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Returning 35 results for 'sword gain plants'.
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Magic Items
Dungeon Master’s Guide (2024)
.
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
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 Items
Dungeon Master’s Guide (2024)
You gain a +3 bonus to attack rolls and damage rolls made with this sword. In addition, while you hold the sword, you can take a Reaction to make one melee attack with it against any creature in your
Magic Items
Dungeon Master’s Guide (2024)
Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.
You gain a +3 bonus to
with a range of 30 feet.
Devour Soul. Whenever you use Blackrazor to reduce a creature to 0 Hit Points, the sword slays the creature and devours its soul unless it is a Construct or an Undead. A
Magic Items
Dungeon Master’s Guide (2024)
This item appears to be a sword hilt.
Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into existence or make the blade disappear
. While the blade exists, this magic weapon functions as a Longsword with the Finesse property. If you are proficient with Longswords or Shortswords, you are proficient with the Sun Blade.
You gain a
Classes
Player’s Handbook
orders that call on the forces of nature. Harnessing the magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction.
Revering nature above all
, individual Druids gain their magic from nature, a nature deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles
Magic Items
Dungeon Master’s Guide (2024)
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
Magic Items
Waterdeep: Dungeon of the Mad Mage
expend 1 or more charges to cast one of the following spells from it without material components: fly (2 charges), polymorph (3 charges), or transport via plants (4 charges).
Sentience. The sword
The longsword, Tearulai, is a sentient, neutral good longsword of sharpness;sword of sharpness with an emerald-colored blade and precious gemstones embedded in its hilt and pommel. The sword’s
Magic Items
Van Richten’s Guide to Ravenloft
You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.
While you hold the drawn
sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more
Monsters
Tomb of Annihilation
the atropal is struck by a vorpal sword, the wielder can cut the atropal's umbilical cord instead of dealing damage. If its umbilical cord is cut, the atropal loses this feature.
Turn Resistance Aura
.
Wail (Costs 3 Actions). The atropal lets out a withering wail. Any creature within 120 feet of the atropal that can hear the wail must succeed on a DC 19 Constitution saving throw or gain 1 level of exhaustion.Cold, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksRadiant
Magic Items
Baldur’s Gate: Descent into Avernus
by transmitting emotion to the creature carrying or wielding it.
Truth Seer. While holding the sword, you gain advantage on all Wisdom (Insight) checks.
Destroying the Sword. Zariel can destroy the
. It desires a wielder who embodies bravery and heroism.
Attunement. The sword allows you to attune to it immediately, without having to take a short rest. The first time you attune to the sword, you
Monsters
Bigby Presents: Glory of the Giants
structures.Multiattack. The scion makes one attack using Lightning Sword or Hailstone, as well as two Slam attacks.
Lightning Sword. Melee Weapon Attack: +18;{"diceNotation":"1d20+18", "rollType":"to hit
", "rollAction":"Lightning Sword"} to hit, reach 30 ft., one target. Hit: 36 (4d12 + 10);{"diceNotation":"4d12+10", "rollType":"damage", "rollAction":"Lightning Sword", "rollDamageType":"force"} force damage
Magic Items
Guildmasters’ Guide to Ravnica
You gain a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, once on each of your turns, you can use one of the following properties if you’re holding the sword
:
Immediately after you use the Attack action to attack with the sword, you can enable one creature within 60 feet of you to use its reaction to make one weapon attack.
Immediately after you take the
Magic Items
Tales from the Yawning Portal
only 1 minute for a good-aligned character to gain attunement with the sword.) Waythe is courageous to the point of foolhardiness, however, and vocally urges bold action. It is likely to come into conflict with an evil or a timid wielder.
Waythe is a unique greatsword most recently in the possession of a high-ranking cloud giant ambassador.
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a
Monsters
The Wild Beyond the Witchlight
swarm can move through any opening large enough to accommodate an individual campestri. The swarm can’t regain hit points or gain temporary hit points.Head Butts. Melee Weapon Attack: +0
fewer.
Spores (1/Day). A 20-foot radius of spores extends from the swarm. These spores can go around corners, and they have no effect on Constructs, Elementals, Plants, or Undead. Each other creature
Magic Items
Tyranny of Dragons
A sentient (neutral evil) greatsword, Hazirawn is capable of speech in Common and Netherese. Even if you aren’t attuned to the sword, you gain a +1 bonus on attack rolls and damage rolls made
attack rolls and damage rolls increases to +2, and a hit deals an extra 2d6 necrotic damage (instead of 1d6).
Spells. Hazirawn has 4 charges to cast spells. As long as the sword is attuned to you and you
Monsters
Acquisitions Incorporated
establishing the market for franchised adventuring across the Sword Coast and beyond, Omin's full measure eludes most people. He is known to be a worshiper of Tymora, ruthless in matters of business, feckless
. 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
The Book of Many Things
You gain a +3 bonus to attack and damage rolls made with this magic sword.
This sword can tear the fabric of reality, creating a temporary rift between planes. You can use your action to choose a
Magic Items
The Wild Beyond the Witchlight
You gain a +3 bonus to attack and damage rolls made with this magic vorpal sword. In addition, the weapon ignores resistance to slashing damage. When you use this weapon to attack a creature that has
finish a long rest after that happens, you can attempt to regain the sword’s trust by making a contested Charisma check against Snicker-Snack. If you win the contest, your attunement to the weapon is instantly restored. Your attunement to the weapon can’t be restored in any other way.
Magic Items
Quests from the Infinite Staircase
The blasphemous weapon Heretic was created by a cult to steal power from good-aligned gods. The blade hungers to strike down servants of the Upper Planes and weaken the forces of good.
You gain a +3
bonus to attack and damage rolls made with this magic weapon. Heretic has 6 charges for the following properties; the sword regains 1d4 + 1 charges daily at dawn:
Destroy Devotion. Once per turn
Backgrounds
Sword Coast Adventurer's Guide
Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have one thing in common: they live out their lives without ever traveling more than a
discussed here are all sufficiently distant from the North and the Sword Coast to justify the use of this background.
Evermeet. The fabled elven islands far to the west are home to elves who have never
Magic Items
The Book of Many Things
This gleaming brass shield bears a relief of the legendary medusa druid Euryale.
While wielding this shield, you gain the following benefits:
Blessing of Euryale. You have resistance to poison
following spells from it: Lesser Restoration, Locate Creature, Transport via Plants. Once you use the shield to cast a spell, the shield can’t cast that spell again until the next dawn.
Genasi
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered. A few genasi leave the Material Plane to find refuge in
up to the Sword Coast, and into the Western Heartlands to the east. Some remain in their ancient homeland.
In contrast, water and earth genasi have no common history. Individuals have difficulty
Monsters
Mordenkainen Presents: Monsters of the Multiverse
following magical effects is possible for travelers to encounter in the vicinity:
Blessed Nature. Beasts, Plants, and Celestials within 3 miles of the ki-rin’s lair grow more vigorous as they evolve
’t gain this benefit, falling as normal.
When the ki-rin dies, all these effects disappear immediately, although the invigorating effect on flora and fauna remains for 3 years.Poison
Magic Items
The Book of Many Things
*
65
Warrior
66
Well
67–00
Roll again
*Found in the Deck of Many Things as depicted in the Dungeon Master’s Guide
Aberration. You gain telepathy within a range of 90
the transformation early. When you revert to your normal form, you return to the same state you were in when you initially transformed.
Book. You gain the ability to speak, read, and write 1d6 + 2
Monsters
Fizban's Treasury of Dragons
diseased plants to dust, clearing the way for new growth and construction.
Despite being competent swimmers and making their lairs on seacoasts and in brackish marshes, topaz dragons hate the water
realize they enjoy hunting together.
5
A tempestuous marid continually floods the carefully dried-out lair of a topaz dragon.
6
A sahuagin baron attempts to gain the support of other sahuagin
Magic Items
Keys from the Golden Vault
abide the book’s presence. Ordinary plants wither in its presence, animals are unwilling to approach it, and the book gradually destroys whatever it touches. Even stone cracks and turns to
appear on your face, your eyes might become glossy black, or horns might sprout from your forehead. Or you might become wizened and hideous, lose all facial features, gain a forked tongue, or some
Speak with Plants
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in
thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines
Commune with Nature
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural
underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.
You instantly gain knowledge of up to
Defender
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to
remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.
Luck Blade
Legacy
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Magic Items
Basic Rules (2014)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.
Luck. If the sword is on your person, you
.
Wish. The sword has 1d4–1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.
Sword of Answering
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
Lawful evil
Garnet
Squelcher
Neutral evil
Spinel
You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction
In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as “Final Word.” Each of the
magic-items
. You gain a bonus to attack rolls and damage rolls with this magic weapon determined by the sword’s rarity. While holding the sword, you can use the following properties.
Blood Drain (Rare+). When you hit a creature with the sword, it takes an extra 1d6 Necrotic damage.
This powerful, fiendish sword was once wielded by the Crimson Abbot. While it was created as a gift that brought evil and malice to the corrupted former knight, it has lost its connections to the
Equipment
These small rations are made of smoked plants, dried berries, ground nuts, and honey, baked into a chewy bar. Though not sufficiently filling for a day of travel, a bar will stave off hunger for 2
hours. These rations are spiced in such a way that they warm you from the inside out. When you eat a bar, you gain resistance to cold damage for 1 hour. You can only benefit from this effect for 1 hour per day.
magic-items
. You gain a bonus to attack rolls and damage rolls with this magic weapon determined by the sword’s rarity. While holding the sword, you can use the following properties.
Blood Drain (Rare
This powerful, fiendish sword was once wielded by the Crimson Abbot. While it was created as a gift that brought evil and malice to the corrupted former knight, it has lost its connections to the
magic-items
.
You gain a bonus to attack rolls and damage rolls with this magic weapon determined by the sword’s rarity. While holding the sword, you can use the following properties.
Blood Drain (Rare
This powerful, fiendish sword was once wielded by the Crimson Abbot. While it was created as a gift that brought evil and malice to the corrupted former knight, it has lost its connections to the