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Returning 35 results for 'bottom before defying charge rolling'.
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Magic Items
Dungeon Master’s Guide
This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or
other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it
Magic Items
Dungeon Master’s Guide
roll for a spell you cast against a Fiend, you use the maximum possible result instead of rolling.
Random Properties. The Artifact has the following random properties (see “Artifacts” in
.
Spell
Charge Cost
Magic Circle
1
Magic Jar
3
Planar Ally
3
Planar Binding
2
Plane Shift (to the Abyss only)
3
Summon Fiend
3
Tasha's Hideous Laughter
0
Galeb Duhr
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
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 then
hits it with a slam attack on the same turn, the target takes an extra 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Rolling Charge","rollDamageType":"bludgeoning"} bludgeoning damage
Magic Items
Storm King's Thunder
unknown for the longest time until a storm giant queen, Neri, found it in a barnacle-covered shipwreck at the bottom of the Trackless Sea. The Ruling Scepters are all roughly the same size and shape, but
their materials and properties vary.
The Korolnor Scepter is a tapered mithral rod as thick and long as a dwarf’s forearm, with a small platinum knob at the bottom and a rounded disk adorned
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
spells (save DC 20): elemental weapon (1 charge), call lightning (2 charges), wall of fire (3 charges), conjure elemental (4 charges), tsunami (5 charges).
Magic Items
Tasha’s Cauldron of Everything
determine by rolling on the tables in the “Artifacts” section of the Dungeon Master’s Guide:
2 minor detrimental properties
2 minor beneficial properties
Spells. While holding the
find in the Plane of Shadow. She led her people in welcoming strangers, feeding the hungry, and defying the cruel. She and Madam Eva were once friends, until Madam Eva began bargaining with the
Magic Items
Storm King's Thunder
with one of the Ruling Scepters of Shanatar, which she had found in a wreck at the bottom of the Trackless Sea. Only a creature attuned to a Ruling Scepter and in possession of it can harness the powers
expend any charges.
As an action, the creature can expend 1 charge to cast lightning bolt (spell save DC 19) from the throne. The spell is cast as though using a 9th-level spell slot and deals 49 (14d6
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
+ 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Wands Top to Bottom: Lightning Bolts, Magic
Detection, Magic Missiles, Paralysis, and Secrets
Wand of Magic Detection Wand, uncommon
This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges
Magic Items
Tasha’s Cauldron of Everything
;potentially for the final time.
Random Properties. The artifact has the following random properties, which you can determine by rolling on the tables in the "Artifacts" section of the Dungeon Master
of its charges to cast one of the following spells (save DC 18) from it: aura of life (2 charges), aura of purity (2 charges), banishment (1 charge), beacon of hope (1 charge), mass cure wounds (3
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
ends if you stop holding the wand.
Wands Top to Bottom: Binding, Enemy
Detection, Fear, Fireballs, and Polymorph
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the
Demonomicon of Iggwilv
Legacy
This doesn't reflect the latest rules and lore.
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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
spells (save DC 20) from it: magic circle (1 charge), magic jar (3 charges), planar ally (3 charges), planar binding (2 charges), plane shift (to layers of the Abyss only; 3 charges), summon fiend (3
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
teleport trap in this room lie unharmed at the bottom of the pit. Teleport Trap This trap fills the alcove. A creature teleported by this trap arrives at a location determined by rolling a d20 and consulting
Dexterity check. Catching an ember causes it to vanish and triggers a random magical effect, determined by rolling a d6 and consulting the Magic Embers table. Any creature that gains a benefit also
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
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 then hits it with a slam
sustenance, making it an excellent sentinel. A powerful druid might charge a galeb duhr with protecting a stone circle or sacred hilltop. Another galeb duhr might be created to guard an underground tomb or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport Destination 1–10 The teleport trap in area 19 11–18 The teleport trap in area 22a 19–20
addition, Halaster has cast a glyph of warding spell at the bottom of the pit, set to trigger a cloudkill spell (save DC 22) when a creature lands on the floor of the pit. The poisonous fog created by the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
17. Flooding Pit The corridor beyond the secret door at area 15 contains three open 10-foot-deep pits. Lying at the bottom of each pit, a number of skeletons are shackled to the walls. In addition
, the outline of a door on the south wall of each pit can be seen. Flooding Trap The first two pits are trapped, such that anyone trying the false door at the bottom causes a stone slab to slide across
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
sinkhole, which plunges 100 feet into darkness. (At the bottom of the sinkhole lies a moldering beholder corpse.)
Elevated Tunnel. A 10-foot-diameter tunnel in the west wall can be reached by
“Treasure” below). The gas spores carry the memories of the beholder that birthed them. A creature that inhales the spores inherits a random beholder memory, determined by rolling on the Beholder
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
7. Forsaken Prison A narrow crawl space leads here from the southernmost pit in the entrance hall (area 3). At the bottom of a 10-foot drop at the end of the crawl space, a miserable cell holds a
vulnerability to magic potions and salves that restore hit points (see “Who Dwells Here?” in chapter 4). Manipulating Time Having a mechanical guide spend 1 charge in this area causes one of the
Magic Items
The Wild Beyond the Witchlight
cauldron has the following random properties:
1 minor beneficial property (determined by rolling on the Minor Beneficial Properties table in the Dungeon Master’s Guide)
1 minor detrimental
property (determined by rolling on the Minor Detrimental Properties table in the Dungeon Master’s Guide)
Iggwilv's Cauldron Gold;Gold Cauldron. The gold cauldron has the following properties
Magic Items
Tasha’s Cauldron of Everything
;appears next to the Baba Yaga's Mortar;mortar at the next dawn.
Random Properties. This artifact has the following random properties, which you can determine by rolling on the tables in the
pestle, you can expend up to 3 of its charges to deal an extra 1d8 force damage for each charge expended. The pestle regains all expended charges daily at dawn.
Perfect Tools. While holding the mortar and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
ancient dwarven empire. The Korolnor Scepter’s location was unknown for the longest time until a storm giant queen, Neri, found it in a barnacle-covered shipwreck at the bottom of the Trackless Sea. The
platinum knob at the bottom and a rounded disk adorned with a ring of seven tiny blue gems at the top. You gain a +3 bonus to attack and damage rolls made with this scepter, which can be wielded as a magic
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creature teleported by this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport Destination 1–8 The teleport trap in area 1 9–20 The teleport
senses from piercing the vault. 36c. Obsidian Vault The lead door that once secured this room is bent inward at the bottom, creating a 3-foot-high triangular hole through which Medium and smaller creatures
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
speed is 30 feet. It lacks the Charge feature and any effective attacks. Its challenge rating is 0 (0 XP). A palisade of 20-foot-tall sharpened logs encloses the stockyard, except for an opening to the
succeeding on a DC 22 Strength (Athletics) check. A hill giant can do it without needing to make the check. North of the stockyard, a mud trail climbs a ramp and curves back toward area 1. At the bottom
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Gem of Seeing Wondrous item, rare (requires attunement) This gem has 3 charges. As an action, you can speak the gem’s command word and expend 1 charge. For the next 10 minutes, you have truesight out
that hand.
Top to Bottom:
Gem of Seeing, Giant Slayer, Gloves of Missile Snaring, and Goggles of Night
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
thorough search of the room yields a random treasure, determined by rolling a d4 and consulting the Old Tower Treasure table. Old Tower Treasure d4 Treasure 1 A charred wand of magic missiles (each
time a charge is expended, there’s a 50 percent chance that nothing happens and the charge is wasted) 2 A potion of healing mixed with a potion of flying (if this mixture is imbibed, roll on the Potion
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
and villains the adventurers battle against, choosing their actions and rolling dice for their attacks. The DM also plays the part of all the other characters the players meet in the course of their
about being a good DM is that the rules are a tool to help you have a good time. The rules aren’t in charge. You’re the DM — you’re in charge of the game. Guide the play experience and the use of the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. She occasionally leaves to hunt but spends most of her time sleeping at the bottom of the mine. The kobolds rig their shared lair with numerous traps. Many parts of the mine still show signs of the
, the tracks are set to bypass all the sidings and run straight through to the bottom. Some carts’ brakes are in better condition than others. If a brake fails, the cart races out of control round and
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Properties. The artifact has the following random properties, which you can determine by rolling on the tables in the “Artifacts” section of the Dungeon Master’s Guide: 2 minor detrimental properties 2 minor
created a community of kindness and resilience—ever rare to find in the Plane of Shadow. She led her people in welcoming strangers, feeding the hungry, and defying the cruel. She and Madam Eva were once
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
threat, few risk using the Crook of Rao—potentially for the final time. Random Properties. The artifact has the following random properties, which you can determine by rolling on the tables in the
can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: aura of life (2 charges), aura of purity (2 charges), banishment (1 charge), beacon of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
54. Rolling Doom After ten feet, this dusty corridor becomes a staircase that descends fifteen feet to a lower tunnel. Resting on the floor at the bottom of the staircase is an old treasure chest
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
darkness. An iron ladder is bolted to one side of the shaft. The pungent smell of the sewers wafts up to your nose. A faint light is visible at the bottom, illuminating refuse-filled water. There is
the undercity. For each hour the party spends in the sewers, roll a d20. On a 15 or higher, the party has an encounter determined by rolling on the Sewer Encounters table. Sewer Encounters d20
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
properties, which you can determine by rolling on the tables in the “Artifacts” section of the Dungeon Master’s Guide: Demonomicon of Iggwilv 2 minor beneficial properties 1 minor detrimental property 1
1 or more of its charges to cast one of the following spells (save DC 20) from it: magic circle (1 charge), magic jar (3 charges), planar ally (3 charges), planar binding (2 charges), plane shift (to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
order to influence their decisions. For example, a badly wounded fighter might charge a troll because he knows that the cleric goes before the monster and can heal him. Speed factor is an option for
initiative that introduces more uncertainty into combat, at the cost of speed of play. Under this variant, the participants in a battle roll initiative each round. Before rolling, each character or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
area 14a, except for a triangular hole at the bottom. Behind the door is a dusty, 10-foot-high crypt containing the following features: Skeletons and Sarcophagi. Twelve dwarf skeletons mill aimlessly
confound grave robbers). Lifting the lid or tapping on the sarcophagus causes 1d4 rats to emerge in a panic. The detritus in the nest includes two random trinkets, determined by rolling on the Trinkets
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
there. Covered Pit This 40-foot-deep hidden pit (see “Covered Pits”) is located between the two northernmost statues. Halaster has cast a glyph of warding spell at the bottom of the pit, set to trigger a
trap (see “Teleport Traps”) between the two southern statues. A creature teleported by this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
plays the monsters and villains in the adventure, choosing their actions and rolling dice for their attacks. The DM also plays the parts of all the other characters who the adventurers meet, including
helpful ones. The most important thing to remember about being a good DM is that the rules are a tool to help you and the players have fun. The rules aren’t in charge. You’re the DM — you’re in






