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Returning 35 results for 'shard take'.
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Spells
Player’s Handbook
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then
explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage.
Using a Higher-Level Spell Slot. The Cold damage increases by 1d6 for each spell slot level above 1.
Monsters
Fizban's Treasury of Dragons
the spellcasting ability (spell save DC 20):
At will: detect thoughts, invisibility, telekinesisThe shard can take 3 legendary actions, choosing from the options below. Only one legendary action
. While under the shard’s control, the target can take only the Attack (shard chooses the target) or Dash action on its turn.Gem dragons wield psionic power, and when a powerful gem dragon perishes
Monsters
Phandelver and Below: The Shattered Obelisk
Multiattack. The ashenwight makes two Necrotic Shard attacks. It also uses Psionic Crown if available.
Necrotic Shard. Melee or Ranged Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit
", "rollAction":"Necrotic Shard"} to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4", "rollType":"damage", "rollAction":"Necrotic Shard", "rollDamageType
Magic Items
Keys from the Golden Vault
This gemstone contains an unstable extradimensional rift. Its facets are ribboned with iridescent veins that seem to move of their own accord. Five types of shard solitaire are known to exist, each
one a different type of gemstone, as shown in the Shard Solitaire Types table.
Rift Step. As a bonus action, while wearing or holding the shard solitaire, you can teleport yourself, along with
Ice Knife
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Elemental Evil Player's Companion
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then
explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
Magic Items
Tasha’s Cauldron of Everything
This writhing crystal is steeped in the warped essence of the Far Realm. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if
your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can
Monsters
Candlekeep Mysteries
.
Shard of Shadow. Ranged Spell Attack: +12;{"diceNotation":"1d20+12","rollType":"spell","rollAction":"Shard of Shadow"} to hit, range 120 ft., one target. Hit: 10 (1d6 + 7);{"diceNotation":"1d6+7
","rollType":"damage","rollAction":"Shard of Shadow","rollDamageType":"necrotic"} necrotic damage, and if the target is a creature, it must succeed on a DC 20 Constitution saving throw or be poisoned until the
monsters
":"Necrotic Decay", "rollDamageType":"Necrotic"} Necrotic damage. Success: Half damage. Multiattack. The shanrigol makes two Slam attacks or two Bone Shard attacks. In place of one attack, it can use
", "rollAction":"Slam", "rollDamageType":"Bludgeoning"} Bludgeoning damage. If the target is a creature, it has the Grappled condition (escape DC 18).
Bone Shard. Ranged Attack Roll: +10
Dwarf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
ye in trouble if I came out an’ looked for ye!”
— R. A. Salvatore, The Crystal Shard
Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of
typically artisans, especially weaponsmiths, armorers, and jewelers. Some become mercenaries or bodyguards, highly sought after for their courage and loyalty.
Gods, Gold, and Clan
Dwarves who take
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Far Realm Shard Wondrous item, rare (requires attunement by a sorcerer) This writhing crystal is steeped in the warped essence of the Far Realm. As an action, you can attach the shard to a Tiny
object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. When you use a Metamagic
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Far Realm Shard Wondrous item, rare (requires attunement by a sorcerer) This writhing crystal is steeped in the warped essence of the Far Realm. As an action, you can attach the shard to a Tiny
object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. When you use a Metamagic
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
must break its curse by returning the shard to the ancient tomb it came from. But a dangerous crime syndicate controls the tomb and its riches, and the criminals won’t take kindly to the characters
Shard of the Accursed An Adventure for 8th-Level Characters A mysterious shard made of obsidian places a curse on everyone who bears it. When the shard comes into the characters’ possession, they
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
thoughts, invisibility, telekinesis
Legendary Actions
The shard can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at
end of its next turn. While charmed in this way, the target becomes the shard’s puppet, acting and moving in accordance with its telepathic commands. While under the shard’s control, the target can take only the Attack (shard chooses the target) or Dash action on its turn.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
thoughts, invisibility, telekinesis
Legendary Actions
The shard can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at
end of its next turn. While charmed in this way, the target becomes the shard’s puppet, acting and moving in accordance with its telepathic commands. While under the shard’s control, the target can take only the Attack (shard chooses the target) or Dash action on its turn.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
must break its curse by returning the shard to the ancient tomb it came from. But a dangerous crime syndicate controls the tomb and its riches, and the criminals won’t take kindly to the characters
Shard of the Accursed An Adventure for 8th-Level Characters A mysterious shard made of obsidian places a curse on everyone who bears it. When the shard comes into the characters’ possession, they
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
characters invitations to the gala and reads a letter from Eliphas, urging them to steal the shard solitaire necklace from Zorhanna and take it far from Paliset Hall. An added complication occurs toward
Stealing the Shard Solitaire The characters become embroiled in this story after Eliphas, suspicious of the simulacrum’s behavior, sends a friendly satyr named Fifel to get help. Fifel gives the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The
target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage. Using a Higher-Level Spell Slot. The Cold damage increases by 1d6 for each spell slot level above 1.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The
target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage. Using a Higher-Level Spell Slot. The Cold damage increases by 1d6 for each spell slot level above 1.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes
. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage.
CALDER MOORE Ice Knife
Using a Higher-Level Spell Slot. The Cold damage increases by 1d6 for each spell slot level above 1.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
characters invitations to the gala and reads a letter from Eliphas, urging them to steal the shard solitaire necklace from Zorhanna and take it far from Paliset Hall. An added complication occurs toward
Stealing the Shard Solitaire The characters become embroiled in this story after Eliphas, suspicious of the simulacrum’s behavior, sends a friendly satyr named Fifel to get help. Fifel gives the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Conclusion After the shard solitaire cracks, assuming they survive, the characters can take stock of their triumphs or failures.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Conclusion After the shard solitaire cracks, assuming they survive, the characters can take stock of their triumphs or failures.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Stealing the Necklace As an action, a character can try to steal the shard solitaire necklace with a successful DC 20 Dexterity (Sleight of Hand) check, or a character can use a suggestion spell or
similar magic to try to make the simulacrum relinquish the necklace. (Even though the simulacrum is a Construct, it can be charmed.) The simulacrum becomes hostile toward anyone who tries to take the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Ice Knife 1st-level conjuration Casting Time: 1 action Range: 60 feet Components: S, M (a drop of water or a piece of ice) Duration: Instantaneous You create a shard of ice and fling it at one
creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Ice Knife 1st-level conjuration Casting Time: 1 action Range: 60 feet Components: S, M (a drop of water or a piece of ice) Duration: Instantaneous You create a shard of ice and fling it at one
creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Ice Knife 1st-level conjuration Casting Time: 1 action Range: 60 feet Components: S, M (a drop of water or a piece of ice) Duration: Instantaneous You create a shard of ice and fling it at one
creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Stealing the Necklace As an action, a character can try to steal the shard solitaire necklace with a successful DC 20 Dexterity (Sleight of Hand) check, or a character can use a suggestion spell or
similar magic to try to make the simulacrum relinquish the necklace. (Even though the simulacrum is a Construct, it can be charmed.) The simulacrum becomes hostile toward anyone who tries to take the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Ice Knife 1st-level conjuration Casting Time: 1 action Range: 60 feet Components: S, M (a drop of water or a piece of ice) Duration: Instantaneous You create a shard of ice and fling it at one
creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Fifel Takes His Leave Eliphas gave Fifel strict orders not to return to Paliset Hall (for the satyr’s safety) until the matter concerning the shard solitaire necklace is resolved. When the characters
are ready to head to the lake, Fifel says the following: “My friends, here is where I take my leave. By my good lord’s orders, I shall remain at the Auberge Aurore and await your return.”
Fifel gives the characters a quick salute before skipping toward the tavern.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Fifel Takes His Leave Eliphas gave Fifel strict orders not to return to Paliset Hall (for the satyr’s safety) until the matter concerning the shard solitaire necklace is resolved. When the characters
are ready to head to the lake, Fifel says the following: “My friends, here is where I take my leave. By my good lord’s orders, I shall remain at the Auberge Aurore and await your return.”
Fifel gives the characters a quick salute before skipping toward the tavern.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
“Behind Bars”). This villain last appeared in Legacy of the Crystal Shard, a published adventure also set in Icewind Dale. Icewind Dale: Rime of the Frostmaiden presupposes that Vaelish Gant’s plot to
take over Ten-Towns was thwarted, and that he has been incarcerated at Revel’s End for a few years before the start of this story. The characters might also come to Revel’s End hoping to book passage
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
“Behind Bars”). This villain last appeared in Legacy of the Crystal Shard, a published adventure also set in Icewind Dale. Icewind Dale: Rime of the Frostmaiden presupposes that Vaelish Gant’s plot to
take over Ten-Towns was thwarted, and that he has been incarcerated at Revel’s End for a few years before the start of this story. The characters might also come to Revel’s End hoping to book passage
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Shard attacks. It also uses Psionic Crown if available.
Necrotic Shard. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 9
charmed in this way, the target’s thoughts are sluggish; it can’t take reactions, its speed is halved, and it takes 9 (2d8) psychic damage at the start of each of its turns. The target can repeat the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Shard attacks. It also uses Psionic Crown if available.
Necrotic Shard. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 9
charmed in this way, the target’s thoughts are sluggish; it can’t take reactions, its speed is halved, and it takes 9 (2d8) psychic damage at the start of each of its turns. The target can repeat the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the Forgotten Realms, see “The Calendar of Harptos” sidebar in the Dungeon Master’s Guide.
Dalereckoning (DR) is the most common year measurement. This adventure is assumed to take place in the winter
of 1489 DR or later. The exact date is not important. The happenings in this book occur more than a century after the events chronicled in R.A. Salvatore’s novel The Crystal Shard, which introduced the drow hero Drizzt Do’Urden to the hardy folk of Icewind Dale.