Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'master some with only all failed for lore'.
Other Suggestions:
master some with only all failed for like
master some with only all failed for life
monster some with only all failed for long
monster some with only all failed for lower
monster some with only all failed for large
Magic Items
Dungeon Master’s Guide
Charisma saving throw. On a failed save, the creature is magically transformed into a Larva under the DM’s control. Only a Wish spell can reverse this vile transformation.
A creature attuned to the
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
Classes
Player’s Handbook
Armor, Sickle, 2 Dagger;Daggers, orb;Arcane Focus (orb), Book (occult lore), Scholar's Pack, and 15 GP; or (B) 100 GP
Warlocks quest for knowledge that lies hidden in the fabric of the
multiverse. They often begin their search for magical power by delving into tomes of forbidden lore, dabbling in invocations meant to attract the power of extraplanar beings, or seeking places of power where
Magic Items
Dungeon Master’s Guide
it longs to be more than mere reference material.
Abyssal Lore. You can reference the Demonomicon whenever you make an Intelligence check to discern information about demons or a Wisdom (Survival
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
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
(see the Dungeon Master’s Guide):
2 minor beneficial properties
1 minor detrimental property
1 major detrimental property
Spells. The orb has 7 charges and regains 1d4 + 3 expended
Monsters
Forgotten Realms: Adventures in Faerûn
Underdark settlements, such as drow cities.
Deep Dragons
Deep dragons slither through the wet and lightless places of the Underdark. They are stealthy hunters with an affinity for lost lore and fungi
copies of forgotten lore, fungal ingredients for cures or plagues, or maps to lost Underdark locales.Deep Dragon Lairs
Deep dragons lair in fungus-encrusted caverns of the Underdark or old, forgotten
Monsters
Forgotten Realms: Adventures in Faerûn
they hunt to satisfy their voracious appetites.
Deep Dragons
Deep dragons slither through the wet and lightless places of the Underdark. They are stealthy hunters with an affinity for lost lore and
surviving copies of forgotten lore, fungal ingredients for cures or plagues, or maps to lost Underdark locales.Deep Dragon Lairs
Deep dragons lair in fungus-encrusted caverns of the Underdark or old
Monsters
Forgotten Realms: Adventures in Faerûn
ferocious might, cunning ambushes, or fungal poisons. Some adult deep dragons plunder the surface for treasures and lore.
Deep Dragons
Deep dragons slither through the wet and lightless places of the
Underdark. They are stealthy hunters with an affinity for lost lore and fungi that flourish in the depths. As deep dragons age, their smooth, serpentine bodies become riddled with fungal rot, particularly
Classes
Forgotten Realms: Heroes of Faerûn
Unearth Secrets and Master the Mind
The Knowledge Domain values learning and understanding above all. Clerics who tap into this domain study esoteric lore, collect old tomes, delve into secret
Monsters
Forgotten Realms: Adventures in Faerûn
hunters with an affinity for lost lore and fungi that flourish in the depths. As deep dragons age, their smooth, serpentine bodies become riddled with fungal rot, particularly around their faces, to
treasure hunting; they might contain the only surviving copies of forgotten lore, fungal ingredients for cures or plagues, or maps to lost Underdark locales.Deep Dragon Lairs
Deep dragons lair in fungus
Magic Items
Forgotten Realms: Adventures in Faerûn
. The target makes a DC 18 Dexterity saving throw, taking (6d6 + 6) Radiant;{"diceNotation":"6d6+6", "rollType":"damage", "rollAction":" (Radiant)", "rollDamageType":"Radiant"} damage on a failed save
until the next dawn.
Random Properties. The Artifact has the following random properties (see chapter 7 of the Dungeon Master’s Guide):
1 minor beneficial property
1 major beneficial
Magic Items
Forgotten Realms: Adventures in Faerûn
":"Dragon's Breath"} damage of the chosen type on a failed save or half as much damage on a successful one.
Fear Aura. You exude a terrifying aura in a 20-foot Emanation while you don't have the
Artifact has the following random properties (see chapter 7 of the Dungeon Master’s Guide):
2 minor beneficial properties
2 minor detrimental properties
Spellcasting. The orb has 6 charges
Monsters
Astarion's Book of Hungers
sap the body and mind. Creatures (excluding the vampire and its allies) that finish a Short or Long Rest while within 1 mile of the lair make a DC 15 Wisdom saving throw. On a failed save, a creature
can’t spend Hit Point Dice at the end of the rest and doesn’t regain Hit Points, Hit Point Dice, or spell slots at the end of the rest.
Tenacious Lore. Within 1 mile of the lair, flame
Magic Items
Forgotten Realms: Adventures in Faerûn
powerful Undead scions. Should a wearer prove unworthy of this honor, the crown teleports away to find a new mortal to corrupt for its master.
Cursed. The crown is cursed. Attuning to the crown extends
, taking (4d8) Necrotic;{"diceNotation":"4d8", "rollType":"damage", "rollAction":" (Necrotic)", "rollDamageType":"Necrotic"} damage on a failed save or half as much damage on a successful one. A
Monsters
Baldur’s Gate: Descent into Avernus
":"damage","rollDamageType":"necrotic"} necrotic damage.Those who follow Myrkul are either wizards or those who seek to master the necromantic arts.
Delvers into Lore. Cultists of Myrkul study rituals
that allow them to force the souls of the dead into service, compelling them to answer questions and share forgotten lore. They seek out arcane secrets in ancient ruins, and attempt to steal
Monsters
Candlekeep Mysteries
missile.Candlekeep’s resident lore experts are master sages and sage;sages who dedicate themselves to scholarship above all.
"} lightning damage on a failed save, or half as much damage on a successful one.
Spellcasting. The sage casts one of the following spells, using Intelligence as the spellcasting ability (save DC 14, +6
Monsters
Baldur’s Gate: Descent into Avernus
","rollAction":"Scorching Ray","rollDamageType":"fire"} fire damage per ray.Those who follow Myrkul are either wizards or those who seek to master the necromantic arts.
Delvers into Lore. Cultists of
Grave Magic. When the master of souls cast a spell that deals damage, it can change the spell's damage type to necrotic.
Spellcasting. The master of souls is a 5th-level spellcaster. Its spellcasting
Monsters
Baldur’s Gate: Descent into Avernus
master the necromantic arts.
Delvers into Lore. Cultists of Myrkul study rituals that allow them to force the souls of the dead into service, compelling them to answer questions and share forgotten
lore. They seek out arcane secrets in ancient ruins, and attempt to steal spellbooks and other tomes from wizards outside of the cult.
Cult Ranks. A follower of Myrkul wields a flail that has a skull
Monsters
Candlekeep Mysteries
resident lore experts are master sage;master sages and sages who dedicate themselves to scholarship above all.
Magic Items
Planescape: Adventures in the Multiverse
can use an action to cast legend lore from the device. The device speaks the revealed lore aloud. Once this property has been used, it can’t be used again until the next dawn.
Planar Knowledge
knows the information about the planes in the Dungeon Master’s Guide, as well as basic information about the gate-towns of the Outlands (presented in chapter 3 of Sigil and the Outlands).
Imp (Familiar Variant)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the imp senses as long as they are within 1 mile of each other
. While the imp is within 10 feet of its master, the master shares the imp's Magic Resistance trait. If its master violates the terms of the contract, the imp can end its service as a familiar, ending
Magic Items
Waterdeep: Dungeon of the Mad Mage
.
The orb is sentient and has the personality of a scholar. Its alignment is determined by rolling on the alignment table in the “Sentient Magic Items” section in the Dungeon Master’s
.
The orb has extensive knowledge of four narrow academic subjects. When making an Intelligence check to recall lore from any of its areas of expertise, the orb has a +9 bonus to its roll (including
Magic Items
Waterdeep: Dragon Heist
Stone of Golorr has the following properties, determined by rolling on the tables in the “Artifacts” section in chapter 7 of the Dungeon Master’s Guide:
1 minor beneficial property
1 minor detrimental property
Legend Lore. The Stone of Golorr has 3 charges and regains 1d3 expended charges daily at dawn. While holding the stone, you can expend 1 of its charges to cast the
Monsters
Tales from the Yawning Portal
30 feet of it, the Ooze Master can use a reaction to divert the attack if another creature is within the attack's range. The attacker must make a DC 15 Wisdom saving throw. On a failed save, the
Corrosive Form. A creature that touches the Ooze Master or hits it with a melee attack while within 5 feet of it takes 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Corrosive Form
Monsters
Ghosts of Saltmarsh
maximum to 0. This reduction lasts until the target finishes a long rest. On a failed save, the target also contracts bluerot (see the “Bluerot” sidebar).
Necrotic Ink (Recharge 5–6). The drowned master
Bound Together. The drowned master shares its mind with every other drowned one within 1 mile of it, and can communicate its thoughts and observations to them instantaneously and without limitation
Book of Vile Darkness
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
the book’s contents, provided that those modifications advance evil and expand the lore already contained within.
Whenever a non-evil creature attunes to the Book of Vile Darkness, that creature
must make a DC 17 Charisma saving throw. On a failed save, the creature’s alignment changes to neutral evil.
The Book of Vile Darkness remains with you only as long as you strive to work evil
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
Legendary Resistance (2/Day). If the Forest Master fails a saving throw, he can choose to succeed instead.
Magic Resistance. The Forest Master has advantage on saving throws against spells and other
magical effects.
Master of Beasts. The Forest Master can comprehend and communicate with any Beast, even if the Beast knows no languages.Multiattack. The Forest Master makes either two Hooves
Sage
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Basic Rules (2014)
You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a
master in your fields of study.
Skill Proficiencies: Arcana, History
Languages: Two of your choice
Equipment: A bottle of black ink, a quill, a small knife, a letter from a dead
Magic Items
Bigby Presents: Glory of the Giants
Master’s Guide:
2 minor beneficial properties
1 major beneficial property
1 minor detrimental property
Master of Guile. While wearing the helm, you have advantage on Charisma (Deception) and
. The target must make a DC 20 Dexterity saving throw. On a failed save, the creature takes 4d6 acid, cold, fire, lightning, or thunder damage (your choice). On a successful save, the creature takes
Retriever
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
Faultless Tracker. The retriever is given a quarry by its master. The quarry can be a specific creature or object the master is personally acquainted with, or it can be a general type of creature or
object the master has seen before. The retriever knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The retriever can have only one such
Monsters
Mordenkainen Presents: Monsters of the Multiverse
helped avert a war between the gods. She transformed them into the scabrous, birdlike creatures known as nagpas and rendered them able to acquire new lore and magical power only from the ruins of
. They then revel in the grand devastation their plotting brought about—looting libraries, plundering vaults, and prying secrets of arcane lore and power from the wreckage.Corruption. The nagpa
Equipment
Combat
Utility
Whimsy
19
19
19
The location of the Wufu Distillery is a mystery, but the master distiller, Wufu, is well-known throughout Obojima where once every year he is
seen buying the highest quality grains for his masterful Wufu whiskey. Master Wufu only sells a few bottles of his whiskey to the highest bidder or gives them as gifts to old friends. Some think he
Magic Items
Waterdeep: Dungeon of the Mad Mage
Any creature that attunes to the tablet must make a DC 20 Wisdom saving throw at the end of its next long rest. On a failed save, the creature becomes afflicted with a random form of long-term
madness (see “Madness” in chapter 8 of the Dungeon Master’s Guide).
As an action, a creature attuned to the Black Crystal Tablet can use it to cast eyebite or gate (the portal created by
Monsters
Mordenkainen Presents: Monsters of the Multiverse
allip that can hear it must make a DC 14 Wisdom saving throw. On a failed save, a target takes 12 (2d8 + 3);{"diceNotation":"2d8+3", "rollType":"damage", "rollAction":"Howling Babble
, months, and sometimes years after their fateful encounter.
Insidious Lore
An allip might attempt to share its lore to escape its curse and enter the afterlife. It can transfer knowledge from its
Monsters
Ghosts of Saltmarsh
","rollAction":"Bite","rollDamageType":"piercing"} piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be stunned until the end of its next turn. On a failed save, the target
begins to hallucinate and is afflicted with a short-term madness effect (determined randomly or by the DM; see “Madness” in chapter 8 of the Dungeon Master’s Guide). The effect lasts 10
Magic Items
Keys from the Golden Vault
the book’s contents, provided that those modifications advance evil and expand the lore already contained within.
Whenever a non-evil creature attunes to the Book of Vile Darkness, that creature
must make a DC 17 Charisma saving throw. On a failed save, the creature’s alignment changes to neutral evil.
The Book of Vile Darkness remains with you only as long as you strive to work evil






