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Magic Items
Dungeon Master’s Guide
while holding it.
Forceful Bash. When you take the Attack action, you can make one of the attack rolls using the Shield against a target within 5 feet of yourself. Apply your Proficiency Bonus and
appears, any creatures or objects not fully contained within it are pushed into the nearest unoccupied spaces outside it. The attack or area of effect that triggered the Reaction has no effect on creatures
Magic Items
Tasha’s Cauldron of Everything
To attune to this vial, you must place a few drops of your blood into it. The vial can’t be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood
turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells
Magic Items
Storm King's Thunder
bonus to attack and damage rolls made with this magic weapon. It is sized for a frost giant, weighs 325 pounds, and deals 3d12 slashing damage on a hit, plus an extra 2d12 slashing damage if the
target is human.
The axe sheds light as a torch when the temperature around it drops below 0 degrees Fahrenheit. The light can’t be shut off in these conditions.
As an action, you can cast a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn.
3
Ground Fault. The clockwork has vulnerability to lightning damage.
4
Imprinting Loop. Roll a
for 1 minute or until that creature attacks or damages it.
5
Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn.
3
Ground Fault. The clockwork has vulnerability to lightning damage.
4
Imprinting Loop. Roll a d6 at
minute or until that creature attacks or damages it.
5
Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its
Monsters
Mordenkainen Presents: Monsters of the Multiverse
roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn.
3
Ground Fault. The clockwork has vulnerability to lightning damage.
4
Imprinting Loop. Roll a d6 at
minute or until that creature attacks or damages it.
5
Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the clockwork’s turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn.
3
Ground Fault. The clockwork has vulnerability to lightning damage
willingly harm that creature for 1 minute or until that creature attacks or damages it.
5
Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Attack Rolls In combat, an attack roll is used to determine whether an attack hits. You can also use attack rolls to resolve noncombat activities that are similar to attacks in combat, such as an
archery contest or a game of darts. Assign an Armor Class to the target, decide whether the character is proficient with the weapon used, then have the player make an attack roll. (See also “Degrees of Success” in this chapter.)
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, attack rolls, and saving throws until the end of the creature’s next turn.
Tentacle (Costs 2 Actions). The elder brain makes one Tentacle attack.The ultimate expression of mind flayer domination
master, which then absorbs the knowledge and experience contained therein. Mind flayers conceive of this oneness with the elder brain as a sacred state akin to an afterlife.
Hive Mind
Elder brains
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Normal for the season 15–17 1d4 × 10 degrees Fahrenheit colder than normal 18–20 1d4 × 10 degrees Fahrenheit hotter than normal d20 Wind 1–12 None 13–17 Light 18–20 Strong d20 Precipitation 1
–12 None 13–17 Light rain or light snowfall 18–20 Heavy rain or heavy snowfall Extreme Cold Whenever the temperature is at or below 0 degrees Fahrenheit, a creature exposed to the cold must succeed on
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
letting them choose the setbacks, you can give players more agency in crafting the story of their characters’ deeds. Degrees of Failure Sometimes a failed D20 Test has different consequences depending
more means she throws the character in the dungeon for such a display of impudence. Degrees of Success A successful D20 Test can have degrees of success. For example, when characters participate in an
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Cover Walls, trees, creatures, and other obstacles can provide cover, making a target more difficult to harm. As detailed in the Cover table, there are three degrees of cover, each of which gives a
the most protective degree of cover applies; the degrees aren’t added together. For example, if a target is behind a creature that gives Half Cover and a tree trunk that gives Three-Quarters Cover, the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Cover Walls, trees, creatures, and other obstacles can provide cover, making a target more difficult to harm. As detailed in the Cover table, there are three degrees of cover, each of which gives a
the most protective degree of cover applies; the degrees aren’t added together. For example, if a target is behind a creature that gives Half Cover and a tree trunk that gives Three-Quarters Cover, the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding
it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. The bonus is determined by the vial’s rarity. In addition, when you roll any Hit Dice to recover hit
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
giant that wields it. You gain a +1 bonus to attack and damage rolls made with this magic weapon. It is sized for a frost giant, weighs 325 pounds, and deals 3d12 slashing damage on a hit, plus an
extra 2d12 slashing damage if the target is human. The axe sheds light as a torch when the temperature around it drops below 0 degrees Fahrenheit. The light can’t be shut off in these conditions. As an
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Shield has the following additional properties that you can use while holding it. Forceful Bash. When you take the Attack action, you can make one of the attack rolls using the Shield against a
-foot Emanation originating from you. When the Emanation appears, any creatures or objects not fully contained within it are pushed into the nearest unoccupied spaces outside it. The attack or area of
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
you can use while holding it. Forceful Bash. When you take the Attack action, you can make one of the attack rolls using the Shield against a target within 5 feet of yourself. Apply your Proficiency
Emanation appears, any creatures or objects not fully contained within it are pushed into the nearest unoccupied spaces outside it. The attack or area of effect that triggered the Reaction has no effect on
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
you can use while holding it. Forceful Bash. When you take the Attack action, you can make one of the attack rolls using the Shield against a target within 5 feet of yourself. Apply your Proficiency
Emanation appears, any creatures or objects not fully contained within it are pushed into the nearest unoccupied spaces outside it. The attack or area of effect that triggered the Reaction has no effect on
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Shield has the following additional properties that you can use while holding it. Forceful Bash. When you take the Attack action, you can make one of the attack rolls using the Shield against a
-foot Emanation originating from you. When the Emanation appears, any creatures or objects not fully contained within it are pushed into the nearest unoccupied spaces outside it. The attack or area of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Flawed Targeting. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn. 3 Ground Fault. The clockwork has
clockwork gains 1 level of exhaustion that it isn’t immune to. 6 Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
sorts. There is a large desk and stool, two workbenches, and two mummy preparation tables. Clay pots and urns on these tables and the floor obviously once contained unguents, ointments, oils, perfumes
, and the like. Linen wrappings are in rolls or strewn about. Dried herbs of unidentifiable nature, bones, skulls and the like litter the workbenches. Vats. In the south part of the room are three vats of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Resolution and Consequences You determine the consequences of attack rolls, ability checks, and saving throws. In most cases, doing so is straightforward. When an attack hits, it deals damage. When a
this technique when a character succeeds on a roll by hitting the DC exactly, complicating marginal success in interesting ways. Degrees of Failure Sometimes a failed ability check has different
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
flailing away at the creatures inside with its tentacles, as described above in “Thrashing Tentacles.” Round 2 The octopus’s weight and writing tentacles cause the ship to list 30 degrees to port. At the
start of this round. If Krell is present, as detailed above, he attempts to launch his ambush at this point. Rounds 15 through 19 At the start of round 15, the ship rolls over on its port side
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
temperature is at or below 0 degrees Fahrenheit, a creature exposed to the cold must make a DC 10 Constitution saving throw at the end of each hour. Creatures with resistance or immunity to cold damage
checks, attack rolls, and saving throws, and its speed is halved. The creature freezes to death if it suffers these effects for six consecutive hours. These effects end on the creature after it spends at least an hour in a place of warmth.
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
with attack rolls or only to saves? Potent Cantrip affects only cantrips that require a saving throw, such as acid splash and poison spray. Does the 14th-level illusionist ability let you make
to cast a ritual spell contained in their spellbook, do they need to read from the book or use it as part of the ritual? No. As written, the rule doesn’t require you to read from the book. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition. 7–8 Harmonious. Attuning to this item takes only 1 minute. 9 Key. The item is used to
unaffected. 16 Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher. 17 Unbreakable. The item can’t be broken. Special means must be used to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ends. A blizzard’s howling wind limits hearing to a range of 100 feet and imposes disadvantage on ranged weapon attack rolls. It also imposes disadvantage on Wisdom (Perception) checks that rely on
adapted to cold climates, such as reindeer and snowy owlbears. Temperatures. During Auril’s everlasting winter, the average temperature in Icewind Dale is −49 degrees Fahrenheit (−45 degrees Celsius
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
stretches meditating in the region around an ancient dragon’s lair, absorbing that lair’s ambient magic.
5 You found a scroll written in Draconic that contained inspiring new techniques.
6
two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one. At 11th level, the damage of this feature increases to three rolls of your Martial Arts die. You can use
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
slashing damage on a hit (your Strength modifier applies to the attack and damage rolls, as normal). While wearing the claws, you can’t manipulate objects or cast spells with somatic components. Devastation
of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere’s point of origin. The orb is destroyed after one use. Air Orb. When this orb detonates, it creates a
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
check still fails, this use of Second Wind isn’t expended. Level 3: Improved Critical Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20. Level 3
: Remarkable Athlete Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks. In addition, immediately after you score a Critical Hit, you can move up to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
is a constant 68 degrees Fahrenheit (20 degrees Celsius). It can be sold for as much as 100 gp. Inside the chest is what appears to be an ancient, leather-bound spellbook that bears a rune on its
spine identical to the one that appears on the shield guardian’s control amulet in area P12. The spellbook disintegrates a few seconds after the chest is opened. Whatever spells it once contained are
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
clockwork’s turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn. 3 Ground Fault. The clockwork has vulnerability to lightning damage. 4 Imprinting Loop. Roll
minute or until that creature attacks or damages it. 5 Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creatures that enter the room using their Psychic Crush action option (see the “Variant: Psychic Gray Oozes” sidebar in the “Oozes” entry in the Monster Manual). While contained in the altar, the oozes
Charisma (spell save DC 11). While in sunlight, he has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Treasure. Xarann wears a piwafwi, a drow-made cloak of
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
magical energy that is contained in a magic item or channeled to create a spell or other focused magical effect In D&D, the first type of magic is part of nature. It is no more dispellable than the wind
as all other kinds of creatures). If a shadow rolls a critical hit, does it reduce the target’s Strength by 2d4, as well dealing the extra necrotic damage? No. A critical hit lets you roll damage
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
with cloth or wax prevents the darts contained within from launching. The trap activates when more than 20 pounds of weight is placed on the pressure plate, releasing four darts. Each dart makes a ranged
sphere rolls initiative with a +8 bonus. On its turn, it moves 60 feet in a straight line. The sphere can move through creatures' spaces, and creatures can move through its space, treating it as difficult






