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Returning 35 results for 'confusing rolling guide to have raising'.
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Magic Items
Dungeon Master’s Guide
roll for a spell you cast against a Fiend, you use the maximum possible result instead of rolling.
Random Properties. The Artifact has the following random properties (see “Artifacts” in
the Dungeon Master’s Guide):
2 minor beneficial properties
1 minor detrimental property
1 major detrimental property
Spells. The book has 8 charges and regains 1d8 expended charges daily
Monsters
Spelljammer: Adventures in Space
configurations to create star moth;star moths (see the Astral Adventurer’s Guide) and other vessels. The elves also reshape the petrified bodies of dead gods found adrift in the Silver Void, transforming
important, astral elves use their time outside the Deep Astral to replenish their numbers by having and raising children.
Many astral elves are thousands (in some cases tens of thousands) of years old
Monsters
Spelljammer: Adventures in Space
moths (see the Astral Adventurer’s Guide) and other vessels. The elves also reshape the petrified bodies of dead gods found adrift in the Silver Void, transforming them into floating cities and
their time outside the Deep Astral to replenish their numbers by having and raising children.
Many astral elves are thousands (in some cases tens of thousands) of years old. Whatever their disposition
Magic Items
Waterdeep: Dungeon of the Mad Mage
Guide. Regardless of its alignment, the orb has an Intelligence of 18, and Wisdom and Charisma scores determined by rolling 3d6 for each ability. The orb speaks, reads, and understands four languages
.
The orb is sentient and has the personality of a scholar. Its alignment is determined by rolling on the alignment table in the “Sentient Magic Items” section in the Dungeon Master’s
Magic Items
Bigby Presents: Glory of the Giants
has the following random properties, determined by rolling on the appropriate table in the Dungeon Master’s Guide:
2 minor beneficial properties
1 major beneficial property
2 minor
Monsters
Spelljammer: Adventures in Space
. The elves sculpt these substances in various configurations to create star moth;star moths (see the Astral Adventurer’s Guide) and other vessels. The elves also reshape the petrified bodies of
elves use to grow crystals and repair their ships. Most important, astral elves use their time outside the Deep Astral to replenish their numbers by having and raising children.
Many astral elves are
Magic Items
Bigby Presents: Glory of the Giants
hold the fragment of chaos she used to prove her worth to her father.
Random Properties. The helm has the following random properties, determined by rolling on the appropriate table in the Dungeon
Master’s Guide:
2 minor beneficial properties
1 major beneficial property
1 minor detrimental property
Master of Guile. While wearing the helm, you have advantage on Charisma (Deception) and
Monsters
Spelljammer: Adventures in Space
Astral Adventurer’s Guide) and other vessels. The elves also reshape the petrified bodies of dead gods found adrift in the Silver Void, transforming them into floating cities and citadels.
Although
the Deep Astral to replenish their numbers by having and raising children.
Many astral elves are thousands (in some cases tens of thousands) of years old. Whatever their disposition, their longevity
Monsters
Spelljammer: Adventures in Space
these substances in various configurations to create star moth;star moths (see the Astral Adventurer’s Guide) and other vessels. The elves also reshape the petrified bodies of dead gods found
crystals and repair their ships. Most important, astral elves use their time outside the Deep Astral to replenish their numbers by having and raising children.
Many astral elves are thousands (in
Magic Items
Bigby Presents: Glory of the Giants
bracelet has the following random properties, determined by rolling on the appropriate table in the Dungeon Master’s Guide:
1 minor beneficial property
1 major beneficial property
1 minor
Zuggtmoy
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of madness (determined by rolling on the Madness
madness, which is a character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness.
Madness of Zuggtmoy
d100
Flaw (lasts until cured)
01–20
Magic Items
Waterdeep: Dragon Heist
Stone of Golorr has the following properties, determined by rolling on the tables in the “Artifacts” section in chapter 7 of the Dungeon Master’s Guide:
1 minor beneficial property
Items” in chapter 7 of the Dungeon Master’s Guide).
Personality. The Stone of Golorr has an alien intellect that is both domineering and hungry for knowledge. It thinks of itself as an
Magic Items
Baldur’s Gate: Descent into Avernus
creature that is transformed by magic, and see into the Ethereal Plane, all within a range of 60 feet.
New Personality. You gain new personality traits, determined by rolling once on each of the
radius and dim light for an additional 15 feet, or reduce its glow to its normal intensity.
Random Properties. The sword has 2 minor beneficial properties, each determined by rolling on the Minor
Magic Items
Tasha’s Cauldron of Everything
determine by rolling on the tables in the “Artifacts” section of the Dungeon Master’s Guide:
2 minor detrimental properties
2 minor beneficial properties
Spells. While holding the
Magic Items
The Wild Beyond the Witchlight
cauldron has the following random properties:
1 minor beneficial property (determined by rolling on the Minor Beneficial Properties table in the Dungeon Master’s Guide)
1 minor detrimental
property (determined by rolling on the Minor Detrimental Properties table in the Dungeon Master’s Guide)
Iggwilv's Cauldron Gold;Gold Cauldron. The gold cauldron has the following properties
Demonomicon of Iggwilv
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Tasha’s Cauldron of Everything
how many pages are removed, and it longs to be more than mere reference material.
Random Properties. The artifact has the following random properties, which you can determine by rolling on the tables
in the “Artifacts” section of the Dungeon Master’s Guide:
2 minor beneficial properties
1 minor detrimental property
1 major detrimental property
Spells. The book has 8
Magic Items
Tasha’s Cauldron of Everything
;appears next to the Baba Yaga's Mortar;mortar at the next dawn.
Random Properties. This artifact has the following random properties, which you can determine by rolling on the tables in the
"Artifacts" section of the Dungeon Master's Guide:
2 minor beneficial properties
1 major beneficial property
1 minor detrimental property
Properties of the Mortar. The mortar is a Tiny wooden
Magic Items
Tasha’s Cauldron of Everything
;potentially for the final time.
Random Properties. The artifact has the following random properties, which you can determine by rolling on the tables in the "Artifacts" section of the Dungeon Master
’s Guide:
2 minor beneficial properties
1 major beneficial property
1 minor detrimental property
Spells. The crook has 6 charges. While holding it, you can use an action to expend 1 or more
races
comprises all laneshi born as twins, a common occurrence among their people. The first-born twin is always inducted into the mystic caste, while the other is consecrated as their sibling’s spirit guide
warfare but diplomacy, farming, and the raising and educating of children. The warrior caste is roughly double the size of the mystic caste, structured as a meritocracy, with great deeds leading to
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. Development Ilya Krezkov returns to life with a random form of indefinite madness (see “Madness Effects” in chapter 8, “Running the Game,” of the Dungeon Master’s Guide). The Abbot uses the raising of Ilya as leverage to get the burgomaster to undertake an unusual quest (see “Something Borrowed” below).
wants to raise their son from the dead. He claims that the “gods of light” want the Krezkov bloodline restored. The characters can try to interfere in the raising of Ilya Krezkov. Otherwise, the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. Development Ilya Krezkov returns to life with a random form of indefinite madness (see “Madness Effects” in chapter 8, “Running the Game,” of the Dungeon Master’s Guide). The Abbot uses the raising of Ilya as leverage to get the burgomaster to undertake an unusual quest (see “Something Borrowed” below).
wants to raise their son from the dead. He claims that the “gods of light” want the Krezkov bloodline restored. The characters can try to interfere in the raising of Ilya Krezkov. Otherwise, the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Tracking the Raiders The raiders’ path is easy to follow across the rolling grassland of the Greenfields. A wide swath of grass is trampled down, but it’s impossible to determine the raiders’ numbers
, but let players reach that conclusion on their own. It’s not possible to tell from the confusing jumble of prints whether any specific footprints are those of prisoners. The trail leads south about
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Tracking the Raiders The raiders’ path is easy to follow across the rolling grassland of the Greenfields. A wide swath of grass is trampled down, but it’s impossible to determine the raiders’ numbers
, but let players reach that conclusion on their own. It’s not possible to tell from the confusing jumble of prints whether any specific footprints are those of prisoners. The trail leads south about
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, they seal the deal with a physical contract, which can take one of many forms (see “Infernal Contracts”). Ability Checks and Deal-Making Most deals with devils can be resolved without rolling dice to
deal that sounds too good to be true or is confusing, they’re likely to pause negotiations while they ask smarter devils for their opinions on the deal. The following ability checks can be made
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, they seal the deal with a physical contract, which can take one of many forms (see “Infernal Contracts”). Ability Checks and Deal-Making Most deals with devils can be resolved without rolling dice to
deal that sounds too good to be true or is confusing, they’re likely to pause negotiations while they ask smarter devils for their opinions on the deal. The following ability checks can be made
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
sheds bright light that counts as sunlight, raising the temperature in the jungle to about 100 degrees Fahrenheit. At night, the light fades to dim light and doesn’t count as sunlight. The cavern’s
is rife with natural hazards, including razorvine (explained in the Dungeon Master’s Guide). Ruins. Ancient structures built by giants lie in ruins, partially swallowed by the verdant jungle
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
bloodstained leather case containing a complete set of thieves’ tools (worth 25 gp) A holy symbol of Silvanus carved from wood and inlaid with gold (worth 25 gp) One magic item, determined randomly by rolling on Magic Item Table A in chapter 7 of the Dungeon Master’s Guide
boulder out of the way requires a successful DC 11 Strength (Athletics) check. The sound of the rolling boulder is loud enough to be heard by the creatures in area 9. The cave has an 8-foot-high
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
engineers extended and widened many of the interconnecting passages of the Darklake. They also constructed locks for raising and lowering watercraft to different levels within it, opening up large
patterns of the Underdark. Still, better to trust a kuo-toa guide than attempt to traverse the Darklake alone and become lost within it forever. The adventurers can use the Darklake to reach many
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
sheds bright light that counts as sunlight, raising the temperature in the jungle to about 100 degrees Fahrenheit. At night, the light fades to dim light and doesn’t count as sunlight. The cavern’s
is rife with natural hazards, including razorvine (explained in the Dungeon Master’s Guide). Ruins. Ancient structures built by giants lie in ruins, partially swallowed by the verdant jungle
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
engineers extended and widened many of the interconnecting passages of the Darklake. They also constructed locks for raising and lowering watercraft to different levels within it, opening up large
patterns of the Underdark. Still, better to trust a kuo-toa guide than attempt to traverse the Darklake alone and become lost within it forever. The adventurers can use the Darklake to reach many
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
bloodstained leather case containing a complete set of thieves’ tools (worth 25 gp) A holy symbol of Silvanus carved from wood and inlaid with gold (worth 25 gp) One magic item, determined randomly by rolling on Magic Item Table A in chapter 7 of the Dungeon Master’s Guide
boulder out of the way requires a successful DC 11 Strength (Athletics) check. The sound of the rolling boulder is loud enough to be heard by the creatures in area 9. The cave has an 8-foot-high
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Astral Encounters You can generate a random encounter on the Astral Plane by rolling on either the Wildspace Encounters table or the Astral Sea Encounters table, as appropriate, or by choosing an
Astral Adventurer’s Guide for ship descriptions). Creatures marked with an asterisk (*) appear in this book; the rest are described in the Monster Manual. Any creature marked with a dagger (†) can serve
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Treasure tables in the Dungeon Master's Guide), boulders for throwing, and a number of other nonmagical items determined by rolling on another table. These items can include valuable objects, as well as
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
painting must succeed on a DC 17 Wisdom saving throw or suffer a random form of long-term madness, determined by rolling on the Long-Term Madness table in chapter 8 of the Dungeon Master’s Guide. On a failed save, a creature can be affected by the painting again, but not until its current madness ends.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
painting must succeed on a DC 17 Wisdom saving throw or suffer a random form of long-term madness, determined by rolling on the Long-Term Madness table in chapter 8 of the Dungeon Master’s Guide. On a failed save, a creature can be affected by the painting again, but not until its current madness ends.