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Returning 35 results for 'many scroll with openly add for for long'.
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Equipment
Ability: Dexterity Utilize: Write text with impressive flourishes that guard against forgery (DC 15) Craft: Ink, Spell Scroll
If you have proficiency with a tool, add your Proficiency Bonus to any
Equipment
or Scroll Case, Parchment, Pouch, Quiver, Waterskin
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.
Ability: Dexterity Utilize: Add a design to a leather item (DC 10) Craft: Sling, Whip, Hide;Hide Armor, Leather;Leather Armor, Studded Leather;Studded Leather Armor, Backpack, Crossbow Bolt Case, Map
Magic Items
Dungeon Master’s Guide
Healing
69–75
Rowboat (12 feet long)
76–83
Spell Scroll containing one spell of level 1, 2, or 3 (your choice)
84–90
2 Mastiff;Mastiffs
91–96
Window (2
100 GP
09–15
Silver coffer (1 foot long, 6 inches wide and deep) worth 500 GP
16–22
Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which
Magic Items
Dungeon Master’s Guide
Long ago, in the Dragonlance setting, elves and humans waged a terrible war against chromatic dragons. When the world seemed doomed, the wizards of the Towers of High Sorcery came together and forged
Magic action to peer into the orb’s depths. You must then make a DC 15 Charisma saving throw. On a successful save, you control the orb for as long as you remain attuned to it. On a failed save, the
Backgrounds
Player’s Handbook
odd jobs and services in exchange for access to their libraries. You whiled away many a long evening studying books and scrolls, learning the lore of the multiverse—even the rudiments of magic—and your mind yearns for more.
Magic Items
Dungeon Master’s Guide
, to his heir. The rightful inheritors passed the axe on for many generations.
Later, in an era marked by treachery and wickedness, the axe was lost in a bloody civil war fomented by greed for its power
and the status it bestowed. Centuries later, the dwarves still search for the axe, and many adventurers have made careers of chasing after rumors and plundering old vaults to find it.
Magic Weapon
Magic Items
Dungeon Master’s Guide
general chapters remain, ever revealing demonic secrets. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and
finish a Long Rest, if you and the Demonomicon are on the same plane of existence, one trapped creature within the book can attempt to possess you. You make a DC 20 Charisma saving throw. On a failed
Magic Items
Dungeon Master’s Guide
from it (save DC 18). The table indicates how many charges you must expend to cast the spell.
Spell
Charge Cost
Animate Dead
1
Blight
2
Circle of Death
3
Finger of
skull surmounts it. For this to happen, the long-lost hero must first be restored to life—no easy task, given the fact that Orcus has imprisoned the hero’s soul and keeps it hidden and well
Magic Items
Dungeon Master’s Guide
The definitive treatise on all that is good in the multiverse, the Book of Exalted Deeds figures prominently in many religions. Rather than being a scripture devoted to a particular faith, the book
last only as long as you strive to do good. If you fail to perform at least one act of kindness or generosity within the span of 10 days, or if you willingly perform an evil act, you lose all the
Feats
Player’s Handbook
slots you have. The spells’ spellcasting ability is the ability increased by this feat. Whenever your Proficiency Bonus increases thereafter, you can add an additional level 1 spell with the
time for a Ritual. Doing so doesn’t require a spell slot. Once you cast the spell in this way, you can’t use this benefit again until you finish a Long Rest.
Monsters
Forgotten Realms: Adventures in Faerûn
dozens of miles. Other deep dragons enjoy cultivating groves of molds and fungi, including colossal varieties sufficient to conceal the dragons’ sinuous forms. Many deep dragons collect forgotten
tomes or works of art and bully, cajole, or steal collections from drow or duergar sages.
Deep dragons are excellent swimmers. They often clash with aquatic Underdark societies, such as kuo-toa. Many
Monsters
Forgotten Realms: Adventures in Faerûn
miles. Other deep dragons enjoy cultivating groves of molds and fungi, including colossal varieties sufficient to conceal the dragons’ sinuous forms. Many deep dragons collect forgotten tomes or
works of art and bully, cajole, or steal collections from drow or duergar sages.
Deep dragons are excellent swimmers. They often clash with aquatic Underdark societies, such as kuo-toa. Many deep
Monsters
Forgotten Realms: Adventures in Faerûn
forms. Many deep dragons collect forgotten tomes or works of art and bully, cajole, or steal collections from drow or duergar sages.
Deep dragons are excellent swimmers. They often clash with aquatic
Underdark societies, such as kuo-toa. Many deep dragons demand tribute from these groups in the form of food or treasure.
Underdark explorers have many reasons to brave deep dragon lairs beyond
Monsters
Forgotten Realms: Adventures in Faerûn
dragons’ sinuous forms. Many deep dragons collect forgotten tomes or works of art and bully, cajole, or steal collections from drow or duergar sages.
Deep dragons are excellent swimmers. They
often clash with aquatic Underdark societies, such as kuo-toa. Many deep dragons demand tribute from these groups in the form of food or treasure.
Underdark explorers have many reasons to brave deep
Monsters
Forgotten Realms: Adventures in Faerûn
;ve outlived their usefulness. Manshoon doesn’t care who suffers so long he’s able to crush his many enemies and force his subjects into paranoid and eager obedience.
History
The
. That Manshoon is dead, and the current Manshoon is one of the original’s many clones. Being a magical copy rather than an original doesn’t make Manshoon any less of a threat, as he’s
Monsters
Strixhaven: A Curriculum of Chaos
arcane artifacts and speaking with long-dead adventurers to uncover secrets lost to time.
Though many Lorehold students bury themselves in old tomes, others take a more cavalier approach to their
Scroll Bash. Melee Spell Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Scroll Bash"} to hit, reach 30 ft., one target. Hit: 7 (1d10 + 2);{"diceNotation":"1d10+2", "rollType
Feats
Astarion's Book of Hungers
damage, you can take a Reaction to mitigate the damage. Roll a number of d6s equal to your Proficiency Bonus, and add them together. Reduce the Necrotic damage you take by this total. Once you use this benefit, you can’t use it again until you finish a Short or Long Rest.
Species
Lorwyn: First Light
as culturally from their Shadowmoor counterparts.
In Lorwyn
The horns of Lorwyn elves are stubby like a goat’s or curved like a ram’s, but always ridged. Their pointed ears are long and
are long, wavy, and covered with a rough, thorny texture. Their pointed ears are usually longer than those of their Lorwyn counterparts.
Like Lorwyn elves, Shadowmoor elves protect beauty, though a
Species
Lorwyn: First Light
Kithkin are short folk with stout legs, long arms, and sturdy torsos. Their broad faces; round ears; and large, expressive eyes lend them a vaguely ursine appearance.
Most kithkin are linked by an
empathic web that lets them sense the feelings of nearby kithkin. Because of this connection, many kithkin trust each other implicitly.
Some kithkin remove themselves from this empathic web
Monsters
Forgotten Realms: Adventures in Faerûn
minute, it succeeds automatically.Curious and self-confident, young spirit dragons can cause trouble for a region’s other denizens, by either unleashing long-buried evils or misusing scarcely
it arose. Spirit dragons share an innate intellectual curiosity, and many have a deep appreciation for the culture and art of humanoid societies.
Spirit dragons find even the most commonplace
Feats
Eberron: Forge of the Artificer
take a Reaction to roll 1d4 and add the number rolled to the save, potentially turning the failure into a success. Once you’ve used this benefit, you can’t use it again until you finish a
Long Rest.
Aberrant Magic. You know one cantrip of your choice from the Sorcerer spell list. Also, choose a level 1 spell from that spell list. You always have that spell prepared. You can cast it once
Feats
Eberron: Forge of the Artificer
) check, you can roll 1d4 and add the number rolled to the ability check.
Guardian’s Shield. You always have the Shield spell prepared. You can cast it once without a spell slot, and you regain
the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell
Feats
Eberron: Forge of the Artificer
an ability check using Artisan’s Tools, you can roll 1d4 and add the number rolled to the ability check.
Spellsmith. You know the Mending cantrip. You also always have the Magic Weapon spell
prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have. Intelligence
Feats
Eberron: Forge of the Artificer
. When you make a Strength (Athletics) or Dexterity (Acrobatics) check, you can roll 1d4 and add the number rolled to the ability check.
Magical Passage. You always have the Misty Step spell prepared
. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have. Intelligence, Wisdom, or
Feats
Eberron: Forge of the Artificer
) check or an ability check using Navigator's Tools, you can roll 1d4 and add the number rolled to the ability check.
Storm’s Boon. You have Resistance to Lightning damage.
Storm Magic. You know the
way when you finish a Long Rest. You can also cast it using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose
Feats
Eberron: Forge of the Artificer
) check or an ability check using Thieves' Tools, you can roll 1d4 and add the number rolled to the ability check.
Wards and Seals. You always have the Alarm and Mage Armor spells prepared. You can cast
each spell once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest.
You can also cast these spells using any spell slots you have of the appropriate
Monsters
Strixhaven: A Curriculum of Chaos
Multiattack. The pledgemage makes two Scroll Bash attacks.
Scroll Bash. Melee Spell Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Scroll Bash"} to hit, reach 30 ft., one
target. Hit: 8 (1d10 + 3);{"diceNotation":"1d10+3", "rollType":"damage", "rollAction":"Scroll Bash", "rollDamageType":"bludgeoning"} bludgeoning damage plus 9 (2d8);{"diceNotation":"2d8", "rollType
Feats
Eberron: Forge of the Artificer
) check, you can roll 1d4 and add the number rolled to the ability check.
Finder’s Magic. You always have the Hunter's Mark spell prepared. You can cast it once without a spell slot, and you
regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting
Feats
Eberron: Forge of the Artificer
ability check using Brewer's Supplies or Cook's Utensils, you can roll 1d4 and add the number rolled to the ability check.
Innkeeper’s Magic. You always have the Purify Food and Drink and Unseen
Servant spells prepared. You can cast each spell once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast these spells using any spell
Feats
Eberron: Forge of the Artificer
Handling) check, you can roll 1d4 and add the number rolled to the ability check.
Primal Connection. You always have the Animal Friendship and Speak with Animals spells prepared. You can cast each
spell once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast these spells using any spell slots you have. Intelligence, Wisdom, or
Feats
Eberron: Forge of the Artificer
You gain the following benefits.
Deductive Intuition. When you make an Intelligence (Investigation) or Wisdom (Insight) check, you can roll 1d4 and add the number rolled to the ability check
you finish a Long Rest. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose
Feats
Eberron: Forge of the Artificer
check using a Herbalism Kit, you can roll 1d4 and add the number rolled to the ability check.
Healing Touch. You always have the Cure Wounds spell prepared. You can cast it once without a spell slot
, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your
Feats
Eberron: Forge of the Artificer
(Performance) check, you can roll 1d4 and add the number rolled to the ability check.
Shape Shadows. You know the Minor Illusion cantrip. You also always have the Invisibility spell prepared. You can cast
it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have of the appropriate level. Intelligence
Spell Scroll
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise
, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted
Monsters
Strixhaven: A Curriculum of Chaos
Voice from the Past (1/Day). The professor can cast the contact other plane spell to contact a long-dead spirit, using Intelligence as the spellcasting ability.Multiattack. The professor makes two
Spectral Scroll attacks. It can also use Weight of History, if available.
Spectral Scroll. Melee Spell Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Spectral Scroll"} to hit






