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Returning 35 results for 'both bless diffusing capture rolling'.
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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
Blessing
Bless
7–12
Bead of Curing
Cure Wounds (level 2 version)
13–16
Bead of Favor
Greater Restoration
17–18
Bead of Smiting
Shining Smite
19
Bead of Summons
Guardian of Faith
20
Bead of Wind Walking
Wind Walk
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
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
again until the next dawn. 1d20 Bead Spell 1–6 Bead of Blessing Bless 7–12 Bead of Curing Cure Wounds (level 2 version) 13–16 Bead of Favor Greater Restoration 17–18 Bead of Smiting Shining Smite 19 Bead of Summons Guardian of Faith 20 Bead of Wind Walking Wind Walk
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
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
again until the next dawn. 1d20 Bead Spell 1–6 Bead of Blessing Bless 7–12 Bead of Curing Cure Wounds (level 2 version) 13–16 Bead of Favor Greater Restoration 17–18 Bead of Smiting Shining Smite 19 Bead of Summons Guardian of Faith 20 Bead of Wind Walking Wind Walk
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
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
again until the next dawn. 1d20 Bead Spell 1–6 Bead of Blessing Bless 7–12 Bead of Curing Cure Wounds (level 2 version) 13–16 Bead of Favor Greater Restoration 17–18 Bead of Smiting Shining Smite 19 Bead of Summons Guardian of Faith 20 Bead of Wind Walking Wind Walk
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
surprised. If the characters capture one or more grungs, the frogfolk offer to lead the characters to treasure in exchange for a promise of freedom. The “treasure” is a half-mile away from the party’s present location and consists of a cache, which you can randomly determine by rolling on the Caches table.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
surprised. If the characters capture one or more grungs, the frogfolk offer to lead the characters to treasure in exchange for a promise of freedom. The “treasure” is a half-mile away from the party’s present location and consists of a cache, which you can randomly determine by rolling on the Caches table.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
surprised. If the characters capture one or more grungs, the frogfolk offer to lead the characters to treasure in exchange for a promise of freedom. The “treasure” is a half-mile away from the party’s present location and consists of a cache, which you can randomly determine by rolling on the Caches table.
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
didn’t want someone else to have it? Theft Details Define the particulars of the party’s theft, either by having the players craft their own or by rolling on the Theft Details table. Theft Details d6
bring yourself to open it. Roles in the Theft Each character plays a role in the theft, determined by rolling on the Theft: Character Roles table or choosing an appropriate entry. Theft: Character
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
didn’t want someone else to have it? Theft Details Define the particulars of the party’s theft, either by having the players craft their own or by rolling on the Theft Details table. Theft Details
free. But now that it is, you can’t bring yourself to open it.
Roles in the Theft Each character plays a role in the theft, determined by rolling on the Theft: Character Roles table or choosing
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
didn’t want someone else to have it? Theft Details Define the particulars of the party’s theft, either by having the players craft their own or by rolling on the Theft Details table. Theft Details d6
bring yourself to open it. Roles in the Theft Each character plays a role in the theft, determined by rolling on the Theft: Character Roles table or choosing an appropriate entry. Theft: Character
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
didn’t want someone else to have it? Theft Details Define the particulars of the party’s theft, either by having the players craft their own or by rolling on the Theft Details table. Theft Details d6
bring yourself to open it. Roles in the Theft Each character plays a role in the theft, determined by rolling on the Theft: Character Roles table or choosing an appropriate entry. Theft: Character
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
didn’t want someone else to have it? Theft Details Define the particulars of the party’s theft, either by having the players craft their own or by rolling on the Theft Details table. Theft Details
free. But now that it is, you can’t bring yourself to open it.
Roles in the Theft Each character plays a role in the theft, determined by rolling on the Theft: Character Roles table or choosing
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
didn’t want someone else to have it? Theft Details Define the particulars of the party’s theft, either by having the players craft their own or by rolling on the Theft Details table. Theft Details
free. But now that it is, you can’t bring yourself to open it.
Roles in the Theft Each character plays a role in the theft, determined by rolling on the Theft: Character Roles table or choosing
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
feels a profound sense of purpose and gains the benefit of the bless spell. 6 Creatures in the region can’t leave it and find themselves covering the same ground over and over. By the time they realize
thee.” The character can ask it three questions as if using the commune spell. 8 One character in the region triggers a wild magic effect that is determined by rolling on the Wild Magic Surge table in
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
feels a profound sense of purpose and gains the benefit of the bless spell. 6 Creatures in the region can’t leave it and find themselves covering the same ground over and over. By the time they realize
thee.” The character can ask it three questions as if using the commune spell. 8 One character in the region triggers a wild magic effect that is determined by rolling on the Wild Magic Surge table in
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
feels a profound sense of purpose and gains the benefit of the bless spell. 6 Creatures in the region can’t leave it and find themselves covering the same ground over and over. By the time they realize
thee.” The character can ask it three questions as if using the commune spell. 8 One character in the region triggers a wild magic effect that is determined by rolling on the Wild Magic Surge table in
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
give chase. After rolling initiative, each participant in the chase can take one action and move on its turn. Itzmin begins 120 feet ahead of the pursuers. Track the distance between Itzmin and the
religious procession blocks your way. Make a DC 10 Intelligence (Religion) check to recognize their customs and move respectfully among them. On a success, a thankful cleric casts bless on you. On a failed
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
give chase. After rolling initiative, each participant in the chase can take one action and move on its turn. Itzmin begins 120 feet ahead of the pursuers. Track the distance between Itzmin and the
religious procession blocks your way. Make a DC 10 Intelligence (Religion) check to recognize their customs and move respectfully among them. On a success, a thankful cleric casts bless on you. On a failed
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
give chase. After rolling initiative, each participant in the chase can take one action and move on its turn. Itzmin begins 120 feet ahead of the pursuers. Track the distance between Itzmin and the
religious procession blocks your way. Make a DC 10 Intelligence (Religion) check to recognize their customs and move respectfully among them. On a success, a thankful cleric casts bless on you. On a failed
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
flying from Emad’s shop measures 4 feet by 6 feet, has a capacity of 400 pounds, and has a flying speed of 60 feet. It can accommodate two Medium or Small creatures. After rolling initiative, each
can avoid rolling on the table again if you don’t move this turn. 7–10 No complication Ending the Chase The chase ends when either side gives up the chase, when the Ashen Heirs escape, or when the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
flying from Emad’s shop measures 4 feet by 6 feet, has a capacity of 400 pounds, and has a flying speed of 60 feet. It can accommodate two Medium or Small creatures. After rolling initiative, each
can avoid rolling on the table again if you don’t move this turn. 7–10 No complication Ending the Chase The chase ends when either side gives up the chase, when the Ashen Heirs escape, or when the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
flying from Emad’s shop measures 4 feet by 6 feet, has a capacity of 400 pounds, and has a flying speed of 60 feet. It can accommodate two Medium or Small creatures. After rolling initiative, each
can avoid rolling on the table again if you don’t move this turn. 7–10 No complication Ending the Chase The chase ends when either side gives up the chase, when the Ashen Heirs escape, or when the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Mantol-Derith’s duergar chief negotiator, Ghuldur Flagonfist. When the svirfneblin mage refused to return the stolen gem, Flagonfist sent invisible duergar to the svirfneblin enclave to capture her and
rolling on Magic Item Table B in chapter 7 of the Dungeon Master’s Guide). Ghuldur knows the combination to unlock the safe, which otherwise requires a knock spell or similar magic to open. Yantha’s gem
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Mantol-Derith’s duergar chief negotiator, Ghuldur Flagonfist. When the svirfneblin mage refused to return the stolen gem, Flagonfist sent invisible duergar to the svirfneblin enclave to capture her and
rolling on Magic Item Table B in chapter 7 of the Dungeon Master’s Guide). Ghuldur knows the combination to unlock the safe, which otherwise requires a knock spell or similar magic to open. Yantha’s gem
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Mantol-Derith’s duergar chief negotiator, Ghuldur Flagonfist. When the svirfneblin mage refused to return the stolen gem, Flagonfist sent invisible duergar to the svirfneblin enclave to capture her and
rolling on Magic Item Table B in chapter 7 of the Dungeon Master’s Guide). Ghuldur knows the combination to unlock the safe, which otherwise requires a knock spell or similar magic to open. Yantha’s gem
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
collapsing roof, the falling net, and the rolling sphere, a beholder can use its disintegration ray to blast a hole in the ceiling above its enemies, opening up a previously prepared chamber filled with mud
need arises. It might leave home to confront or forestall the advance of creatures that it sees as threats, or to capture a new pack of minions, or to go after a particularly enticing trophy. When a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
collapsing roof, the falling net, and the rolling sphere, a beholder can use its disintegration ray to blast a hole in the ceiling above its enemies, opening up a previously prepared chamber filled with mud
need arises. It might leave home to confront or forestall the advance of creatures that it sees as threats, or to capture a new pack of minions, or to go after a particularly enticing trophy. When a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
collapsing roof, the falling net, and the rolling sphere, a beholder can use its disintegration ray to blast a hole in the ceiling above its enemies, opening up a previously prepared chamber filled with mud
need arises. It might leave home to confront or forestall the advance of creatures that it sees as threats, or to capture a new pack of minions, or to go after a particularly enticing trophy. When a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
750 gp and weighing 50 pounds). Among the furnishings in their bedchamber is an alabaster chest containing 800 pp and 1d3 magic items, determined by rolling on Magic Item Table F in chapter 7 of the
. The giant intends to collect on the 5,000 gp reward being offered for the dwarf’s capture and is using the goblinoids and ogres as a distraction to help him bag the dwarf. While the garrison is
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
750 gp and weighing 50 pounds). Among the furnishings in their bedchamber is an alabaster chest containing 800 pp and 1d3 magic items, determined by rolling on Magic Item Table F in chapter 7 of the
. The giant intends to collect on the 5,000 gp reward being offered for the dwarf’s capture and is using the goblinoids and ogres as a distraction to help him bag the dwarf. While the garrison is
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
750 gp and weighing 50 pounds). Among the furnishings in their bedchamber is an alabaster chest containing 800 pp and 1d3 magic items, determined by rolling on Magic Item Table F in chapter 7 of the
. The giant intends to collect on the 5,000 gp reward being offered for the dwarf’s capture and is using the goblinoids and ogres as a distraction to help him bag the dwarf. While the garrison is
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the chest on a string around his neck. The chest contains 1,100 cp, 800 sp, 120 gp, nine 50 gp gemstones, and 1d4 magic items. Determine one magic item by rolling on Magic Item Table B in chapter 7 of
the Dungeon Master’s Guide, and any other magic items by rolling on Magic Item Table A. Markham Southwell’s Quest The sheriff asks the characters to patrol Icewind Dale and return at once if they see
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Development. Duke Zalto and Duchess Brimskarda treat Cinderhild’s capture the same way they treat the capture of their son (see area 18 for details). 27. War Room A basalt table, its base sculpted to look like
. The ogres are too stupid to surrender or flee; they fight to the death, wielding giant rolling pins that are treated as greatclubs. Archways in the north wall lead to storerooms with wooden shelves
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Development. Duke Zalto and Duchess Brimskarda treat Cinderhild’s capture the same way they treat the capture of their son (see area 18 for details). 27. War Room A basalt table, its base sculpted to look like
. The ogres are too stupid to surrender or flee; they fight to the death, wielding giant rolling pins that are treated as greatclubs. Archways in the north wall lead to storerooms with wooden shelves
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the chest on a string around his neck. The chest contains 1,100 cp, 800 sp, 120 gp, nine 50 gp gemstones, and 1d4 magic items. Determine one magic item by rolling on Magic Item Table B in chapter 7 of
the Dungeon Master’s Guide, and any other magic items by rolling on Magic Item Table A. Markham Southwell’s Quest The sheriff asks the characters to patrol Icewind Dale and return at once if they see






