Cargo query
Showing below up to 100 results in range #11 to #110.
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 now heal him by 2d12hit points each time.
- Sarevok is permanently Hastened and can't be Paralysed, Restrained, 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 .
- 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. Your acid spells deal additional Acid damage equal to your Proficiency Bonus. When it deals spell damage, inflict 1 turn of Noxious Fumes upon the target. While attuned to Kereska's acid it can cast Melf's Acid Arrow and Hunger of Hadar.
- 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.
- 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 Ambush 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 .
- 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.
- 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.
- 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.
- Movement Speed increased by +1.5 m / 5 ft, as long as the affected entity stays near the barbarian.
- Affected entity and nearby allies have a +1.5 m / 5 ft bonus to Movement Speed.
- Affected entity has a +Dexterity Modifier bonus to Stealth Checks, as long as it stays near the barbarian.
- Affected entity and nearby allies have a +Dexterity Modifier bonus to Stealth Checks.
- The affected entity can't move, take actions, bonus actions, or reactions while holding open the Astral Rift, but can Summon an ally every other turn.
- Gravity on the Astral Plane is different than on Faerûn.
- The affected entity is Immune to Falling damage and its Jump distance is tripled.
- Carrying capacity is tripled.
- Has Proficiency in all Skills of a chosen Ability.
- Has Proficiency in Deception, Intimidation, Performance, and Persuasion.
- Has Proficiency in Acrobatics, Sleight of Hand, and Stealth.
Astral Knowledge: Intelligence
- Has Proficiency in Arcana, History, Investigation, Nature, and Religion.
- Has Proficiency in Athletics.
- Has Proficiency in Animal Handling, Insight, Medicine, Perception, and Survival.
- Advanced Toxic Infection. Strength, Dexterity, Constitution, Intelligence, Charisma, and Wisdom are reduced by 6. The more the creature rests, the worse it feels.
- Emergent Toxic Infection. Strength, Dexterity, Constitution, Intelligence, Charisma, and Wisdom are reduced by 2. The more the creature rests, the worse it feels.
- Moderate Toxic Infection. Strength, Dexterity, Constitution, Intelligence, Charisma, and Wisdom are reduced by 4. The more the creature rests, the worse it feels.
- The more the creature rests, the worse it feels.
- One of the affected entity's Abilities has been reduced to 0, causing it to die instantly.
- Take 2d6Poison at the start of every turn until you succeed a DC 13 Constitution saving throw.
- Any nearby creatures with the Rampage trait can make a bite attack as a bonus action.
- All servants of Bane around this character gain an additional +1 Strength. This effect can stack.
The Paladin and any nearby allies can't be Frightened.
The Paladin and any nearby allies can't be Charmed.
The Paladin and all nearby fiends and undead deal additional damage with melee weapons, equal to the Charisma modifier of the Paladin.
- Nearby hostile creatures become Vulnerable to Piercing damage, unless they are Resistant or Immune to it.
- While near the God of Ambition, this creature has a +10 bonus to all Ability Checks.
You and any nearby allies have a + Charisma Ability Score Modifier bonus on Saving Throws.
- Nearby enemies have disadvantage on attack rolls and saving throws.
- Creatures that can't be Frightened are immune to this aura.
All nearby light sources get extinguished when the Wraith is nearby.
The Paladin and any nearby allies have Resistance to damage from spells.
- The sight of a kuo-toa servant dying fills BOOOAL with bloodlust. It regains 3d6hit points when it kills a creature and can attack three times.
- Bane has come to Gortash's aid! Gortash has 150 temporary hit points, Advantage on Strength checks and Strength saving throws... And now has fearsome new powers!
- Affected entity gains an extra 1d4Physical damage to weapon attacks and Immunity to Thunder, Fire, and Force damage.
- Recently suffered Fire damage. Has Disadvantage on Attack Rolls and Ability Checks.
- Dark whispers pervade the creature's mind. Disadvantage on Wisdom Checks.
- Has a -1d4 penalty to Attack rolls and Saving throws.
- Affected entity gains +1 to its Strength ability. This effect can stack.
- Affected entity has a -1d4 penalty to Saving throws against it's attacker's next spell.
- Incapacitated
- Can't be targeted
- Can't move or take Actions, Bonus Actions, or Reactions
- Can use Bardic Inspiration to add a +1d6 bonus to the next Attack roll, Ability check, or Saving throw.
- Bonus depends on originating Bard's level
Grants:
- +1d6 bonus to the next Ability check. (Toggleable Passive Feature):
- +1d6 bonus to the next Saving throw. (Reaction):
- +1d6 bonus to the next Attack roll. (Reaction):
- Armour Class increased to 16.
- Has Advantage on Wisdom and Death Saving throws.
- Regains the maximum possible Hit Points when healed.
- Has Advantage on Constitution Checks.
- Gain 7 Temporary Hit Points.
- Haunted by darkness.
- Affected entity takes 2d8Necrotic damage if it enters or starts its turn in a Lightly or Heavily Obscured area.
- Affected entity can't control its actions and wanders around without direction.
- This creature has been charmed by Raphael and cannot target him with attacks or spells.
Bend Luck: Ability Check Bonus
- Wild magic has twisted the affected entity's fate. It gained a +1d4 bonus to Ability Checks.
Bend Luck: Ability Check Penalty
- Wild magic has twisted the affected entity's fate. It gained a -1d4 penalty to Ability Checks.
- Affected entity has used its feature for the day. To replenish this feature, the entity must cast a Conjuration spell of Level 1 or higher.
- A frenetic rage racks the affected entity's flesh. Its Multiattacks each deal an additional 1d8Bludgeoning damage and knocks targets Prone
- It also gains Resistance to Slashing, Piercing, and Bludgeoning damage, and has Advantage on Strength Checks and Saving Throws.
- This frenzy ends if the affected entity regains all its hit points.
- If you don't kill another creature before the end of your next turn, you will die instantly.
- Affected entity's death grants a +1 Armour Class bonus to the Slayer.
- When Amelyssan's ghost dies, Sarevoks attacks will heal him for 2d12hit points
- When Illasera's ghost dies, Sarevok will be permanently Hastened and will be unaffected by Paralysis, Restraints, or any attempts to reduce his movement speed.
- When Sendai's ghost dies, Sarevok will have his Armour Class increased by 6.
- Pigs are smart and pigs are fun - that's why Dolly made you one!
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