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Returning 35 results for 'scroll of rolls daggers vial'.
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Feats
Astarion's Book of Hungers
throw a vial or flask, you can target an object or creature you can see within 40 feet of yourself.
Long Shots. Attacking at long range doesn’t impose Disadvantage on your attack rolls with Thrown weapons.
Magic Items
Tasha’s Cauldron of Everything
turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells
To attune to this vial, you must place a few drops of your blood into it. The vial can’t be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood
Monsters
Out of the Abyss
duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size
"} piercing damage, or 11 (2d8 + 2);{"diceNotation":"2d8+2","rollType":"damage","rollAction":"War Pick","rollDamageType":"piercing"} piercing damage while enlarged.
Acid Vial. Ranged Weapon Attack: +4
Monsters
Out of the Abyss
attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Scimitar of Speed. Viln wields a scimitar of speed and can make one attack with it as a bonus action on her turn. All of
","rollAction":"Scimitar of Speed","rollDamageType":"slashing"} slashing damage on a hit.
Poisoned Daggers. Viln carries four daggers coated with purple worm poison (see “Poisons” in chapter 8 of
Monsters
Waterdeep: Dragon Heist
Special Equipment. Jarlaxle wears Leather, +3; +3 leather armor, a hat of disguise, a bracer of flying daggers (see appendix A), a cloak of invisibility, a knave's eye patch (see appendix A), and a
and wielding no shield, his AC includes his Charisma modifier.
Sunlight Sensitivity. When not wearing his knave's eye patch, Jarlaxle has disadvantage on attack rolls, as well as on Wisdom (Perception
Chitine
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
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 same web
.
Web Walker. The chitine ignores movement restrictions caused by webbing.Multiattack. The chitine makes three attacks with its daggers.
Dagger. Melee or Ranged Weapon Attack: +4;{"diceNotation":"1d20+4
Monsters
Storm King's Thunder
Halfling Nimbleness. Oren can move through the space of any creature that is of a size larger than his.
Lucky. When Oren rolls a 1 on an attack roll, ability check, or saving throw, he can reroll
carries four daggers.
Roleplaying Information
Oren came to Northfurrow’s End looking for easy work and found it. He sings for his supper, drinks like a fish, and wanders the fields at night
Magic Items
The Book of Many Things
This wooden box contains a set of thirty-two parchment cards.
Deck of Miscellany
Card
Item
3 ♦️
Wooden abacus
4 ♦️
Four Perfume (vial);vials of perfume
5
;️
Three dagger;daggers
4 ♥️
Four Oil (flask);flasks of oil
5 ♥️
Five silk robes
6 ♥️
Forgery kit
7 ♥️
Quarterstaff
8 ♥️
Fishing tackle
Monsters
Acquisitions Incorporated
, message, vicious mockery
1st level (4 slots): charm person, heroism, illusory script, sleep, unseen servant
2nd level (3 slots): cloud of daggers, invisibility
Taunt (2/Day). Brahma can use a bonus action
to target one creature she can see within 30 feet of her. If the target can hear Brahma, it must succeed on a DC 13 Charisma saving throw or have disadvantage on ability checks, attack rolls, and
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Bloodwell Vial Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a sorcerer) To attune to this vial, you must place a few drops of your blood into it. The vial can’t be
opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding
Symbol
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place
communication and has disadvantage on attack rolls and ability checks.
Fear. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
set it (see the rule in the DMG , under “Spells”). Which is correct in the Dungeon Master’s Guide, the rule for scrolls or the rule for a spell scroll? They’re both correct. The rule for scrolls (DMG
"Scrolls") is for scrolls in general, including a scroll of protection, and it allows you to try to activate a spell if you’re literate. The rule for a spell scroll is specific to that type of scroll
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
action to throw a vial or flask, you can target an object or creature you can see within 40 feet of yourself. Long Shots. Attacking at long range doesn’t impose Disadvantage on your attack rolls with Thrown weapons.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
–72 Potion of animal friendship 73–74 Potion of vitality 75–76 Spell scroll (choose a 1st-level spell) 77–78 A stoppered vial of wyvern poison (see chapter 8 of the Dungeon Master’s Guide) 79–80 An
1d4 gemstones (10 gp each) in a small pouch 55–56 A malachite ring inlaid with electrum (50 gp) 57–58 An empty corked vial made from an aarakocra’s engraved wing bone (5 gp) 59–60 A rotting quiver
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Dancing Monkey Fruit This rare magical fruit produces enough juice to fill a vial. Any humanoid that eats a dancing monkey fruit or drinks its juice must succeed on a DC 14 Constitution saving throw
disadvantage on attack rolls and Dexterity saving throws, and other creatures have advantage on attack rolls against it. Each time it takes damage,the dancer can repeat the saving throw, ending the effect
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Item Categories Category Examples Armor +1 Leather Armor, +1 Shield Potions Potion of Healing Rings Ring of Invisibility Rods Immovable Rod Scrolls Spell Scroll Staffs Staff of Striking Wands Wand
object. A typical potion consists of 1 ounce of liquid in a vial. Using a Potion. Potions are consumable items. Drinking a potion or administering it to another creature requires a Bonus Action
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. 25 GP Bottle, Glass 2 lb. 2 GP Bucket 2 lb. 5 CP Burglar’s Pack 42 lb. 16 GP Caltrops 2 lb. 1 GP Candle — 1 CP Case, Crossbow Bolt 1 lb. 1 GP Case, Map or Scroll 1 lb. 1 GP Chain 10 lb. 5 GP Chest
. 1 CP Scholar’s Pack 22 lb. 40 GP Shovel 5 lb. 2 GP Signal Whistle — 5 CP Spell Scroll (Cantrip) — 30 GP Spell Scroll (Level 1) — 50 GP Spikes, Iron 5 lb. 1 GP Spyglass 1 lb. 1,000 GP String — 1 SP
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Whistle — 5 CP Spell Scroll (Cantrip) — 30 GP Spell Scroll (Level 1) — 50 GP Spikes, Iron 5 lb. 1 GP Spyglass 1 lb. 1,000 GP String — 1 SP Tent 20 lb. 2 GP Tinderbox 1 lb. 5 SP Torch 1 lb. 1 CP Vial — 1 GP
Pack 42 lb. 16 GP Caltrops 2 lb. 1 GP Candle — 1 CP Case, Crossbow Bolt 1 lb. 1 GP Case, Map or Scroll 1 lb. 1 GP Chain 10 lb. 5 GP Chest 25 lb. 5 GP Climber’s Kit 12 lb. 25 GP Clothes, Fine 6 lb. 15 GP
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Diana Downloadable PDF Equipment Quarterstaff of the Acrobat
5 Daggers
Calligrapher’s Supplies
Cartographer’s Tools
Explorer’s Pack
Fine Clothes
Lamp
Oil (3 flasks)
Parchment (12
sheets)
Quarterstaff of the Acrobat Weapon (Quarterstaff), Very Rare (Requires Attunement) You have a +2 bonus to attack rolls and damage rolls made with this magic weapon. While holding this weapon
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Wis 7 −2 −2
Cha 8 −1 −1
Gear Daggers (3)
Senses Darkvision 60 ft.; Passive Perception 8
Languages Common, Draconic
CR 1/8 (XP 25; PB +2)
Traits
Pack Tactics. The kobold
. While in sunlight, the kobold has Disadvantage on ability checks and attack rolls.
Actions
Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage.
Viktor Titov
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Diana Downloadable PDF Equipment Quarterstaff of the Acrobat
5 Daggers
Calligrapher’s Supplies
Cartographer’s Tools
Explorer’s Pack
Fine Clothes
Lamp
Oil (3 flasks)
Parchment (12
sheets)
Quarterstaff of the Acrobat Weapon (Quarterstaff), Very Rare (Requires Attunement) You have a +2 bonus to attack rolls and damage rolls made with this magic weapon. While holding this weapon
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
following: The sepulcher walls hum with arcane power. On stone shelves are leather cases, amulets, daggers, scroll tubes, unholy symbols, and other ornate objects. These are the phylacteries of Szass
ranged attack rolls made against targets on a different floor. Moving between Floors. The edges of the tetrahedron are lined with piles of rubble. Crossing to the rubble pile onto an adjacent floor
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Daggers (3)
Senses Darkvision 60 ft.; Passive Perception 8
Languages Common, Draconic
CR 1/8 (XP 25; PB +2)
Traits
Pack Tactics. The kobold has Advantage on an attack roll against a creature
ability checks and attack rolls.
Actions
Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Abyssal, Common, Draconic, Dwarvish, Elvish, Undercommon
Challenge 15 (13,000 XP)
Special Equipment. Jarlaxle wears +3 leather armor, a hat of disguise, a bracer of flying daggers (see appendix A
.
Sunlight Sensitivity. When not wearing his knave’s eye patch, Jarlaxle has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. Jarlaxle
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
that guard against forgery (DC 15) Craft: Ink, Spell Scroll Carpenter’s Tools (8 GP) Ability: Strength Weight: 6 lb. Utilize: Seal or pry open a door or container (DC 20) Craft: Club, Greatclub
held in the past 24 hours (DC 15) Craft: Glass Bottle, Magnifying Glass, Spyglass, Vial Jeweler’s Tools (25 GP) Ability: Intelligence Weight: 2 lb. Utilize: Discern a gem’s value (DC 15) Craft
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Other Adventuring Gear Item Cost Weight Abacus 2 gp 2 lb. Acid (vial) 25 gp 1 lb. Alchemist's fire (flask) 50 gp 1 lb. Antitoxin (vial) 50 gp - Backpack 2 gp 5 lb. Ball bearings (bag of 1,000) 1
20) 1 gp 2 lb. Candle 1 cp - Case, crossbow bolt 1 gp 1 lb. Case, map or scroll 1 gp 1 lb. Chain (10 feet) 5 gp 10 lb. Chalk (1 piece) 1 cp - Chest 5 gp 25 lb. Climber's kit 25 gp 12 lb. Clothes
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
that guard against forgery (DC 15) Craft: Ink, Spell Scroll Carpenter’s Tools (8 GP) Ability: Strength Weight: 6 lb. Utilize: Seal or pry open a door or container (DC 20) Craft: Club, Greatclub
held in the past 24 hours (DC 15) Craft: Glass Bottle, Magnifying Glass, Spyglass, Vial Jeweler’s Tools (25 GP) Ability: Intelligence Weight: 2 lb. Utilize: Discern a gem’s value (DC 15) Craft
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
; otherwise, a room’s key is in the possession of the room’s resident.)
Desk. A plain desk contains quill pens, jars of ink, blank scrolls, notes, notebooks, and 1d6 empty copper scroll canisters
red leather pouch containing 75 gp, and a spellbook stolen from Yarek’s room (area 8d). The book contains these spells: cloud of daggers, conjure elemental, darkvision, fog cloud, grease, gust of wind
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
30 GP, 50 feet of rope, five torches, and a Potion of Healing. Potion of Healing. A Potion of Healing is a small vial with shimmering red magical liquid inside. If a character drinks the liquid, it
for a D20 Test, the player or DM rolls the d20 twice and uses the higher roll. Disadvantage means that instead of rolling the d20 once for a D20 Test, the player or DM rolls the d20 twice and uses the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
fried meat. Characters can find little of value here except three large butcher knives (treat as daggers). The scroll tube on the spice shelf contains a scroll of simple recipes (flatbread, fish stew
rest on the floor and on shelves. There is also an ornate scroll tube on the shelf. The room is fairly clean, but the air is humid and greasy. A large tub of dirty water stands in the corner, surrounded
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Amulet
5 gp
1 lb.
Emblem
5 gp
-
Reliquary
5 gp
2 lb.
Other Adventuring Gear Item
Cost
Weight
Abacus
2 gp
2 lb.
Acid (vial)
25 gp
1 lb.
Alchemist’s fire (flask
)
50 gp
1 lb.
Antitoxin (vial)
50 gp
-
Backpack
2 gp
5 lb.
Ball bearings (bag of 1,000)
1 gp
2 lb.
Barrel
2 gp
70 lb.
Basket
4 sp
2 lb.
Bedroll
1 gp
7 lb.
Bell
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
dagger in each hand. A character who searches the statue and succeeds on a DC 15 Wisdom (Perception) check discovers that one of its daggers is a lever that opens a compartment at the base of the statue
. The compartment contains a rolled-up painting of Shar (250 gp) and a vial containing 2 doses of midnight tears (see “Poisons” in chapter 8 of the Dungeon Master’s Guide). Piled around the statue’s base are 22,150 ep.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
): mage hand, message, vicious mockery
1st level (4 slots): charm person, heroism, illusory script, sleep, unseen servant
2nd level (3 slots): cloud of daggers, invisibility
Taunt (2/Day). Brahma
, attack rolls, and saving throws until the start of Brahma’s next turn.
Actions
War Lute. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Song of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
box with no apparent way to open it 3 A mummified troglodyte’s hand 4 Half of an iron symbol of Bane 5 A small burlap pouch filled with various teeth 6 Burnt fragments of a scroll 7 A lute missing its
, glowing crystal shard 16 A statuette of a panther, wooden and painted black 17 A piece of parchment, listing fourteen magical pools and their effects when touched 18 A vial filled with a dark, fizzy liquid
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
with this flaw has disadvantage on all attack rolls, ability checks, and saving throws until the behavior changes to match the flaw. Voiding a Contract Voiding an infernal contract releases all
the table describe the various contracts and the means by which they can be destroyed and voided. Contract Forms d6 Contract Form
1 Baby dolls
2 Damned wretch
3 Infernal scroll