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Returning 35 results for 'been barrier decides carved rolls'.
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Magic Items
Dungeon Master’s Guide
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. In addition, the weapon ignores Resistance to Slashing damage.
When you use this weapon to attack a creature that
to this effect if it has Immunity to Slashing damage, if it doesn’t have or need a head, or if the DM decides that the creature is too big for its head to be cut off with this weapon. Such a
Magic Items
Dungeon Master’s Guide
attack rolls and damage rolls made with this magic weapon. If you hit an Undead with this weapon, you take 1d10 Necrotic damage, and the target regains 1d10 Hit Points. If this Necrotic damage reduces you
creature’s Hit Point maximum.
Haste. Blackrazor can cast Haste on you, after which it can’t cast this spell again until the next dawn. Blackrazor decides when to cast the spell, which takes
Monsters
Monster Manual
of each of its turns.
Chomp. The beholder makes two Bite attacks.
Glare. The beholder uses Eye Rays.Beholder Lairs
Beholders lurk in cavern complexes they’ve carved using their eye rays deep
and rolls a 1 has the Prone condition.
If the beholder dies or moves its lair elsewhere, these effects end immediately.Antimagic Cone. The beholder’s central eye emits an antimagic wave in a
Monsters
Eberron: Forge of the Artificer
":"3d6", "rollType":"damage", "rollAction":"Inquisitive Eye", "rollDamageType":"Psychic"} Psychic damage, and the target is marked. The inquisitive has Advantage on attack rolls against a target it
using Wisdom as the spellcasting ability (spell save DC 13):
At Will : Guidance
1/Day Each: Detect Thoughts, See InvisibilitySpontaneous Barrier (Recharge 4–6);{"diceNotation":"1d6", "rollType
Vorpal Sword
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.
When you attack a creature that has at least one head with
to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.
Magic Items
Bigby Presents: Glory of the Giants
The hill rune is carved into this gnarled wooden staff. The staff magically resizes to match the height of any creature that attunes to it.
The staff can be wielded as a magic quarterstaff that
grants a +1 bonus to attack and damage rolls made with it. The first time you hit any creature with the staff on your turn, the creature must succeed on a DC 12 Strength saving throw or be restrained by
Magic Items
The Wild Beyond the Witchlight
You gain a +3 bonus to attack and damage rolls made with this magic vorpal sword. In addition, the weapon ignores resistance to slashing damage. When you use this weapon to attack a creature that has
effect if it is immune to slashing damage, it doesn’t have or need a head, it has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such
Monsters
Mordenkainen Presents: Monsters of the Multiverse
in the area covered by the storm. The winds impose disadvantage on ranged attack rolls. The winds extinguish open flames and disperse fog.
Siege Monster. The tempest deals double damage to objects
DC 19 Dexterity saving throw or take the same damage and be knocked prone.Terrifying storms manifest in the bodies of elder tempests. Beings carved from clouds, wind, rain, and lightning, elder
Initiative
Legacy
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Rules
Initiative determines the order of turns during combat. When combat starts, every participant rolls Initiative; they make a Dexterity check that determines their place in the Initiative order. The DM
rolls for monsters.Surprise. If a combatant is surprised by combat starting, that combatant has Disadvantage on their Initiative roll. For example, if an ambusher starts combat while hidden from a
Blackrazor
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
attack and damage rolls made with this magic weapon. It has the following additional properties.
Devour Soul
Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and
advantage on attack rolls, saving throws, and ability checks.
If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage
Magic Items
The Book of Many Things
at the intended destination. On a failed check, a mishap occurs instead. The DM rolls on the Telescope Travel Mishaps table to determine the mishap or chooses a mishap that’s good for the
telescope. The DM decides its attitude.
5
The travelers appear on a different planet or celestial body in the Wildspace system nearest to their target destination.
6
The travelers arrive at their intended destination, but they each appear coated in harmless slime.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The drow makes two Demon Staff attacks or one Demon Staff attack
and using Charisma as the spellcasting ability (spell save DC 20):
At will: command, dancing lights, detect magic, thaumaturgy
2/day each: banishment, blade barrier, cure wounds, hold person, plane
Drow Matron Mother
Legacy
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Monsters
Mordenkainen’s Tome of Foes
slots): blade barrier, harm
7th level (2 slots): divine word, plane shift
8th level (1 slot): holy aura
9th level (1 slot): gate
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on
attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The matron mother makes two demon staff attacks or three tentacle rod attacks.
Demon Staff. Melee Weapon Attack: +10
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The drow makes two Demon Staff attacks or one Demon Staff attack
and using Charisma as the spellcasting ability (spell save DC 20):
At will: command, dancing lights, detect magic, thaumaturgy
2/day each: banishment, blade barrier, cure wounds, hold person, plane
Magic Items
Waterdeep: Dragon Heist
, electrum, and steel alloys whose edges constantly shimmer with a deep blue luminescence.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. The shield spell provides no
defense against the axe, which passes through that spell’s barrier of magical force.
When you hit a fiend or an undead with the axe, cold blue flames erupt from its blade and deal an extra 2d6
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Ships and Initiative A ship rolls initiative using its Dexterity, and it uses its crew’s quality score as a modifier to that roll. On a ship’s turn, the captain decides which of the ship’s actions to use.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts. You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical
initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
, they are, using the peaks as a secure hideout. It’s said that markings carved into the mountains have been left by these criminals to help point the way to their lair. 66–70 The Barrier Peaks are
Rumors and Legends Countless legends have arisen regarding the mysterious Barrier Peaks, and those tales circulate constantly among adventurers, explorers, and bards. Rumors specific to Kwalish and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Vorpal Sword Weapon (Glaive, Greatsword, Longsword, or Scimitar), Legendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. In addition, the
heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it has Immunity to Slashing damage, if it doesn’t have or need a head, or if the DM decides that
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
barrier to many characters but easily navigated by water-breathing creatures. Obstacles can affect more than one room. A chasm might run through several passages and chambers, or send cracks through
Obstacle 1 Antilife aura with a radius of 1d10 × 10 ft.; while in the aura, living creatures can’t regain hit points 2 Battering winds reduce speed by half, impose disadvantage on ranged attack rolls 3
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Vorpal Sword Weapon (Glaive, Greatsword, Longsword, or Scimitar), Legendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. In addition, the
heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it has Immunity to Slashing damage, if it doesn’t have or need a head, or if the DM decides that
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Arrival in Janya As the characters near the seafloor, a pearlescent haze cuts through the darkness. Below they see a shimmering dome of light, a great magical barrier that shelters the city below. As
the characters pass through, read or paraphrase the following text: A majestic vista spreads beneath the dome: the undersea city of Janya. The city’s dark towers are carved with circular windows and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Vorpal Sword Weapon (any sword that deals slashing damage), legendary (requires attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores
it can’t survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn’t have or need a head, has legendary actions, or the DM decides that the creature
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Vorpal Sword Weapon (any sword that deals slashing damage), legendary (requires attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores
it can’t survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn’t have or need a head, has legendary actions, or the DM decides that the creature
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other. COMBAT STEP-BY-STEP
1. Determine surprise. The
DM determines whether anyone involved in the combat encounter is surprised.
2. Establish positions. The DM decides where all the characters and monsters are located. Given the adventurers' marching
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other. COMBAT STEP-BY-STEP
Determine surprise. The
DM determines whether anyone involved in the combat encounter is surprised.
Establish positions. The DM decides where all the characters and monsters are located. Given the adventurers’ marching
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Snicker-Snack Weapon (Greatsword), Legendary (Requires Attunement by a Non-evil Creature) Snicker-snack You gain a +3 bonus to attack and damage rolls made with this magic vorpal sword. In addition
decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. While attuned to Snicker-Snack, you have
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results. For every ability check, the DM decides which of the six abilities is
. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success — the creature overcomes the challenge at
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
something that the DM decides has a chance of both success and failure. The higher your roll, the more likely it is that you succeed. Damage The most common use for dice other than the d20 is to determine
less than the percentage chance (a 01 to 05, in this example), it happens. Interpreting Die Rolls in the Story
Part of the fun of D&D is interpreting what die rolls mean in the story. The
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
something that the DM decides has a chance of both success and failure. The higher your roll, the more likely it is that you succeed. Damage The most common use for dice other than the d20 is to determine
is equal to or less than the percentage chance (a 01 to 05, in this example), it happens. Interpreting Die Rolls in the Story
Part of the fun of D&D is interpreting what die rolls mean in the story
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Its black scabbard is decorated with pieces of cut obsidian. You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. If you hit an Undead with this weapon, you take 1d10
. Blackrazor decides when to cast the spell, which takes effect at the start of your turn. The spell lasts for 1 minute (no Concentration required) or until Blackrazor decides to end it, which it can do
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
rolls Initiative. Once everyone has taken a turn, the fight continues to the next round if neither side is defeated. Combat Step by Step Combat unfolds in these steps: Establish Positions. The Dungeon
adversaries are—how far away and in what direction. Roll Initiative. Everyone involved in the combat encounter rolls Initiative, determining the order of combatants’ turns. Take Turns. Each participant in the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
rolls Initiative. Once everyone has taken a turn, the fight continues to the next round if neither side is defeated. Combat Step by Step Combat unfolds in these steps: Establish Positions. The Dungeon
adversaries are—how far away and in what direction. Roll Initiative. Everyone involved in the combat encounter rolls Initiative, determining the order of combatants’ turns. Take Turns. Each participant in the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
seals is a druidic bloodline, and it will last until the last member of the line is slain. The most common form of Gatekeeper seal is a great stone slab set into the ground or a cavern wall. It is carved
with mystical symbols that hedge out the influence of Xoriat and maintain the barrier. The map depicts one such seal, along with the druidic trappings and dwellings surrounding it. Gatekeeper Seal
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
” in chapter 2) illuminate this cave. Tunnels in this area climb up to area 20 and down to area 21, and two sets of stairs carved from the walls lead up to area 22. The statue is actually a deep gnome
, gaining advantage on the Constitution saving throw made against Neheedra’s gaze. However, the creature makes attack rolls with disadvantage.






