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Returning 35 results for 'broken book down close roll'.
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Magic Items
Dungeon Master’s Guide
. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count
Magic Items
Dungeon Master’s Guide
elements you create), during which time you must remain in the Cube, and requires Concentration. If your Concentration is broken or you leave the Cube before the work is done, all the painted elements
total value of all objects created by a pot of pigment can’t exceed 500 GP. If you paint objects of greater value (such as a large pile of gold), they look authentic, but close inspection
Magic Items
Dungeon Master’s Guide
. The tome recounts both the oldest and most current profanities of the Abyss and demons. Demons have attempted to censor the text, and while sections have been ripped from the book’s spine, the
general chapters remain, ever revealing demonic secrets. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and
Spells
Player’s Handbook
You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest
) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the
Magic Items
Dungeon Master’s Guide
. The weapon uses your attack roll and adds your ability modifier to damage rolls.
While the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of
tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.
Spells
Player’s Handbook
You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10
feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered
Magic Items
Dungeon Master’s Guide
out of the hat. Roll 1d4 to determine the object: on a 1, a vial of Acid; on a 2, a flask of Alchemist's Fire; on a 3, a Crowbar; on a 4, a lit Torch.
66–70
You suffer a bout of “magic
the hat. Roll 1d4 to determine the object: on a 1, a Dagger; on a 2, a Rope with a Grappling Hook tied to one end; on a 3, a bag of Caltrops; on a 4, a gem worth 50 GP.
81–85
A creature
Magic Items
Dungeon Master’s Guide
charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed.
Wand of Wonder Effects
1d100
Effect
01–20
You cast
a spell originating from the chosen point. Roll 1d10 to determine the spell: on a 1–2, Darkness; on a 3–4, Faerie Fire; on a 5–6, Fireball; on a 7–8, Slow; on a 9–10
Spells
Player’s Handbook
six months, such as a book from a wizard’s library.
“Very familiar” is a place you have visited often, a place you have carefully studied, or a place you can see when you cast the
destination in a random direction. Roll 1d8 for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast.
On Target. You and your group (or the target object) appear where you intended.
Magic Items
Dungeon Master’s Guide
effect.
Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that
drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question.
Skull. An Avatar of Death appears in an unoccupied space as close to you as possible
Species
Lorwyn: First Light
Book of Kith and Kin. They also often entertain many superstitions, particularly related to Lorwyn’s incarnations of nature.
In Shadowmoor
Shadowmoor kithkin are more insular and xenophobic
. They mostly live in fortified settlements called douns, where strict customs to preserve the social order. Shadowmoor kithkin leaders keep a close eye on their communities, monitoring for any sign of crime or treason.
Shadowmoor kithkin have Darkvision with a range of 120 feet.
Monsters
Stranger Things: Welcome to the Hellfire Club
Tunneler. The ankheg can burrow through solid rock at half its Burrow Speed and leaves a 10-foot-diameter tunnel in its wake.Bite. Melee Attack Roll: +5 (with Advantage if the target is Grappled by
":"damage", "rollAction":"Acid Spray", "rollDamageType":"Acid"} Acid damage. Success: Half damage.Burrowing Insectile Predator
Oversize insects, ankhegs burrow close to the surface, creating sprawling
Monsters
Forgotten Realms: Adventures in Faerûn
use of (A) Time-Warping Breath or (B) Spellcasting to cast Thunderwave.
Rend. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Rend"}, reach 10 ft. Hit: 15 (2d8
magically raises broken, ancient ruins in a 20-foot-radius, 60-foot-high Cylinder centered on a point it can see within 120 feet. Ground in the Cylinder becomes Difficult Terrain. Each creature in the
Monsters
Forgotten Realms: Adventures in Faerûn
use of (A) Time-Warping Breath or (B) Spellcasting to cast Thunderwave (level 2 version).
Rend. Melee Attack Roll: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Rend"}, reach 15
Spellcasting to cast Thunderwave (level 2 version).
Unearth Ruins. The dragon magically raises broken, ancient ruins in a 20-foot-radius, 60-foot-high Cylinder centered on a point it can see within 120 feet
Monsters
Candlekeep Mysteries
False Object. If the library is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the library move or act, that creature must
succeed on a DC 15 Wisdom (Perception) check to discern that the library is animate.Multiattack. The library makes two attacks.
Chained Book. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType
Monsters
Candlekeep Mysteries
False Objects. If the swarm is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the swarm move or act, that creature must
","rollType":"to hit","rollAction":"Book Club"} to hit, reach 0 ft., one target in the swarm’s space. Hit: 6 (2d4 + 1);{"diceNotation":"2d4+1","rollType":"damage","rollAction":"Book Club","rollDamageType
Magic Items
Tasha’s Cauldron of Everything
To you, this book is a magical spellbook. To anyone else, the book appears to be a volume of verbose romance fiction. As an action, you can change the book’s appearance and alter the plot of
the romance.
When found, the book contains the following spells: hallucinatory terrain, major image, mirror image, mislead, Nystul's magic aura, phantasmal force, and silent image. It functions as a
Magic Items
Keys from the Golden Vault
to the book, you can cast circle of death (save DC 20) from it as an action. After you cast the spell, roll a d6. On a roll of 1–5, you can’t use this property again until the next dawn
even glimpse the scrawled pages invites madness.
Most believe the lich-god Vecna authored the Book of Vile Darkness. He recorded in its pages every diseased idea, every unhinged thought, and every
Monsters
Guildmasters’ Guide to Ravnica
the specters get their name. Their work can include driving off people who accidentally wander too close to a secret rooftop meeting, killing those who knowingly infiltrate Dimir property, and
of House Dimir erases a person's identity, leaving a mind so broken it can no longer live. Thus, Nightveil specters have no memory of their previous lives, and they are just clever enough to follow
Monsters
Icewind Dale: Rime of the Frostmaiden
a DC 14 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Horrifying Visage"} ×
and headed toward the Sea of Moving Ice, hoping to find a tome called The Codicil of White, a book of magic and lore composed by servants of Auril the Frostmaiden. The Arcane Brotherhood believes that
Doppelganger
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
.
Surprise Attack. If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6);{"diceNotation":"3d6","rollType":"roll
blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the
Glyph of Warding
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from
where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your
Monsters
Mordenkainen's Fiendish Folio Volume 1
Close Quarters Shooting. The needle spawn does not suffer disadvantage on ranged attacks while within 5 feet of a hostile creature that can see it and isn't incapacitated, if the target of the attack
is also within 5 feet of the needle spawn.Needle Volley. The needle spawn makes up to 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Needle Volley"} needle attacks, but it cannot attack
Monsters
Guildmasters’ Guide to Ravnica
. Their work can include driving off people who accidentally wander too close to a secret rooftop meeting, killing those who knowingly infiltrate Dimir property, and tracking those who have stolen guild
person’s identity, leaving a mind so broken it can no longer live. Thus, Nightveil specters have no memory of their previous lives, and they are just clever enough to follow their orders with
Magic Items
Lost Laboratory of Kwalish
you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll
When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack’s normal effects. On a
Magic Items
Lost Laboratory of Kwalish
When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack’s normal effects
type, does not have a body made of flesh, or has legendary actions.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse
Demonomicon of Iggwilv
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Tasha’s Cauldron of Everything
do so, you can add double your proficiency bonus to the check.
Fiendish Scourging. Your magic causes pain to fiends. While carrying the book, when you make a damage roll for a spell you cast against
recounts both the oldest and most current profanities of the Abyss and demons. Demons have attempted to censor the text, and while sections have been ripped from the book’s spine, the general
Magic Items
Tales from the Yawning Portal
. After you throw it and it hits or misses, it flies back to your hand immediately.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove
.
Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear.
Magic Items
Tales from the Yawning Portal
. After you throw it and it hits or misses, it flies back to your hand immediately.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove
.
Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear.
Monsters
Out of the Abyss
(1d10;{"diceNotation":"1d10","rollType":"roll","rollAction":"2 Warhammer"}+6) bludgeoning damage if used with two hands. While Horgar is enlarged, the damage increases to 15 (2d8 + 6);{"diceNotation
":"2d8+6","rollType":"roll","rollAction":"2 Warhammer"} or 17 (2d10 + 6);{"diceNotation":"2d10+6","rollType":"damage","rollAction":"2 Warhammer","rollDamageType":"bludgeoning"} bludgeoning damage
Monsters
Mordenkainen Presents: Monsters of the Multiverse
bounds away in search of its prey. It senses the location of its target across planar boundaries, but such detection is accurate only to within a thousand yards; to close the remaining distance, the steel
case, it does what it must to fulfill its mission.
If all goes according to plan, a steel predator slays its target and then voluntarily returns to Sigil, where it’s broken down into parts that
Duergar Warlord
Legacy
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Monsters
Mordenkainen’s Tome of Foes
casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.Scouring Instruction. When an ally
that the duergar can see makes a d20 roll, the duergar can roll a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Scouring Instruction"} and the ally can add the number rolled to the d20 roll
Monsters
Vecna: Eve of Ruin
you’re close enough to see the expression carved onto a granite juggernaut’s face, you’re as good as dead.”
—Teythorn, Oerthian Adventurer
A granite juggernaut is a
; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't AdamantineDevastating Roll. The juggernaut moves up to its speed. During this movement, the juggernaut can move through the
Monsters
Quests from the Infinite Staircase
Design Specialization. When the android is created, it gains one of six possible designs suited for its role (choose or roll a d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Design
: Cure Wounds (as a 3rd-level spell; medic only), Identify, Tongues (diplomat only)Parry (Duelist Only). The android adds 3 to its AC against one melee attack roll that would hit it. To do so, the
Backgrounds
Ghosts of Saltmarsh
.
Skill Proficiencies: History, Perception
Tool Proficiencies: Carpenter’s tools, vehicles (water)
Equipment: A set of well-loved carpenter’s tools, a blank book, 1 ounce of
.
4
I repair broken things to redeem what’s broken in myself.
5
I will craft a boat capable of sailing through the most dangerous of storms.
6
A kraken destroyed my masterpiece; its






