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Returning 35 results for 'benefit button dealing core rolling'.
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Magic Items
Dungeon Master’s Guide
This magic ammunition is meant to slay creatures of a particular type, which the DM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the
ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one.
After dealing its extra damage to a
Monsters
Forgotten Realms: Adventures in Faerûn
":"Explosive Core", "rollDamageType":"Fire"} Fire damage.
Rolling Mass. The spore doesn’t need to expend extra movement to move through Difficult Terrain.Multiattack. The spore makes four Tendril
Explosive Core. When the spore is subjected to Fire damage, each creature in a 5-foot Emanation originating from the spore takes 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction
Monsters
Acquisitions Incorporated
":"Divine Eminence","rollDamageType":"radiant"} radiant damage to a target on a hit. This benefit lasts until the end of the turn. If Prophetess expends a spell slot of 2nd level or higher, the extra
can call on her spells and abilities in times of need, and remains in constant practice with Confessor, her maul. At her core, she believes that the gods help those who help themselves, and that
Monsters
Bigby Presents: Glory of the Giants
by dealing 15 or more slashing damage to it on one attack. Cutting the root doesn’t hurt the cradle but ends the grapple.
Rolling Hills (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge
", "rollAction":"Rolling Hills"}. The cradle magically creates a wave of dirt that extends from a point on the ground within 120 feet of itself. The wave is up to 30 feet long, up to 30 feet tall, and
Magic Items
Storm King's Thunder
This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has
a benefit based on its form:
Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits.
Armor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor.
classes
Tasha’s Cauldron of Everything
force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others
. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
A Swarmkeeper’s swarm and spells are reflections of the
Spells
Acquisitions Incorporated
of you rolling damage twice for a critical hit. If the attack roll for any missile is a 1, all missiles miss their targets and blow up in your face, dealing 1 force damage per missile to you.
At
Monsters
The Wild Beyond the Witchlight
of the staff's charges, dealing an extra 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Staff of Striking","rollDamageType":"force"} force damage for each expended charge.
Fiery
sorcerer Kelek, expects his confederates to work together for their mutual benefit, but he also encourages them to pursue their own evil schemes.
Monsters
The Wild Beyond the Witchlight
","rollType":"damage","rollAction":"Eldritch Staff","rollDamageType":"bludgeoning"} bludgeoning damage when used with two hands, and Skylla can expend up to 3 of the staff’s charges, dealing an
League of Malevolence is an odious assemblage of villains united in one purpose: the accumulation of power. Its founding member, the sorcerer Kelek, expects his confederates to work together for their mutual benefit, but he also encourages them to pursue their own evil schemes.
classes
Tasha’s Cauldron of Everything
force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others
. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
A Swarmkeeper’s swarm and spells are reflections of the
Teleport
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city
results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).
Backgrounds
Sword Coast Adventurer's Guide
use by the faction’s operatives), haven keepers, and message drop minders, to name a few. At the core of every faction are those who don’t merely fulfill a small function for that
dealing with people in the outside world.
d6
Ideal
1
Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)
2
Charity. I always
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Core). Ranged Attack Roll: +9, range 80/320 ft. Hit: 22 (4d10) Lightning damage.
This turret swivels to shoot lightning blasts and can accommodate up to one Medium creature. A creature inside the
Object Armor Class: 15 Hit Points: 25
Calibrate (Requires Elemental Core). This action prepares the ship’s wind wards to become shields, enabling the Activate Shields action.
Activate Shields
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Core). Ranged Attack Roll: +9, range 80/320 ft. Hit: 22 (4d10) Lightning damage.
This turret swivels to shoot lightning blasts and can accommodate up to one Medium creature. A creature inside the
Object Armor Class: 15 Hit Points: 25
Calibrate (Requires Elemental Core). This action prepares the ship’s wind wards to become shields, enabling the Activate Shields action.
Activate Shields
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Core). Ranged Attack Roll: +9, range 80/320 ft. Hit: 22 (4d10) Lightning damage.
This turret swivels to shoot lightning blasts and can accommodate up to one Medium creature. A creature inside the
Object Armor Class: 15 Hit Points: 25
Calibrate (Requires Elemental Core). This action prepares the ship’s wind wards to become shields, enabling the Activate Shields action.
Activate Shields
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the grandest city in Eberron. Sharn stands above the Dagger River and its eastern tributary, the Hilt. It’s an important port for anyone dealing with Aerenal, Xen’drik, or Sarlona. Mountains line the
At the hub of each of these quarters is a cluster of enormous core towers. A web of bridges and platforms connects many of these vast spires, and smaller turrets sprout from the edges of the core
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
random location within 10d10 miles of you and terrorizes the living. Until the released soul is destroyed, it gains the benefit of a weal from the deck’s Twist of Fate property, and both you and the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the grandest city in Eberron. Sharn stands above the Dagger River and its eastern tributary, the Hilt. It’s an important port for anyone dealing with Aerenal, Xen’drik, or Sarlona. Mountains line the
At the hub of each of these quarters is a cluster of enormous core towers. A web of bridges and platforms connects many of these vast spires, and smaller turrets sprout from the edges of the core
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the grandest city in Eberron. Sharn stands above the Dagger River and its eastern tributary, the Hilt. It’s an important port for anyone dealing with Aerenal, Xen’drik, or Sarlona. Mountains line the
At the hub of each of these quarters is a cluster of enormous core towers. A web of bridges and platforms connects many of these vast spires, and smaller turrets sprout from the edges of the core
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ammunition of Slaying Weapon (Any Ammunition), Very Rare This magic ammunition is meant to slay creatures of a particular type, which the DM chooses or determines randomly by rolling on the table
on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical. Conceptopolis Amulet of Proof Against Detection and Location,
Ammunition of Slaying (Arrow
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ammunition of Slaying Weapon (Any Ammunition), Very Rare This magic ammunition is meant to slay creatures of a particular type, which the DM chooses or determines randomly by rolling on the table
on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical. 1d100 Creature Type 01–10 Aberrations 11–15 Beasts 16–20 Celestials 21–25 Constructs 26–35
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ammunition of Slaying Weapon (Any Ammunition), Very Rare This magic ammunition is meant to slay creatures of a particular type, which the DM chooses or determines randomly by rolling on the table
on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical. 1d100 Creature Type 01–10 Aberrations 11–15 Beasts 16–20 Celestials 21–25 Constructs 26–35
Magic Items
Tasha’s Cauldron of Everything
Ages ago, the serene god Rao created a tool to shield his fledgling faithful against the evils of the Lower Planes. Yet, as eons passed, mortals developed their own methods of dealing with
;potentially for the final time.
Random Properties. The artifact has the following random properties, which you can determine by rolling on the tables in the "Artifacts" section of the Dungeon Master
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ammunition of Slaying Weapon (Any Ammunition), Very Rare This magic ammunition is meant to slay creatures of a particular type, which the DM chooses or determines randomly by rolling on the table
on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical. Conceptopolis Amulet of Proof Against Detection and Location,
Ammunition of Slaying (Arrow
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ammunition of Slaying Weapon (Any Ammunition), Very Rare This magic ammunition is meant to slay creatures of a particular type, which the DM chooses or determines randomly by rolling on the table
on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical. 1d100 Creature Type 01–10 Aberrations 11–15 Beasts 16–20 Celestials 21–25 Constructs 26–35
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ammunition of Slaying Weapon (Any Ammunition), Very Rare This magic ammunition is meant to slay creatures of a particular type, which the DM chooses or determines randomly by rolling on the table
on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical. Conceptopolis Amulet of Proof Against Detection and Location,
Ammunition of Slaying (Arrow
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Deft Explorer 1st-level ranger feature, which replaces the Natural Explorer feature You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels
. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class. A Halfling Ranger explores the wilds Canny (1st Level) Choose one of
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Deft Explorer 1st-level ranger feature, which replaces the Natural Explorer feature You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels
. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class. A Halfling Ranger explores the wilds Canny (1st Level) Choose one of
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Deft Explorer 1st-level ranger feature, which replaces the Natural Explorer feature You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels
. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class. A Halfling Ranger explores the wilds Canny (1st Level) Choose one of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
faerie bell flowers) Pixie tarts (powdered candy in little cups) Sugar-glazed button mushrooms Tree sap lollipop The remaining stalls offer games and contests that cost 1 ticket punch apiece. A handful
character wins a prize playing a game, roll a d8 on the Carnival Prizes table to determine the prize. Carnival Prizes d8 Prize 1 Trinket (determined by rolling on the Feywild Trinkets table in the
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
(Requires Elemental Core). The ship’s Fly Speed increases by 50 feet until the start of this crew member’s next turn.
This set of metal cylinders connects directly to an airship’s arcane matrix
effects that originate outside it. While inside this station, a crew member can take the Boost action. The ship can benefit from only one increase to Fly Speed from an Elemental Thrusters station at a
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
(Requires Elemental Core). The ship’s Fly Speed increases by 50 feet until the start of this crew member’s next turn.
This set of metal cylinders connects directly to an airship’s arcane matrix
effects that originate outside it. While inside this station, a crew member can take the Boost action. The ship can benefit from only one increase to Fly Speed from an Elemental Thrusters station at a
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
faerie bell flowers) Pixie tarts (powdered candy in little cups) Sugar-glazed button mushrooms Tree sap lollipop The remaining stalls offer games and contests that cost 1 ticket punch apiece. A handful
character wins a prize playing a game, roll a d8 on the Carnival Prizes table to determine the prize. Carnival Prizes d8 Prize 1 Trinket (determined by rolling on the Feywild Trinkets table in the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
faerie bell flowers) Pixie tarts (powdered candy in little cups) Sugar-glazed button mushrooms Tree sap lollipop The remaining stalls offer games and contests that cost 1 ticket punch apiece. A handful
character wins a prize playing a game, roll a d8 on the Carnival Prizes table to determine the prize. Carnival Prizes d8 Prize 1 Trinket (determined by rolling on the Feywild Trinkets table in the
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
(Requires Elemental Core). The ship’s Fly Speed increases by 50 feet until the start of this crew member’s next turn.
This set of metal cylinders connects directly to an airship’s arcane matrix
effects that originate outside it. While inside this station, a crew member can take the Boost action. The ship can benefit from only one increase to Fly Speed from an Elemental Thrusters station at a






