Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'deck must across'.
Other Suggestions:
dark must across
Spells
Player’s Handbook
This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can
still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration.
An affected target must take a Bonus Action to pass from the liquid&rsquo
Magic Items
Dungeon Master’s Guide
;Woe.” The board comes with a heartshaped, wooden planchette. This planchette must be resting on the lettered side of the board for the board’s magic to function.
This board has 3 charges
and regains 1 expended charge daily at dawn. While touching the planchette, you can take 1 minute to cast one of the spells on the table below. The table indicates how many charges you must expend to
Magic Items
Dungeon Master’s Guide
column of the Deck of Many Things table when randomly determining cards drawn from the deck.
Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any
cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If
Spells
Player’s Handbook
the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next
turn. Webs layered over a flat surface have a depth of 5 feet.
The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the
Spells
Player’s Handbook
You beseech an otherworldly entity for aid. The being must be known to you: a god, a demon prince, or some other being of cosmic power. That entity sends a Celestial, an Elemental, or a Fiend loyal
exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during
Magic Items
Dungeon Master’s Guide
. The token disappears, and a 50-foot-long, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can take a Magic
action while on the boat to command it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the boat as a Magic action.
Tree (Uncommon). You must be
Spells
Player’s Handbook
, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water. You part water in the area and create a trench. The trench extends across the spell’s area, and the
chose until the spell ends or you choose a different effect.
Whirlpool. You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool
Magic Items
Dungeon Master’s Guide
Archlich;Vecna authored the Book of Vile Darkness. He recorded in its pages every horrid idea, every corrupt thought, and every example of foul magic he came across or devised.
Other practitioners of
book must spend 80 hours reading and studying it to digest its contents and use its Adjusted Ability Scores, Tireless Form, Spells, Vile Lore, and Vile Speech properties.
The Book of Vile Darkness
Magic Items
The Book of Many Things
This deck of heavy vellum cards hums with the magic of the Elemental Chaos.
The magic of the deck functions only if cards are drawn at random (a deck of real-world playing cards can simulate the
deck). As an action, you can draw a random card from this deck and throw it to make a ranged spell attack, using Dexterity for the attack roll. The card has a range of 30 feet. On a hit, it deals 1d4
Monsters
The Book of Many Things
Card Sense. The riffler can smell the presence of magical cards, including Deck of Many Things;Decks of Many Things and other magical decks, within 1 mile of itself. It knows the direction to any
spectral cards in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 27 (5d10);{"diceNotation":"5d10", "rollType":"damage", "rollAction
Monsters
Spelljammer: Adventures in Space
of spelljamming ships and attack crew members on deck.
Cooked night scavver meat is a popular offering in taverns across Wildspace.
Scavvers
Scavvers are shark-like scavengers that fly through
Magic Items
The Book of Many Things
. Unless a card states otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card you declared no more than 1 hour after the previous draw. If you fail to draw
Created in the image of the Deck of Many Things, this deck of ivory or vellum cards bestows an assortment of minor benefits and penalties on those who draw from it. Most (75 percent) of these decks
Monsters
The Book of Many Things
herself. The target must make a DC 19 Dexterity saving throw, taking 40 (9d8);{"diceNotation":"9d8", "rollType":"damage", "rollAction":"Bursting Benediction", "rollDamageType":"force"} force damage on
the first Deck of Many Things. She doesn’t know why this is but surmises her life is tied to that deck; so long as it continues to exist, so will she. She has no way to prove this hypothesis
Magic Items
The Book of Many Things
This deck of cards is decorated with geometric shapes that have a protective motif. While you’re holding the deck, you can use an action to shuffle it and cause the cards to deal themselves out
and transform into a shelter made of cards. The shelter can be shaped however you desire, but it must fit in a 40-foot cube centered on a point within 30 feet of you. The shelter has one door and up
Monsters
The Book of Many Things
Bastion)Knights of the Solar Bastion are battle-hardened veterans who operate independently across the multiverse. When word reaches the organization that a Deck of Many Things has appeared, the nearest
"}. The knight unleashes a blaze of brilliant energy that fills a 30-foot-radius sphere centered on the knight. Each creature of the knight’s choice in that area must make a DC 15 Dexterity saving
Monsters
Spelljammer: Adventures in Space
Firearms Knowledge. The giff’s mastery of its weapons enables it to ignore the loading property of any firearm.
Steady as She Goes. On the deck of a ship, the giff has advantage on ability
":"Musket","rollDamageType":"piercing"} piercing damage.
Force Grenade. The giff throws a grenade up to 60 feet, and the grenade explodes in a 20-foot-radius sphere. Each creature in that area must make a
Magic Items
Tasha’s Cauldron of Everything
figure of Vistani legend, Luba’s Tarokka of Souls shaped the destiny of countless heroes. The prophecies of this deck of cards also revealed great evils and guided its creator into the path of
nefarious forces. Untold times the deck’s creator, Mother Luba, narrowly escaped doom, spared only by her keen insights. But even for her, not all wickedness could be escaped. In the most dire
Magic Items
The Book of Many Things
The illustrations on this deck of oracle cards move or change subtly when viewed indirectly. When you finish a long rest, you can spend 10 minutes consulting the cards for an omen of the coming day
reaction to discard the d20 roll; the creature must use the number you rolled in place of its roll.
Additionally, while holding the cards, you can cast Divination from them. Once this property is used, it can’t be used again until the next dawn.
Spells
Elemental Evil Player's Companion
Until the spell ends, bits of rock spread across your body, and you gain the following benefits:
You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks
.
You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone
Magic Items
The Book of Many Things
this description. Notably, cards from the Deck of Many More Things are more likely to be beneficial, though about a third of them are still dangerous.
Before you draw a card, you must declare how many
Over the centuries since the first Deck of Many Things was created, many have sought and failed to replicate it. But some have created new cards. These forty-four additional cards are known
Equipment
ground and move across a solid surface at a walking speed of 30 feet. The ship can’t float on water, however. A ballista is mounted on the top deck, and a mangonel is perched on the end of the tail
Spells
Elemental Evil Player's Companion
You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a
then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.
Monsters
The Book of Many Things
", "rollDamageType":"necrotic"} necrotic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or have the prone condition.When the Grim Harrow first found the faerie realm
hounds are especially useful when investigating possible sightings of a Deck of Many Things. If a harrow hound catches the scent of its prey, it never loses it, even if the hound and its fellow hunters
Monsters
The Book of Many Things
effects on itself or any magic items in its possession, the target must make a DC 15 Charisma saving throw. On a failed save, a random spell effect on the target ends. If the target has no spell effects
Underdark.
Many scholars agree there’s a link between talon beasts, the constellation of the Talons (see chapter 13), and the Talons card found in a Deck of Many Things, but it’s not
Backgrounds
The Book of Many Things
stumbled across a Deck of Many Things and drawn a card with a potent, positive effect. Or maybe you inherited a modest fortune from a distant relative you didn’t know you had.
Regardless, you
Magic Items
Waterdeep: Dungeon of the Mad Mage
This twelve-sided metal die is 12 inches across and bears the numbers 1 through 12 engraved on its pentagonal sides. The dodecahedron contains arcane clockwork mechanisms that whir and
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
Monsters
The Book of Many Things
damage, and the champion regains 10 hit points.
Hollow Void. The champion summons a hungering rift around a creature it can see within 120 feet of itself. The creature must make a DC 22 Constitution
creature must succeed on a DC 22 Strength saving throw or take 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Crush", "rollDamageType":"force"} force damage and have the prone condition
Monsters
Vecna: Eve of Ruin
blast of moonlight in a line 60 feet long and 5 feet wide. Each creature in that area must make a DC 14 Dexterity saving throw. Creatures that aren’t in their true form have disadvantage on the
mithral. They were originally created by a desperate mage on Krynn who drew the Moon card from a Deck of Many Things. The mage wished for a retinue of bodyguards ideally suited to fighting lycanthropes
Monsters
Icewind Dale: Rime of the Frostmaiden
":"piercing"} piercing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with werebear lycanthropy, as described in the Monster Manual.
Claw (Bear or
, Oyaminartok is not a monster but a force of good in the region, and she passes her curse only to goliaths whose hearts are pure.
Oyaminartok and others of her kind try to help creatures they come across, for
Monsters
The Book of Many Things
", "rollAction":"Enervating Claw", "rollDamageType":"necrotic"} necrotic damage, and if the target is Large or smaller, it has the grappled condition (escape DC 18). The target must succeed on a DC 18
target must make a DC 18 Charisma saving throw. On a failed save, the target takes 36 (8d8);{"diceNotation":"8d8", "rollType":"damage", "rollAction":"Drink Breath", "rollDamageType":"necrotic
Monsters
The Book of Many Things
turn or starts its turn there must make a DC 17 Wisdom saving throw. On a failed save, a creature takes 27 (6d8);{"diceNotation":"6d8", "rollType":"damage", "rollAction":"All-Consuming Star
one world, one for each card in a Deck of Many Things. As a group, hierophants are sometimes called Sages, but each hierophant is also identified with a particular card. When a hierophant dies, the
Monsters
Curse of Strahd
that she can see within 30 feet of her. The target must succeed on a DC 14 Wisdom saving throw or be cursed. While cursed, the target has vulnerability to one type of damage of Ezmerelda’s choice
herself.
Tarokka Deck. Ezmerelda keeps a deck of tarokka cards in her wagon (chapter 11, area V1). Although the cards aren’t magical, Ezmerelda can use them to perform a card reading for the
Equipment
envelope becoming fouled during a long voyage.
This ship’s main distinctive feature is the fully grown treant on the aft deck. The treant has a speed of 0 because its roots are woven into the
deck; it and the ship are inseparable. If the ship is reduced to 0 hit points, the treant dies of shock. The ship can function if its treant dies, but the treant can never be replaced with another
Monsters
Bigby Presents: Glory of the Giants
in a 20-foot-radius sphere centered on a point the hellion can see within 120 feet of itself. The sphere spreads around corners. Each creature in that area must make a DC 17 Dexterity saving throw. A
", "rollAction":"Infernal Orb", "rollDamageType":"necrotic"} necrotic damage on a failed save, or half as much damage on a successful one.Fire giants study war in its many forms across the multiverse, which
Spells
Elemental Evil Player's Companion
Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends
there takes 1d10 fire damage.
You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a