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Returning 35 results for 'make score with only are fine for land'.
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Equipment
Ability: Dexterity Utilize: Mend a tear in clothing (DC 10), or sew a Tiny design (DC 10) Craft: Padded;Padded Armor, Basket, Bedroll, Blanket, Fine Clothes, Net, Robe, Rope, Sack, String, Tent
, Traveler's Clothes
If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that’s used with that check, you have Advantage on the check too.
Magic Items
Dungeon Master’s Guide
This wooden broom functions like a mundane broom until you stand astride it and take a Magic action to make it hover beneath you, at which time it can be ridden in the air. It has a Fly Speed of 50
feet. It can carry up to 400 pounds, but its Fly Speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land or when you’re no longer riding it.
As a Magic
Magic Items
Dungeon Master’s Guide
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can take a Magic action to unfold a Portable Hole and
next to nothing.
If the hole is folded up, a creature within the hole’s extradimensional space can take an action to make a DC 10 Strength (Athletics) check. On a successful check, the creature
Equipment
The double-bladed scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long, curving blade on either end. Forged with techniques honed over centuries, these blades are
to prove they’re worthy to wield it.
Special. If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
The weapon has 5 charges. You can expend 1 charge and make a ranged attack with the weapon, hurling it as if it had
on a DC 17 Constitution saving throw or die.
Might of Giants. The Strength score bestowed by your Belt of Giant Strength or Gauntlets of Ogre Power increases by 4, to a maximum of 30.
Magic Items
Dungeon Master’s Guide
While you are attuned to this magic weapon, your Strength is 20 unless your Strength is already equal to or greater than that score. The weapon deals an extra 1d8 Thunder damage to any creature it
opens must make a DC 20 Dexterity saving throw, falling into the fissure on a failed save or moving with the fissure’s edge on a successful one. Any structure on a spot where the fissure opens collapses into the fissure. Once you use this property, it can’t be used again until the next dawn.
Magic Items
Dungeon Master’s Guide
by any means while your soul remains imprisoned.
Adjusted Ability Scores. One ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to
cast that spell again from it until the next dawn.
Vile Lore. You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil, such as
Magic Items
Dungeon Master’s Guide
one of your ability scores by 2. You can’t decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no
a minimum score of 1). You can draw one additional card beyond your declared draws.
Rogue. An NPC of the DM’s choice becomes Hostile toward you. You don’t know the identity of this NPC
Monsters
Spelljammer: Adventures in Space
also make fine trackers and capable beasts of burden. Space swine that are trained for battle are typically outfitted with half-plate barding and are referred to as death squealers.
A fully grown
Monsters
Mythic Odysseys of Theros
":"cold"} cold damage.Triton masters of waves sculpt storms and change the tides, bending the sea to their will. Drawing forth living currents and the icy cold of the deep, these mages make the ocean their
ally, using it to defend their people or enact Thassa’s wishes. While dire threats from the land might bring them to coastal shallows, most masters of waves keep to the ocean’s depths
Monsters
Spelljammer: Adventures in Space
","rollAction":"Malfunction"} to determine if it suffers a malfunction:
1–10: “All Fine Here!” No malfunction occurs.
11–12: “My Mind Is Going. I Can Feel It.” The autognome
is incapacitated for 1 minute.
13–14: “You’ve Disarmed Me!” One of the autognome’s arms falls off, reducing the number of Shock attacks it can make by 1 until a creature
Monsters
Acquisitions Incorporated
clockwork dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 11 Dexterity saving throw, taking 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Fire
dragons. Plated in brass, bronze, copper, or faux gold and silver, they are often taken for fine draconic statues at first glance. A clockwork dragon makes a formidable guardian or defender, with its
Magic Items
Candlekeep Mysteries
Your Constitution score is 20 while you wear these gloves. This property of the gloves has no effect on you if your Constitution is already 20 or higher.
After making a successful unarmed strike
regaining hit points in this way, you can choose to gain advantage on one attack roll, ability check, or saving throw you make before the end of your next turn.
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
, hoping to learn tactics the devils have fine-tuned over millennia and to acquire magical gifts to help the giant rise in the ordning.
Over time, the giant is corrupted, becoming a Fiend in its own right
Monsters
Strixhaven: A Curriculum of Chaos
foes.
These teachers stress attention to fine details, drilling their students on the most minuscule points. The perfect foundation ultimately leads to a flawless work of art, and the professors of
perfection produce sculptural and architectural marvels.
Prismari Scholars
The scholars of Prismari College believe that art is the truest form of spellcraft. They use magic to make splendid art
Monsters
Mythic Odysseys of Theros
Evasion. If the leonin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half
the leonin prides.
Prides of leonin roam the plains of Oreskos, protecting the land and its creatures from interlopers, both mortal and immortal. As many leonin suffered at the hands of archon tyrants
Monsters
Tyranny of Dragons
Action Surge (Recharges when Langdedrosa Finishes a Short or Long Rest). On his turn, Langdedrosa can take one additional action.
Improved Critical. Langdedrosa’s weapon attacks score a
breathes lightning in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 13 Dexterity saving throw, taking 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollAction
Monsters
Storm King's Thunder
missile, suggestion
Roleplaying Information
Goldenfields’ crops are vital to Waterdeep’s survival, which is why the Watchful Order of Magists and Protectors sent Naxene to make sure the
magic.”
Bond: “I have great respect for Lady Laeral Silverhand of Waterdeep. She and the Lords’ Alliance are going to bring some much-needed order to this lawless land.”
Flaw: “I’m too smart to be wrong about anything.”
Monsters
Mythic Odysseys of Theros
Rebuke (2nd-Level Spell; 1/Day). When the oread is damaged by a creature within 60 feet of the oread that it can see, the creature that damaged the oread must make a DC 14 Dexterity saving throw, taking 16
they can to maximize the impending devastation.
Honor Among Fey. Hearkening back to some ages-old conflict, oreads refuse to knowingly destroy any land inhabited by another nymph. While they won't work
Magic Items
Candlekeep Mysteries
completing this study, you must make a DC 25 Intelligence (Arcana) check. If this check fails, you take 16d10 psychic damage, and you can attempt the check again after another 30 days of concentrated
study.
When you succeed on the check, you gain the following benefits:
Your Intelligence score increases by 2, to a maximum of 22. Once you gain this benefit, you can’t use this scroll to
Monsters
Mythic Odysseys of Theros
Gatekeeper's Aura. Any creature that starts its turn within 10 feet of the phylaskia must make a DC 15 Wisdom saving throw. On a successful save, the creature is immune to this aura for the next 24
must make a Constitution saving throw with a DC equal to 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the phylaskia drops to 1 hit point instead.
Vigilant
Monsters
Fizban's Treasury of Dragons
restrained. Ability checks made to escape this grapple have disadvantage.
Caustic Mist (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Caustic Mist"}. The mimic sprays a fine
mist of acid in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw. On a failed save, the creature takes 27 (6d8);{"diceNotation":"6d8", "rollType":"damage", "rollAction
Monsters
Spelljammer: Adventures in Space
Dying Burst. When the clown drops to 0 hit points, it pops like a balloon, releasing a splash of putrid, corrosive ichor. Each creature within 5 feet of the clown when it bursts must make a DC 12
. Hit: 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Ray Gun","rollDamageType":"psychic"} psychic damage, and if the target is a Humanoid with an Intelligence score of 3 or higher, it
Monsters
Waterdeep: Dungeon of the Mad Mage
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a
frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3. Enervation Ray. The targeted creature must make a DC 14
Monsters
Storm King's Thunder
"} piercing damage if used with two hands to make a melee attack.
Shortbow. Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Shortbow"} to hit, range 80/320 ft., one
with one foot in the land of the living and the other in the land of the dead. Those who walk the shadowed path between two lands do so because the spirits of the dead compel them. Other Uthgardt fear
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Creature Sense. The neothelid is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well
as each creature’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
immediately make a DC 16 Strength saving throw as beanstalks coil around it in its space. On a failed save, the creature has the grappled condition (escape DC 16) and has the restrained condition as long
bolt of lightning that targets a creature it can see within 120 feet of itself. The target must make a DC 16 Dexterity saving throw, taking 19 (3d12);{"diceNotation":"3d12", "rollType":"damage
Monsters
Storm King's Thunder
the giant's choice and land prone, taking 1d6;{"diceNotation":"1d6","rollType":"damage","rollAction":"Fling","rollDamageType":"bludgeoning"} bludgeoning damage for every 10 feet it was thrown
.
Rolling Rock. The giant sends a rock tumbling along the ground in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 22 (3d10 + 6);{"diceNotation
Monsters
Spelljammer: Adventures in Space
, provided it isn’t wearing heavy armor.Hadozee shipmates make up much of the crew aboard some spelljamming ships.
Hadozees
Hadozees are slender, highly adaptive Humanoids with simian
. When stretched taut between outstretched limbs, these membranes enable a hadozee to glide.
On Yazir, their home world, hadozees lived high up in the trees to avoid large predators that walk on land
Monsters
The Wild Beyond the Witchlight
Evasion. If Agdon is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw and only half
can see and makes a Dexterity (Sleight of Hand) check, with a DC equal to 1 + the target’s passive Wisdom (Perception) score. On a successful check, Agdon pilfers one object weighing 1 pound or less that the target has in its possession but not in its grasp, without the target noticing the theft.
Magic Items
Bigby Presents: Glory of the Giants
deals an extra 1d6 fire damage. When you score a critical hit with an attack using this whip, the target also has the restrained condition until the start of your next turn, as fiery bands lash around
the target.
Invoking the Rune. When you make an attack with the whip and hit, you can use your reaction to invoke the whip’s rune. Doing so increases the extra fire damage dealt by the whip to 2d6.
Once the rune has been invoked, it can’t be invoked again until the next dawn.
Monsters
Journeys through the Radiant Citadel
sphere centered on the tlexolotl must make a DC 15 Dexterity saving throw. On a failed saving throw, a creature takes 21 (6d6);{"diceNotation":"6d6","rollType":"damage","rollAction":"Pyroclasm
destructive prowess, the land around its volcano is often naturally abundant. It’s common for those who live nearby to honor the tlexolotl as a protector of the land, as the ash it creates rejuvenates the soil and encourages life to flourish.Fire, Poison
Monsters
Tasha’s Cauldron of Everything
feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures is pushed to an unoccupied space within 5
feet of the servant and must make a DC 25 Dexterity saving throw. On a failed save, a creature takes 26 (4d12);{"diceNotation":"4d12","rollType":"damage","rollAction":"Crushing Leap","rollDamageType
Magic Items
The Book of Many Things
. Once this property is used, it can’t be used again until the next dawn.
Petrification. The war pick has 1d6 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit
points, you can expend 1 charge from the war pick to have that creature make a DC 15 Constitution saving throw. On a failed save, the creature has the petrified condition for 8 hours. When the war pick has no charges remaining, it loses this property.
Monsters
Quests from the Infinite Staircase
mollifying phrases or make shallow but pleasant small talk.
Robots
Robots are Constructs created for heavy labor, menial tasks, or routine security. Despite robots’ hardy construction, their
circuitry is prone to overload if exposed to strong electrical currents. A robot has a pair of small appendages for fine motor control and object manipulation, as well as two larger appendages






