatural trait granted by its ancestral spirit
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
archon and its mount are on the same plane of existence. When it teleports, the archon appears astride the mount, along with any equipment it is wearing or carrying.
While mounted and not
to burst into a shower of radiant stars leaving no trace of it behind. Everything it is wearing or carrying remains. Each creature within 10 feet of the corpse when it bursts must succeed on a DC 16
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
archon and its mount are on the same plane of existence. When it teleports, the archon appears astride the mount, along with any equipment it is wearing or carrying.
While mounted and not
to burst into a shower of radiant stars leaving no trace of it behind. Everything it is wearing or carrying remains. Each creature within 10 feet of the corpse when it bursts must succeed on a DC 16
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
fighting spined devils, bearded devils, barbed devils, horned devils, and erinyes. Advice from the Spirits Any characters inhabited by the spirits of I’jin, Obo’laka, or Shagambi receive advice when
statue returns to its original north-facing position and stops revolving. When this happens, read: The fires go out, though smoke still hangs in the air. A warm wind blows through the hall, carrying the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
fighting spined devils, bearded devils, barbed devils, horned devils, and erinyes. Advice from the Spirits Any characters inhabited by the spirits of I’jin, Obo’laka, or Shagambi receive advice when
statue returns to its original north-facing position and stops revolving. When this happens, read: The fires go out, though smoke still hangs in the air. A warm wind blows through the hall, carrying the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
carrying spears and ornate jugs. The ceiling is painted to look like a clear blue sky. A small bejeweled cockroach rests atop a sarcophagus of black basalt in the middle of the room. A two-foot-diameter
. Napaka came to believe that the gods of Omu were not truly divine beings but rather trickster spirits that had fooled the Omuan people into worshiping them. The queen remembers Acererak killing the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
carrying spears and ornate jugs. The ceiling is painted to look like a clear blue sky. A small bejeweled cockroach rests atop a sarcophagus of black basalt in the middle of the room. A two-foot-diameter
. Napaka came to believe that the gods of Omu were not truly divine beings but rather trickster spirits that had fooled the Omuan people into worshiping them. The queen remembers Acererak killing the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
that feed on the corpses of villains. Perytons tear out the hearts of those they slay, carrying the organs back to grisly lairs. This gives rise to numerous superstitions surrounding perytons. Roll on
cowards. They usually flee if they’re outnumbered by creatures capable of seeing them on the Ethereal Plane or pursuing them there. They make exceptions for ghosts and similar spirits, which phase
Compendium
- Sources->Dungeons & Dragons->Monster Manual
that feed on the corpses of villains. Perytons tear out the hearts of those they slay, carrying the organs back to grisly lairs. This gives rise to numerous superstitions surrounding perytons. Roll on
cowards. They usually flee if they’re outnumbered by creatures capable of seeing them on the Ethereal Plane or pursuing them there. They make exceptions for ghosts and similar spirits, which phase
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
gender, as well as one or two key personality traits. Although they resemble humanoid beings, genies are elemental spirits given physical form. They don’t mate with other genies or produce genie
mortal, although such offspring are rare. When a genie perishes, it leaves nothing behind except what it was wearing or carrying, along with a small trace of its native element: a pile of dust, a gust of
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
gender, as well as one or two key personality traits. Although they resemble humanoid beings, genies are elemental spirits given physical form. They don’t mate with other genies or produce genie
mortal, although such offspring are rare. When a genie perishes, it leaves nothing behind except what it was wearing or carrying, along with a small trace of its native element: a pile of dust, a gust of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
north balcony are lined with alcoves containing piles of skulls and bones — the remains of Old Omuans and their minotaur protectors. Advice from the Spirits Any characters inhabited by trickster
spirits receive advice when entering this area: Fickle I’jin encourages her host to investigate the mist-filled archway on the south balcony (see “Mist Gate” below). Adventurous Kubazan expects his host
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
north balcony are lined with alcoves containing piles of skulls and bones — the remains of Old Omuans and their minotaur protectors. Advice from the Spirits Any characters inhabited by trickster
spirits receive advice when entering this area: Fickle I’jin encourages her host to investigate the mist-filled archway on the south balcony (see “Mist Gate” below). Adventurous Kubazan expects his host
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
yourself that isn’t behind Total Cover. Your eyes also turn black or become writhing sensory tendrils. Wormlike Movement. Your body, along with any equipment you are wearing or carrying, becomes slimy
it again until you finish a Long Rest unless you spend 5 Sorcery Points (no action required) to restore your use of it. Level 18: Clockwork Cavalcade You momentarily summon spirits of order to expunge