Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'before broken defending crackling rolling'.
Other Suggestions:
before brown defending crawling rolling
before brown defending crackling rolling
before broken defeating crackling rolling
before broken defending crawling rolling
before broken demanding crackling rolling
Classes
Player’s Handbook
Create Explosive Elemental Effects
Your studies focus on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid
School of Evocation
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in
Monsters
Mordenkainen Presents: Monsters of the Multiverse
broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. While the invisible duergar is mounted, the mount is invisible as well. The invisibility ends
if that passion rarely manifests as mirth. They bring an emotional intensity to their lives, whether they’re exploring neighboring tunnels, defending their homes, engaging with their families
Monsters
Mordenkainen Presents: Monsters of the Multiverse
concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.Stone guards are elite troops deployed in small numbers to bolster war bands of
;re exploring neighboring tunnels, defending their homes, engaging with their families, or crafting bold new works. The bonds of friendship and kinship are strong, though navigating the inevitable
Monsters
Mordenkainen Presents: Monsters of the Multiverse
invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is
manifests as mirth. They bring an emotional intensity to their lives, whether they’re exploring neighboring tunnels, defending their homes, engaging with their families, or crafting bold new works
Monsters
Mordenkainen Presents: Monsters of the Multiverse
turns invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or
emotional intensity to their lives, whether they’re exploring neighboring tunnels, defending their homes, engaging with their families, or crafting bold new works. The bonds of friendship and kinship
Magic Items
Lost Laboratory of Kwalish
you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll
, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
Mind Mastery
exploring neighboring tunnels, defending their homes, engaging with their families, or crafting bold new works. The bonds of friendship and kinship are strong, though navigating the inevitable outbursts
Monsters
Mordenkainen Presents: Monsters of the Multiverse
hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with
passion rarely manifests as mirth. They bring an emotional intensity to their lives, whether they’re exploring neighboring tunnels, defending their homes, engaging with their families, or crafting
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
invasion and oppression. Although individually they are timid and shy away from conflict, kobolds are dangerous if cornered, vicious when defending their eggs, and notorious for the dangerous
sightings.
Able Scavengers
Kobolds are adept at identifying broken, misplaced, discarded, or leftover crafted items from other creatures that can still be put to use. They prefer to scavenge objects that
Magic Items
Tasha’s Cauldron of Everything
determine by rolling on the tables in the “Artifacts” section of the Dungeon Master’s Guide:
2 minor detrimental properties
2 minor beneficial properties
Spells. While holding the
Beast
Wraith
3
Broken One
Banshee
4
Darklord
Vampire
5
Donjon
Mummy
6
Executioner
Death knight
7
Ghost
Ghost
8
Horseman
Mummy lord
9
Innocent
Ghost
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
a thin layer of broken shells from strange, pale mussels, and a fishy odor hangs in the air.
A passage leads south from this area, and a set of steps climbs up to the east. A sluggish stream flows
wizard from old Phandalin who died defending the mines against the orc attackers. Several orc arrows are still lodged in the skeleton’s ribcage. Treasure The skeleton wears two platinum rings (75 gp each) and clutches a wand of magic missiles in its bony fingers.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
broken steppes and labyrinthine canyons known as the Northern Wastes. Deadly beasts, treacherous cliffs, and unpredictable flooding make the wastes a dangerous land where it’s said nothing survives for
Qwalmish. To the south and east of Kalaman are the rolling steppes of Qlettaar, which in turn give way to the forbidding peaks of the Taman Busuk region beyond Estwilde.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
floor to ceiling. The muffled silence beyond is broken only by the sound of running water.
Ice pillars and pressure ridges form razor-sharp crags that loom out of the roiling fog. Streams of
crackling water, magically flowing even at subzero temperatures, course thickly through the hollows beneath wind-driven, icy snow. From the entrance, only swirling fog can be seen and only the wind can be
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
floor to ceiling. The muffled silence beyond is broken only by the sound of running water.
Ice pillars and pressure ridges form razor-sharp crags that loom out of the roiling fog. Streams of
crackling water, magically flowing even at subzero temperatures, course thickly through the hollows beneath wind-driven, icy snow. From the entrance, only swirling fog can be seen and only the wind can be
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
trap.
Scythe Trap If the dead dwarf is disturbed, the scythe blades shatter due to the built-up pressure from the gears hidden in the walls. Any creature within 5 feet of the broken trap must succeed
on a DC 14 Dexterity saving throw or be struck by flying broken blades for 9 (2d8) slashing damage. A character proficient with thieves’ tools can use them to try to safely release the pressure and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
17. Behir Lair The floor of the behir’s musty lair is covered with broken bones that crunch underfoot. Creatures that walk on the floor have disadvantage on Dexterity (Stealth) checks made to move
the stalactites.
Lightning Flashes. If the behir is in area 17c, sporadic flashes of blue-white light appear in the tunnel leading to that area, accompanied by a crackling noise.
17b. Crushed
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
School of Evocation You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
twelve miles, to a more rugged region where steep-sided, rocky plateaus replace the gently rolling hills. The land between the plateaus is largely flat, broken only by outcroppings and wandering streams
Tracking the Raiders The raiders’ path is easy to follow across the rolling grassland of the Greenfields. A wide swath of grass is trampled down, but it’s impossible to determine the raiders’ numbers
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
has legendary actions. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to
part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Creating a Portal You can create portals quickly by choosing or rolling on the Planar Portals table. First, decide whether the portal’s destination resides in Sigil or on another plane. Then, roll on
infirmary, tattered paper fan 10–12 Sewer pipe Infinite Well The Abyss Celestial blood, demon ichor 13–15 Cell door Prison Carceri Broken key, length of chain 16–18 Open grave Dead Nations Hades
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
twelve miles, to a more rugged region where steep-sided, rocky plateaus replace the gently rolling hills. The land between the plateaus is largely flat, broken only by outcroppings and wandering streams
Tracking the Raiders The raiders’ path is easy to follow across the rolling grassland of the Greenfields. A wide swath of grass is trampled down, but it’s impossible to determine the raiders’ numbers
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Defending the Fortress Among the tactics the players might come up with, you can help steer them toward the following options. Arrow Slits The second level of the hermitage features numerous arrow
required materials and reinforce one door. The time is cut in half if another character (including one of the survivors) helps. A reinforced door cannot be broken through with a Strength check, but must
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
than one such barrow, either broken open from the outside by those seeking lost treasures, or somehow broken from within. The Fields of the Dead is a vast, rolling plain of windswept grasses that
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
covered with half-eaten raw fish, seaweed, and broken shells. Hidden under the sand and detritus are two giant crabs that obey the hag’s commands. Treasure. The hag brought with her an old, unlocked sea
(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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
metal-coated skull of a half-elf (Trenzia) floats around the room, giving off crackling sounds as it electrifies the floor with rays of lightning (see “Trenzia” below).
Golem. A flesh golem stands in
the middle of the room amid destroyed tables, shards of broken glass, and rusty mining equipment.
Chute. A 5-foot-wide, 5-foot-high chute in the southeast corner curves downward, descending 20 feet
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
hands cupped in front of her. Part of the statue’s head has broken off, and spongy white toadstools are growing out from the broken stone. The statue is a Medium object with AC 17, 30 hit points, and
hands, it turns into a different object as determined by rolling percentile dice and consulting the Object Transformation table. The statue becomes nonmagical if it loses more than half its hit points
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
over. The Simulacrux warps magic in its proximity. Any spell cast within 30 feet of the arch automatically triggers a wild magic surge, the effect of which is determined by rolling percentile dice
dotted with the remains of broken machines.
Corpses. Two ogres clad in iron armor lie dead among the metal detritus, their flesh pierced by dozens of metal crossbow bolts.
The ogres served the hobgoblins until they were shot dead by Zox’s arbalests a few days ago.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
character using thieves’ tools. But if the check fails by 5 or more, the secret door in the west wall slides open to release the stone juggernaut (see “Napaka Awakens” in area 62D). 62C. Broken Statue The
hallway comes to a dead end 15 feet beyond the purple drape. A six-foot-tall statue of a leering four-armed gargoyle stands against the back wall. One of its arms has broken off and lies on the floor
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Mordent Domain of the Haunted Darklord: Wilfred Godefroy Genre: Ghost stories Hallmarks: Ancestral curses, haunted mansions, mist-shrouded moors, vengeful spirits Mist Talismans: Broken jewelry
, Mordent is a quiet domain of peaceful country estates that sprawl across rolling moors. Landowners of the aristocratic class maintain a pretense of being the benevolent custodians of the land and
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
on the eyepiece causes the eyepiece to become inactive for 24 hours. Breaking off the eyepiece requires only a firm blow, which destroys its magic for good. L3: The Rolling Eye The center portion of
reddish-purple ring, like an iris around a pupil. The holes lead to tunnels inside the orb. Traversing the Rolling Eye. Reaching areas L6 and area L7 without leaving someone behind to spin the orb takes
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
lies a hidden storehouse where the phylacteries of Szass Tam’s elite liches are held. There, the lich lord’s power can be broken … with your aid.
“I offer you an opportunity to take the fight to
the lich lord. I offer you the chance to help me see to it that Szass Tam’s power is broken. The Phylactery Vault is where you can make that happen.
“What say you?”
Syranna is a rebellion leader who
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
tie is broken. When it’s a side’s turn, the members of that side can act in any order they choose. Once everyone on the side has taken a turn, the other side goes. A round ends when both sides have
initiative that introduces more uncertainty into combat, at the cost of speed of play. Under this variant, the participants in a battle roll initiative each round. Before rolling, each character or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
fireplace has a lidless iron cauldron hanging on an iron hook in its hearth and a wizard’s portrait on the wall above the mantelpiece. The floor is littered with shards of broken glass, burned scraps of
thorough search of the room yields a random treasure, determined by rolling a d4 and consulting the Old Tower Treasure table. Old Tower Treasure d4 Treasure 1 A charred wand of magic missiles (each
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
planned encounters (encounters that you prepare ahead of time) and random encounters (encounters determined by rolling on a table). A planned encounter might need a map of the location where the encounter
safe passage for food. Reward characters for searching while they travel by providing things for them to find. Broken statues, tracks, abandoned campsites, and other finds can add flavor to your world






