Cargo query
Showing below up to 50 results in range #11 to #60.
[[{{{page}}}|Absorb Elements: Acid Damage]]
[[{{{page}}}|Absorb Elements: Cold Damage]]
[[{{{page}}}|Absorb Elements: Fire Damage]]
[[{{{page}}}|Absorb Elements: Lightning Damage]]
- The affected entity deals an additional 1d6Lightning damage the next time it deals damage with a weapon.
[[{{{page}}}|Absorb Elements: Thunder Damage]]
- The affected entity deals an additional 1d6Thunder damage the next time it deals damage with a weapon.
[[{{{page}}}|Absorbed Essence: Abazigal]]
- Sarevok's attacks deal maximum damage.
[[{{{page}}}|Absorbed Essence: Amelyssan]]
- Sarevok's attacks now heal him by 2d12hit points each time.
[[{{{page}}}|Absorbed Essence: Illasera]]
- Sarevok is permanently and can't be , , or have his movement speed reduced in any way.
[[{{{page}}}|Absorbed Essence: Sendai]]
- Sarevok's Armour Class is increased by 6.
[[{{{page}}}|Absorbed Intellect]]
- Intelligence is being reduced by 1.
- Reduces Armour Class by 2.
- Acid damage has spoiled Thisobald's special brew, letting him use .
[[{{{page}}}|Acid Resistance]]
[[{{{page}}}|Acid Resistance Aura]]
- The fantastical powers of this hallucinatory imp give all nearby creatures Resistance to Acid damage.
- Can take an extra Action this turn.
[[{{{page}}}|Adamantine Reverberation]]
- 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.
[[{{{page}}}|Adrip with Kereska's Acid]]
- 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.
[[{{{page}}}|Aegis of the Absolute]]
- The Netherbrain is Immune to all types of damage it took in the previous round until the start of its next turn.
[[{{{page}}}|Against All Odds]]
- 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.
- 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.
[[{{{page}}}|Ancient Grudges]]
Filled with a touch of arcane gith knowledge.
- Has Advantage on Attack Rolls against aberrations.
[[{{{page}}}|Animalistic Vitality]]
- 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]
[[{{{page}}}|Anointed in Splendour]]
- 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 .
- 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.
[[{{{page}}}|Arcane Ammunition]]
- Affected entity's next spell doesn't cost a spell slot in order to cast.
- While , deal +2 bonus to damage with spells.
[[{{{page}}}|Arcane Critical]]
- 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.
- Dealing additional Force damage equal to your Proficiency Bonus.
- Offering their cries of pain without protection. Has a +4 bonus to Performance and Intimidation checks.
[[{{{page}}}|Armour of Agathys]]
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.
[[{{{page}}}|Arrow of Ilmater]]
- Cannot regain Hit Points
- Affected entity has lost Fire Resistance and is now Vulnerable to Fire damage.
- Raphael has gorged on souls and enhanced his fiendish powers, granting him an even deadlier array of spells and abilities. In this form, Soul Overcharge will not prevent him from using Souls to cast spells.
[[{{{page}}}|Aspect of the Elk]]
- Movement Speed increased by +1.5 m / 5 ft, as long as the affected entity stays near the barbarian.
{{#cargo_query: default=<tr><td colspan="2" style="text-align: center;">''None''</td></tr> |fields=name, icon, effects |format=template |mobileaction=toggle_view_desktop |named args=yes |offset=10 |tables=conditions |template=ConditionsTableRow }}