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Returning 35 results for 'bonus blink diffusing continuously rolling'.
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Spells
Player’s Handbook
saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one.
As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move
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
Magic Items
Dungeon Master’s Guide
the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table that corresponds to the bag’s color. See the Monster Manual for the
Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts
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
Magic Items
Dungeon Master’s Guide
+1 bonus to attack rolls and damage rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by
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
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
yourself. The token disappears, and a floating whip takes its place. You can then take a Bonus Action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of
Magic Items
Guildmasters’ Guide to Ravnica
You gain a +1 bonus to attack and damage rolls made with this magic quarterstaff. While you hold it, you gain a +1 bonus to spell attack rolls.
This staff has 10 charges. While holding it, you can
use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC: banishment (4 charges), blink (3 charges), misty step (2 charges
Monsters
Mordenkainen Presents: Monsters of the Multiverse
servant
1/day each: fly, stinking cloud, webConjurers summon creatures from other planes of existence and teleport themselves and others in the blink of an eye.
Wizards
Wizards pursue magical power
conjurer, whom it obeys. It takes its turn immediately after the conjurer. It lasts for 1 hour, until it or the conjurer dies, or until the conjurer dismisses it as a bonus action.
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
Backgrounds
The Wild Beyond the Witchlight
instrument
Languages: One of your choice
Equipment: A disguise kit or a musical instrument of your choice, a deck of cards, a carnival uniform or costume, one trinket (determined by rolling on the
hand
3
Performer (such as an acrobat, a clown, or a musician)
4
Retired performer
5
Seasoned animal trainer
6
Old blink dog
7
Cheery sprite
8
Harmless, magical wisp
Flail Snail
Legacy
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Monsters
Volo's Guide to Monsters
saving throw against a spell or a spell attack misses it, an additional effect might occur, as determined by rolling a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Antimagic Shell"}:
1
spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
3–4. No additional effect.
5–6. The snail’s shell converts some of the spell’s energy
Magic Items
The Book of Many Things
This black studded leather armor bears a red sheen. While wearing this armor, you can use a bonus action to summon a projection of yourself in an unoccupied space within 30 feet of yourself. The
. The projection disappears at the end of your turn. Once you use this bonus action, it can’t be used again until the next dawn.
Curse. This armor is cursed, and attuning to it extends the
Magic Items
Waterdeep: Dungeon of the Mad Mage
.
The orb is sentient and has the personality of a scholar. Its alignment is determined by rolling on the alignment table in the “Sentient Magic Items” section in the Dungeon Master’s
Guide. Regardless of its alignment, the orb has an Intelligence of 18, and Wisdom and Charisma scores determined by rolling 3d6 for each ability. The orb speaks, reads, and understands four languages
Bag of Tricks
Legacy
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Magic Items
Basic Rules (2014)
to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the
, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the
Magic Items
Bigby Presents: Glory of the Giants
has the following random properties, determined by rolling on the appropriate table in the Dungeon Master’s Guide:
2 minor beneficial properties
1 major beneficial property
2 minor
bonus to attack and damage rolls made with it. On a hit, the adze deals an additional 3d12 force damage. It also deals double damage to objects and structures.
Divine Mattock. As an action, you can call
Magic Items
Bigby Presents: Glory of the Giants
hold the fragment of chaos she used to prove her worth to her father.
Random Properties. The helm has the following random properties, determined by rolling on the appropriate table in the Dungeon
Wisdom (Insight) checks.
Arrow of Elemental Havoc. As a bonus action while wearing the helm, you can launch a bolt of searing elemental energy toward a creature you can see within 90 feet of yourself
Species
Mordenkainen Presents: Monsters of the Multiverse
Eladrin are elves of the Feywild, a realm of perilous beauty and boundless magic. Using that magic, eladrin can step from one place to another in the blink of an eye, and each eladrin resonates with
rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores
Magic Items
Bigby Presents: Glory of the Giants
bracelet has the following random properties, determined by rolling on the appropriate table in the Dungeon Master’s Guide:
1 minor beneficial property
1 major beneficial property
1 minor
bracelet can create up to three copies and regains all expended uses at dawn.
Helpful Hand. As an action, you can use the bracelet to cast Bigby's hand as a 9th-level spell (spell attack bonus +13
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Blink Dog Elusive Feywild Canine Habitat: Forest, Planar (Feywild); Treasure: None Blink dogs glimmer with a magic that allows them to teleport, “blinking” from one spot to another. These dogs use
Blink Dog Medium Fey, Lawful Good
AC 13 Initiative +3 (13)
HP 22 (4d8 + 4)
Speed 40 ft.
Ability Score Mod Save
Str 12 +1 +1
Dex 17 +3 +3
Con 12 +1 +1
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Blink Dog Elusive Feywild Canine Habitat: Forest, Planar (Feywild); Treasure: None Blink dogs glimmer with a magic that allows them to teleport, “blinking” from one spot to another. These dogs use
Blink Dog Medium Fey, Lawful Good
AC 13 Initiative +3 (13)
HP 22 (4d8 + 4)
Speed 40 ft.
Ability Score Mod Save
Str 12 +1 +1
Dex 17 +3 +3
Con 12 +1 +1
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Blink Dog Elusive Feywild Canine Habitat: Forest, Planar (Feywild); Treasure: None Blink dogs glimmer with a magic that allows them to teleport, “blinking” from one spot to another. These dogs use
Blink Dog Medium Fey, Lawful Good
AC 13 Initiative +3 (13)
HP 22 (4d8 + 4)
Speed 40 ft.
Ability Score Mod Save
Str 12 +1 +1
Dex 17 +3 +3
Con 12 +1 +1
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
bargains,” he barks. “Best deals around!”
Secondhand items and other useless trinkets lie neatly arrayed across a giant rug. They belong to Clawson Blink, a blink dog that gained the ability to
them to any visitors. You can determine these items by rolling on or choosing from the Secondhand Steals table. Secondhand Steals d8 Secondhand Steal 1 A pair of small, rose-tinted glasses with
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
bargains,” he barks. “Best deals around!”
Secondhand items and other useless trinkets lie neatly arrayed across a giant rug. They belong to Clawson Blink, a blink dog that gained the ability to
them to any visitors. You can determine these items by rolling on or choosing from the Secondhand Steals table. Secondhand Steals d8 Secondhand Steal 1 A pair of small, rose-tinted glasses with
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
bargains,” he barks. “Best deals around!”
Secondhand items and other useless trinkets lie neatly arrayed across a giant rug. They belong to Clawson Blink, a blink dog that gained the ability to
them to any visitors. You can determine these items by rolling on or choosing from the Secondhand Steals table. Secondhand Steals d8 Secondhand Steal 1 A pair of small, rose-tinted glasses with
Monsters
Fizban's Treasury of Dragons
each: blink, control water, dispel magic, freedom of movement, globe of invulnerability, plane shift, protection from evil and good, sendingThe dragon can take 3 legendary actions, choosing from the
magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus
Magic Items
Baldur’s Gate: Descent into Avernus
creature that is transformed by magic, and see into the Ethereal Plane, all within a range of 60 feet.
New Personality. You gain new personality traits, determined by rolling once on each of the
have disadvantage on attack rolls made within the weapon’s radius of bright light.
As a bonus action, you can intensify the sword’s light, causing it to shed bright light in a 15-foot
Monsters
Fizban's Treasury of Dragons
components and using Intelligence as the spellcasting ability (spell save DC 18):
1/day each: blink, control water, dispel magic, protection from evil and good, sendingThe dragon can take 3 legendary
retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.
Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it.
Demonomicon of Iggwilv
Legacy
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Magic Items
Tasha’s Cauldron of Everything
how many pages are removed, and it longs to be more than mere reference material.
Random Properties. The artifact has the following random properties, which you can determine by rolling on the tables
do so, you can add double your proficiency bonus to the check.
Fiendish Scourging. Your magic causes pain to fiends. While carrying the book, when you make a damage roll for a spell you cast against
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Common, Draconic, telepathy 120 ft.
Challenge 9 (5,000 XP) Proficiency Bonus +4
Amphibious. The dragon can breathe both air and water.
Actions
Multiattack. The dragon makes one Bite attack and two
Intelligence as the spellcasting ability (spell save DC 16):
1/day each: blink, dispel magic, protection from evil and good, sending
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
resist the effect, you can choose to fail the save without rolling. Ability Modifier Saving throws are named for the ability modifiers they use: a Constitution saving throw, a Wisdom saving throw, and
Bonus You add your Proficiency Bonus to your saving throw if you have proficiency in that kind of save. See “Proficiency” later in this chapter. Difficulty Class The Difficulty Class for a saving
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
resist the effect, you can choose to fail the save without rolling. Ability Modifier Saving throws are named for the ability modifiers they use: a Constitution saving throw, a Wisdom saving throw, and
Bonus You add your Proficiency Bonus to your saving throw if you have proficiency in that kind of save. See “Proficiency” later in this chapter. Difficulty Class The Difficulty Class for a saving
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
resist the effect, you can choose to fail the save without rolling. Ability Modifier Saving throws are named for the ability modifiers they use: a Constitution saving throw, a Wisdom saving throw, and
Bonus You add your Proficiency Bonus to your saving throw if you have proficiency in that kind of save. See “Proficiency” later in this chapter. Difficulty Class The Difficulty Class for a saving
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
resist the effect, you can choose to fail the save without rolling. Ability Modifier Saving throws are named for the ability modifiers they use: a Constitution saving throw, a Wisdom saving throw, and
Bonus You add your Proficiency Bonus to your saving throw if you have proficiency in that kind of save. See “Proficiency” later in this chapter. Difficulty Class The Difficulty Class for a saving
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
resist the effect, you can choose to fail the save without rolling. Ability Modifier Saving throws are named for the ability modifiers they use: a Constitution saving throw, a Wisdom saving throw, and
Bonus You add your Proficiency Bonus to your saving throw if you have proficiency in that kind of save. See “Proficiency” later in this chapter. Difficulty Class The Difficulty Class for a saving
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
resist the effect, you can choose to fail the save without rolling. Ability Modifier Saving throws are named for the ability modifiers they use: a Constitution saving throw, a Wisdom saving throw, and
Bonus You add your Proficiency Bonus to your saving throw if you have proficiency in that kind of save. See “Proficiency” later in this chapter. Difficulty Class The Difficulty Class for a saving






