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Returning 35 results for 'blood bellowing decide cast rolling'.
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book bellowing decides cast rolling
Magic Items
Dungeon Master’s Guide
spell must be on the Wizard spell list, it must be of a level you can cast, and it can’t have Material components costing more than 1,000 GP. Once you decide on the spell, you must expend a spell
, determined by rolling on the following table.
Any spell you cast from the hat uses your spell save DC and spell attack bonus.
1d100
Effect
01–50
You cast a random spell determined by
Magic Items
Dungeon Master’s Guide
check, you cast Plane Shift. On a failed check, you and each creature and object within 15 feet of you travel to a random destination determined by rolling 1d100 and consulting the following table
.
1d100
Destination
01–60
Random location on the plane you named
61–70
Random location on an Inner Planes;Inner Plane determined by rolling 1d6: on a 1, the Elemental Plane
Magic Items
Dungeon Master’s Guide
blood. If the sword doesn’t taste blood on its blade within 1 minute of being drawn from its scabbard, its wielder makes a DC 15 Charisma saving throw. On a successful save, the wielder takes
3d6 Psychic damage. On a failed save, the wielder is dominated by the sword, as if by the Dominate Monster spell, and the sword demands blood. The spell effect ends when the sword’s demand is met
Magic Items
Dungeon Master’s Guide
cast Gate with it. Doing so destroys the candle. The portal created by the spell links to a particular Outer Plane chosen by the DM or determined by rolling on the following table.
1d100
Outer
;D20 Tests. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots.
Alternatively, when you light the candle for the first time, you can
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
Spells
Player’s Handbook
larger than a 30-foot Cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
When the trigger you specify
Spells
Player’s Handbook
You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see the Monster Manual for its stat block
command any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to
Spells
Player’s Handbook
You make an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration.
When you cast the spell, you
decide what sort of security the spell provides, choosing any of the following properties:
Sound can’t pass through the barrier at the edge of the warded area.
The barrier of the warded
Spells
Player’s Handbook
at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a
creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the
Magic Items
Dungeon Master’s Guide
other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it
becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the DM determines randomly which among them are affected.
Regaining Charges. The wand regains 1d6 + 1 expended
Magic Items
Dungeon Master’s Guide
cases, made notations and additions to existing text. There are places where pages are missing, torn, or covered so completely with ink, blood, and scratches that the original text can’t be
attuned to the book, you can cast the following spells (save DC 18) from it:
Animate Dead
Circle of Death
Dominate Monster
Finger of Death
Once you use the book to cast a spell, you can’t
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
;typically an assortment of demons.
Ensnarement. While carrying the book, whenever you cast Magic Circle naming only Fiends or cast Planar Binding targeting a Fiend, the spell is cast at level 9
Spells
Player’s Handbook
its trigger and choose whether it’s an explosive rune or a spell glyph, as explained below.
Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on
) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the
Spells
Player’s Handbook
anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.
Using a Higher-Level Spell Slot. Use the spell slot’s
from this spell, the steed is replaced by the new one.
The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose
Spells
Player’s Handbook
symbol bears: Death, Discord, Fear, Pain, Sleep, or Stunning. Each one is explained below.
Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a
feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered
Magic Items
Forgotten Realms: Adventures in Faerûn
and regains 1d4 + 2;{"diceNotation":"1d4 + 2", "rollType":"roll", "rollAction":"Spellcasting"} expended charges daily at dawn. While attuned to the orb, you can cast one of the spells on the following
table from it (+10 spell attack modifier, spell save DC 18). The table indicates how many charges you must expend to cast the spell.
Spell
Charge Cost
Disguise Self
0
Fire
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
Strixhaven: A Curriculum of Chaos
on the roll if the toy is on your person. You must decide to do so before rolling the d20. If the save succeeds, you can't use the toy in this way until you finish a long rest.
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
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
Equipment
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
with the ability to cast sorcerer spells. The drug’s effects are potentially dangerous and always unpredictable. This isn’t something a player character should want to use; adventurers
Augury
Legacy
This doesn't reflect the latest rules and lore.
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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
spells or the loss or gain of a companion.
If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
Backgrounds
The Wild Beyond the Witchlight
traveler’s clothes, three trinkets (each determined by rolling on the Feywild Trinkets table), and a pouch containing 8 gp
Fey Mark
You were transformed in some small way by your stay in the Feywild
and gained a fey mark, determined by rolling on the Fey Mark table.
Fey Mark
d8
Fey Mark
1
Your eyes swirl with iridescent colors.
2
You have a sweet scent, like that of
Monsters
Storm King's Thunder
: dancing lights, mage hand, message, thaumaturgy
1/day each: augury (cast as 1 action), bestow curse, cordon of arrows, detect magic, speak with dead, spirit guardiansThe Uthgardt are suspicious and
and respect a shaman’s power.
An Uthgardt shaman must possess a sacred bundle to cast spells. A sacred bundle is made up of sticks, bones, feathers, tufts of fur, and stones that have been &ldquo
Monsters
Bigby Presents: Glory of the Giants
Blood Rune. The fomorian has a blood rune inscribed on an effigy or some other object in its possession. While holding or wearing the object bearing the rune, the giant can use its Corrupting Hex
action and Poisoning Rebuke reaction.
The object bearing the blood rune has AC 15; 30 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end
Monsters
Infernal Machine Rebuild
his thessalars homunculus. If the mending spell is cast on it, the homunculus regains 2d6;{"diceNotation":"2d6","rollType":"heal","rollAction":"Alchemical Homunculus"} hit points.
Healing
equal to the amount the item would normally heal.
Greater Restoration (1/Day). Thessalar can cast greater restoration if he has access to alchemical supplies.
Spellcasting. Thessalar is an 18th-level
Species
Sword Coast Adventurer's Guide
Since not all tieflings are of the blood of Asmodeus, some have traits that differ from those in the Player’s Handbook. The Dungeon Master may permit the following variants for your tiefling
; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.
Monsters
Guildmasters’ Guide to Ravnica
Blood Witch Dance. The witch can use a bonus action to control the movement of one creature cursed by its hex spell that it can see within 30 feet of it. The creature must succeed on a DC 15 Charisma
innate spellcasting ability is Charisma (spell save DC 15, +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). The witch can innately cast the
Species
Sword Coast Adventurer's Guide
Since not all tieflings are of the blood of Asmodeus, some have traits that differ from those in the Player’s Handbook. The Dungeon Master may permit the following variants for your
, choose 1d4 + 1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goat-like legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.
Sword of Kas
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
grants a +3 bonus to attack and damage rolls made with it. It scores a critical hit on a roll of 19 or 20, and deals an extra 2d10 slashing damage to undead.
If the sword isn’t bathed in blood
dominated by the sword, as if by the dominate monster spell, and the sword demands that it be bathed in blood. The spell effect ends when the sword’s demand is met.
Random Properties. The Sword of Kas
Monsters
Locathah Rising
Amphibious. Fhenimore can breathe air and water.
Blood Frenzy. Fhenimore has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Innate Spellcasting
. Fhenimore's spellcasting ability is Wisdom (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). She can innately cast the following
Cloudkill
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings
.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Monsters
Princes of the Apocalypse
, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see Marlos until the start of its next turn, when it can decide to avert its
while Ogrémoch isn’t, Marlos can take lair actions and has a challenge rating of 12. On initiative count 20 (losing initiative ties), Marlos uses a lair action to cast earthquake without using
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.
resistance to fire and necrotic damage.
Searing Rebuke. You can cast the Hellish Rebuke spell as a 4th-level spell (save DC 16) from the rod. Once you use the rod to cast the spell, the rod can’t cast






