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Returning 35 results for 'brass before draw complete rolls'.
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Magic Items
Dungeon Master’s Guide
When you take a Magic action to remove the stopper of this painted brass bottle, a cloud of thick smoke flows out of it. At the end of your turn, the smoke disappears with a flash of harmless fire
, and an Efreeti appears in an unoccupied space within 30 feet of you.
The first time the bottle is opened, the DM rolls on the following table to determine what happens.
1d10
Effect
1
Equipment
strength to use. You have Disadvantage on attack rolls with a Strong-Draw weapon unless your Strength is 13 or higher. You add both your Strength and Dexterity modifiers to damage with a Strong-Draw weapon.
Proficiency feat.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Strong-Draw. A weapon with the Strong-Draw quality requires great
Equipment
to use. You have Disadvantage on attack rolls with a Strong-Draw weapon unless your Strength is 13 or higher. You add both your Strength and Dexterity modifiers to damage with a Strong-Draw weapon.
feat.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Strong-Draw. A weapon with the Strong-Draw quality requires great strength
Equipment
great strength to use. You have Disadvantage on attack rolls with a Strong-Draw weapon unless your Strength is 13 or higher. You add both your Strength and Dexterity modifiers to damage with a Strong-Draw weapon.
Proficiency feat.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Strong-Draw. A weapon with the Strong-Draw quality requires
Lightbringer
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Magic Items
Lost Mine of Phandelver
You have a +1 bonus to attack and damage rolls made with this magic weapon.
This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made
of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures.
Magic Items
The Book of Many Things
Created in the image of the Deck of Many Things, this deck of ivory or vellum cards bestows an assortment of minor benefits and penalties on those who draw from it. Most (75 percent) of these decks
have only thirteen cards, but the rest have twenty-two.
Before you draw a card, you must declare how many cards you intend to draw, then draw them randomly. Any additional cards drawn have no effect
Magic Items
Phandelver and Below: The Shattered Obelisk
You have a +1 bonus to attack and damage rolls made with this magic weapon.
This weapon, known as Lightbringer, was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped
like a sunburst and is made of solid brass. The mace glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to Undead creatures.
Spells
Tasha’s Cauldron of Everything
Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:
You are immune to fire
modifier, instead of Strength or Dexterity, for the attack and damage rolls.
You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have
Magic Items
The Book of Many Things
You gain a +3 bonus to attack and damage rolls made with this magic sword.
This sword can tear the fabric of reality, creating a temporary rift between planes. You can use your action to choose a
feet wide, and it lasts for 1 minute. Once this property is used, it can’t be used again until the next dawn.
You can specify a target destination, such as the City of Brass on the Elemental
Monsters
Tomb of Annihilation
takes damage while still at 40 hit points or fewer, the golem might go berserk again.
Aversion of Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the
are stitched together by tomb dwarves and bolted into suits of armor. Once complete, these shambling golems are released into the tomb to hunt intruders.Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Reckless. At the start of its turn, the broodguard can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its
any time before it runs its course. After the process is complete, only a wish spell can reverse the effect.Poison
Monsters
Mordenkainen Presents: Monsters of the Multiverse
","rollAction":"Dragon's Resistance"}): 1–2, acid (black or copper); 3–4, cold (silver or white); 5–6, fire (brass, gold, or red); 7–8, lightning (blue or bronze); 9–10, poison
on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The kobold makes two Spear attacks.
Spear. Melee or Ranged Weapon Attack: +3;{"diceNotation":"1d20+3
Efreeti Bottle
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Magic Items
Basic Rules (2014)
This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of
harmless fire, and an efreeti appears in an unoccupied space within 30 feet of you.
The first time the bottle is opened, the GM rolls to determine what happens.
d100
Effect
01-10
The
Magic Items
The Book of Many Things
focus, and you gain a bonus to spell attack rolls and to your spell save DC. The bonus is determined by the deck’s rarity.
In addition, while you’re holding the deck, you can draw a card
Spells
Xanathar's Guide to Everything
zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier.
You can
commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete.
The creatures are under your
Magic Items
Eberron: Rising from the Last War
time the whip painfully embeds its tendrils into your arm.
You gain a +2 bonus to attack and damage rolls made with this magic whip, but attack rolls made against aberrations with this weapon have
a bonus action, you can sheathe the whip by causing it to retract into your arm, or draw the whip out of your arm again.
Symbiotic Nature. The whip can’t be removed from you while you’re
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"piercing"} piercing damage. If the leucrotta scores a critical hit, it rolls the damage dice three times, instead of twice.
Hooves. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to
like doing their own killing, since leucrottas are meticulous in their cruelty and able to draw out kills for better and longer sport. And when there are no victims to be had, a leucrotta can mimic the
Magic Items
Tasha’s Cauldron of Everything
to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your
of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.
Eldritch Maul. As a bonus action, you can empower the tattoo for
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Hypersensitivity. The mist takes 10 radiant damage whenever it starts its turn in sunlight. While in sunlight, the mist has disadvantage on attack rolls and ability checks.
Unusual Nature. The mist
droplets wherever it goes.
Like sharks in water, vampiric mists can scent blood from up to a mile away. Any injury, no matter how small, might catch their attention and draw them toward their victims
Monsters
Bigby Presents: Glory of the Giants
Alert. The giant can’t be surprise;surprised, and it has advantage on initiative rolls.
Amphibious. The giant can breathe air and water.
Legendary Resistance (3/Day). If the giant fails a
them, these storm giants are highly respected. If any giant can draw Annam’s attention to the world, it would likely be a tempest caller.
Tempest callers implant crystal ball;crystal balls
Red Slaad (control gem variant)
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Monsters
Monster Manual (2014)
, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the tadpole chews its way through vital organs and out of
slaad. Another creature can use magic to draw forth a slaad's gem and use it to subjugate the slaad. The slaad must obey whoever possesses its gem. If a slaad's gem is destroyed, the slaad can no longer
Equipment
proficiency in Arcana. To complete a body modification, the subject must remain inside the tank while the operator touches the metal orbs outside the enucleator for 1 hour. If this work is interrupted
creature in the tank:
Bone Spikes. Bony protrusions sprout from the creature’s skin. The creature gains a +1 bonus to the attack and damage rolls of unarmed strikes and natural weapon attacks
Monsters
Fizban's Treasury of Dragons
failed save, the creature falls unconscious for 1 minute. On a successful save, the creature has disadvantage on attack rolls and saving throws until the end of the greatwyrm’s next turn. An
“Brass Dragons” section of chapter 5), Lendys, and Tamara—are metallic greatwyrms who have combined the essences of multiple forms to achieve this godlike status.
Metallic
Monsters
Fizban's Treasury of Dragons
, the creature falls unconscious for 1 minute. On a successful save, the creature has disadvantage on attack rolls and saving throws until the end of the greatwyrm’s next turn. An unconscious
;Brass Dragons” section of chapter 5), Lendys, and Tamara—are metallic greatwyrms who have combined the essences of multiple forms to achieve this godlike status.
Metallic greatwyrms are
Magic Items
Vecna: Eve of Ruin
to while it is broken. While holding one piece of the broken rod, you know the general location of the next consecutive piece, as the rod yearns to be a complete artifact. Multiple rod pieces can be
assembled into one piece or disassembled again, each requiring an action, although a partially complete rod doesn’t gain any other abilities.
Additionally, while holding one piece of the broken
Monsters
Fizban's Treasury of Dragons
, the creature falls unconscious for 1 minute. On a successful save, the creature has disadvantage on attack rolls and saving throws until the end of the greatwyrm’s next turn. An unconscious
;Brass Dragons” section of chapter 5), Lendys, and Tamara—are metallic greatwyrms who have combined the essences of multiple forms to achieve this godlike status.
Metallic greatwyrms are
Monsters
Fizban's Treasury of Dragons
, the creature falls unconscious for 1 minute. On a successful save, the creature has disadvantage on attack rolls and saving throws until the end of the greatwyrm’s next turn. An unconscious
;Brass Dragons” section of chapter 5), Lendys, and Tamara—are metallic greatwyrms who have combined the essences of multiple forms to achieve this godlike status.
Metallic greatwyrms are
Monsters
Fizban's Treasury of Dragons
, the creature falls unconscious for 1 minute. On a successful save, the creature has disadvantage on attack rolls and saving throws until the end of the greatwyrm’s next turn. An unconscious
;Brass Dragons” section of chapter 5), Lendys, and Tamara—are metallic greatwyrms who have combined the essences of multiple forms to achieve this godlike status.
Metallic greatwyrms are
Baphomet
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Monsters
Out of the Abyss
effects.
Magic Weapons. Baphomet’s weapon attacks are magical.
Reckless. At the start of his turn, Baphomet can gain advantage on all melee weapon attack rolls during that turn, but attack rolls
places to indulge themselves, including labyrinths of the sort their master favors. Bloodstained crowns and weapons of iron and brass decorate their profane altars.
Over time, Baphomet’s
Monsters
Fizban's Treasury of Dragons
their coastal territories overlap, and they can nurture an inexplicably intense hatred of these metallic dragons. They can also draw the ire of druids and other nature protectors who don’t
topaz dragon their monarch, despite the dragon’s complete lack of interest and growing annoyance toward them.
Cold, Necrotic
Magic Items
Tasha’s Cauldron of Everything
made to maintain your concentration on divination spells.
Twist of Fate. As an action, you can draw a card from the deck and twist the fortune of another creature you can see within 15 feet of you
. Choose one of the following effects:
Weal. The creature has advantage on attack rolls, ability checks, and saving throws for the next hour.
Woe. The creature has disadvantage on attack rolls
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Brass Dragons Dragons of Lore and Rapport Habitat: Desert; Treasure: Arcana Gregarious and outgoing, brass dragons relish sharing knowledge and stories. Although these metallic dragons favor arid
lands, they cheerfully journey considerable distances to visit friendly creatures, pass on what they’ve learned, and collect news. Though good natured, brass dragons don’t shirk from combat when
Weapon Property
A weapon with the Strong-Draw quality requires great strength to use. You have Disadvantage on attack rolls with a Strong-Draw weapon unless your Strength is 13 or higher. You add both your Strength and Dexterity modifiers to damage with a Strong-Draw weapon.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
here. By harnessing the site’s latent necromantic energy, Murgaxor plans to draw life energy from the scholars at Strixhaven into his own body. When the ritual is complete, he’ll become immortal. Two
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
characters see the deck, and if they’re willing to perform a service for Oddlewin, he might let them draw from it. This is a good way to introduce the deck to low-level characters. Heroes of a more
adventurous bent might explore the ruins of Gardmore Abbey presented in chapter 16. The abbey has long been associated with the deck, since an ill-fated draw caused a massacre of both the knights who






