Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'consulting regarding grasp to have rules'.
Other Suggestions:
consuming regarding group to have rules
consulting regaining glass to have rolls
consuming regarding glass to have rules
consuming regarding grace to have rules
consuming regarding grant to have rules
Orcus
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
chapter 7, "Treasure” of the Dungeon Master’s Guide.Orcus’s Lair
Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules
disappear or until Orcus releases their grasp (no action required).
Regional Effects
The region containing Orcus’s lair is warped by the Orcus’s magic, creating one or more of the following
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Dungeon Master’s Guide.Orcus’s Lair
Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules. Surrounded by a moat fed by the
kill. Orcus needn’t see the creature, but he must be aware that the individual is in the lair.
Grasp of the Dead. Orcus causes skeletal arms to rise from an area on the ground in a 20-foot square
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
presented here, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase one of those scores by 2 and increase a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
fine. But if there’s no money changing hands, how do you measure the value of the work? The Silver Sliver exemplifies what goes wrong when good people fail to grasp the complexities of the world. They
Silver Sliver on multiple occasions that I’m available for consulting on things like this. No response, though. The organization is said to be headed up by someone named Glimmr Violente: a woman
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
fine. But if there’s no money changing hands, how do you measure the value of the work? The Silver Sliver exemplifies what goes wrong when good people fail to grasp the complexities of the world. They
Silver Sliver on multiple occasions that I’m available for consulting on things like this. No response, though. The organization is said to be headed up by someone named Glimmr Violente: a woman
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->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->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->Mordenkainen's Tome of Foes
The Balance The demons and the devils both foresee their own versions of the future of the multiverse — a cosmos in which one side or the other triumphs in the Blood War and rules for the rest of
the Balance and its implications requires a grasp of events on a cosmic level, very few people or entities fully embrace the idea. Those few, however, make up a formidable force that can mix martial and
Compendium
- Sources->Dungeons & Dragons->Monster Manual
hearts. Those who escape a mummy’s grasp might find themselves subject to a terrible curse. Victims of a mummy’s curse gradually wither, their bodies rotting away until they’re reduced to dust. This
curse can be healed only by the Remove Curse spell or similar magic. Rule 7: Before opening a sarcophagus, light a torch.
—X the Mystic’s
Rules of Dungeon Survival
Compendium
- Sources->Dungeons & Dragons->Monster Manual
hearts. Those who escape a mummy’s grasp might find themselves subject to a terrible curse. Victims of a mummy’s curse gradually wither, their bodies rotting away until they’re reduced to dust. This
curse can be healed only by the Remove Curse spell or similar magic. Rule 7: Before opening a sarcophagus, light a torch.
—X the Mystic’s
Rules of Dungeon Survival
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
The Balance The demons and the devils both foresee their own versions of the future of the multiverse — a cosmos in which one side or the other triumphs in the Blood War and rules for the rest of
the Balance and its implications requires a grasp of events on a cosmic level, very few people or entities fully embrace the idea. Those few, however, make up a formidable force that can mix martial and
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
“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->Basic Rules (2014)
Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class. Spells Known and
(rounded down) in the paladin and ranger classes. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table. If you have more than one spellcasting class, this table might
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class. Spells Known and
(rounded down) in the paladin and ranger classes. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table. If you have more than one spellcasting class, this table might
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Waterdeep can undertake research to study its mysterious runes, which can lead to information regarding That-Which-Endures (see the sidebar in the “New Race: Verdan” section in chapter 3.) Gorkoh the
goblin might assist with this task if the characters keep him around, as a kind of warm-up for the rules for letting NPCs run franchise tasks (which the characters will gain access to at the end of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Waterdeep can undertake research to study its mysterious runes, which can lead to information regarding That-Which-Endures (see the sidebar in the “New Race: Verdan” section in chapter 3.) Gorkoh the
goblin might assist with this task if the characters keep him around, as a kind of warm-up for the rules for letting NPCs run franchise tasks (which the characters will gain access to at the end of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Orcus’s Lair Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules. Surrounded by a moat fed by the River Styx, Naratyr is an eerily quiet
appear must succeed on a DC 23 Strength saving throw or be restrained until the arms disappear or until Orcus releases their grasp (no action required). Regional Effects The region containing Orcus’s
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
rarity of each one. The table also indicates whether an item requires attunement. All the items use the magic items rules in the Dungeon Master’s Guide. Magic Items Rarity Item Attunement Common
Grimoire Yes Uncommon+ Barrier Tattoo Yes Uncommon+ Bloodwell Vial Yes Uncommon Coiling Grasp Tattoo Yes Uncommon Eldritch Claw Tattoo Yes Uncommon Feywild Shard Yes Uncommon Guardian Emblem Yes Uncommon
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
her turn after a number of rounds equal to the character’s Constitution modifier unless the character breaks free from the otyugh’s grasp before then. See the suffocation rules in the Player’s Handbook.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
rarity of each one. The table also indicates whether an item requires attunement. All the items use the magic items rules in the Dungeon Master’s Guide. Magic Items Rarity Item Attunement Common
Grimoire Yes Uncommon+ Barrier Tattoo Yes Uncommon+ Bloodwell Vial Yes Uncommon Coiling Grasp Tattoo Yes Uncommon Eldritch Claw Tattoo Yes Uncommon Feywild Shard Yes Uncommon Guardian Emblem Yes Uncommon
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Orcus’s Lair Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules. Surrounded by a moat fed by the River Styx, Naratyr is an eerily quiet
appear must succeed on a DC 23 Strength saving throw or be restrained until the arms disappear or until Orcus releases their grasp (no action required). Regional Effects The region containing Orcus’s
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
her turn after a number of rounds equal to the character’s Constitution modifier unless the character breaks free from the otyugh’s grasp before then. See the suffocation rules in the Player’s Handbook.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
downtime activities and undertake some of the franchise tasks that operate alongside the downtime rules. All the activities mentioned in this section are introduced or talked about in the “Franchise Tasks
information regarding the attack on the manor, Talanatha used the timepiece of travel to teleport away, but no one knows where she went. Many of the locals had interactions with Talanatha in the three months
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
human garbed in a garish red-and-green uniform, welcomes characters who seek to participate in the Aroon Family Pepper Challenge. The assistant outlines the rules: Participants sit at a table with a
prior to the competition. If the characters agree to the rules, the assistant asks them to wait a few moments for the next event to begin. If four or more characters choose to participate, they are the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
downtime activities and undertake some of the franchise tasks that operate alongside the downtime rules. All the activities mentioned in this section are introduced or talked about in the “Franchise Tasks
information regarding the attack on the manor, Talanatha used the timepiece of travel to teleport away, but no one knows where she went. Many of the locals had interactions with Talanatha in the three months
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
human garbed in a garish red-and-green uniform, welcomes characters who seek to participate in the Aroon Family Pepper Challenge. The assistant outlines the rules: Participants sit at a table with a
prior to the competition. If the characters agree to the rules, the assistant asks them to wait a few moments for the next event to begin. If four or more characters choose to participate, they are the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class. Spells Known and
your fighter or rogue levels (rounded down) if you have the Eldritch Knight or the Arcane Trickster feature. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class. Spells Known and
your fighter or rogue levels (rounded down) if you have the Eldritch Knight or the Arcane Trickster feature. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
vessel’s exploits, rumors abound regarding the wondrous vehicle. Is it powered by a bound efreeti, as some have said? Does the hold contain clones of every high-ranking member of Acquisitions
power and detonate with formidable explosive force wherever they hit. VEHICLE RULES
Battle balloons and mechanical beholders are vehicles, and as such, they have special rules associated with them
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and consulting the following table: d20 Teleport Destination 1–8 The teleport trap in area 6 9–16 The teleport trap in area 8 17–20 The teleport trap in area 26 Since they can’t avoid the trap, the
to Level 17. The arch is one of Halaster’s magical gates (see “Gates”). This gate’s rules are as follows: The gate opens for 1 minute if a creature touches the arch with a six-fingered gauntlet (one
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and consulting the following table: d20 Teleport Destination 1–8 The teleport trap in area 6 9–16 The teleport trap in area 8 17–20 The teleport trap in area 26 Since they can’t avoid the trap, the
to Level 17. The arch is one of Halaster’s magical gates (see “Gates”). This gate’s rules are as follows: The gate opens for 1 minute if a creature touches the arch with a six-fingered gauntlet (one
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
vessel’s exploits, rumors abound regarding the wondrous vehicle. Is it powered by a bound efreeti, as some have said? Does the hold contain clones of every high-ranking member of Acquisitions
power and detonate with formidable explosive force wherever they hit. VEHICLE RULES
Battle balloons and mechanical beholders are vehicles, and as such, they have special rules associated with them