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Returning 35 results for 'bad blessing during consists rolling'.
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bad blessings during consists rolling
bad blessing during contests rolling
Magic Items
Dungeon Master’s Guide
. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly by rolling on
Blessing
Bless
7–12
Bead of Curing
Cure Wounds (level 2 version)
13–16
Bead of Favor
Greater Restoration
17–18
Bead of Smiting
Shining Smite
19
Bead of Summons
Guardian of Faith
20
Bead of Wind Walking
Wind Walk
Augury
Legacy
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Spells
Basic Rules (2014)
By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific
course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:
Weal, for good results
Woe, for bad results
Weal and woe, for both good and bad
Magic Items
Bigby Presents: Glory of the Giants
This gorgeous jewelry piece, crafted by the wizard Bigby himself, consists of four gold rings attached via delicate chains to a wrist cuff studded with sapphires and diamonds.
Random Properties. The
bracelet has the following random properties, determined by rolling on the appropriate table in the Dungeon Master’s Guide:
1 minor beneficial property
1 major beneficial property
1 minor
Zuggtmoy
Legacy
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Monsters
Out of the Abyss
infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of madness (determined by rolling on the Madness
lords mortal enemies, each devoted to destroying and ultimately devouring the other.Zuggtmoy’s Lair
Zuggtmoy’s principal lair is her palace on Shedaklah. It consists of two dozen
Satyr
Legacy
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races
Mythic Odysseys of Theros
.
While their spontaneity and whimsy sometimes put them at odds with more stoic peoples, satyrs rarely let the moodiness of others hinder their own happiness.
Life is a blessing from the gods, after
amazing things ever. I want to pick them, wear them, and discover their silent secrets.
2
There isn’t a tree or statue that isn’t fun to climb.
3
Nothing wards off bad luck like a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Cult of Shar The cult of Shar in Vanrakdoom consists mainly of vampire spawn under the command of Keresta Delvingstone. Living cultists also find their way here from time to time, guided through
Undermountain by the dark grace of Shar herself. Keresta turns the most promising acolytes into vampire spawn. Those deemed unworthy of Shar’s blessing nourish Keresta and her spawn with their blood
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Cult of Shar The cult of Shar in Vanrakdoom consists mainly of vampire spawn under the command of Keresta Delvingstone. Living cultists also find their way here from time to time, guided through
Undermountain by the dark grace of Shar herself. Keresta turns the most promising acolytes into vampire spawn. Those deemed unworthy of Shar’s blessing nourish Keresta and her spawn with their blood
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Cult of Shar The cult of Shar in Vanrakdoom consists mainly of vampire spawn under the command of Keresta Delvingstone. Living cultists also find their way here from time to time, guided through
Undermountain by the dark grace of Shar herself. Keresta turns the most promising acolytes into vampire spawn. Those deemed unworthy of Shar’s blessing nourish Keresta and her spawn with their blood
Aarakocra
Legacy
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races
Elemental Evil Player's Companion
miles on a side, with each tribe hunting in the lands nearest to their colony, ranging farther should game become scarce.
A typical colony consists of one large, open-roofed nest made of woven vines
changes in the prevailing winds that they regarded as a bad omen.
Unlike the aarakocra of other worlds on the Material Plane, the aarakocra of the Realms rarely travel to the Elemental Plane of Air
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of
action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens: Weal, for good results Woe, for bad results Weal and woe, for both good and bad results Nothing
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of
action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens: Weal, for good results Woe, for bad results Weal and woe, for both good and bad results Nothing
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of
action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens: Weal, for good results Woe, for bad results Weal and woe, for both good and bad results Nothing
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of
action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens: Weal, for good results Woe, for bad results Weal and woe, for both good and bad results Nothing
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of
action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens: Weal, for good results Woe, for bad results Weal and woe, for both good and bad results Nothing
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of
action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens: Weal, for good results Woe, for bad results Weal and woe, for both good and bad results Nothing
Orc
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races
Volo's Guide to Monsters
battle or illness, but an orc can live to about 40, remaining healthy almost up until the end. Luthic’s divine blessing can further extend an orc’s life, though Gruumsh is never happy when
everywhere in the world around them, and the priests of a tribe are entrusted with the responsibility of identifying these signs and omens — both good and bad — and deciding how the tribe should
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
dress with a veiled hat stares at you from where it sways in a wooden rocking chair.
The skeleton is all that remains of Theodora Halvhrest. It is not undead, but a blessing laid upon this room causes
the room and keep out the “hungry things.” The hungry things are bad spirits that took over. They “stole” the children’s parents. The children don’t know any named spirits. They would like to leave
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
dress with a veiled hat stares at you from where it sways in a wooden rocking chair.
The skeleton is all that remains of Theodora Halvhrest. It is not undead, but a blessing laid upon this room causes
the room and keep out the “hungry things.” The hungry things are bad spirits that took over. They “stole” the children’s parents. The children don’t know any named spirits. They would like to leave
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
dress with a veiled hat stares at you from where it sways in a wooden rocking chair.
The skeleton is all that remains of Theodora Halvhrest. It is not undead, but a blessing laid upon this room causes
the room and keep out the “hungry things.” The hungry things are bad spirits that took over. They “stole” the children’s parents. The children don’t know any named spirits. They would like to leave
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
surprised. If the characters capture one or more grungs, the frogfolk offer to lead the characters to treasure in exchange for a promise of freedom. The “treasure” is a half-mile away from the party’s present location and consists of a cache, which you can randomly determine by rolling on the Caches table.
Grungs A grung hunting party consists of 2d6 grungs led by a grung elite warrior (see appendix D for both). If this encounter occurs while the characters are traveling, the grungs have set up an
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
surprised. If the characters capture one or more grungs, the frogfolk offer to lead the characters to treasure in exchange for a promise of freedom. The “treasure” is a half-mile away from the party’s present location and consists of a cache, which you can randomly determine by rolling on the Caches table.
Grungs A grung hunting party consists of 2d6 grungs led by a grung elite warrior (see appendix D for both). If this encounter occurs while the characters are traveling, the grungs have set up an
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
surprised. If the characters capture one or more grungs, the frogfolk offer to lead the characters to treasure in exchange for a promise of freedom. The “treasure” is a half-mile away from the party’s present location and consists of a cache, which you can randomly determine by rolling on the Caches table.
Grungs A grung hunting party consists of 2d6 grungs led by a grung elite warrior (see appendix D for both). If this encounter occurs while the characters are traveling, the grungs have set up an
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
where they perch on the outer walls. The cult of Malar would gather to worship here. The building’s stone doors are fitted with locks, though they are unlocked at present. The building consists of one
elapsed. The summoned chimera is immune to the charmed and frightened conditions, and it can’t leave the tabernacle. Once the altar has summoned a chimera, it can’t do so again for a tenday. Whoever drops the chimera to 0 hit points gains inspiration — a minor blessing from the god Malar.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
where they perch on the outer walls. The cult of Malar would gather to worship here. The building’s stone doors are fitted with locks, though they are unlocked at present. The building consists of one
elapsed. The summoned chimera is immune to the charmed and frightened conditions, and it can’t leave the tabernacle. Once the altar has summoned a chimera, it can’t do so again for a tenday. Whoever drops the chimera to 0 hit points gains inspiration — a minor blessing from the god Malar.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
where they perch on the outer walls. The cult of Malar would gather to worship here. The building’s stone doors are fitted with locks, though they are unlocked at present. The building consists of one
elapsed. The summoned chimera is immune to the charmed and frightened conditions, and it can’t leave the tabernacle. Once the altar has summoned a chimera, it can’t do so again for a tenday. Whoever drops the chimera to 0 hit points gains inspiration — a minor blessing from the god Malar.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
exist. The DM decides the type of each bead on the necklace or determines it randomly by rolling on the table below. A necklace can have more than one bead of the same type. To use one, you must be
again until the next dawn. 1d20 Bead Spell 1–6 Bead of Blessing Bless 7–12 Bead of Curing Cure Wounds (level 2 version) 13–16 Bead of Favor Greater Restoration 17–18 Bead of Smiting Shining Smite 19 Bead of Summons Guardian of Faith 20 Bead of Wind Walking Wind Walk
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
in the valley. The chaotic satyrs may upend a copse of trees one night only to have it regrow by morning. Most of the Skola Vale consists of greenery rolling over gentle hills. During the day, the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
in the valley. The chaotic satyrs may upend a copse of trees one night only to have it regrow by morning. Most of the Skola Vale consists of greenery rolling over gentle hills. During the day, the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
in the valley. The chaotic satyrs may upend a copse of trees one night only to have it regrow by morning. Most of the Skola Vale consists of greenery rolling over gentle hills. During the day, the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
than a couple of days leads to frayed tempers and brawling. Use the following table to determine the mood around the village, rolling once every few days or choosing as you see fit. Saltmarsh Mood
d20 Result 1–6 Poor Catch. The townsfolk are frustrated and prone to bickering; everyone is in a bad mood. 7–12 Bountiful Catch. Music and merriment echo through town as everyone celebrates. 13–20
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
than a couple of days leads to frayed tempers and brawling. Use the following table to determine the mood around the village, rolling once every few days or choosing as you see fit. Saltmarsh Mood
d20 Result 1–6 Poor Catch. The townsfolk are frustrated and prone to bickering; everyone is in a bad mood. 7–12 Bountiful Catch. Music and merriment echo through town as everyone celebrates. 13–20
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
hits the fourth, and a 19 or higher strikes the bull’s-eye. Critical Success or Failure Rolling a 20 or a 1 on an ability check or a saving throw doesn’t normally have any special effect. However, you
. For example, rolling a 1 on a failed attempt to pick a lock might jam the lock, and rolling a 20 on a successful Intelligence (Investigation) check might reveal an extra clue. For attack rolls, the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, they seal the deal with a physical contract, which can take one of many forms (see “Infernal Contracts”). Ability Checks and Deal-Making Most deals with devils can be resolved without rolling dice to
determine the outcome. A Charisma check can’t deceive or persuade most devils into a bad deal because the fiends are too clever and experienced in deal-making to be fooled. If devils do get involved in a
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, they seal the deal with a physical contract, which can take one of many forms (see “Infernal Contracts”). Ability Checks and Deal-Making Most deals with devils can be resolved without rolling dice to
determine the outcome. A Charisma check can’t deceive or persuade most devils into a bad deal because the fiends are too clever and experienced in deal-making to be fooled. If devils do get involved in a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
than a couple of days leads to frayed tempers and brawling. Use the following table to determine the mood around the village, rolling once every few days or choosing as you see fit. Saltmarsh Mood
d20 Result 1–6 Poor Catch. The townsfolk are frustrated and prone to bickering; everyone is in a bad mood. 7–12 Bountiful Catch. Music and merriment echo through town as everyone celebrates. 13–20