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Returning 35 results for 'state of reappear die vision'.
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stone of reappears die version
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space of reappears die vision
Magic Items
Dungeon Master’s Guide
example, a flower picked from a garden there disappears if it is taken outside the demiplane.
For each hour spent in the demiplane, a visitor regains Hit Points as if it had spent 1 Hit Point Die. Also
you take a Magic action to end the effect, all visitors reappear in the location they occupied when you activated the rod or an unoccupied space nearest that location. Once used, this property can’t be used again until 10 days have passed.
Spells
Player’s Handbook
behind in a state of suspended animation; it has the Unconscious condition, doesn’t need food or air, and doesn’t age.
A target’s astral form resembles its body in almost every way
1 foot. If the cord is cut—which happens only when an effect states that it does so—the target’s body and astral form both die.
A target’s astral form can travel through the
Magic Items
Dungeon Master’s Guide
to your head and remains there until you die. If the eye is ever removed, you die.
Properties of the Eye. While you are attuned to the eye, your alignment is Neutral Evil, and you gain the following
Clairvoyance
2
Crown of Madness
1
Disintegrate
4
Dominate Monster
5
Eyebite
4
X-ray Vision. You can take a Magic action to gain X-ray vision with a range of 30 feet for 1
Spells
Player’s Handbook
Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s Material component. While your soul inhabits the container, you are aware of your
, the creature dies, and you make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.
If the
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
you draw the card or at any other time before you die.
Flames. A powerful devil becomes your enemy. The devil seeks your ruin and torments you, savoring your suffering before attempting to slay you
Spells
Player’s Handbook
a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally’s failed
wish for something not included in any of the other effects. To do so, state your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater
Monsters
Mythic Odysseys of Theros
against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Whenever the hydra takes 35 or more damage in a single turn, one of its heads dies. If all its heads die, the
lore of a people that, even after a hydra’s defeat, the beast might reappear as a Nyxborn being and begin its legend anew.Acid
Rod of Security
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.
For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die
time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.
Monsters
Icewind Dale: Rime of the Frostmaiden
using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined
. For roleplaying purposes, the following suggestions might prove helpful:
So long as she has mortal worshipers, Auril can’t truly die (although the characters can rid the world of her for a
Monsters
Icewind Dale: Rime of the Frostmaiden
weak and vulnerable. In her self-inflicted weakened state, Auril is inclined to be cautious and avoid contact with other creatures that can harm her.
Auril’s worshipers know better than to
can’t truly die (although the characters can rid the world of her for a time). Thus, she has no reason to capitulate to mortals’ demands. As the embodiment of winter’s cruelty, she is
Monsters
Icewind Dale: Rime of the Frostmaiden
her to explode and die. A mephit that dies in this way does not use its Death Burst. Instead, each creature within 10 feet of the exploding mephit must succeed on a DC 21 Dexterity saving throw, taking
night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined to be cautious and avoid contact with other creatures
Magic Jar
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your
, you die.
If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to
Monsters
Mythic Odysseys of Theros
.
Whenever Polukranos takes 40 or more damage in a single turn, one of its heads dies. If all its heads die, Polukranos dies.
At the end of its turn, it grows two heads for each of its heads that died
the minds and lore of a people that, even after a hydra’s defeat, the beast might reappear as a Nyxborn being and begin its legend anew.Acid
monsters
Hit Point maximum decreases by an amount equal to the damage taken. Success: Half damage only.
Truth or Die (1/Day). Saidra asks a creature she can see within 60 feet to identify itself and casts
fogbanks, only to reappear on the outskirts of Port-a-Lucine 2d6 hours later.
Empowered Actors. Humanoids add 1d8 to Charisma (Deception or Performance) checks made while wearing a mask.
Invitation
Monsters
Eberron: Rising from the Last War
All-Around Vision. The quori can't be surprised while it isn't incapacitated.
Incorporeal Movement. The quori can move through other creatures and objects as if they were difficult terrain. It takes
doesn't reduce its exhaustion. If the cursed target reaches exhaustion level 6, it doesn't die; it instead becomes a thrall under the quori's control, and all its exhaustion is removed. Only the wish spell
Eye and Hand of Vecna
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
extremity.
To attune to the eye, you must gouge out your own eye and press the artifact into the empty socket. The eye grafts itself to your head and remains there until you die. Once in place, the eye
transforms into a golden eye with a slit for a pupil, much like that of a cat. If the eye is ever removed, you die.
To attune to the hand, you must lop off your left hand at the wrist and the press
Backgrounds
Sword Coast Adventurer's Guide
important than the gear and fighting style of its members, and so most of these orders aren’t limited to fighting types, but are open to all sorts of folk who are willing to battle and die for the
service to a deity, such as Kelemvor’s Eternal Order or Mystra’s Knights of the Mystic Fire. Other knightly orders serve a government, royal family, or are the elite military of a feudal state
Monsters
Adventure Atlas: The Mortuary
only leader the faction has ever had. A popular Duster legend holds that other than the Lady of Pain herself, Skall is Sigil’s oldest resident, the first creature to live and die in the City of
: The Mortuary).
After eons of existence, Skall is in an advanced state of deterioration. Once a spry lich with a wrinkled frame, he now drifts listlessly through the Mortuary’s forlorn halls
Reborn
Legacy
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Species
Van Richten’s Guide to Ravenloft
physical state that their minds are ill equipped to deal with. Their memories of events before this interruption are often vague or absent. Occasionally, the most unexpected experiences might cause
, silent stretches. Occasionally, though, in a moment of peace, stress, or excitement, a reborn gains a glimpse of what came before. When you desire to have such a dreamlike vision, roll on the Lost
Magic Items
Infernal Machine Rebuild
surroundings to appear reflected in the blade as if in a state of decay.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with it, the attack
blank slate. It thus encourages its wielder to engage in constant destruction, claiming that this will allow the creation of a more superior vision from the ruin of what came before.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
that path is long and fraught with barriers. Alhoons are mind flayers who have used a shortcut to attain a lichlike state.
Elder brains forbid mind flayers from pursuing magic power aside from psionics
position of leadership normally held by an elder brain. Regardless, all such arcanists face the same stark fact: when they die, they will not join the host of minds in the elder brain—deviant
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until
spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die.
Flames. A powerful devil
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
after an encounter ends. If all characters die during an encounter, it’s up to you how to proceed. Incarnations of all the characters might reappear far from where they were defeated—perhaps in the last
their other incarnations—even if those incarnations have died before. Once a player chooses which incarnation to play, have that incarnation reappear several minutes after the character’s death as is
Magic Items
Baldur’s Gate: Descent into Avernus
cherished memories of Idyllglen, though I’ve only seen this bucolic town in dreams.
4
I would die for those who fight beside me, regardless of their faults.
5
I seek to honor the angel
. The Sword of Zariel is a sentient, lawful good item with an Intelligence of 10, a Wisdom of 20, and a Charisma of 18. It has hearing and normal vision out to a range of 30 feet.
The sword communicates
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
indistinguishable from normal creatures, living unremarkable lives and existing to reinforce whatever status quo the Dark Powers impose. At the will of the Dark Powers, these inhabitants might reappear in
return home. Death and Rebirth The spirits of those who die in the Domains of Dread or the Mists don’t travel to the afterlife. Those magically returned to life after being dead for at least 24 hours
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
book’s introduction. If all the characters die at once, they reappear back in the morgue. Morte heckles them on their return.
classes
Basic Rules (2014)
berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually
+2
8th
+3
Ability Score Improvement
4
+2
9th
+4
Brutal Critical (1 die)
4
+3
10th
+4
Path Feature
4
+3
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
if it had spent 1 Hit Die. Also, creatures don’t age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures
present (round down). When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can’t be used again until ten days have passed.
Magic Items
The Wild Beyond the Witchlight
be aged to the point of decrepitude. In this state, the creature’s speed is halved, the range of its vision and hearing is reduced to 30 feet, and it has disadvantage on all ability checks
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Hit Point Die. Also, creatures don’t age while there, although time passes normally. Visitors can remain there for up to 200 days divided by the number of creatures present (round down). When the time
runs out or you take a Magic action to end the effect, all visitors reappear in the location they occupied when you activated the rod or an unoccupied space nearest that location. Once used, this property can’t be used again until 10 days have passed.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
sphere. If it would better fit your group, a trapped character can mysteriously reappear after a few in-game hours or days, rejoining the party on their own. Those who return from the sphere in this
stop shivering. 2 The character’s vision is limited to a 5-foot-wide line pointing in a single direction. 3 The character gets nauseous near windows or doorways. If the character moves through such a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Hit Point Die. Also, creatures don’t age while there, although time passes normally. Visitors can remain there for up to 200 days divided by the number of creatures present (round down). When the time
runs out or you take a Magic action to end the effect, all visitors reappear in the location they occupied when you activated the rod or an unoccupied space nearest that location. Once used, this property can’t be used again until 10 days have passed.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
if it had spent 1 Hit Die. Also, creatures don’t age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures
present (round down). When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can’t be used again until ten days have passed.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
1 charge and regains its expended charge daily at dawn. You can take a Magic action to toss the coin, expending its charge. Roll any die to determine whether the coin comes up heads (on an even
-Around Vision. The robe gives you Advantage on Wisdom (Perception) checks that rely on sight.
Special Senses. You have Darkvision and Truesight, both with a range of 120 feet.
Conceptopolis
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
does it serve in your game? How big is it? Who lives there? What does it look, smell, and sound like? Who governs it? Who else holds power? Is it part of a larger state? What are its defenses? Where
characters care about the settlement? The guidelines in this section are here to help you build the settlement you want for whatever purpose you have in mind. Disregard any advice here that runs counter to your vision for a settlement.