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Returning 35 results for 'space table'.
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Magic Items
Dungeon Master’s Guide (2024)
When you take a Magic action to read this scroll, a particular titan named in the scroll appears in an unoccupied space on the ground or in water that you can see within 1 mile of yourself. The DM
picks a suitable titan or determines it randomly by rolling on the table below (see the Monster Manual for the creature’s stat block).
The titan is Hostile toward all other creatures and
Magic Items
Dungeon Master’s Guide (2024)
.
Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell
Wall of Thorns
6
Tree Form. You can take a Magic action to plant one end of the staff in earth in an unoccupied space and expend 1 charge to transform the staff into a healthy tree. The tree
Magic Items
Dungeon Master’s Guide (2024)
This Tiny cube looks like a jack-in-the-box. When you wind its crank as a Magic action, a merry tune emits from the box, the lid pops open, a creature appears in the nearest unoccupied space, and the
lid closes. The lid can’t otherwise be opened.
Roll on the Cube of Summoning table to determine which spell the cube casts to summon the creature. The spell is cast at level 5 (save DC 17, +9
Magic Items
Dungeon Master’s Guide (2024)
. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count
. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The type of gem determines the elemental, as shown in the following table.
Gem
Summoned
Magic Items
Dungeon Master’s Guide (2024)
This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.
The sphere obliterates all matter it passes through and all matter
Bonus Action to cause it to move in one direction of your choice, up to a number of feet equal to 5 times your Intelligence modifier (minimum 5 feet). Any creature whose space the sphere enters must
Magic Items
Dungeon Master’s Guide (2024)
, and an Efreeti appears in an unoccupied space within 30 feet of you.
The first time the bottle is opened, the DM rolls on the following table to determine what happens.
1d10
Effect
1
Magic Items
Dungeon Master’s Guide (2024)
an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius.
As a Bonus Action
spheres you created, as shown in the following table. On a successful save, the creature takes half as much damage.
Number of Spheres
Lightning Damage
1
4d12
2
5d4
3
2d6
Magic Items
D&D Free Rules (2024)
, determined by rolling on the following table.
Any spell you cast from the hat uses your spell save DC and spell attack bonus.
1d100
Effect
01–50
You cast a random spell determined by
appears in an unoccupied space as close to you as possible. The creature isn’t under your control and acts as it normally would, and it disappears after 1 hour or when it drops to 0 Hit Points
Magic Items
Dungeon Master’s Guide (2024)
through which you pass. If you end your turn in solid earth or rock, you are shunted out to the nearest unoccupied space you last occupied.
Ring of Elemental Command (Fire);Fire. You know Ignan, and you
, as shown in the following table. The table indicates how many charges you must expend to cast the spell, which has a save DC of 18.
Plane
Spells (Charges)
Ring of Elemental Command
Magic Items
Dungeon Master’s Guide (2024)
benefits:
Truesight. You have Truesight out to 240 feet.
Spellcasting. The eye has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Eye of Vecna Spells table
from the eye (save DC 18). The table indicates how many charges you must expend to cast the spell. Each time you cast a spell from the eye, there is a 5 percent chance that Vecna tears your soul from
Magic Items
Dungeon Master’s Guide (2024)
rolling on the Moonblade Properties table.
Minor Property. In addition to its aforementioned properties, each Moonblade has a minor property determined by rolling on the Magic Item’s Minor
Property table.
Sentience. A Moonblade is a sentient weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and Darkvision out to 120 feet. Its alignment matches that of
Magic Items
Dungeon Master’s Guide (2024)
’s Feather Tokens table. The type of token determines its rarity.
Anchor (Uncommon). You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel can&rsquo
outdoors to use this token. You can take a Magic action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is
Magic Items
Dungeon Master’s Guide (2024)
save, you are possessed by the creature, which controls you like a puppet. As a Magic action, the possessing creature can release you and appear in the closest unoccupied space to you. On a
at dawn. While holding the book, you can take a Magic action to cast one of the spells (save DC 20) on the following table. The table indicates how many charges you must expend to cast the spell
Spells
Player’s Handbook
wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly
creature to make a Dexterity saving throw or be affected by that layer’s properties as described in the Prismatic Layers table.
The wall, which has AC 10, can be destroyed one layer at a time
Magic Items
Dungeon Master’s Guide (2024)
other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it
–60
A magically formed creature appears in an unoccupied space as close to the chosen point of origin as possible. The creature isn’t under your control, acts as it normally would, and
Monsters
Van Richten’s Guide to Ravenloft
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny scarab. The swarm can’t regain hit points or gain
temporary hit points.
Skeletonize. If the swarm starts its turn in the same space as a dead creature that is Large or smaller, the corpse is destroyed, leaving behind only equipment and bones (or
Backgrounds
Spelljammer: Adventures in Space
Wildspace has toughened you so well that you are as brave as a miniature giant space hamster when it comes to facing the terrors and other challenges of the airless night.
Skill Proficiencies
: Athletics, Survival
Tool Proficiencies: Navigator’s tools, vehicles (space)
Equipment: A belaying pin (club), a set of traveler’s clothes, a grappling hook, 50 feet of hempen rope, and a
Monsters
Guildmasters’ Guide to Ravnica
(Medium), category 2 (Large), or category 3 (Huge). Then roll once on the Major Adaptations table and once on the Minor Adaptations table (or choose an option from each table) to determine its additional
.
Minor Adaptations
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Minor Adaptations"}
Minor Adaptation
1
Amorphous Structure. The krasis can move through a space as
Monsters
Van Richten’s Guide to Ravenloft
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny maggot. The swarm can’t regain hit points or gain
temporary hit points.Infestation. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Infestation"} to hit, reach 0 ft., one target in the swarm’s space. Hit: 10
Magic Items
Keys from the Golden Vault
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
anything you’re wearing or carrying, to an unoccupied space you can see within 30 feet of yourself.
When you use this property, you can tap into the unstable power of the stone’s
Monsters
Guildmasters’ Guide to Ravnica
category 3 (Huge). Then roll once on the Major Adaptations table and once on the Minor Adaptations table (or choose an option from each table) to determine its additional characteristics. The potency
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Minor Adaptations"}
Minor Adaptation
1
Amorphous Structure. The krasis can move through a space as narrow as 1 inch wide without
Monsters
Guildmasters’ Guide to Ravnica
(Medium), category 2 (Large), or category 3 (Huge). Then roll once on the Major Adaptations table and once on the Minor Adaptations table (or choose an option from each table) to determine its additional
.
Minor Adaptations
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Minor Adaptations"}
Minor Adaptation
1
Amorphous Structure. The krasis can move through a space as
Monsters
Out of the Abyss
first one, appearing in an unoccupied space within 5 feet of the second mushroom or fungus patch. The mushrooms and patches must be Large or bigger.Hallucination Spores. The bridesmaid ejects spores
gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table in appendix D) that lasts until the creature is cured of the disease or dies. While infected in this way
Equipment
that hour. On a successful check, roll a d10 and consult the Fishing table to determine the catch.
Fishing
d10
Catch
1–2
Tiny, inedible fish (a creature that consumes it is
poisoned for 1 hour)
3–5
Tiny, edible fish (feeds one person)
6–8
Small, edible fish (feeds up to four people)
9
Hostile space eel (see Boo’s Astral Menagerie; feeds up to
Monsters
Eberron: Rising from the Last War
teleport up to 30 feet to an unoccupied space it can see.Multiattack. Dyrrn makes one Tentacle Whip attack and uses its Corruption once. Dyrrn can replace its Tentacle Whip attack with Extract Brain if it
into an unoccupied space within 5 feet of Dyrrn, and must succeed on a DC 23 Intelligence saving throw or be stunned until this grapple ends. Dyrrn can’t use the same tentacle whip on another
Magic Items
Tasha’s Cauldron of Everything
to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Damage Resistance. While the tattoo is on your skin, you have resistance to a type of damage associated with that
color, as shown on the table below. The DM chooses the color or determines it randomly.
d10
Damage Type
Color
1
Absorbing Tattoo, Acid;Acid
Green
2
Absorbing Tattoo, Cold;Cold
Magic Items
Bigby Presents: Glory of the Giants
bracelet has the following random properties, determined by rolling on the appropriate table in the Dungeon Master’s Guide:
1 minor beneficial property
1 major beneficial property
1 minor
spectral copy of a Large or smaller nonmagical object. The copy appears in an unoccupied space within 10 feet of you, and it is made of tangible but translucent force that mimics the size, weight, and
Spells
Xanathar's Guide to Everything
You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears.
d6
Demons Summoned
1–2
Two demons of challenge
casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can
Yeenoghu
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
the space where the spike emerges must make a DC 24 Dexterity saving throw. On a failed save, the creature takes 27 (6d8);{"diceNotation":"6d8","rollType":"damage","rollAction":"Iron Spike
a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 17 Wisdom saving throw or descend into a madness determined by the Madness of Yeenoghu table. A
Magic Items
The Book of Many Things
each card bears an illustration of a different item or set of items. As an action, you can draw a card of your choice from the deck and throw it to the ground in an unoccupied space within 5 feet of
yourself. When the card hits the ground, the card permanently transforms into the item or set of items depicted on its face. An altered deck of real-world playing cards can simulate the deck, as shown on the Deck of Miscellany table.
Demogorgon
Legacy
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Monsters
Out of the Abyss
following effects; Demogorgon can’t use the same effect two rounds in a row:
Demogorgon creates an illusory duplicate of himself, which appears in his own space and lasts until initiative count 20
descend into a madness determined by the Madness of Demogorgon table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours.
If Demogorgon dies
Graz'zt
Legacy
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Monsters
Out of the Abyss
","rollDamageType":"acid"} acid damage.
Teleport. Graz’zt magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.Graz’zt can
Wisdom saving throw or descend into a madness determined by the Madness of Graz’zt table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24
Monsters
Van Richten’s Guide to Ravenloft
in this stat block.
Relentless Stride (Loathsome Limbs Only). The horror can move through the space of another creature. The first time on a turn that the horror enters a creature’s space
, determined by rolling on the Body Composition table. You can roll on the Limbs to customize it further, while results from the Hex Blast table replace that action in the stat block. If the results of
Monsters
The Book of Many Things
gather and inspire followers, protecting their people and guiding them to fulfill the medusa’s divine purpose. The Divine Purpose table offers suggestions for motivations. Roll on the table, or use
space when the wall appears is pushed to the nearest unoccupied space on one side of the wall and must make a DC 15 Dexterity saving throw. On a failed save, the medusa chooses the side. On a
Monsters
Van Richten’s Guide to Ravenloft
). The horror can move through the space of another creature. The first time on a turn that the horror enters a creature’s space during this move, the creature must succeed on a DC 16 Strength
forth into other realms to slake unnameable hungers.
Customizing a Horror
An unspeakable horror has one of four body compositions, determined by rolling on the Body Composition table. You can roll on