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Returning 35 results for 'blood baron deal current rolling'.
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Magic Items
Dungeon Master’s Guide
rolling on the Moonblade Properties table.
Minor Property. In addition to its aforementioned properties, each Moonblade has a minor property determined by rolling on the Magic Item’s Minor
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When you hit with an attack roll using the Moonblade, you deal an extra 1d6 Force damage. Each time the weapon gains this property after the first, the extra damage increases by 1d6, to a maximum
Magic Items
Dungeon Master’s Guide
. The tome recounts both the oldest and most current profanities of the Abyss and demons. Demons have attempted to censor the text, and while sections have been ripped from the book’s spine, the
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
Monsters
Curse of Strahd
carnival wagon, with a pet monkey on his shoulder. He took over an abandoned tower on Lake Baratok before rolling into the town of Vallaki several months later. Claiming to be a carnival ringmaster
stolen away by Vistani and sold to a vampire named Baron Metus to be used as a companion. By the time van Richten found his son, it was too late: the baron had already transformed Erasmus into a vampire
Equipment
contract using your blood as ink, you lose all levels in your current classes and have the option of gaining levels equal to your character level in any combination of the illrigger, paladin, and warlock
Magic Items
Storm King's Thunder
and wearing also increases in size for the duration. When rolling damage for weapons enlarged in this manner, roll three times the normal number of dice; for example, an enlarged longsword would deal
, and your hit point maximum is doubled (your current hit points are doubled when you drink the potion). In addition, the reach of your melee attacks increases by 5 feet.
Everything you are carrying
magic-items
Ingredients: aberration (ancient suneater owlbear;suneater) flesh, blood (any), egg (any)
This magical meal takes 10 minutes to consume and digest, and is large enough to feed one Large creature or
.
Suneater Flesh. The first attack you make each turn that hits deals 2 bonus radiant damage.
Blood (Any). The first time each turn that you hit a creature whose type matches the creature type of the
magic-items
Ingredients: aberration (ancient suneater owlbear;suneater) flesh, blood (any), egg (any)
This magical meal takes 10 minutes to consume and digest, and is large enough to feed one Large creature or
.
Suneater Flesh. The first attack you make each turn that hits deals 4 bonus radiant damage.
Blood (Any). The first time each turn that you hit a creature whose type matches the creature type of the
magic-items
Ingredients: aberration (ancient suneater owlbear;suneater) flesh, blood (any), egg (any)
This magical meal takes 10 minutes to consume and digest, and is large enough to feed one Large creature or
.
Suneater Flesh. The first attack you make each turn that hits deals 1 bonus radiant damage.
Blood (Any). The first time each turn that you hit a creature whose type matches the creature type of the
magic-items
Ingredients: aberration (ancient suneater owlbear;suneater) flesh, blood (any), egg (any)
This magical meal takes 10 minutes to consume and digest, and is large enough to feed one Large creature or
.
Suneater Flesh. The first attack you make each turn that hits deals 3 bonus radiant damage.
Blood (Any). The first time each turn that you hit a creature whose type matches the creature type of the
magic-items
Ingredients: aberration (ancient suneater owlbear;suneater) flesh, blood (any), egg (any)
This magical meal takes 10 minutes to consume and digest, and is large enough to feed one Large creature or
determined by rarity).
Suneater Flesh. The first attack you make each turn that hits deals bonus radiant damage (determined by rarity).
Blood (Any). The first time each turn that you hit a creature
Magic Items
Bigby Presents: Glory of the Giants
The hilt of this sword bears a carnelian engraved with the blood rune.
You can add your Constitution modifier (minimum of +1) to the damage rolls of attacks made with this weapon.
Invoking the Rune
then spend and roll one of your unspent Hit Dice and add the number rolled to the attack roll. You can choose to invoke the rune after rolling the d20.
If this attack hits, you can also spend and roll
magic-items
These silvered weapons are of elven make. You gain a +1 bonus to attack rolls and damage rolls made with these magic weapons, which deal 2d6 damage on a hit instead of their normal damage dice
dice, you can immediately roll 1d6 and add it to the weapon’s damage dice. You continue rolling additional damage dice until you roll a number that doesn’t match the previous rolls.
Monsters
Out of the Abyss
10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 12 Constitution saving throw
random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table in appendix D) that lasts until the creature is cured of the disease or dies. While infected in this way, the
Equipment
weapon, you deal an extra 1d6 Slashing damage. This extra damage isn’t doubled. Urdefhans can train to drink blood through hollow parts of a shauth lash for a moment after hitting, and urdefhans
use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Monsters
Out of the Abyss
). The chamberlain releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it
infected with a disease called the spores of Zuggtmoy and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table in appendix D) that lasts until the
Monsters
Out of the Abyss
fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 10 Constitution
gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table in appendix D) that lasts until the creature is cured of the disease or dies. While infected in this way
magic-items
These silvered weapons are of elven make. You gain a +1 bonus to attack rolls and damage rolls made with these magic weapons, which deal 2d6 damage on a hit instead of their normal damage dice
dice, you can immediately roll 1d6 and add it to the weapon’s damage dice. You continue rolling additional damage dice until you roll a number that doesn’t match the previous rolls.
magic-items
These silvered weapons are of elven make. You gain a +1 bonus to attack rolls and damage rolls made with these magic weapons, which deal 2d6 damage on a hit instead of their normal damage dice
dice, you can immediately roll 1d6 and add it to the weapon’s damage dice. You continue rolling additional damage dice until you roll a number that doesn’t match the previous rolls.
Monsters
Infernal Machine Rebuild
Toxicity. Any magic item that restores hit points and can be applied to a piercing or slashing weapon (a potion, an ointment, and so forth) causes a hit with that weapon to deal extra damage to Thessalar
master alchemist and creator of monsters, whose own blood was said to possess dire magical properties.
He is vainglorious, egotistical, and utterly ruthless in furthering his research. His career began
magic-items
These silvered weapons are of elven make. You gain a +1 bonus to attack rolls and damage rolls made with these magic weapons, which deal 2d6 damage on a hit instead of their normal damage dice
dice, you can immediately roll 1d6 and add it to the weapon’s damage dice. You continue rolling additional damage dice until you roll a number that doesn’t match the previous rolls.
magic-items
These silvered weapons are of elven make. You gain a +1 bonus to attack rolls and damage rolls made with these magic weapons, which deal 2d6 damage on a hit instead of their normal damage dice
dice, you can immediately roll 1d6 and add it to the weapon’s damage dice. You continue rolling additional damage dice until you roll a number that doesn’t match the previous rolls.
Yuan-ti Mind Whisperer
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
transformed. If it dies, it stays in its current form.
Innate Spellcasting (Yuan-ti Form Only). The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the
magical effects.
Mind Fangs (2/Day). The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10);{"diceNotation":"3d10","rollType":"damage","rollAction":"Mind Fangs
races
Eberron: Rising from the Last War
Ghallanda don’t sell information; they prefer to build friendship and deal in favors. But should a Ghallanda baron ever truly need something, they likely have a favor they can call in.
Ghallanda has
reach of any government or dragonmarked house. Baron Yoren and his daughter Chervina have greatly expanded the house’s presence even in remote areas such as the edge of the Demon Wastes, guided by their study of the Draconic Prophecy.
Magic Items
The Book of Many Things
the spell again until the next dawn.
Surge of Brimstone. Whenever you cast a spell that deals fire or necrotic damage, you can use the rod to deal the maximum damage instead of rolling. Once this property is used, it can’t be used again until the next dawn.
Spells
Xanathar's Guide to Everything
While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that can’t be reduced in any way. You then drip your blood on the spell&rsquo
Constitution modifier to it. Your hit point maximum is reduced by the total, and the homunculus’s hit point maximum and current hit points are both increased by it. This process can reduce you to no
Equipment
are more likely to interfere with Daask smugglers or deal with an addict who accidentally casts a fireball in a crowded street. The specific effects of dragon’s blood are up to you, but you can take inspiration from the Wild Magic Surge table in the Player’s Handbook.
Introduced into Sharn by Daask, dragon’s blood is a potent and highly addictive stimulant. In addition to inducing euphoria, it can enhance spellcasting ability or even temporarily imbue a user
Yuan-ti Nightmare Speaker
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
transformed. If it dies, it stays in its current form.
Death Fangs (2/Day). The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10);{"diceNotation":"3d10
The Bonze, hermits of the Blossom Union, combine a druid’s love of nature with a monk’s discipline, adopting a hybrid ritualistic practice. They do not deign to shed the blood of other
’wind rips’. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d8 thunder damage on a hit, and can be
magic-items
The Bonze, hermits of the Blossom Union, combine a druid’s love of nature with a monk’s discipline, adopting a hybrid ritualistic practice. They do not deign to shed the blood of other
’wind rips’. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d8 thunder damage on a hit, and can be
magic-items
and exothermic reactions. The weapon can be fissioned into two separated Battleaxes or fused back into a Greataxe. It has the following properties based on its current state.
Fissioned State
(Battleaxes). You gain a +1 bonus to attack rolls and damage rolls made with each of these magic weapons, which deal an extra 1d6 Cold damage on a hit. The axes orbit you slowly while they aren’t being
magic-items
The Bonze, hermits of the Blossom Union, combine a druid’s love of nature with a monk’s discipline, adopting a hybrid ritualistic practice. They do not deign to shed the blood of other
’wind rips’. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d8 thunder damage on a hit, and can be
Magic Items
Tyranny of Dragons
, you can choose to succeed instead.
Winter’s Fury. While your current hit points are equal to or less than half your hit point maximum, you deal an extra 1d8 cold damage with your melee attacks.
magic-items
staff has at least 1 charge, your melee attacks with it deal an extra 1d8 damage on a hit. This extra damage’s type is based on the staff’s season: spring (Radiant), summer (Fire), autumn
(Necrotic), or winter (Cold).
Over the course of 10 minutes, you can focus on the staff to change its form to a different season. It remains in this form for 8 hours before reverting to the current
magic-items
The Bonze, hermits of the Blossom Union, combine a druid’s love of nature with a monk’s discipline, adopting a hybrid ritualistic practice. They do not deign to shed the blood of other
’wind rips’. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d8 thunder damage on a hit, and can be
The Bonze, hermits of the Blossom Union, combine a druid’s love of nature with a monk’s discipline, adopting a hybrid ritualistic practice. They do not deign to shed the blood of other
’wind rips’. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d8 thunder damage on a hit, and can be