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Returning 35 results for 'boat before dagger cube rolling'.
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Magic Items
Dungeon Master’s Guide
represents. Once the last patch is removed, the robe becomes an ordinary garment.
The robe has two of each of the following patches:
Bullseye Lantern (filled and lit)
Dagger
Mirror
Pole
Rope
(coiled)
Sack
In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly by rolling on the following table.
1d100
Patch
01–08
Bag of
Magic Items
Dungeon Master’s Guide
This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The DM chooses the kind of token or determines it randomly by rolling on the Quaal
’s Feather Tokens table. The type of token determines its rarity.
Anchor (Uncommon). You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel can&rsquo
Magic Items
Dungeon Master’s Guide
, 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
rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself); on a
Soul Monger
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
creature's next turn.Multiattack. The soul monger makes two phantasmal dagger attacks.
Phantasmal Dagger. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Phantasmal
Dagger"} to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3);{"diceNotation":"4d4+3","rollType":"damage","rollAction":"Phantasmal Dagger","rollDamageType":"piercing"} piercing damage plus 19 (3d12
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollType":"damage", "rollAction":"Whispering Aura", "rollDamageType":"psychic"} psychic damage, provided the warlock isn’t incapacitated.Multiattack. The warlock makes two Dagger attacks
.
Dagger. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4
Monsters
Tomb of Annihilation
ceases to age and is immune to cold damage and the effects of extreme cold.
Artus wields Bookmark, a +3 dagger with additional magical properties. As a bonus action, Artus can activate any one of the
following properties while attuned to the dagger, provided he has the weapon drawn:
Cause a blue gem set into the dagger’s pommel to shed bright light in a 20-foot radius and dim light for an
Monsters
Mordenkainen Presents: Monsters of the Multiverse
speed reduced by 20 feet until the start of that creature’s next turn.Multiattack. The shadar-kai makes two Shadow Dagger attacks.
Shadow Dagger. Melee or Ranged Weapon Attack: +7
;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Shadow Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13 (4d4 + 3);{"diceNotation":"4d4+3", "rollType":"damage", "rollAction":"Shadow
Monsters
Curse of Strahd
Extraordinary Feature. The mongrelfolk has one of the following extraordinary features, determined randomly by rolling a d20;{"diceNotation":"1d20","rollType":"roll","rollAction":"Extraordinary
with a successful DC 12 Wisdom (Insight) check.Multiattack. The mongrelfolk makes two attacks: one with its bite and one with its claw or dagger.
Bite. Melee Weapon Attack: +3;{"diceNotation":"1d20+3
Robe of Useful Items
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
represents. Once the last patch is removed, the robe becomes an ordinary garment.
The robe has two of each of the following patches:
Dagger
Lantern, Bullseye;Bullseye lantern (filled and lit)
Mirror
(10 foot);Wooden ladder (24 feet long)
45-51
A riding horse with saddlebags;saddle bags
52-59
Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
Magic Items
Icewind Dale: Rime of the Frostmaiden
-foot cube. At the end of each uninterrupted hour of immersion, roll a d6. On a 6, a floppy, 6-inch-long magical fish appears on the end of the hook. The color and properties of the conjured fish are
determined by rolling on the Hook of Fisher’s Delight table. Once the hook conjures a fish, it can’t do so again until the next dawn.
Hook of Fisher’s Delight
d20
Fish Color
Teleport
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.
The destination you choose must be known to you, and it must be
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
Backgrounds
Ghosts of Saltmarsh
home, the rain your shelter, and the crashing waves your battle cry.
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: Vehicles (water, land)
Equipment: A dagger that
, you can automatically find a safe route to land a boat on shore, provided such a route exists.
HARDSHIP ENDURED
Hardship in your past has forged you into an unstoppable living weapon. This
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn. Left to Right: Dagger of Venom, Decanter of Endless Water, and Cubic Gate
Cubic Gate Wondrous item, legendary This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
(filled and lit) Dagger Mirror Pole Rope (coiled) Sack In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly by rolling on the following table. 1d100 Patch
–59 Open pit (a 10-foot Cube), which you can place on the ground within 10 feet of yourself 60–68 4 Potions of Healing 69–75 Rowboat (12 feet long) 76–83 Spell Scroll containing one spell of level 1
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
(filled and lit) Dagger Mirror Pole Rope (coiled) Sack In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly by rolling on the following table. 1d100 Patch
–59 Open pit (a 10-foot Cube), which you can place on the ground within 10 feet of yourself 60–68 4 Potions of Healing 69–75 Rowboat (12 feet long) 76–83 Spell Scroll containing one spell of level 1
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
or determines it randomly by rolling on the Quaal’s Feather Tokens table. The type of token determines its rarity. Quaal’s Feather Tokens 1d100 Token Rarity 01–20 Anchor Uncommon 21–35 Bird Rare
36–50 Fan Uncommon 51–65 Swan boat Rare 66–90 Tree Uncommon 91–00 Whip Rare Anchor (Uncommon) You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the center of each boat. The lake is covered in ice floes, which make travel dangerous. As the characters row out from Bremen, their boats must steer around 1d4 + 1 ice floes. Any character who
tries to steer a boat around an ice floe must succeed on a DC 14 Wisdom check, adding their proficiency bonus to the roll if they’re proficient with water vehicles. On a failed check, the boat hits the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
or determines it randomly by rolling on the Quaal’s Feather Tokens table. The type of token determines its rarity. Quaal’s Feather Tokens 1d100 Token Rarity 01–20 Anchor Uncommon 21–35 Bird Rare
36–50 Fan Uncommon 51–65 Swan boat Rare 66–90 Tree Uncommon 91–00 Whip Rare Anchor (Uncommon) You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Astral Encounters You can generate a random encounter on the Astral Plane by rolling on either the Wildspace Encounters table or the Astral Sea Encounters table, as appropriate, or by choosing an
Astral Adventurer’s Guide for ship descriptions). Creatures marked with an asterisk (*) appear in this book; the rest are described in the Monster Manual. Any creature marked with a dagger (†) can serve
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
random effect occurs instead, determined by rolling on the following table.
Conceptopolis Presto creates a lightning bolt
using his Hat of Many Spells
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 rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
random effect occurs instead, 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 rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dice Notation The dice used in D&D are referred to by the letter d followed by the die’s number of sides: d4, d6, d8, d10, d12, and d20. For instance, a d6 is a six-sided die (the cube that many
roll 1d100 uses a pair of ten-sided dice numbered from 0 to 9, known as percentile dice. One die—that you designate before rolling—gives the tens digit, and the other gives the ones digit. If you roll
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dice Notation The dice used in D&D are referred to by the letter d followed by the die’s number of sides: d4, d6, d8, d10, d12, and d20. For instance, a d6 is a six-sided die (the cube that many
roll 1d100 uses a pair of ten-sided dice numbered from 0 to 9, known as percentile dice. One die—that you designate before rolling—gives the tens digit, and the other gives the ones digit. If you roll
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Poison Given their insidious and deadly nature, poisons are a favorite tool among assassins and evil creatures. Zuzanna Wuzyk Zarak applies poison to his dagger Poisons come in the following four
creatures in a 5-foot Cube to its effect. The resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
of that creature’s next turn.
Actions
Multiattack. The soul monger makes two phantasmal dagger attacks.
Phantasmal Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (4d4
emits weariness in a 60-foot cube. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 45 (10d8) psychic damage and suffers 1 level of exhaustion. On a successful save, it takes 22 (5d8) psychic damage.
Realm of the Raven Queen
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the following patches: Dagger Bullseye lantern
Monster Manual for statistics) 52–59 Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you 60–68 Potion of healing (4) 69–75 Rowboat (12 feet long) 76–83 Spell scroll
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
letter d followed by the number of sides: d4, d6, d8, d10, d12, and d20. For instance, a d6 is a six-sided die (the typical cube that many games use). Percentile dice, or d100, work a little
differently. You generate a number between 1 and 100 by rolling two different ten-sided dice numbered from 0 to 9. One die (designated before you roll) gives the tens digit, and the other gives the ones digit
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there. At
are affected even if they hold their breath or don’t need to breathe.
The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the following patches: Dagger Bullseye lantern
riding horse with saddle bags (see the Monster Manual for statistics)
52–59 Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
60–68 4 Potions of healing
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
nearby land. Giant Trinket. While exploring your home, you discovered some trivial remnant of the ancient inhabitants, as determined by rolling on the Giant Trinkets table. The items in parentheses are the
normal-sized objects most analogous to the described giant trinkets. Giant Trinkets d6 Giant Trinket 1 A giant’s toothpick (a dagger) 2 A giant’s handkerchief (a blanket) 3 A giant’s marble (a
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
attack against it as a bonus action.
Galeb Duhr
Medium elemental, neutral
Armor Class 16 (natural armor)
Hit Points 85 (9d8 + 45)
Speed 15 ft. (30 ft. when rolling, 60 ft. rolling
XP)
False Appearance. While the galeb duhr remains motionless, it is indistinguishable from a normal boulder.
Rolling Charge. If the galeb duhr rolls at least 20 feet straight toward a target and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
effect. Add or subtract targets based on how bunched up the potential targets are. Consider rolling 1d3 to determine the amount to add or subtract. Targets in Areas of Effect Area Number of
Targets Cone Size ÷ 10 (round up) Cube or square Size ÷ 5 (round up) Cylinder Radius ÷ 5 (round up) Line Length ÷ 30 (round up) Sphere or circle Radius ÷ 5 (round up) For example, if a wizard directs
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
magical scrying sensors. While attuned to and wearing the ring, Artus ceases to age and is immune to cold damage and the effects of extreme cold.
Artus wields Bookmark, a +3 dagger with additional
magical properties. As a bonus action, Artus can activate any one of the following properties while attuned to the dagger, provided he has the weapon drawn:
Cause a blue gem set into the dagger’s pommel
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead, 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 rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead, 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 rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge






