Cargo query
Showing below up to 100 results in range #101 to #200.
- 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]]
- Gale is Immune to Fire, Acid, Cold, Force, and Thunder damage unless the damage dealt exceeds 10 points.
[[{{{page}}}|Mystra's Blessing]]
- +1d4 to Attack rolls made with spells
[[{{{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 Warlock's Charisma 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].
[[{{{page}}}|Protection from Poison]]
- All previous Poisonous effects afflicting the target are neutralized
- Target gains Advantage on Saving throws against being Poisoned
- Target gains Resistance to Poison damage
[[{{{page}}}|Psionic Ward Aura]]
- The gish and allies within 3 m / 10 ft have a +3[sic] bonus to Saving Throws and can't be .
- Deals an additional 2 (increased to 3 at level 9) damage with melee and improvised weapons, unarmed strikes, and while throwing objects.
- Has resistance to Physical damage, and Advantage on Strength Checks and Saving throws.
- Cannot cast or concentrate on Spells.
- Deals an additional 2Slashing damage with melee attacks.
- Has Resistance to physical damage, and Advantage on Strength Checks and Saving Throws.
- Can use .
- Rage ends early if the boar didn't attack an enemy or take damage since its last turn.
- Weighed down by Heavy Armour. Until the armour is removed, Raging won't grant extra damage, resistance to physical damage, or Advantage on Strength Checks and Saving throws.
[[{{{page}}}|Rage: Bear Heart]]
- Deals an additional 2 damage with melee and improvised weapons, and when throwing objects.
- Also has resistance to all damage except Psychic damage, and Advantage on Strength checks and Saving throws.
- Cannot cast or concentrate on spells.
Rage ends early if the barbarian didn't attack an enemy or take damage since their last turn.
[[{{{page}}}|Rage: Eagle Heart]]
- Can use Bonus action, and foes have Disadvantage on . as a
- Deals an additional 2 damage with melee and improvised weapons, and when throwing objects.
- Also has resistance to Physical damage, and Advantage on Strength checks and Saving throws.
- Cannot cast or concentrate on spells.
[[{{{page}}}|Rage: Elk Heart]]
- Movement speed increased by 4.5 m / 15 ft and can use .
- Deals an additional 2 damage with melee and improvised weapons, and when throwing objects.
- Also has resistance to Physical damage, and Advantage on Strength checks and Saving throws.
- Cannot cast or concentrate on spells.
[[{{{page}}}|Rage: Tiger Heart]]
- Jump distance increased by 4.5 m / 15 ft and can use .
- Deals an additional 2 damage with melee and improvised weapons, and when throwing objects.
- Also has resistance to Physical damage, and Advantage on Strength checks and Saving throws.
- Cannot cast or concentrate on spells.
[[{{{page}}}|Rage: Wolf Heart]]
- Can use Advantage on melee Attack rolls against enemies within 2 m / 7 ft. and allies have
- Deals an additional 2 damage with melee and improvised weapons, and when throwing objects.
- Also has resistance to Physical damage, and Advantage on Strength checks and Saving throws.
- Cannot cast or concentrate on spells.
- Granted 8 temporary hit points by a friendly combatant's rallying cry.
- The galvanising word and will of Duke Ravengard runs hot through your veins - granting you 30 temporary hit points.
[[{{{page}}}|Recast Speak with Dead]]
- Can recast Speak with Dead without expending a spell slot.
[[{{{page}}}|Reckless Attack]]
- You have Advantage on Attack Rolls, but enemies also have Advantage on Attack Rolls against you.
- Size is reduced.
- Weapon attacks deal 1d4 less damage. Has Disadvantage on Strength Checks and Saving throws.
- Carrying Capacity is reduced by 25%
[[{{{page}}}|Relentless Avenger]]
- You have a 4.5 m / 15 ft bonus to your Movement Speed
- Gains a +1d4 bonus to Saving throws.
- The ki within the affected entity is resonating with a monk's. The monk can use to make it explode.
[[{{{page}}}|Sacred Defiance Aura]]
- Affected entity and nearby undead have Advantage against the effect of Turn Undead.
- Wielder's Charisma Modifier is added to Attack Rolls made with this weapon.
- The weapon has become magical and emits light.
- Affected entity can't be targeted by enemy attacks or spells. However, it can still take damage from spells that influence a larger area. Condition ends if the affected entity attacks or harms another creature, and will receive for 1 turn.
[[{{{page}}}|See Invisibility]]
- Can see Invisible creatures within 9 m / 30 ft.
- Creatures must succeed a Dexterity Saving throw or lose their Invisibility.
- Appearance is entirely changed.
[[{{{page}}}|Selune's Blessing: Lunar Brand]]
- Affected entity has Advantage on their next melee Attack roll
- Immune to Magic Missile. Armour Class is increased by 5.
Creature's weapon is magical and deals 1d8Bludgeoning damage. Attack rolls use the wielder's Spellcasting Ability Modifier.
- Creature's weapon is magical and deals 4d8Bludgeoning damage. Attack rolls use the wielder's Spellcasting Ability Modifier.
- This condition is only available to the summoned Dryad
[[{{{page}}}|Silvered Bulwark]]
- Affected entity is Immune to all damage. This protection is shared by every creature and object within the barrier.
[[{{{page}}}|Spindleweb Sanctuary]]
- Affected entity can't be targeted by enemy attacks or spells. However, it can still take damage from spells that influence a larger area. If the affected entity attacks or harms another creature, the sanctuary will shatter, dealing 3~24Psychic to nearby creatures.
[[{{{page}}}|Spirit Guardians]]
- Spirits assail the affected entity.
- Takes 3d8Radiant or 3d8Necrotic damage per turn, and Movement Speed is halved.
- Still takes half damage on a successful Saving Throw.
[[{{{page}}}|Spirit Guardians Aura]]
- Spirits protect the affected entity.
- Nearby enemies take 3d8Radiant or 3d8Necrotic damage per turn, and Movement Speed is halved.
- The caster can't become while concentrating on this spell.
- On a successful save, targets still take half damage.
- WIS Save
[[{{{page}}}|Spreading Spores]]
[[{{{page}}}|Step of the Wind]]
- Bonus action. no longer requires a
- Has Resistance to non-magical Bludgeoning, Piercing, and Slashing damage.
[[{{{page}}}|Stormheart Resolve]]
- This creature began , gained 100 temporary hit points for 1 round and lost all Incapacitating Conditions after reviving itself.
- Can
[[{{{page}}}|Survival Instinct]]
- If the character reaches 0 Hit Points, it regains 3d4hit points instead of falling Unconscious.
[[{{{page}}}|Sweet Stone Features]]
- Affected entity is blessed by their own depiction in stone. It gains a +1d4 bonus to Attack Rolls and Saving Throws.
[[{{{page}}}|Symbiotic Entity]]
- Affected entity has gained 4 Temporary Hit Points per Druid level, its melee weapon or unarmed attacks deal an additional 1d6Necrotic damage, and it deals double damage with . [See Notes]
- Ends early if the entity uses .
[[{{{page}}}|Tharchiate Vigour]]
- Granted 20 Temporary Hit Points by The Tharchiate Codex's enervating magic.
- Has Advantage on Intimidation and Performance Skill Checks.
[[{{{page}}}|The Pain Maiden's Blessing]]
- Gains a +1d4 bonus to Attack rolls and Saving throws.
[[{{{page}}}|The Terazul Jitters]]
- You move faster but become exhausted after moving while under the frenetic influence of Terazul.
- Affected entity gains an additional Action, 9 m / 30 ft of movement, +2 to Armour Class, and Advantage on Dexterity Saving throws.
- When the condition ends, the affected entity becomes and is completely incapacitated for 1 turn.
[[{{{page}}}|Thoroughly Stuffed]]
- The affected entity is immune to Diseases, Poisons, and being Frightened, it makes all Wisdom Saving throws with Advantage, and its maximum Hit Points are increased by 12
- Increased chance of surge (to 50%).
- Lost immediately after casting a Level 1 or higher Spell and rolling a Check.
[[{{{page}}}|Transmuter's Stone: Acid Resistance]]
- Affected entity has Resistance to Acid Damage, as long as it carries the transmuter's stone.
[[{{{page}}}|Transmuter's Stone: Cold Resistance]]
- Affected entity has Resistance to Cold Damage, as long as it carries the transmuter's stone.
[[{{{page}}}|Transmuter's Stone: Constitution]]
- Affected entity has Proficiency in Constitution Saving Throws, as long as it carries the transmuter's stone.
[[{{{page}}}|Transmuter's Stone: Darkvision]]
- Affected entity can see in the dark out to a range of Range: 18 m / 60 ft, as long as it carries the transmuter's stone.
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