Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'swarm gain power'.
Other Suggestions:
swear gain power
sworn gain power
storm gain power
share gain power
Monsters
Monster Manual
space and vice versa, and the swarm can move through any opening large enough for a Small creature. The swarm can’t regain Hit Points or gain Temporary Hit Points.Multiattack. The swarm makes two
Fetid Aura. Constitution Saving Throw: DC 12, any creature that starts its turn in a 10-foot Emanation originating from the swarm. Failure: The target has the Poisoned condition until the start of
Monsters
Monster Manual
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain Hit Points or gain
":"Bites", "rollDamageType":"Piercing"} Piercing damage, or 2 (1d4);{"diceNotation":"1d4", "rollType":"damage", "rollAction":"Bites", "rollDamageType":"Piercing"} Piercing damage if the swarm is Bloodied.Bludgeoning, Piercing, Slashing
Monsters
Monster Manual
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can’t regain Hit Points or gain
the swarm is Bloodied—plus 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Bites", "rollDamageType":"Poison"} Poison damage.Bludgeoning, Piercing, Slashing
Monsters
Monster Manual
through an opening large enough for a Medium creature. The swarm can’t regain Hit Points or gain Temporary Hit Points.Multiattack. The swarm makes two Vile Slime attacks.
Vile Slime. Melee
Hellish Restoration. If the swarm dies in the Nine Hells, it revives with all its Hit Points in 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Hellish Restoration"} days unless it is
Monsters
Monster Manual
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through an opening large enough for a Medium creature. The swarm can’t regain Hit Points or
gain Temporary Hit Points.Bites. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Bites"}, reach 5 ft. Hit: 9 (2d6 + 2);{"diceNotation":"2d6+2", "rollType":"damage
Monsters
Monster Manual
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny piranha. The swarm can’t regain Hit Points or gain
Temporary Hit Points.
Water Breathing. The swarm can breathe only underwater.Bites. Melee Attack Roll: +5 (with Advantage if the target doesn’t have all its Hit Points), reach 5 ft. Hit: 8 (2d4
Monsters
Monster Manual
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can’t regain Hit Points or gain
":"Bites", "rollDamageType":"Piercing"} Piercing damage, or 2 (1d4);{"diceNotation":"1d4", "rollType":"damage", "rollAction":"Bites", "rollDamageType":"Piercing"} Piercing damage if the swarm is Bloodied.Bludgeoning, Piercing, Slashing
Monsters
Monster Manual
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can’t regain Hit Points or gain
Temporary Hit Points.Swarm of Proboscises. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Swarm of Proboscises"}, reach 5 ft. Hit: 14 (2d10 + 3);{"diceNotation
Monsters
Monster Manual
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can’t regain Hit Points or gain
Temporary Hit Points.Swarm of Grasping Hands. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Swarm of Grasping Hands"}, reach 5 ft. Hit: 20 (4d8 + 2
Monsters
Monster Manual
’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain Hit Points or gain Temporary Hit Points.Bites. Melee Attack Roll
Spider Climb. If the swarm has a Climb Speed, the swarm can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Swarm. The swarm can occupy another creature
Monsters
Monster Manual
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can’t regain Hit Points or gain
", "rollAction":"Beaks", "rollDamageType":"Piercing"} Piercing damage, or 2 (1d4);{"diceNotation":"1d4", "rollType":"damage", "rollAction":"Beaks", "rollDamageType":"Piercing"} Piercing damage if the swarm is
Magic Items
Dungeon Master’s Guide (2024)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
The weapon has 5 charges. You can expend 1 charge and make a ranged attack with the weapon, hurling it as if it had
to your hand. The weapon regains 1d4 + 1 expended charges daily at dawn.
Giant’s Bane. While you are attuned to the weapon and wearing either a Belt of Giant Strength or Gauntlets of Ogre Power
Classes
Player’s Handbook
. Some Evokers find employment in military forces, serving as artillery to blast armies from afar. Others use their power to protect others, while some seek their own gain.
Spells
Player’s Handbook
transports it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.
Classes
Player’s Handbook
multiverse. They often begin their search for magical power by delving into tomes of forbidden lore, dabbling in invocations meant to attract the power of extraplanar beings, or seeking places of power where
, devils, hags, and alien entities of the Far Realm, Warlocks piece together arcane secrets to bolster their own power.
Warlocks view their patrons as resources, as means to the end of achieving magical
Spells
Player’s Handbook
You touch a point and infuse an area around it with holy or unholy power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect of
while in the area.
Extra Effect. You bind an extra effect to the area from the list below:
Courage. Creatures of any types you choose can’t gain the Frightened condition while in the area
Classes
Player’s Handbook
power. Different Monks conceptualize this power in various ways: as breath, energy, life force, essence, or self, for example. Whether channeled as a striking display of martial prowess or as a subtler
manifestation of defense and speed, this power infuses all that a Monk does.
Monks focus their internal power to create extraordinary, even supernatural, effects. They channel uncanny speed and
Classes
Player’s Handbook
Paladin’s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.
Paladins train to learn the skills of combat, mastering a variety of weapons and
armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the injured, smite their foes, and protect the helpless and those who fight at their side.
Almost by
Classes
Player’s Handbook
, Mace, Holy Symbol, Priest's Pack, and 7 GP; or (B) 110 GP
Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity
, a Cleric can reach out to the divine magic of the Outer Planes—where gods dwell—and channel it to bolster people and battle foes.
Because their power is a divine gift, Clerics typically
Classes
Player’s Handbook
power, while others trace it to strange events in their personal or family history. The blessing of a dragon or a dryad at a baby’s birth or the strike of lightning from a clear sky might spark a
an indelible mark on the Sorcerer, a churning magic that can be passed down through generations.
Sorcerers don’t learn magic; the raw, roiling power of magic is part of them. The essential art
Classes
Player’s Handbook
deepest self. For every Barbarian, their Rage is a power that fuels not just battle prowess, but also uncanny reflexes and heightened senses.
Barbarians often serve as protectors and leaders in their
Barbarian...
As a Level 1 Character
Gain all the traits in the Core Barbarian Traits table.
Gain the Barbarian’s level 1 features, which are listed in the Barbarian Features table.
As a
Classes
Player’s Handbook
Wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any
magic available in the present age.
Becoming a Wizard...
As a Level 1 Character
Gain all the traits in the Core Wizard Traits table.
Gain the Wizard’s level 1 features, which are listed
Magic Items
Dungeon Master’s Guide (2024)
, to his heir. The rightful inheritors passed the axe on for many generations.
Later, in an era marked by treachery and wickedness, the axe was lost in a bloody civil war fomented by greed for its power
Moradin. While attuned to the axe, you gain the following benefits:
Darkvision. You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.
Fortitude of
Magic Items
Dungeon Master’s Guide (2024)
Vecna the Archlich;Vecna was a mighty wizard who, through magic and conquest, forged a terrible empire. For all his power, however, Vecna feared death and took steps to prevent his demise by becoming
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
Magic Items
Dungeon Master’s Guide (2024)
Kas was a powerful warrior who served Vecna and whose loyalty was rewarded with this sword. As Kas’s power grew, so did his hubris. The sword urged Kas to destroy Vecna and usurp his throne
.
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
Monsters
Ghosts of Saltmarsh
a Small humanoid. The swarm can't regain hit points or gain temporary hit points.Slash. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Slash"} to hit, reach 0 ft
Deafening Clatter. Creatures are deafened while in the swarm's space.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for
Monsters
Waterdeep: Dragon Heist
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit
points.
Mechanical. The swarm is made up of Tiny constructs and doesn't require air, food, drink, or sleep.Bite. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction
Monsters
Ghosts of Saltmarsh
vice versa, and it can move through any opening large enough for a Tiny creature. The swarm can't regain hit points or gain temporary hit points.
Water Breathing. The swarm can breathe only
Blood Frenzy. The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Seething. Once it enters combat, the swarm deals 10 slashing damage to itself at
Monsters
Candlekeep Mysteries
large enough for a 1-foot-tall, 8-inch-wide, 2-inch-thick object. The swarm can’t regain hit points or gain temporary hit points.Book Club. Melee Weapon Attack: +3;{"diceNotation":"1d20+3
False Objects. If the swarm is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the swarm move or act, that creature must
Monsters
Planescape: Adventures in the Multiverse
vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain temporary hit points.
Telepathic Shroud. The swarm is immune to any
Psychic Messenger. The swarm can use its sending spell to target someone familiar to a creature in telepathic contact with the swarm.
Swarm. The swarm can occupy another creature’s space and
Monsters
Tales from the Yawning Portal
large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.Bite. Melee Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Bite"} to hit, reach
Keen Smell. The swarm has advantage on Wisdom (Perception) checks that rely on smell.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening
Monsters
Quests from the Infinite Staircase
another creature’s space and vice versa, and the swarm can move through any opening large enough to accommodate a Small gibberling. The swarm can’t regain hit points or gain temporary hit
Aversion to Fire. If the swarm takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Incessant Gibberish. Any non-gibberling that is within 60
Monsters
Planescape: Adventures in the Multiverse
gain temporary hit points.Stings. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Stings"} to hit, reach 0 ft., one creature in the swarm’s space. Hit: 10 (3d4
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny dragonfly. The swarm can’t regain hit points or
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain
temporary hit points.
Telepathic Shroud. The swarm is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells.Bites. Melee Weapon Attack: +5
Monsters
Spelljammer: Adventures in Space
versa, and the swarm can move through any opening large enough for a Tiny neogi hatchling. The swarm can’t regain hit points or gain temporary hit points.Swarm of Bites. Melee Weapon Attack: +3
Spider Climb. The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Swarm. The swarm can occupy another creature’s space and vice