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One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.
Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them. Madness Effects. Madness can be short-term, long-term, or indefinite.
The crown is made of burnished and entwined metal rods. To attune to it, you must place it on your head and speak a true desire of your heart. You know how to attune to the crown when you touch it.
Source: Xanathar's Guide to Everything. 7th-level evocation. Casting Time: 1 action Range: Self Components: V, S Duration: 1 hour Seven star-like motes of light appear and orbit your head until the spell ends.
Source: Player's Handbook. 2nd-level conjuration. Casting Time: 1 action Range: 60 feet Components: V, S, M (a sliver of glass) Duration: Concentration, up to 1 minute You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range.
Source: Player's Handbook. 3rd-level conjuration. Casting Time: 1 action Range: Self (15-foot-radius) Components: V, S, M (a holy symbol) Duration: Concentration, up to 10 minutes You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration.
The Blood domain centers around the understanding of the natural life force within one’s own physical body. The power of blood is the power of sacrifice, the balance of life and death, and the spirit’s anchor within the mortal shell.
This delicate silver tiara is decorated with stellar iconography. While you wear the crown, the gems on the tiara’s points detach and closely orbit your head. The crown has 6 charges for the following properties, which you can use while wearing the crown: Star Flight.
Draconic Spirit; Large Dragon, Neutral: Armor Class 14 + the level of the spell (natural armor): Hit Points 50 + 10 for each spell level above 5th (the dragon has a number of hit dice [d10s] equal to the level of the spell): Speed 30 ft., fly 60 ft., swim 30 ft.: STR DEX CON INT WIS CHA; 19 (+4) 14 (+2) 17 (+3) 10 (+0) 14 (+2) 14 (+2) Damage Resistances(Chromatic and Metallic Only) acid, cold ...
When you make an attack roll against a creature and hit it while wearing this crown, you can spend and roll one of your unspent Hit Dice. The creature takes extra psychic damage equal to the number rolled.