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Returning 35 results for 'combine rolling grasp to her renowned'.
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Monsters
Guildmasters’ Guide to Ravnica
, shocking grasp
1st level (4 slots): guiding bolt, shield, thunderwave, witch bolt
2nd level (3 slots): blur, levitate
3rd level (2 slots): lightning boltLongsword. Melee Weapon Attack: +5;{"diceNotation
dealt by the attack.Boros reckoners combine physical power and magical prowess, serving as the shock troops of the legion. They are adept at breaking up mobs and organized lines of defense. Sometimes
Magic Items
Waterdeep: Dungeon of the Mad Mage
click whenever the die is cast.
The dodecahedron can be hurled up to 60 feet as an action. A random magical effect occurs when the die comes to rest after rolling across the ground for at least
cover against the attack.
7–8
The dodecahedron casts shocking grasp (+5 to hit) on the next creature that touches it.
9–10
The dodecahedron casts
Species
Spelljammer: Adventures in Space
grasp and manipulate weapons and tools. Although most plasmoids are translucent gray, they can alter their color and translucence by absorbing dyes through their pores.
Plasmoids don’t have
different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
The “Quick Build&rdquo
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
force characters who normally attack at range to move around. Mixed Monster Groups. When different types of monsters work together, they can combine their abilities—just like characters with different
classes and origins. A diverse force is more powerful. Reasons to Move. Use features that encourage characters and their enemies to move around, such as chandeliers, kegs of gunpowder or oil, and rolling stone traps.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
force characters who normally attack at range to move around. Mixed Monster Groups. When different types of monsters work together, they can combine their abilities—just like characters with different
classes and origins. A diverse force is more powerful. Reasons to Move. Use features that encourage characters and their enemies to move around, such as chandeliers, kegs of gunpowder or oil, and rolling stone traps.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
ship’s computer, the robots picked off the remaining crew and passengers until one lone survivor managed to shut down the computer and every system in its grasp. Shortly after, the ship crash-landed
are renowned for their fearsome predators and shunned accordingly—except by a small number of hardy souls in fortified settlements. However, these fortifications proved insufficient against marauding
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
ship’s computer, the robots picked off the remaining crew and passengers until one lone survivor managed to shut down the computer and every system in its grasp. Shortly after, the ship crash-landed
are renowned for their fearsome predators and shunned accordingly—except by a small number of hardy souls in fortified settlements. However, these fortifications proved insufficient against marauding
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the land from long before humanity’s arrival on the continent. The elves of Valenar devote themselves to the arts of war. Their cavalry has no equal in Khorvaire, and they combine a talent for magic
Valenar and serve as a natural barrier between this land and the rest of Khorvaire. Beyond the desert, Valenar transitions from rolling steppes to fertile plains. The desert can be deadly, but the Valenar
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the land from long before humanity’s arrival on the continent. The elves of Valenar devote themselves to the arts of war. Their cavalry has no equal in Khorvaire, and they combine a talent for magic
Valenar and serve as a natural barrier between this land and the rest of Khorvaire. Beyond the desert, Valenar transitions from rolling steppes to fertile plains. The desert can be deadly, but the Valenar
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Physical Excellence in Combat A Champion focuses on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal
, giving you these benefits. Defy Death. You have Advantage on Death Saving Throws. Moreover, when you roll 18–20 on a Death Saving Throw, you gain the benefit of rolling a 20 on it. Heroic Rally. At
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Physical Excellence in Combat A Champion focuses on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal
, giving you these benefits. Defy Death. You have Advantage on Death Saving Throws. Moreover, when you roll 18–20 on a Death Saving Throw, you gain the benefit of rolling a 20 on it. Heroic Rally. At
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
trap fills the 10-foot square directly in front of the statue. A creature teleported by this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport
slashes. The axe is considered a magic weapon in the statue’s grasp. The target must succeed on a DC 15 Dexterity saving throw or take 16 (2d12 + 5) slashing damage plus 11 (2d10) fire damage. After swinging the axe once, the statue reverts to its inanimate state until the trap is triggered again.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
trap fills the 10-foot square directly in front of the statue. A creature teleported by this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport
slashes. The axe is considered a magic weapon in the statue’s grasp. The target must succeed on a DC 15 Dexterity saving throw or take 16 (2d12 + 5) slashing damage plus 11 (2d10) fire damage. After swinging the axe once, the statue reverts to its inanimate state until the trap is triggered again.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the same rate as humans. Alignment. The noble spirit tied to a kalashtar drives it toward lawful and good behavior. Most kalashtar combine strong self-discipline with compassion for all beings, but
some kalashtar resist the virtuous influence of their spirit. Size. Your size is Medium. To set your height and weight randomly, start with rolling a size modifier: Size modifier = 2d6 Height = 5 feet
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the same rate as humans. Alignment. The noble spirit tied to a kalashtar drives it toward lawful and good behavior. Most kalashtar combine strong self-discipline with compassion for all beings, but
some kalashtar resist the virtuous influence of their spirit. Size. Your size is Medium. To set your height and weight randomly, start with rolling a size modifier: Size modifier = 2d6 Height = 5 feet
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
the same rate as humans. Alignment. The noble spirit tied to a kalashtar drives it toward lawful and good behavior. Most kalashtar combine strong self-discipline with compassion for all beings, but
some kalashtar resist the virtuous influence of their spirit. Size. Your size is Medium. To set your height and weight randomly, start with rolling a size modifier: Size modifier = 2d6 Height = 5 feet
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
embers easily slip through the grasp of mage hand spells and other magical effects, but a creature within reach of the brazier can use an action to try to catch an ember, doing so with a successful DC 20
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->Wayfinder's Guide to Eberron
the same rate as humans. Alignment. The noble spirit tied to a kalashtar drives it toward lawful and good behavior. Most kalashtar combine strong self-discipline with compassion for all beings, but
some kalashtar resist the virtuous influence of their spirit. Size. Your size is Medium. To set your height and weight randomly, start with rolling a size modifier: Size modifier = 2d6 Height = 5 feet
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
embers easily slip through the grasp of mage hand spells and other magical effects, but a creature within reach of the brazier can use an action to try to catch an ember, doing so with a successful DC 20
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->Van Richten’s Guide to Ravenloft
, Mordent is a quiet domain of peaceful country estates that sprawl across rolling moors. Landowners of the aristocratic class maintain a pretense of being the benevolent custodians of the land and
ghostly grasp of its ancestors. The past can’t be forgotten or left behind, because the spirits haunting the land embody that past. The social order can’t change, because the restless dead enforce the old
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, Mordent is a quiet domain of peaceful country estates that sprawl across rolling moors. Landowners of the aristocratic class maintain a pretense of being the benevolent custodians of the land and
ghostly grasp of its ancestors. The past can’t be forgotten or left behind, because the spirits haunting the land embody that past. The social order can’t change, because the restless dead enforce the old
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
“Teleport Traps”). A creature teleported by 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 11–15
spell or similar magic reveals its magical properties. A creature with the skull in its possession is invisible to mind flayers, as is anything the creature is wearing or carrying. The skull crumbles to dust and is destroyed 1d10 days after leaving the statue’s grasp.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
effect occurs when the die comes to rest after rolling across the ground for at least 10 feet. If an effect requires a target and no eligible target is within range, nothing happens. Spells cast by
–8 The dodecahedron casts shocking grasp (+5 to hit) on the next creature that touches it. 9–10 The dodecahedron casts darkness on itself. The effect has a duration of 10 minutes. 11–12 The next
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
effect occurs when the die comes to rest after rolling across the ground for at least 10 feet. If an effect requires a target and no eligible target is within range, nothing happens. Spells cast by
–8 The dodecahedron casts shocking grasp (+5 to hit) on the next creature that touches it. 9–10 The dodecahedron casts darkness on itself. The effect has a duration of 10 minutes. 11–12 The next
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
“Teleport Traps”). A creature teleported by 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 11–15
spell or similar magic reveals its magical properties. A creature with the skull in its possession is invisible to mind flayers, as is anything the creature is wearing or carrying. The skull crumbles to dust and is destroyed 1d10 days after leaving the statue’s grasp.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
,* mage hand, shocking grasp*
3/day: silent image
1/day each: chromatic orb, crown of madness, shield
*See “Actions” below.
Actions
Shocking Grasp (Cantrip). Melee Spell Attack: +5 to hit
rolling on the Icewind Dale Trinkets table in appendix A). If the characters clearly portray themselves as enemies of the goblins, Spellix removes his goblin mask so that the characters don’t mistake
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
,* mage hand, shocking grasp*
3/day: silent image
1/day each: chromatic orb, crown of madness, shield
*See “Actions” below.
Actions
Shocking Grasp (Cantrip). Melee Spell Attack: +5 to hit
rolling on the Icewind Dale Trinkets table in appendix A). If the characters clearly portray themselves as enemies of the goblins, Spellix removes his goblin mask so that the characters don’t mistake
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
target of the tale’s effect. Once you do so, you can’t bestow the tale’s effect again until you roll it again. You can retain only one of these tales in mind at a time, and rolling on the Spirit
of the Clever Animal. For the next 10 minutes, whenever the target makes an Intelligence, a Wisdom, or a Charisma check, the target can roll an extra die immediately after rolling the d20 and add the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
target of the tale’s effect. Once you do so, you can’t bestow the tale’s effect again until you roll it again. You can retain only one of these tales in mind at a time, and rolling on the Spirit
of the Clever Animal. For the next 10 minutes, whenever the target makes an Intelligence, a Wisdom, or a Charisma check, the target can roll an extra die immediately after rolling the d20 and add the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
description is clear enough that you can adjudicate whether a character's actions locate or foil the trap. As with many situations, you shouldn't allow die rolling to override clever play and good planning
inconvenient to deadly, making use of elements such as arrows, spikes, blades, poison, toxic gas, blasts of fire, and deep pits. The deadliest traps combine multiple elements to kill, injure, contain
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
expressions to help show a character’s emotions. Scowl, smile, grin, snarl, pout, cross your eyes — do whatever it takes to make the character or monster memorable to the players. When you combine facial
air with one hand while speaking in a deadpan monotone, while an archmage might express her displeasure by silently rolling her eyes and massaging her temples with her fingers. Engaging the Players
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
description is clear enough that you can adjudicate whether a character’s actions locate or foil the trap. As with many situations, you shouldn’t allow die rolling to override clever play and good planning
from inconvenient to deadly, making use of elements such as arrows, spikes, blades, poison, toxic gas, blasts of fire, and deep pits. The deadliest traps combine multiple elements to kill, injure
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
description is clear enough that you can adjudicate whether a character’s actions locate or foil the trap. As with many situations, you shouldn’t allow die rolling to override clever play and good planning
from inconvenient to deadly, making use of elements such as arrows, spikes, blades, poison, toxic gas, blasts of fire, and deep pits. The deadliest traps combine multiple elements to kill, injure
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
description is clear enough that you can adjudicate whether a character's actions locate or foil the trap. As with many situations, you shouldn't allow die rolling to override clever play and good planning
inconvenient to deadly, making use of elements such as arrows, spikes, blades, poison, toxic gas, blasts of fire, and deep pits. The deadliest traps combine multiple elements to kill, injure, contain
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
expressions to help show a character’s emotions. Scowl, smile, grin, snarl, pout, cross your eyes — do whatever it takes to make the character or monster memorable to the players. When you combine facial
air with one hand while speaking in a deadpan monotone, while an archmage might express her displeasure by silently rolling her eyes and massaging her temples with her fingers. Engaging the Players