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Showing below up to 50 results in range #11 to #60.
Absorb Elements: Lightning Damage
- The affected entity deals an additional 1d6Lightning damage the next time it deals damage with a weapon.
Absorb Elements: Thunder Damage
- The affected entity deals an additional 1d6Thunder damage the next time it deals damage with a weapon.
- Sarevok's attacks deal maximum damage.
- Sarevok's attacks now heal him by 2d12hit points each time.
- Sarevok is permanently and can't be , , or have his movement speed reduced in any way.
- Sarevok's Armour Class is increased by 6.
- Intelligence is being reduced by 1.
- Reduces Armour Class by 2.
- Acid damage has spoiled Thisobald's special brew, letting him use .
- The fantastical powers of this hallucinatory imp give all nearby creatures Resistance to Acid damage.
- Can take an extra Action this turn.
- While it has temporary hit points, this creature's movement speed is doubled. Immediately after losing these temporary hit points, the creature knocks back foes 4 m / 13 ft with a shockwave that deals 4d8Thunder.
- Affected entity has resistance to Acid damage.
- Its acid spells deal additional damage equal to its proficiency bonus.
- When it deals spell damage, it possibly inflict 3 turns of upon the target.
- While attuned to Kereska's acid it can cast and at 5th level once per short rest.
- Cantrips targeting foes and allies can target an additional creature. The same target can be chosen twice.
- The Netherbrain is Immune to all types of damage it took in the previous round until the start of its next turn.
- The unlikely actions of the party in the Morphic Pool were a surprise to even the Netherbrain.
- The successful roll has left the Netherbrain wounded, reducing its starting HP for the encounter.
- The rothé is nervous and afraid - ready to attack at the slightest scare. Has Advantage on Attack rolls.
- Hit point maximum increased by 5hit points.
- Hit point maximum increases by a further 5hit points for every Spell Slot Level above 2 used.
- This creature has spotted you as an intruder.
- Has Disadvantage on Dexterity and Charisma checks.
Transformed into a Dire Wolf in all the ways that matter.
Transformed into a Minotaur in all the ways that matter.
Transformed into a Phase Spider in all the ways that matter.
Alternate Form: Shadow Mastiff
Transformed into a Shadow Mastiff in all the ways that matter.
- Attack Rolls against the affected entity have Advantage and it has Disadvantage on Strength and Dexterity Checks.
- Taking damage or being Helped ends this condition.
- Affected entity will attack as soon as its enemies are within reach. It can only be spotted with a successful Perception Check.
- The creature's next bite may its target.
- Filled with a touch of arcane gith knowledge.
- Has Advantage on Attack Rolls against aberrations.
- Affected entity regains 1d8hit points of health every round when below 60 HP. It also receives an additional 3.5 m / 12 ft of movement speed. [See Notes]
- Has a +2 bonus to all Saving throws.
- A storm of vicious lightning is soon to erupt - striking all standing in the open.
- A nearby water myrmidon grants the affected entity Immunity to Cold damage and an additional 3d8Cold damage to .
- The affected entity also gains temporary access to Reaction per turn. and an additional
- Affected entity has a +1 bonus to its spell Attack rolls and spell save DC for each remaining turn.
- Reduce the duration by 2 each time the entity takes damage.
- Arcane Acuity has a maximum Duration: 10 turns.
- Affected entity's next spell doesn't cost a spell slot in order to cast.
- While , deal +2 bonus to damage with spells.
- The number you need to roll a Critical Hit while attacking is reduced by 2. This effect can stack.
- Gale's spirit is being drained. He has Disadvantage to Constitution Saving throws.
- Locked through magical means. Can't be opened by lockpicking or the use of .
- Weapon attacks deal additional damage equal to affected entity's Spell Casting Ability Modifier.
- Your Arcane Ward blocks damage equal to its charges and then loses 1 charge. Casting Abjuration spells will add charges equal to the level of the spell.
- Deal additional damage equal to your Proficiency Bonus.
- Offering their cries of pain without protection. Has a +4 bonus to Performance and Intimidation checks.
Gained x Temporary Hit Points
. If hit with a melee attack, the attacker takes x Cold damage
and this effect ends.
Can't take Reactions.
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