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Returning 35 results for 'both button dark crafting rules'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.
Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC
he's tight with Levistus. He rules the roost by sheer force of personality, though it chafes him that Hethyl Arkorran has more respect and influence within the cult. Kadroth doesn't involve Avarice
Monsters
Icewind Dale: Rime of the Frostmaiden
Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Icy Doom. When the cultist dies, its corpse freezes for 9 days, during which time it can’t be
Levistus, the archdevil who rules Stygia, the sixth layer of the Nine Hells, from the confines of an ice prison from which he cannot escape.
Most of the cultists are Icewind Dale natives who would
Monsters
Icewind Dale: Rime of the Frostmaiden
Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.
Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC
","rollDamageType":"piercing"} piercing damage.The Knights of the Black Sword are a secret society of cultists devoted to Levistus, the archdevil who rules Stygia, the sixth layer of the Nine Hells, from the
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Queen, who rules from a castle called Dynnistan. It isn’t known whether these legends are based on any true experience or are simply the result of imagination trying to account for a terrifying and
called lich-knights or fell horsemen.
In stark contrast to the knights of Eldraine, the deathless riders are without virtue of any kind. They are few in number—unless many more lurk in the dark
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"Acid Spray","rollDamageType":"acid"} acid damage on a failed save, or half as much damage on a successful one.A hive lord rules each kruthik hive. When the hive lord dies, the surviving members of the
floor with their sharp legs.
In addition to having an acute sense of smell, kruthiks can see in the dark and can detect vibrations in the earth around them. They take the scent of their own dead as a
Aasimar
Legacy
This doesn't reflect the latest rules and lore.
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races
Mordenkainen Presents: Monsters of the Multiverse
dark eyes
3
Starkly colored hair
4
An unusual hue tinting your shadow
5
A ghostly halo crowning your head
6
Rainbows gleaming on your skin
Creating Your Character
At
1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability
Criminal / Spy
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Basic Rules (2014)
than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society
.
Skill Proficiencies: Deception, Stealth
Tool Proficiencies: One type of gaming set, thieves’ tools
Equipment: A crowbar, a set of dark common clothes including a hood, and a pouch
Changeling
Legacy
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races
Mordenkainen Presents: Monsters of the Multiverse
changelings develop identities that have more depth, crafting whole personas complete with histories and beliefs. A changeling adventurer might have personas for many situations, including negotiation
level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Crafting Magic Items “Equipment” contains rules on brewing Potions of Healing and scribing Spell Scrolls. To create other magic items, follow the rules below. In these rules, “you” refers to the character crafting the magic item.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Crafting Magic Items “Equipment” contains rules on brewing Potions of Healing and scribing Spell Scrolls. To create other magic items, follow the rules below. In these rules, “you” refers to the character crafting the magic item.
Monsters
Fizban's Treasury of Dragons
table to help select spells for a spellcasting dragon. (Though the Monster Manual doesn’t explicitly include dragon turtles in the variant rules for making a dragon a spellcaster, you can apply
those rules to these aquatic dragons.)
Dragon Turtle Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I speak slowly and deliberately
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Crafting Magic Items “Equipment” contains rules on brewing Potions of Healing and scribing Spell Scrolls. To create other magic items, follow the rules below. In these rules, “you” refers to the character crafting the magic item.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Crafting Magic Items The Player’s Handbook contains rules on brewing Potions of Healing and scribing Spell Scrolls. To create other magic items, follow the rules below. In these rules, “you” refers
to the character crafting the magic item. Arcana Proficiency To craft a magic item, you and any assistants must have proficiency in the Arcana skill. Tools The Magic Item Tools table lists which tool
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Crafting Magic Items The Player’s Handbook contains rules on brewing Potions of Healing and scribing Spell Scrolls. To create other magic items, follow the rules below. In these rules, “you” refers
to the character crafting the magic item. Arcana Proficiency To craft a magic item, you and any assistants must have proficiency in the Arcana skill. Tools The Magic Item Tools table lists which tool
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Crafting Equipment Using the rules below, characters can make nonmagical items, Potions of Healing, and Spell Scrolls.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Crafting Magic Items The Player’s Handbook contains rules on brewing Potions of Healing and scribing Spell Scrolls. To create other magic items, follow the rules below. In these rules, “you” refers
to the character crafting the magic item. Arcana Proficiency To craft a magic item, you and any assistants must have proficiency in the Arcana skill. Tools The Magic Item Tools table lists which tool
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Crafting Equipment Using the rules below, characters can make nonmagical items, Potions of Healing, and Spell Scrolls.
Backgrounds
Baldur’s Gate: Descent into Avernus
underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.
Skill Proficiencies: Deception, Stealth
Tool Proficiencies: One
type of gaming set, thieves’ tools
Equipment: A crowbar, a set of dark common clothes including a hood, and a pouch containing 15 gp
Criminal Origins
Criminals are pervasive in Baldur
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Crafting Equipment Using the rules below, characters can make nonmagical items, Potions of Healing, and Spell Scrolls.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Crafting Equipment Using the rules below, characters can make nonmagical items, Potions of Healing, and Spell Scrolls.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Crafting Equipment Using the rules below, characters can make nonmagical items, Potions of Healing, and Spell Scrolls.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Crafting Equipment Using the rules below, characters can make nonmagical items, Potions of Healing, and Spell Scrolls.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
notice with a Torch or another light source, bypass locked doors and containers with Thieves’ Tools, and create obstacles for pursuers with Caltrops. See chapter 6 for rules on many items that are useful
on adventures. The items in that chapter’s “Tools” and “Adventuring Gear” sections are especially useful. The weapons in that chapter can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
notice with a Torch or another light source, bypass locked doors and containers with Thieves’ Tools, and create obstacles for pursuers with Caltrops. See “Equipment” for rules on many items that are
useful on adventures. The items in the “Tools” and “Adventuring Gear” sections are especially useful. The weapons in that chapter can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Time and Cost Crafting a magic item takes an amount of time and money based on the item’s rarity as shown in the Magic Item Crafting Time and Cost table. Work per Day. For each day of crafting, you
must work for 8 hours. If an item requires multiple days, those days needn’t be consecutive. Assistants. Characters can combine their efforts to shorten the crafting time. Divide the time needed to
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Time and Cost Crafting a magic item takes an amount of time and money based on the item’s rarity as shown in the Magic Item Crafting Time and Cost table. Work per Day. For each day of crafting, you
must work for 8 hours. If an item requires multiple days, those days needn’t be consecutive. Assistants. Characters can combine their efforts to shorten the crafting time. Divide the time needed to
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
notice with a Torch or another light source, bypass locked doors and containers with Thieves’ Tools, and create obstacles for pursuers with Caltrops. See “Equipment” for rules on many items that are
useful on adventures. The items in the “Tools” and “Adventuring Gear” sections are especially useful. The weapons in that chapter can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
notice with a Torch or another light source, bypass locked doors and containers with Thieves’ Tools, and create obstacles for pursuers with Caltrops. See chapter 6 for rules on many items that are useful
on adventures. The items in that chapter’s “Tools” and “Adventuring Gear” sections are especially useful. The weapons in that chapter can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
notice with a Torch or another light source, bypass locked doors and containers with Thieves’ Tools, and create obstacles for pursuers with Caltrops. See chapter 6 for rules on many items that are useful
on adventures. The items in that chapter’s “Tools” and “Adventuring Gear” sections are especially useful. The weapons in that chapter can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
notice with a Torch or another light source, bypass locked doors and containers with Thieves’ Tools, and create obstacles for pursuers with Caltrops. See “Equipment” for rules on many items that are
useful on adventures. The items in the “Tools” and “Adventuring Gear” sections are especially useful. The weapons in that chapter can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
you take the action. This entry also provides the DC for the action. Craft. This entry lists what, if anything, you can craft with the tool. For crafting rules, see “Crafting Equipment” later in the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Creating a Magic Item The magic items in chapter 7 are but a few of the magic treasures that characters can discover during their adventures. You can modify these magic items or create new ones using the guidelines in this section. Rules for characters crafting magic items are in chapter 7.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Creating a Magic Item The magic items in chapter 7 are but a few of the magic treasures that characters can discover during their adventures. You can modify these magic items or create new ones using the guidelines in this section. Rules for characters crafting magic items are in chapter 7.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Time and Cost Crafting a magic item takes an amount of time and money based on the item’s rarity as shown in the Magic Item Crafting Time and Cost table. Work per Day. For each day of crafting, you
must work for 8 hours. If an item requires multiple days, those days needn’t be consecutive. Assistants. Characters can combine their efforts to shorten the crafting time. Divide the time needed to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Creating a Magic Item The magic items in chapter 7 are but a few of the magic treasures that characters can discover during their adventures. You can modify these magic items or create new ones using the guidelines in this section. Rules for characters crafting magic items are in chapter 7.






