Cargo query
Showing below up to 50 results in range #101 to #150.
- Weapon has become magical, receiving a +1 bonus to Attack rolls and Damage Rolls.
[[{{{page}}}|Manoeuvring Attack]]
- Can use .
- The mirror image distracts attackers, increasing the spellcaster's Armour Class by 3. When the caster successfully evades an attack, one of the images disappears.
- Transformed into a cloud of mist, now immune to all non-magical damage. This status is removed by sunlight.
[[{{{page}}}|Mobile Flourish]]
- Can teleport to the target hit with .
Grants:
[[{{{page}}}|Mobile Flourish Target]]
- Targeted by a bard's fluid attack. The bard can teleport next to the creature.
- Blessed by a Mistress of Souls until its next Long Rest, the affected entity gains 10 temporary hit points, and creatures that strike them with a melee attack while the temporary hit points are active take 10Cold damage.
[[{{{page}}}|Mystra's Benevolence]]
Gale has Advantage on Concentration checks.
[[{{{page}}}|Mystra's Blessing]]
- +1d4 to Attack rolls made with spells
[[{{{page}}}|Mystra's Blessing]]
- Gale is Immune to Fire, Acid, Cold, Force, and Thunder damage unless the damage dealt exceeds 10 points.
[[{{{page}}}|One with the Shadows]]
- Affected entity is invisible. It has Advantage on Attack Rolls and imposes Disadvantage on enemy Attack Rolls.
Invisibility ends early if the invisible entity moves, attacks, casts another spell, takes an action, or takes damage.
Note: flying (as a partial-illithid) will not remove invisibility.
Affected entity can immediately use a Reaction to make a weapon attack.
[[{{{page}}}|Otiluke's Resilient Sphere]]
- Enclosed in an arcane sphere. Affected entity can't be damaged by attacks or effects from outside the sphere, nor can it damage anything outside the sphere. Movement Speed halved.
[[{{{page}}}|Overloaded With Synaptic Power]]
- Affected entity deals an additional 1d4Psychic damage with its attacks, but also receives 1d4Psychic damage per turn.
- The warlock bound to this weapon is always Proficient with it. The weapon's damage is magical.
- The weapon uses the caster's Spellcasting Ability Modifier for Attack rolls and damage rolls.
- Prevents the weapon from being dropped or otherwise disarmed.
[[{{{page}}}|Pass Without Trace]]
[[{{{page}}}|Pass Without Trace Aura]]
[[{{{page}}}|Patient Defence]]
- Attack Rolls against the affected entity have Disadvantage.
- The entity has Advantage on Dexterity saving throws.
[[{{{page}}}|Phase Optimizer Active]]
- The affected entity gains an additional action.
[[{{{page}}}|Polymorphed: Dire Raven]]
- Polymorphed into a Dire Raven
[[{{{page}}}|Potent Mist Form]]
- Transformed into a cloud of mist, now immune to all non-magical damage and resistant to magical damage.
- Possibly foes within 4 m / 13 ft and inflict 3d6Necrotic at the start of their turn.
- This condition is removed by sunlight.
[[{{{page}}}|Precision Attack]]
Affected entity has a bonus to its next weapon Attack Roll equal to its Superiority Die
[[{{{page}}}|Prophecy: A Blunt Tool]]
- Deal at least 1Bludgeoning to an enemy to regain a Portent Die.
[[{{{page}}}|Prophecy: A Little Help]]
- Casting an Conjuration spell will result in a new Portent Die.
[[{{{page}}}|Prophecy: A Little Prick]]
- Deal at least 1Piercing to an enemy to regain a Portent Die.
[[{{{page}}}|Prophecy: Burn After Reading]]
- Deal at least 1Fire to an enemy to regain a Portent Die.
[[{{{page}}}|Prophecy: Changes]]
- Casting an Transmutation spell will result in a new Portent Die.
[[{{{page}}}|Prophecy: Cutting Edge]]
- Deal at least 1Slashing to an enemy to regain a Portent Die.
[[{{{page}}}|Prophecy: Dead Right]]
- Casting an Necromancy spell will result in a new Portent Die.
[[{{{page}}}|Prophecy: Evocative]]
- Casting an Evocation spell will result in a new Portent Die.
[[{{{page}}}|Prophecy: Feign Surprise]]
- Casting an Illusion spell will result in a new Portent Die.
[[{{{page}}}|Prophecy: Forceful Insistence]]
- Deal at least 1Force to an enemy to regain a Portent Die.
[[{{{page}}}|Prophecy: Frosty Reception]]
- Deal at least 1Cold to an enemy to regain a Portent Die.
[[{{{page}}}|Prophecy: Grave Fate]]
- Deal at least 1Necrotic to an enemy to regain a Portent Die.
[[{{{page}}}|Prophecy: Guarded]]
- Casting an Abjuration spell will result in a new Portent Die.
[[{{{page}}}|Prophecy: Headache]]
- Deal at least 1Psychic to an enemy to regain a Portent Die.
[[{{{page}}}|Prophecy: Holy Epiphany]]
- Deal at least 1Radiant to an enemy to regain a Portent Die.
[[{{{page}}}|Prophecy: Melting Pot]]
- Deal at least 1Acid to an enemy to regain a Portent Die.
[[{{{page}}}|Prophecy: Predictable]]
- Casting an Divination spell will result in a new Portent Die.
[[{{{page}}}|Prophecy: Shocking Revelation]]
- Deal at least 1Lightning to an enemy to regain a Portent Die.
[[{{{page}}}|Prophecy: Spellbinding]]
- Casting an Enchantment spell will result in a new Portent Die.
[[{{{page}}}|Prophecy: Thunderous Applause]]
- Deal at least 1Thunder to an enemy to regain a Portent Die.
[[{{{page}}}|Prophecy: Venomous Words]]
- Deal at least 1Poison to an enemy to regain a Portent Die.
[[{{{page}}}|Protection from Energy: Acid]]
- Has Resistance to Acid damage
[[{{{page}}}|Protection from Energy: Cold]]
- Has Resistance to Cold damage
[[{{{page}}}|Protection from Energy: Fire]]
- Has Resistance to Fire damage
[[{{{page}}}|Protection from Energy: Lightning]]
- Has Resistance to Lightning damage
[[{{{page}}}|Protection from Energy: Thunder]]
- Has Resistance to Thunder damage
[[{{{page}}}|Protection from Evil and Good]]
The target is protected against Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. These creatures have Disadvantage on Attack rolls against the target, and the target can't be Charmed, Frightened, or possessed by them[See Notes].
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