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Returning 35 results for 'burlap books diffusing consult remain'.
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Magic Items
The Book of Many Things
9 ♥️
Leather pouch containing 18 gp
10 ♥️
10 crossbow bolts
3 ♣️
Three book;books, written in Common, about random historical events
4 ♣️
Canvas Tent
pole
6 ♠️
Burlap sack
7 ♠️
Two sets of Clothes, Fine;fine clothes
8 ♠️
Shovel
9 ♠️
Light hammer
10 ♠️
Ten arrows
The face of
Backgrounds
The Wild Beyond the Witchlight
your time in the carnival. You know the other hands well, but the carnival’s owners—Mister Witch and Mister Light—remain mysterious to you even after all these years.
Maybe you
Feywild Trinkets table), and a pouch containing 8 gp
Carnival Companion
Over the years, you have earned the friendship of another carnival fixture. Roll a d8 and consult the Carnival Companion table
Shifter
Legacy
This doesn't reflect the latest rules and lore.
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races
Mordenkainen Presents: Monsters of the Multiverse
’s appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral.
Most shifters resemble a particular kind of lycanthrope. You can
race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random
Wand of Wonder
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
. Roll d100 and consult the following table to discover what happens.
If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in
heavily obscured. The butterflies remain for 10 minutes.
50-53
You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell, or if you didn't target a
Monsters
The Book of Many Things
filling books, scrolls, tablets, or stranger archives—such as magical crystals that hold captured memories or the voices of those long dead. You can use this lair and the lair actions described for
a surface such as a ceiling with no way to remain there (for example, sufficient handholds), it falls at the end of this movement.
Regional Effects
The region containing a medusa’s lair is
races
Spelljammer: Adventures in Space
it, giff are drawn to the Astral Plane because, on a deep psychic level, they remain connected to their creator gods, who have just enough divine spark left in them to imbue giff with sparks of their
determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Monsters
Curse of Strahd
","rollType":"roll","rollAction":"Children of the Night"} rounds, acting as allies of Strahd and obeying his spoken commands. The beasts remain for 1 hour, until Strahd dies, or until he dismisses
against other members of the adventuring party.
The Vampire’s Minions
Whenever Strahd appears in a location other than his tomb or the place indicated by the card reading, roll a d20 and consult
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
crossbow bolts 3 ♣ Three books, written in Common, about random historical events 4 ♣ Canvas tent 5 ♣ 50 feet of coiled silk rope 6 ♣ Two crowbars 7 ♣ Healer’s kit 8 ♣ Eight gems worth 5 gp each 9
♣ Lamp 10 ♣ 10 feet of iron chain 3 ♠ Three spears 4 ♠ Steel mirror 5 ♠ 15-foot wooden pole 6 ♠ Burlap sack 7 ♠ Two sets of fine clothes 8 ♠ Shovel 9 ♠ Light hammer 10 ♠ Ten arrows The face of each card
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
crossbow bolts 3 ♣ Three books, written in Common, about random historical events 4 ♣ Canvas tent 5 ♣ 50 feet of coiled silk rope 6 ♣ Two crowbars 7 ♣ Healer’s kit 8 ♣ Eight gems worth 5 gp each 9
♣ Lamp 10 ♣ 10 feet of iron chain 3 ♠ Three spears 4 ♠ Steel mirror 5 ♠ 15-foot wooden pole 6 ♠ Burlap sack 7 ♠ Two sets of fine clothes 8 ♠ Shovel 9 ♠ Light hammer 10 ♠ Ten arrows The face of each card
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
crossbow bolts 3 ♣ Three books, written in Common, about random historical events 4 ♣ Canvas tent 5 ♣ 50 feet of coiled silk rope 6 ♣ Two crowbars 7 ♣ Healer’s kit 8 ♣ Eight gems worth 5 gp each 9
♣ Lamp 10 ♣ 10 feet of iron chain 3 ♠ Three spears 4 ♠ Steel mirror 5 ♠ 15-foot wooden pole 6 ♠ Burlap sack 7 ♠ Two sets of fine clothes 8 ♠ Shovel 9 ♠ Light hammer 10 ♠ Ten arrows The face of each card
Adult Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
rather enjoy the company of people—as long as they remain unaware of my true nature.
Deep Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
surrounding a legendary deep dragon’s lair is altered by the dragon’s magic, creating one or more of the following effects:
Preservation of Knowledge. Books, letters, and any other physical forms
races
Mordenkainen Presents: Monsters of the Multiverse
emotions captured in the Feywild in the form of seasons—affinities that affect the eladrin’s mood and appearance. An eladrin’s season can change, though some remain in one season
determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Ancient Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Fizban's Treasury of Dragons
rather enjoy the company of people—as long as they remain unaware of my true nature.
Deep Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
’s lair is altered by the dragon’s magic, creating one or more of the following effects:
Preservation of Knowledge. Books, letters, and any other physical forms of writing within 6 miles
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Official Status Heads of state employ a variety of agents. Some are officially recognized, but others are expected to operate on the borders of legality. Consult the State Status table to determine
follow, as well as the official you secretly report to, but must remain on constant guard against having your true loyalties revealed.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Official Status Heads of state employ a variety of agents. Some are officially recognized, but others are expected to operate on the borders of legality. Consult the State Status table to determine
follow, as well as the official you secretly report to, but must remain on constant guard against having your true loyalties revealed.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Official Status Heads of state employ a variety of agents. Some are officially recognized, but others are expected to operate on the borders of legality. Consult the State Status table to determine
follow, as well as the official you secretly report to, but must remain on constant guard against having your true loyalties revealed.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
specify the goods sold here, roll a d20 and consult the Store Goods table to determine what the store sells. A small room serves as a cloakroom, where visitors can hang their heavier overgarments
. Past the cloakroom is the store proper, with wares on display. The room to the north is a storeroom or a workshop. The store owner (commoner) has keys to all doors. Store Goods d20 Goods 1 Art 2 Books
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
specify the goods sold here, roll a d20 and consult the Store Goods table to determine what the store sells. A small room serves as a cloakroom, where visitors can hang their heavier overgarments
. Past the cloakroom is the store proper, with wares on display. The room to the north is a storeroom or a workshop. The store owner (commoner) has keys to all doors. Store Goods d20 Goods 1 Art 2 Books
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
specify the goods sold here, roll a d20 and consult the Store Goods table to determine what the store sells. A small room serves as a cloakroom, where visitors can hang their heavier overgarments
. Past the cloakroom is the store proper, with wares on display. The room to the north is a storeroom or a workshop. The store owner (commoner) has keys to all doors. Store Goods d20 Goods 1 Art 2 Books
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
20-foot-diameter magic circle inscribed on the floor has glyphs that shed dim purple light. Seven human corpses cocooned in burlap are piled in the middle of the circle.
Nester. Floating next to the
skull and hanging skeletal arms are all that remain of him; they move like they’re attached to an invisible body. Nester educates Dweomercore’s pupils in the art of necromancy, but his knowledge has
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
mansion. If the characters defeat the imp, it disappears in a cloud of black smoke. Any treasure, books, specimens, or weapons the characters acquired while in the mansion remain in their possession. Anything else taken from the mansion evaporates into smoke as they pass through the doorway.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
mansion. If the characters defeat the imp, it disappears in a cloud of black smoke. Any treasure, books, specimens, or weapons the characters acquired while in the mansion remain in their possession. Anything else taken from the mansion evaporates into smoke as they pass through the doorway.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Opening the Portal When the characters are shown into the private study room assigned to Matreous, they find it unoccupied. Only the sage’s personal effects and a handful of books remain. The Joy of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
20-foot-diameter magic circle inscribed on the floor has glyphs that shed dim purple light. Seven human corpses cocooned in burlap are piled in the middle of the circle.
Nester. Floating next to the
skull and hanging skeletal arms are all that remain of him; they move like they’re attached to an invisible body. Nester educates Dweomercore’s pupils in the art of necromancy, but his knowledge has
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Opening the Portal When the characters are shown into the private study room assigned to Matreous, they find it unoccupied. Only the sage’s personal effects and a handful of books remain. The Joy of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Opening the Portal When the characters are shown into the private study room assigned to Matreous, they find it unoccupied. Only the sage’s personal effects and a handful of books remain. The Joy of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
mansion. If the characters defeat the imp, it disappears in a cloud of black smoke. Any treasure, books, specimens, or weapons the characters acquired while in the mansion remain in their possession. Anything else taken from the mansion evaporates into smoke as they pass through the doorway.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
books. This book is intended for Dungeon Masters (DMs) and provides game statistics for monsters: all sorts of creatures—whether friend or foe—controlled by the DM. Those statistics appear in stat blocks
the rules for monster customization and encounter building in the Dungeon Master’s Guide—to build your own adventures. Consult appendix B for monster lists that will help your adventure building. What’s
Compendium
- Sources->Dungeons & Dragons->Monster Manual
books. This book is intended for Dungeon Masters (DMs) and provides game statistics for monsters: all sorts of creatures—whether friend or foe—controlled by the DM. Those statistics appear in stat blocks
the rules for monster customization and encounter building in the Dungeon Master’s Guide—to build your own adventures. Consult appendix B for monster lists that will help your adventure building. What’s
Compendium
- Sources->Dungeons & Dragons->Monster Manual
books. This book is intended for Dungeon Masters (DMs) and provides game statistics for monsters: all sorts of creatures—whether friend or foe—controlled by the DM. Those statistics appear in stat blocks
the rules for monster customization and encounter building in the Dungeon Master’s Guide—to build your own adventures. Consult appendix B for monster lists that will help your adventure building. What’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
20-foot-diameter magic circle inscribed on the floor has glyphs that shed dim purple light. Seven human corpses cocooned in burlap are piled in the middle of the circle.
Nester. Floating next to the
skull and hanging skeletal arms are all that remain of him; they move like they’re attached to an invisible body. Nester educates Dweomercore’s pupils in the art of necromancy, but his knowledge has
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Durst and bequeathes the house, the windmill, and all other family property to Rosavalda and Thornboldt Durst in the event of their parents’ deaths. The books, scrolls, deeds, and will age markedly if taken from the house but remain intact.
, which any character can ascertain after studying the books for 1 hour and succeeding on a DC 12 Intelligence (Arcana) check. A heavy wooden chest with clawed iron feet stands against the south wall, its
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Durst and bequeathes the house, the windmill, and all other family property to Rosavalda and Thornboldt Durst in the event of their parents’ deaths. The books, scrolls, deeds, and will age markedly if taken from the house but remain intact.
, which any character can ascertain after studying the books for 1 hour and succeeding on a DC 12 Intelligence (Arcana) check. A heavy wooden chest with clawed iron feet stands against the south wall, its
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Durst and bequeathes the house, the windmill, and all other family property to Rosavalda and Thornboldt Durst in the event of their parents’ deaths. The books, scrolls, deeds, and will age markedly if taken from the house but remain intact.
, which any character can ascertain after studying the books for 1 hour and succeeding on a DC 12 Intelligence (Arcana) check. A heavy wooden chest with clawed iron feet stands against the south wall, its
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Secrets Most likely, your espionage work will eventually put you in possession of secrets others don’t want you to know. When the time comes, consult the Secrets table to determine what clandestine
them. 5 Deep Cover. You know the secret identity of a seemingly innocent but powerful person who would rather remain anonymous. 6 Empty Threats. Rumors say you collect damaging secrets on anyone, and






