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Returning 35 results for 'crafting washed rolls'.
Other Suggestions:
crafting wasted rolls
casting warded rolls
crafting warped rolls
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Duergar Resilience. The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.
Phalanx Formation. The duergar has advantage on attack rolls and
Dexterity saving throws while standing within 5 feet of an ally wielding a shield.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom
Monsters
Mordenkainen Presents: Monsters of the Multiverse
on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Web Sense. While in contact with a web, the chitine knows the exact location of any other creature in contact with the
floors, walls, structures, objects, and traps that benefit the colony. A warrior might be responsible for crafting web armor (which is as tough as hide or leather), while a group of workers might be
Monsters
Mordenkainen Presents: Monsters of the Multiverse
has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on
, or crafting bold new works. The bonds of friendship and kinship are strong, though navigating the inevitable outbursts of frustration and despair is not always easy. Similarly, duergar tend to be very
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The duergar makes two Iron Fist
crafting bold new works. The bonds of friendship and kinship are strong, though navigating the inevitable outbursts of frustration and despair is not always easy. Similarly, duergar tend to be very
Monsters
Mordenkainen Presents: Monsters of the Multiverse
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Soulblade. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Soulblade"} to hit
manifests as mirth. They bring an emotional intensity to their lives, whether they’re exploring neighboring tunnels, defending their homes, engaging with their families, or crafting bold new works
Monsters
Mordenkainen Presents: Monsters of the Multiverse
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Fire Lance. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Fire Lance"} to hit
emotional intensity to their lives, whether they’re exploring neighboring tunnels, defending their homes, engaging with their families, or crafting bold new works. The bonds of friendship and kinship
Monsters
Mordenkainen Presents: Monsters of the Multiverse
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The duergar makes two Mind-Poison Dagger attacks. It can replace one attack with a use of Mind Mastery
exploring neighboring tunnels, defending their homes, engaging with their families, or crafting bold new works. The bonds of friendship and kinship are strong, though navigating the inevitable outbursts
Monsters
Mordenkainen Presents: Monsters of the Multiverse
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The duergar makes three Psychic-Attuned Hammer or Javelin attacks and uses Call to Attack.
Psychic-Attuned
passion rarely manifests as mirth. They bring an emotional intensity to their lives, whether they’re exploring neighboring tunnels, defending their homes, engaging with their families, or crafting
magic-items
made from the bones of undead creatures washed in acidic monster bile.
While attuned to this magic crest you increase the Emanation of your Aura of Protection by 10 feet.
Crafting. Creating a Crest of
monsters
Sunlight Sensitivity. While in sunlight, the morlock has Disadvantage on ability checks and attack rolls.
Swarming Stance. The morlock can occupy the same space as another willing creature
with this trait. While they share a creature’s space in this way, the morlock makes melee attack rolls with Advantage. Bite. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit
monsters
;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Hexed Slam"} from its attack rolls and saving throws.
Swamp Grasp (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Swamp Grasp
carrying out their final orders. The hexed seals, fashioned from carved trinkets and masks, that trap the spirit in its form impart their curse on the creature’s enemies.
Secret. The jinxcraft seals can be washed away with alcohol, hindering and even destroying the bayou beast.PoisonFire
magic-items
This ring, composed of living lightning, is forged from elemental dust compressed into a gem around the lens eye of a construct, washed in the acidic glands of a monster before being set into an
start of your next turn.
Crafting. Creating an Electric Charge Ring requires a Rare Workshop and the following Rare Components:
[Animus] Animus from an Elemental
[Dust] Elemental Dust
[Organ] Eye from a Construct
[Organ] Glands
magic-items
These bracers are crafted with fine leathers decorated with magical scales, washed in elemental fluids, elemental dust, and contaminated ichor. The animus used must be from a creature that deals
Lightning damage to the target. A target which takes this damage has the Shocked condition until the start of your next turn.
Crafting. Creating Bracers of Arc Lightning requires a Rare Workshop and the
magic-items
These light gauntlets are made from cloth woven from the hair of a fiend and reinforced with the scales of a dragon. The gauntlets are washed with an alchemical formula made from elemental fluid and
expend 2 charges from the gauntlets to cast the Shield spell.
You can expend 10 charges from the gauntlets to cast Destructive Wave or Wall of Force, using your monk's focus saving throw DC.
Crafting
magic-items
Attack rolls made using this magic weapon can score a Critical Hit on a roll of 19 or 20 on the d20.
Crafting. Creating a Champion's Weapon requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Bones
[Fluid] Sap
[Hide] Plates
magic-items
Attack rolls made using this magic flail can score a Critical Hit on a roll of 19 or 20 on the d20.
Crafting. Creating a Champion's Flail requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Bones
[Fluid] Sap
[Hide] Plates
magic-items
Attack rolls made using this magic pistol can score a Critical Hit on a roll of 19 or 20 on the d20.
Crafting. Creating a Champion’s Pistol requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Bones
[Fluid] Sap
[Hide] Plates
magic-items
Attack rolls made using this magic spear can score a Critical Hit on a roll of 19 or 20 on the d20.
Crafting. Creating a Champion's Spear requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Bones
[Fluid] Sap
[Hide] Plates
magic-items
Attack rolls made using this magic trident can score a Critical Hit on a roll of 19 or 20 on the d20.
Crafting. Creating a Champion’s Trident requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Bones
[Fluid] Sap
[Hide] Plates
magic-items
Attack rolls made using this magic dart can score a Critical Hit on a roll of 19 or 20 on the d20.
Crafting. Creating a Champion's Dart requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Bones
[Fluid] Sap
[Hide] Plates
magic-items
Attack rolls made using this magic javelin can score a Critical Hit on a roll of 19 or 20 on the d20.
Crafting. Creating a Champion's Javelin requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Bones
[Fluid] Sap
[Hide] Plates
magic-items
Attack rolls made using this magic longsword can score a Critical Hit on a roll of 19 or 20 on the d20.
Crafting. Creating a Champion’s Longsword requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Bones
[Fluid] Sap
[Hide] Plates
magic-items
Attack rolls made using this magic club can score a Critical Hit on a roll of 19 or 20 on the d20.
Crafting. Creating a Champion's Club requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Bones
[Fluid] Sap
[Hide] Plates
magic-items
Attack rolls made using this magic heavy crossbow can score a Critical Hit on a roll of 19 or 20 on the d20.
Crafting. Creating a Champion’s Heavy Crossbow requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Bones
[Fluid] Sap
[Hide] Plates
magic-items
Attack rolls made using this magic light crossbow can score a Critical Hit on a roll of 19 or 20 on the d20.
Crafting. Creating a Champion's Light Crossbow requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Bones
[Fluid] Sap
[Hide] Plates
magic-items
Attack rolls made using this magic maul can score a Critical Hit on a roll of 19 or 20 on the d20.
Crafting. Creating a Champion’s Maul requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Bones
[Fluid] Sap
[Hide] Plates
magic-items
Attack rolls made using this magic pike can score a Critical Hit on a roll of 19 or 20 on the d20.
Crafting. Creating a Champion’s Pike requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Bones
[Fluid] Sap
[Hide] Plates
magic-items
Attack rolls made using this magic quarterstaff can score a Critical Hit on a roll of 19 or 20 on the d20.
Crafting. Creating a Champion's Quarterstaff requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Bones
[Fluid] Sap
[Hide] Plates
magic-items
Attack rolls made using this magic shortsword can score a Critical Hit on a roll of 19 or 20 on the d20.
Crafting. Creating a Champion’s Shortsword requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Bones
[Fluid] Sap
[Hide] Plates
magic-items
Attack rolls made using this magic war pick can score a Critical Hit on a roll of 19 or 20 on the d20.
Crafting. Creating a Champion’s War Pick requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Bones
[Fluid] Sap
[Hide] Plates
magic-items
When you roll damage for a spell of level 1 or higher, you can expend this scroll to re-roll a number of the damage dice up to the level of the spell cast. You must use the new rolls.
Crafting
magic-items
This warhammer is made from giant bones and forged in undead dust. The bones are then stained with monster blood.
You gain a +1 bonus to attack and damage rolls with this magic warhammer.
When you
score a Critical Hit with this warhammer, the target is Dazed until the start of your next turn.
Crafting. Creating a Dazing Warhammer requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Skull from a Giant
[Dust] Undead Dust
[Fluid] Monster Blood
magic-items
Attack rolls made using this magic dagger can score a Critical Hit on a roll of 19 or 20 on the d20.
Crafting. Creating a Champion's Dagger requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Bones
[Fluid] Sap
[Hide] Plates
magic-items
Attack rolls made using this magic greataxe can score a Critical Hit on a roll of 19 or 20 on the d20.
Crafting. Creating a Champion’s Greataxe requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Bones
[Fluid] Sap
[Hide] Plates
magic-items
Attack rolls made using this magic hand crossbow can score a Critical Hit on a roll of 19 or 20 on the d20.
Crafting. Creating a Champion’s Hand Crossbow requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Bones
[Fluid] Sap
[Hide] Plates