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Returning 35 results for 'contract rolling glowing to have requires'.
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Magic Items
Dungeon Master’s Guide
picks a suitable titan or determines it randomly by rolling on the table below (see the Monster Manual for the creature’s stat block).
The titan is Hostile toward all other creatures and
Animal Lord
16-30
Blob of Annihilation
31-45
Colossus
46-60
Elemental Cataclysm
61-75
Empyrean (Celestial);Empyrean
76-90
Kraken (a kraken requires
Magic Items
Dungeon Master’s Guide
This candle’s magic is activated when the candle is lit, which requires a Magic action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time
cast Gate with it. Doing so destroys the candle. The portal created by the spell links to a particular Outer Plane chosen by the DM or determined by rolling on the following table.
1d100
Outer
Magic Items
The Book of Many Things
Glowing cinders orbit the flanged head of this black iron rod.
This rod can be used as an arcane focus. While holding this rod, you gain the following benefits:
Hellish Resistance. You have
the spell again until the next dawn.
Surge of Brimstone. Whenever you cast a spell that deals fire or necrotic damage, you can use the rod to deal the maximum damage instead of rolling. Once this property is used, it can’t be used again until the next dawn.
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
10 feet. If an effect requires a target and no eligible target is within range, nothing happens. Spells cast by the dodecahedron require no components. Roll a d12 and consult the following
Ring of Shooting Stars
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the
4
2d4
3
2d6
2
5d4
1
4d12
Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the
races
Mordenkainen Presents: Monsters of the Multiverse
range from deep charcoal to shades of red and orange. Some bear skin tones common to humanity but with fiery marks, such as slowly swirling lights under their skin that resemble embers or glowing red
to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
summons a lemure with the deal printed in glowing runes on its lumpy flesh. To enter the contract, the devil and character making the deal and must kiss the lemure. When that happens, the lemure is
swell of lava oozes from a crack in the ground and quickly cools into rock. The deal appears as glowing script on the hardening lava. To enter the contract, the devil and the character making the deal
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
summons a lemure with the deal printed in glowing runes on its lumpy flesh. To enter the contract, the devil and character making the deal and must kiss the lemure. When that happens, the lemure is
swell of lava oozes from a crack in the ground and quickly cools into rock. The deal appears as glowing script on the hardening lava. To enter the contract, the devil and the character making the deal
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
character’s check result is higher than the devil’s, the character sees through the devil’s deception. Devils like to slip extra clauses into the fine print of a contract. When this happens, a character who can
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
character’s check result is higher than the devil’s, the character sees through the devil’s deception. Devils like to slip extra clauses into the fine print of a contract. When this happens, a character who can
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Amulet of the Planes Wondrous Item, Very Rare (Requires Attunement) While wearing this amulet, you can take a Magic action to name a location that you are familiar with on another plane of existence
determined by rolling 1d100 and consulting the following table. 1d100 Destination 01–60 Random location on the plane you named 61–70 Random location on an Inner Plane determined by rolling 1d6: on a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Amulet of the Planes Wondrous Item, Very Rare (Requires Attunement) While wearing this amulet, you can take a Magic action to name a location that you are familiar with on another plane of existence
determined by rolling 1d100 and consulting the following table. 1d100 Destination 01–60 Random location on the plane you named 61–70 Random location on an Inner Plane determined by rolling 1d6: on a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Armor of Resistance Armor (Any Light, Medium, or Heavy), Rare (Requires Attunement) You have Resistance to one type of damage while you wear this armor. The DM chooses the type or determines it
randomly by rolling on the following table. 1d10 Damage Type 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Necrotic 7 Poison 8 Psychic 9 Radiant 10 Thunder
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Armor of Resistance Armor (Any Light, Medium, or Heavy), Rare (Requires Attunement) You have Resistance to one type of damage while you wear this armor. The DM chooses the type or determines it
randomly by rolling on the following table. 1d10 Damage Type 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Necrotic 7 Poison 8 Psychic 9 Radiant 10 Thunder
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Saving Throw A saving throw—also called a save—represents an attempt to avoid or resist a threat. You normally make a saving throw only when a rule requires you to do so, but you can decide to fail
the save without rolling. The result of a save is detailed in the effect that allowed it. If a target is forced to make a save and lacks the ability score used by it, the target automatically fails. See also chapter 1 (“D20 Tests”).
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Saving Throw A saving throw—also called a save—represents an attempt to avoid or resist a threat. You normally make a saving throw only when a rule requires you to do so, but you can decide to fail
the save without rolling. The result of a save is detailed in the effect that allowed it. If a target is forced to make a save and lacks the ability score used by it, the target automatically fails. See also chapter 1 (“D20 Tests”).
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
their desired gift. A contract requires magical ink and paper worth 10 GP for each Transformation Stage you have acquired. You and the mortal must both sign the contract willingly, fully aware of the
: Defeating a greater rival Fiend and taking their place in the hierarchy. Ensnaring a particularly powerful or influential soul with a contract. Establishing a cult of worshipers who offer their
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Armor of Gleaming Armor (Any Light, Medium, or Heavy), Common This armor never gets dirty. Armor of Invulnerability Armor (Plate Armor), Legendary (Requires Attunement)
You have Resistance to
until you are no longer wearing the armor. Once this property is used, it can’t be used again until the next dawn.
Armor of Resistance Armor (Any Light, Medium, or Heavy), Rare (Requires Attunement
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Armor of Gleaming Armor (Any Light, Medium, or Heavy), Common This armor never gets dirty. Armor of Invulnerability Armor (Plate Armor), Legendary (Requires Attunement)
You have Resistance to
until you are no longer wearing the armor. Once this property is used, it can’t be used again until the next dawn.
Armor of Resistance Armor (Any Light, Medium, or Heavy), Rare (Requires Attunement
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Saving Throw A saving throw—also called a save—represents an attempt to avoid or resist a threat. You normally make a saving throw only when a rule requires you to do so, but you can decide to fail
the save without rolling. The result of a save is detailed in the effect that allowed it. If a target is forced to make a save and lacks the ability score used by it, the target automatically fails. See also “Playing the Game” (“D20 Tests”).
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Special Terms of the Pact A pact can range from a loose agreement to a formal contract with lengthy, detailed clauses and lists of requirements. The terms of a pact — what a warlock must do to
the other requirements of their pacts. Does your character have a pact that requires you to change your behavior in an unusual or seemingly frivolous way? Even if your patron hasn’t imposed such a duty
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Saving Throw A saving throw—also called a save—represents an attempt to avoid or resist a threat. You normally make a saving throw only when a rule requires you to do so, but you can decide to fail
the save without rolling. The result of a save is detailed in the effect that allowed it. If a target is forced to make a save and lacks the ability score used by it, the target automatically fails. See also “Playing the Game” (“D20 Tests”).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
contract with the archdevil, trading the souls of their children for power, good health, and long life. The soul of Osvaldo, their eldest son, was taken immediately, and he was transformed into a chain
devil. The souls of the younger twins, Terenzio and Elzerina, will be taken when they turn nine years old. A provision in the contract allows the Cassalanters to buy their way out of it, but doing so
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
contract with the archdevil, trading the souls of their children for power, good health, and long life. The soul of Osvaldo, their eldest son, was taken immediately, and he was transformed into a chain
devil. The souls of the younger twins, Terenzio and Elzerina, will be taken when they turn nine years old. A provision in the contract allows the Cassalanters to buy their way out of it, but doing so
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
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
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
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
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
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
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Special Terms of the Pact A pact can range from a loose agreement to a formal contract with lengthy, detailed clauses and lists of requirements. The terms of a pact — what a warlock must do to
the other requirements of their pacts. Does your character have a pact that requires you to change your behavior in an unusual or seemingly frivolous way? Even if your patron hasn’t imposed such a duty
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Topaz Annihilator Weapon (Firearm), Legendary (Requires Attunement) This magic ranged weapon resembles a musket, but in lieu of any ammunition, it holds a glowing yellow scale from a topaz dragon in
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
mortals as you can convince to sign a contract.
Guilherme Castro
Reversing Fiend Traits
Transforming into a Fiend usually requires deeds of great evil. You may have performed blood
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Topaz Annihilator Weapon (Firearm), Legendary (Requires Attunement) This magic ranged weapon resembles a musket, but in lieu of any ammunition, it holds a glowing yellow scale from a topaz dragon in
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
like the teeth of some great maw.
Light. Gracklstugh’s glowing forges and smithies operate continuously. Most of the city is dimly lit by a hellish red glow, with patches of darkness here and there
. Despite vents dug into the walls and ceiling of the city’s great cavern, fumes from smelters and forges linger at ground level (as does the gas tapped in Laduguer’s Furrow). Visitors might contract the illness known as grackle-lung (see the Grackle-lung sidebar).
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
players say otherwise, assume that the characters explore at a cautious rate of 200 feet every 5 minutes. Searching an unnumbered location takes 30 minutes and requires a check for random encounters
(determined by rolling a d20 and consulting the Ythryn Lore table below)
Once a haven for wizards, Ythryn is now a tomb filled with ancient secrets
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
players say otherwise, assume that the characters explore at a cautious rate of 200 feet every 5 minutes. Searching an unnumbered location takes 30 minutes and requires a check for random encounters
(determined by rolling a d20 and consulting the Ythryn Lore table below)
Once a haven for wizards, Ythryn is now a tomb filled with ancient secrets
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
can see within 1 mile of yourself. The DM picks a suitable titan or determines it randomly by rolling on the table below (see the Monster Manual for the creature’s stat block). The titan is Hostile
. 1d100 Titan 01–15 Animal Lord 16–30 Blob of Annihilation 31–45 Colossus 46–60 Elemental Cataclysm 61–75 Empyrean 76–90 Kraken (a kraken requires a body of water large enough to contain it, or the summoning fails and the scroll is wasted) 91–00 Tarrasque
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
can see within 1 mile of yourself. The DM picks a suitable titan or determines it randomly by rolling on the table below (see the Monster Manual for the creature’s stat block). The titan is Hostile
. 1d100 Titan 01–15 Animal Lord 16–30 Blob of Annihilation 31–45 Colossus 46–60 Elemental Cataclysm 61–75 Empyrean 76–90 Kraken (a kraken requires a body of water large enough to contain it, or the summoning fails and the scroll is wasted) 91–00 Tarrasque