Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 35 results for 'coins feet'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        coin feet
                                    
                                
                                    
                                        cone feet
                                    
                                
                                    
                                        count feet
                                    
                                
                                    
                                        costs feet
                                    
                                
                                    
                                        comes feet
                                    
                                
                        
                    
                
                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     of coins, worth no more than 100 gp total, in an unoccupied space within 10 feet of yourself. The pile must appear on a surface that can support it. After 1 hour, the coins vanish, regardless of
                                                
                                            
                                                
                                                    This glittering red gem is commonly found embedded in a ring or brooch.
While wearing the gem, you gain the following benefits.
Counterfeit Coins. You can use your action to magically create a pile
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     Dexterity (Stealth) checks made to hide in rocky terrain.
Treasure Sense. The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     gold coins. They feed on tiny mites that infest a dragon’s scales and lair, and their painful bite can be a strong deterrent to would-be treasure thieves.
Hoard scarabs also produce a glittering
                                                
                                            
                                                
                                                     lair.Scale Dust (1/Day). The scarab releases magical glittering dust from its wings. Each creature within 5 feet of the scarab must succeed on a DC 13 Dexterity saving throw or be outlined in blue light
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     metals and stones, such as coins and gems, within 60 feet of her.Istrid is regarded as the Black Network's Master of Trade and Coin in Waterdeep. The shield dwarf operates an illegal lending operation
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    , Clapperclaw runs out of stuffing and must spend 8 hours foraging for more before it can use this action again.Clapperclaw the scarecrow is 3 feet tall. Created by Granny Nightshade using a tormented
                                                
                                            
                                                
                                                     hollow gourd that now sits askew on its shoulders. Eight copper coins are sealed inside the gourd, causing the head to rattle whenever Clapperclaw nods, turns, or shakes its head.
Roleplaying Notes
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     perfectly among piles of gold coins. They feed on tiny mites that infest a dragon’s scales and lair, and their painful bite can be a strong deterrent to would-be treasure thieves.
Hoard scarabs also
                                                
                                            
                                                
                                                     they move about the lair.Bludgeoning, Piercing, SlashingScale Dust (1/Day). The swarm releases magical glittering dust from its wings. Each creature within 10 feet of the swarm must succeed on a DC 13
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     within 10 feet of the eye monger. If the eye monger dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.When its large
                                                
                                            
                                                
                                                    , menacing nature.
An eye monger has no use for treasure, but its belly might hold a fair amount of incidental valuables that it can’t digest, including coins, metal weapons, gemstones, and magic
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     deck). As an action, you can draw a random card from this deck and throw it to make a ranged spell attack, using Dexterity for the attack roll. The card has a range of 30 feet. On a hit, it deals 1d4
                                                
                                            
                                                
                                                     Wild Cards
d4
Suit
Effect
1
♣️ (Rods)
The card explodes in a burst of fire. The target and each creature within 5 feet of it must succeed on a DC 15 Dexterity saving throw or
                                                
                                            
                                        
                                                     Monsters
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Fey Step (Recharge 4–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Fey Step"}. As a bonus action, Smiler can teleport up to 30 feet to an unoccupied space that he can see or to the
                                                
                                            
                                                
                                                     advantage on saving throws against spells and other magical effects.
Equipment. Smiler wears leather, +2;+2 leather armor. He carries seven soul coin;soul coins in a bag and a shortsword, +1;+1
                                                
                                            
                                        
                                                     Magic Items
                                                    Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     fourteen cards of the high deck and forty other cards divided into four suits: coins, glyphs, stars, and swords.
Random Properties. The artifact has the following random properties, which you can
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                    Xorn
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     Dexterity (Stealth) checks made to hide in rocky terrain.
Treasure Sense. The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of
                                                
                                            
                                        
                                                     Monsters
                                                    Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     coins and gems, within 60 feet of her.Rapier. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Rapier"} to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1
                                                
                                            
                                        
                                                     Monsters
                                                    The Tortle Package
                                                    
                                                
                                            
                                                    . The geonid touches a stone object or surface and knows what types of creatures have been within 10 feet of that stone in the past 24 hours. The geonid can also determine the number of creatures of
                                                
                                            
                                                
                                                     vermin, as well as on cave lichen and moss. Geonids like to collect coins and gemstones, and they rarely confront creatures larger than themselves except to rob them or scare them away.
Stone Tell
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen's Fiendish Folio Volume 1
                                                    
                                                
                                            
                                                     shouts bloodcurdling threats at the creatures that serve it. Each medium or smaller ally of the giant within 120 feet of it that can see or hear it can use its reaction to make a melee attack.The place of
                                                
                                            
                                                
                                                     wealth and power with a bitter mix of longing, regret, and shame, seeking always to replace the grandest treasures they once possessed. Simple coins, gems, or trade goods do nothing to satisfy the
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     Sylvan
Equipment: A Selesnya insignia, a healer’s kit, robes, a set of common clothes, and a belt pouch containing 5 gp (Azorius 1-zino coins)
Feature: Conclave’s Shelter
As a
                                                
                                            
                                                
                                                     always straining to peer into another reality that seems to be just beyond my senses.
5
I’m uneasy if I can’t see plants growing or feel soil beneath my feet.
6
Seeing illness
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Soul Fuel The engine at the heart of every infernal war machine has a furnace fueled by soul coins. Among the vehicle’s helm controls is a narrow slot into which soul coins can be fed. soul coins
                                                
                                            
                                                
                                                     destroyed. Not even divine intervention can restore a soul destroyed in this manner. Regardless of its size, a furnace can hold any number of souls, their screams of anguish audible out to a range of 60 feet. Each new soul fed to the furnace adds more fuel to the vehicle, allowing it to run longer.
                                                
                                            
                                        
                                                     Magic Items
                                                    Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     150 feet but lose all other movement.
You are blinded.
02
You can cast the speak with animals spell at will, but can use it to speak with only one animal of your choice.
All animals despise
                                                
                                            
                                                
                                                     you. You have disadvantage on Wisdom (Animal Handling) checks.
03
One weapon or item you carry of your choice gains a walking speed of 30 feet and goes where you tell it.
Your armor and clothing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Coinage  Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece
                                                
                                            
                                                
                                                     (sp), and the copper piece (cp). With one gold piece, a character can buy a bedroll, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    . He can enter a cell by assuming mist form. K74a. Forgotten Treasure This cell is linked to a teleport trap in area K73. Characters who enter the cell can feel coins shifting beneath their feet
                                                
                                            
                                                
                                                    . Forgotten Treasure The rusted door to this cell hangs open slightly. Characters who enter the cell can feel coins shifting beneath their feet. Treasure. Scattered across the floor of this cell are 300 pp
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Coinage Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece
                                                
                                            
                                                
                                                     (sp), and the copper piece (cp). With one gold piece, a character can buy a bedroll, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     found throughout the maze typically contain talons, though some also include Soul Coins. A character who succeeds on a DC 15 Wisdom (Insight) check notices a flicker of hunger appear in Kaylan’s eyes
                                                
                                            
                                                
                                                     when he mentions Soul Coins. If pressed, Kaylan admits that he feeds off Soul Coins using a special Sword of Life Stealing, which he always keeps with him. If the characters bring him Soul Coins, he’ll
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
                                                    
                                                
                                            
                                                     creature can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of itself.
 Vitality Theft. An invisible, magical aura surrounds the creature
                                                
                                            
                                                
                                                    . Whenever another creature regains hit points within 5 feet of the creature, half of those regained hit points (rounded down) go to the creature generating the aura instead.
 Katerina Ladon  A unicorn influenced by Gehenna charges through a pustuled forest
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    24. Secret Vault This oval chamber has a domed ceiling 20 feet high, as well as the following features: Bloody Hand. Dry blood stains every surface except for a patch in the shape of a giant hand on
                                                
                                            
                                                
                                                     a few feet away. Maggots feast on the rotting remains.
 Any character who succeeds on a DC 15 Intelligence (Religion) check realizes that the hand shape on the back wall resembles the symbol of Torm
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     beneath their feet. Treasure. Scattered across the floor of this cell are 2,100 ep. The coins have the profiled visage of Strahd von Zarovich stamped on them. A character can scoop up one hundred coins
                                                
                                            
                                                
                                                    K75. South Dungeon The rusty iron door connecting this hall to area K73 is submerged in 5 feet of water and requires a successful DC 10 Strength (Athletics) check to open. A mold-covered ceiling
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Temple Features This complex has the following features. Any exceptions are noted in areas to which they apply. Ceilings. Ceilings are 15 feet high. Doors. Doors consist of stone slabs balanced on
                                                
                                            
                                                
                                                     central pivots — opening a door creates two gaps about 3 feet wide. No locks remain operable, but the cultists secure some doors with a hasp-and-pin closure. Characters can force open such doors with a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     pedestals surround the shaft, each ten feet tall, five feet wide, and featuring a tiny slot in its side. Squatting atop each pedestal is a large four-armed gargoyle.
 Any character looking down on the room
                                                
                                            
                                                
                                                     crouched within its square of tiled precious metal. The gargoyles remain motionless until they are provoked. The slots in each pedestal are 4 feet above the floor and roughly the size of a standard coin. All
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Villa Features The following features are found throughout the villa: Ceilings in rooms are 25 feet high, with 7-foot-high corridors and doorways connecting them. Doors are made of exotic hardwood
                                                
                                            
                                                
                                                     carpeted rooms have advantage on Dexterity (Stealth) checks. All areas are well lit by oil lamps, lanterns, or chandeliers. The Cassalanters keep no silver objects (with the exception of coins) in their house, since silver is harmful to devils.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                    Sudden Riches The wealth promised by the Gem card need not appear spontaneously at the characters’ feet. Instead, the card might be an omen foretelling a future event. The Gem Stories table provides
                                                
                                            
                                                
                                                     party finds a map in an old bottle that leads to a buried treasure chest filled with ancient coins. 5 The local merchants’ guild, enamored with the party’s exploits, offers to sponsor the characters. 6
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                     400 pieces) 65–67 Coins, silver (20 to 80 pieces) 68–69 Coins, gold (10 to 40 pieces) 70–76 Fur pelt, worthless and mangy 77–83 Coil of very strong rope (10 feet to 120 feet) 84–85 Salt (small bag or
                                                
                                            
                                                
                                                     wool or hide cloak 31–32 Bone comb and hairpins 33–40 Iron cooking pot 41–43 Drinking horn 44–47 Skinning knife 48–53 Various soiled and patched linens 54–60 Haunch of meat 61–64 Coins, copper (100 to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     silver coins, with gold coins strewn among them. Among the coins is a sealed wooden chest buried under 3 feet of ice. A character using a pick or the like can dig out the chest in 1 hour. Each hour a
                                                
                                            
                                                
                                                     measuring 16 feet tall, 10 feet wide, and 2 feet thick, each one etched (in Dethek, the Dwarvish script) with the name of a frost giant jarl and a florid summary of that chief’s legendary deeds
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    K71. Kingsmen Quarters This dark passage runs for twenty feet, connecting an archway to the west with an ascending stone staircase to the east. To the north and south are four ten-foot-square alcoves
                                                
                                            
                                                
                                                     hidden a moldy sack containing 150 ep. The coins have the profiled visage of Strahd von Zarovich stamped on them. A character who searches the alcove can find the loose flagstone with a successful DC 10 Wisdom (Perception) check.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Temple Features This quarter has the following features. Any exceptions are noted in areas to which they apply. Ceilings. Ceilings are 15 feet high. Doors. Doors consist of stone slabs balanced on
                                                
                                            
                                                
                                                     central pivots — opening a door creates two gaps about 3 feet wide. No locks remain operable, but the cultists secure some doors with a hasp-and-pin closure. Characters can force open such doors with a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Temple Features This complex has the following features. Any exceptions are noted in areas to which they apply. Ceilings. Ceilings are 15 feet high. Doors. Doors consist of stone slabs balanced on
                                                
                                            
                                                
                                                     central pivots — opening a door creates two gaps about 3 feet wide. No locks remain operable, but the cultists secure some doors with a hasp-and-pin closure. Characters can force open such doors with a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    41. Shadowdusk Vault The Shadowdusks store their family’s wealth here. The walls climb 15 feet vertically before angling inward, coming to a point 30 feet above the floor. The room’s contents are as
                                                
                                            
                                                
                                                     follows: Hoard. Treasure is piled in the middle of the room.
 Statues. Three statues stand in shallow alcoves. Each depicts a monstrously warped humanoid.
 Each statue is roughly 6 feet tall and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    . Interior ceilings are 15 feet high except in the central plaza, where the ceiling is 75 feet high. Chasm. The chasm plummets 200 feet. Doors. Single doors are made from stone slabs balanced on central
                                                
                                            
                                                
                                                     pivots. Opening a door creates two gaps, each about 3 feet wide. No locks remain operable, but some doors are stuck. It takes a successful DC 15 Strength check to force open a stuck door. Double doors
                                                
                                            
                                        






