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Returning 35 results for 'been before destroy contains rolling'.
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Magic Items
Dungeon Master’s Guide
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. Faint ticking and whirring noises emanate from within.
When you make
an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.
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
the table below. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using
Magic Items
Dungeon Master’s Guide
defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment.
An Identify spell reveals if the flask contains a
creature, but the only way to determine the type of creature is to open the flask. A newly discovered Iron Flask might already contain a creature chosen by the DM or determined randomly by rolling on
Magic Items
Dungeon Master’s Guide
This box contains a set of cards. A full deck has 34 cards: 32 depicting specific creatures and two with a mirrored surface. A deck found as treasure is usually missing 1d20 − 1 cards.
The
illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a
Magic Items
Dungeon Master’s Guide
roll for a spell you cast against a Fiend, you use the maximum possible result instead of rolling.
Random Properties. The Artifact has the following random properties (see “Artifacts” in
Destroying the Demonomicon. To destroy the book, six different demon lords must each tear out a sixth of the book’s pages. If this occurs, the pages reappear after 24 hours. Before all
Magic Items
Forgotten Realms: Adventures in Faerûn
This immaculately cut sixty-sided diamond fits in one hand, yet it contains an entire genie empire. The Calimemnon Crystal was made by high elf magic to imprison the notorious genie lords Calim and
can hover.
Spells. You can cast these spells with the crystal (spell save DC 18): Create or Destroy Water, Enlarge/Reduce, Invisibility (targeting yourself only), and Major Image.
Aura of Cold. The
Magic Items
Bigby Presents: Glory of the Giants
This copper-hued helm contains a shard of the Elemental Chaos embedded in its forehead, surrounded by a motif of a rising sun. Legend says Annam fashioned this helm for his daughter Diancastra to
hold the fragment of chaos she used to prove her worth to her father.
Random Properties. The helm has the following random properties, determined by rolling on the appropriate table in the Dungeon
Acolyte
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Basic Rules (2014)
.
Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of your religious service. The Gods of the Multiverse section contains a sample pantheon
is for the common people.
5
I will do anything to protect the temple where I served.
6
I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.
Monsters
Icewind Dale: Rime of the Frostmaiden
trained in the arcane tradition of evocation. She likes using her magic to destroy things, and her hunger for magic items knows no bounds. Her supreme confidence means that she never backs down from a
. The book contains the spells Avarice has prepared plus the following additional spells: burning hands, cone of cold, find familiar, ice storm, lightning bolt, rope trick, thunderwave, tongues, wall of fire, and wall of force.Cold, Fire
Orb of Dragonkind
Legacy
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Magic Items
Basic Rules (2014)
magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons.
Each orb contains the
fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A disintegrate spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however.
Magic Items
Baldur’s Gate: Descent into Avernus
creature that is transformed by magic, and see into the Ethereal Plane, all within a range of 60 feet.
New Personality. You gain new personality traits, determined by rolling once on each of the
radius and dim light for an additional 15 feet, or reduce its glow to its normal intensity.
Random Properties. The sword has 2 minor beneficial properties, each determined by rolling on the Minor
Demilich (Variant)
Legacy
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Monsters
Monster Manual (2014)
their quest for power beyond the mortal world. As their patron did, they secure their remains within well-guarded vaults, using soul gems to maintain their phylacteries and destroy the adventurers who
its skull remains. This “demilich” contains only a fragment of the lich’s malevolent life force — just enough so that if it is disturbed, these remains rise into the air and
Magic Items
Quests from the Infinite Staircase
fuel: powdered gemstones placed in the lantern’s base. The lantern can hold a maximum of 10,000 gp worth of powdered gems, and it contains 9,000 gp of fuel when found. Thereafter it attempts to
5,000 gp
Destroying the Lantern. To destroy the lantern, the creature attuned to it must forsake all material possessions except for the lantern and common clothes. Then the creature must
Magic Items
Waterdeep: Dungeon of the Mad Mage
This twelve-sided metal die is 12 inches across and bears the numbers 1 through 12 engraved on its pentagonal sides. The dodecahedron contains arcane clockwork mechanisms that whir and
click whenever the die is cast.
The dodecahedron can be hurled up to 60 feet as an action. A random magical effect occurs when the die comes to rest after rolling across the ground for at least
Backgrounds
Guildmasters’ Guide to Ravnica
guildless masses of the city.
Consider why you’re embedded in the secondary guild. Create a story with your DM, inspired by rolling on the following table or choosing a reason that suits you
guild.
5
I was a member of this guild before the Dimir recruited me.
6
I don’t like what this guild stands for and want to destroy it from within.
7
I secretly wish I could
Backgrounds
Baldur’s Gate: Descent into Avernus
religious service. The Gods of the Multiverse section contains a sample pantheon, from the Forgotten Realms setting. Were you a lesser functionary in a temple, raised from childhood to assist the priests in
temple where I served.
6
I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.
d6
Flaw
1
I judge others harshly, and myself even more
Monsters
Quests from the Infinite Staircase
retains its name, alignment, and personality. The creature also inherits Nafas’s palace and all it contains.
If the creature refuses, Nafas gains a new body in 1d10;{"diceNotation":"1d10", "rollType
destroy Nafas is to take his place.
Nafas as a Patron
In addition to linking the adventures in this book, you can use Nafas as a group patron (detailed in Tasha’s Cauldron of Everything). In
Magic Items
Tasha’s Cauldron of Everything
gleaming black alloy of unknown origin, the servant is often described as a combination of a disproportioned dwarf and an oversized beetle. The servant contains enough space for 1 ton of cargo and a
on a DC 20 Wisdom saving throw or be charmed for 24 hours. While charmed in this way, the creature goes on a destructive spree, seeking to destroy structures and attack any unattuned creatures within
Demonomicon of Iggwilv
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Magic Items
Tasha’s Cauldron of Everything
how many pages are removed, and it longs to be more than mere reference material.
Random Properties. The artifact has the following random properties, which you can determine by rolling on the tables
a fiend, you use the maximum possible result instead of rolling.
Ensnarement. While carrying the book, whenever you cast the magic circle spell naming only fiends, or the planar binding spell
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Stone Giants A group of 1d3 + 1 stone giants is searching for settlements to destroy and ruins to dismantle. The giants might already be in the midst of dismantling a ruin, intent on wiping its
existence from the face of the world. They hurl rocks at any ”small folk” they see. Treasure. Each giant has a sack containing 2d6 × 100 gp, 1d6 100 gp gems, and one mundane item, determined by rolling on the Items in a Giant’s Bag table in the introduction.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
15. Slub’s Den This damp cave belongs to Slub the hill giant (see area 14). It contains a sleeping pallet, a half-empty barrel of pig snouts, a half-empty barrel of vinegar, an old wooden crate, and
two empty iron cages with rusty iron doors. Flies buzz around the crate, which contains the half-eaten corpse of an orc as well as Slub’s treasure. Treasure Lying next to the half-eaten orc is a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
8. Teleport Trap This unadorned hallway contains a teleport trap (see “Teleport Traps”). A creature teleported by this trap arrives at a location determined by rolling a d20 and consulting the
Magic Items
Princes of the Apocalypse
diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time
batter it. The wind is strong enough to uproot weak trees and destroy light structures after at least 10 minutes of exposure. Otherwise, the rules for strong wind apply, as detailed in chapter 5 of the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Clockwork Amulet Wondrous item, common This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to
the amulet can hear faint ticking and whirring noises coming from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
boulder out of the way requires a successful DC 11 Strength (Athletics) check. The sound of the rolling boulder is loud enough to be heard by the creatures in area 9. The cave has an 8-foot-high
ceiling and contains a grass pallet (Hark’s bed), next to which rests a battered wooden chest with a rusty lock. The lock is purely for show and falls apart if handled roughly. Treasure The chest contains
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Clockwork Amulet Wondrous Item, Common This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. Faint ticking and whirring
noises emanate from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Clockwork Amulet Wondrous Item, Common This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. Faint ticking and whirring
noises emanate from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
of the hoard by rolling on the Random Treasure Hoard table. If the hoard contains magic items, use the guidelines and tables in chapter 7 to determine each one.
of which you can determine by rolling on the Random Treasure Hoard table. Monetary treasure can take the form of coins, trade bars, trade goods, gems, or art objects (all described in chapter 7
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
). Treasure Lying on the floor of the northeast chamber are four giant-sized sacks. Each sack contains 3d10 × 100 cp, 2d10 × 100 sp, and 1d10 × 100 gp, plus 1d3 mundane items, determined by rolling on the
storage container. It contains five more sacks of treasure, their contents determined as above. In addition, one randomly determined sack in the rowboat also contains a magic item, determined by rolling on Magic Item Table G in chapter 7 of the Dungeon Master’s Guide.
Monsters
Fizban's Treasury of Dragons
of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 19):
1/day each: antilife shell, bane, control water, create or destroy
.
3
An ancient topaz dragon;ancient topaz dragon's lair contains a portal to the Elemental Chaos.
4
An ancient bronze dragon and an ancient topaz dragon are locked in an ongoing conflict that
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
group DC 10 Dexterity (Stealth) check. The ogres and bugbears carry no treasure. The hill giant’s sack contains 1d4 mundane items, determined by rolling on the Items in a Giant’s Bag table in the introduction.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
on one of the beds. The sack has been here for months, left behind by an old and forgetful frost giant. It contains 1d4 mundane items determined by rolling on the Items in a Giant’s Bag table in the
and harmless. 10A. Giant Sack This room contains a pair of sculpted stone couches that double as beds. Frost covers everything. Treasure. Characters who search this room find a stitched leather sack
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, and the death knight out to destroy the kingdom. The Monster Manual contains stat blocks you can use to represent NPCs in your game. You can add details to make them distinctive and memorable. For
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Wheel Room Hidden behind a secret door is a dusty, 10-foot-high room that contains the following features: Lever. In the middle of the room, a 6-foot-diameter rusty iron wheel protrudes from the
level. Resetting the wheel to its original position reactivates these traps. The living unseen servant doesn’t announce its presence to anyone. If the characters turn the wheel but fail to destroy
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
(Perception) check. The check is made with disadvantage if the wreckage is underwater. Myldryd’s chest contains three trinkets (determined randomly by rolling on the Trinkets table in chapter 5 of the
Player’s Handbook), 200 cp, a comb made out of whalebone (5 sp), and a stuffed parrot with a carnelian gemstone (50 gp) hidden inside it. A secret compartment in the chest’s lid can be found and opened with a successful DC 16 Wisdom (Perception) check; it contains a medallion of thoughts.






