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Returning 35 results for 'been before decides climbing roll'.
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Magic Items
Dungeon Master’s Guide
has at least one head and roll a 20 on the d20 for the attack roll, you cut off one of the creature’s 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 the creature is too big for its head to be cut off with this weapon. Such a
Vorpal Sword
Legacy
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Magic Items
Basic Rules (2014)
this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if 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 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.
Monsters
Bigby Presents: Glory of the Giants
—wanders by. While trading riddles or witticisms, a cat often decides to reveal its grin, its tail, or sometimes its whole head to confuse or intimidate the creature it’s talking to.
A
grinning cat is slain, 2d12;{"diceNotation":"2d12", "rollType":"roll", "rollAction":"Whiskers"} of its whiskers can be retrieved for this purpose.Fade Back. The grinning cat becomes visible or makes part of
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
-crab), and the sharktocrab (an improved shambleshark that includes octopus elements as well).
Major Adaptations
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Major Adaptations
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
(an improved shambleshark that includes octopus elements as well).
Major Adaptations
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Major Adaptations"}
Major Adaptation
1
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
shark-crab), and the sharktocrab (an improved shambleshark that includes octopus elements as well).
Major Adaptations
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Major Adaptations
Monsters
Acquisitions Incorporated
damage if he fails. He can't use this trait if he's incapacitated.
Second-Story Work. Climbing does not cost Viari extra movement. Additionally, when he makes a running jump, the distance he covers
increases by 5 feet.
Sneak Attack (1/Turn). Viari deals an extra 14 (4d6);{"diceNotation":"4d6","rollType":"roll","rollAction":"Sneak Attack"} damage when he hits a target with a weapon attack and has
Magic Items
The Wild Beyond the Witchlight
at least one head and roll a 20 on the attack roll, you cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this
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
Magic Items
Wayfinder's Guide to Eberron
(roll a d6): (1–2) detect evil and good or (3–6) detect magic. The docent decides when to cast the spell.
Personality. A docent is designed to advise and assist the warforged it’s
one of the following skills (roll a d4): (1) Arcana, (2) History, (3) Investigation, or (4) Nature.
Spells. The docent knows one of the following spells and can cast it at will, requiring no components
Death Tyrant
Legacy
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Monsters
Monster Manual (2014)
Negative Energy Cone. The death tyrant’s central eye emits an invisible, magical 150-foot cone of negative energy. At the start of each of its turns, the tyrant decides which way the cone faces
. The death tyrant shoots three of the following magical eye rays at random;{"diceNotation":"1d10","rollType":"roll","rollAction":"Eye Rays"} (reroll duplicates), choosing one to three targets it can see
Monsters
Candlekeep Mysteries
"} piercing damage if the grippli had advantage on the attack roll.
Shortbow. Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Shortbow"} to hit, range 80/320 ft
grasping and climbing. A grippli can move as quickly on all fours as it can on two legs.
Communal Effort. Grippli rely on ambushes and guerrilla warfare to defend themselves and their settlements. They
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollDamageType":"piercing"} piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or suffer one random effect (roll a d6;{"diceNotation":"1d6", "rollType
":"roll", "rollAction":"Bite (Random Effect)"}):
1–2: Confusion. On its next turn, the target must use its action to make one weapon attack against a random creature it can see within 30 feet
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"1d10", "rollType":"roll", "rollAction":"Clockwork Enhancements"}
Enhancement
1
Camouflaged. The clockwork gains proficiency in Stealth if it lacks that proficiency. While motionless, it is
Suction. The clockwork gains a climbing speed of 30 feet.
9
Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish.
10
Water Propulsion. The clockwork gains
Monsters
Mordenkainen Presents: Monsters of the Multiverse
attack roll, the clockwork gives that creature a +5 bonus to its AC against that attack, potentially causing a miss. To use this ability, the clockwork must be able to see the creature and the
d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Clockwork Enhancements"}
Enhancement
1
Camouflaged. The clockwork gains proficiency in Stealth if it lacks that proficiency
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollType":"roll", "rollAction":"Clockwork Enhancements"}
Enhancement
1
Camouflaged. The clockwork gains proficiency in Stealth if it lacks that proficiency. While motionless, it is
. The clockwork gains a climbing speed of 30 feet.
9
Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish.
10
Water Propulsion. The clockwork gains a
Beholder
Legacy
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Monsters
Monster Manual (2014)
Antimagic Cone. The beholder’s central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot-cone. At the start of each of its turns, the beholder decides which way
following magical eye rays at random;{"diceNotation":"1d10","rollType":"roll","rollAction":"Eye Rays"} (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
Charm Ray
Monsters
Out of the Abyss
Antimagic Cone. The beholder's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot-cone. At the start of each of its turns, the beholder decides which way the
before, harmless slime might coat a statue, and so on. These effects apply only to natural surfaces and to nonmagical objects that aren't on anyone's person.
If the beholder dies, these effects fade over the course of 1d10;{"diceNotation":"1d10","rollType":"roll"} days.
Backgrounds
Guildmasters’ Guide to Ravnica
decides if your demands are reasonable and if there are subordinates available to fulfill them. As your status in the guild improves, you gain influence over more people, including ones in greater
activities in crime, banking, or debt collection could tie you to members of other guilds.
Roll twice on the Orzhov Contacts table (for an ally and a rival) and once on the Non-Orzhov Contacts table
Initiative
Legacy
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Rules
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
highest to lowest Initiative. This is the order in which they act during each round. The Initiative order remains the same from round to round.Ties. If a tie occurs, the DM decides the order among
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.
Monsters
Mythic Odysseys of Theros
. To do so, simply roll once on one or all of the following tables. Results from the Body Composition table adjust the Theran chimera as described, while results on the Breath Weapons, Head Attacks
, such as a giant lizard or spider. The chimera gains a climbing speed equal to its walking speed and it can climb difficult surfaces, including upside down on ceilings, without needing to make an ability
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
roll for an entire group of identical creatures, so each member of the group acts at the same time. The DM ranks the combatants in order from the one with the highest Dexterity check total to the one
with the lowest. This is the order (called the initiative order) in which they act during each round. The initiative order remains the same from round to round. If a tie occurs, the DM decides the order
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
roll for an entire group of identical creatures, so each member of the group acts at the same time. The DM ranks the combatants in order from the one with the highest Dexterity check total to the one
with the lowest. This is the order (called the initiative order) in which they act during each round. The initiative order remains the same from round to round. If a tie occurs, the DM decides the order
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
resistance to slashing damage. When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature’s heads. The creature dies if
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->D&D Beyond Basic Rules
weapon ignores Resistance to Slashing damage. When you use this weapon to attack a creature that has at least one head and roll a 20 on the d20 for the attack roll, you cut off one of the creature’s
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)
resistance to slashing damage. When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature’s heads. The creature dies if
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->Dungeon Master’s Guide
weapon ignores Resistance to Slashing damage. When you use this weapon to attack a creature that has at least one head and roll a 20 on the d20 for the attack roll, you cut off one of the creature’s
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
Magic Items
Tasha’s Cauldron of Everything
. Roll on the Teeth of Dahlver-Nar table to determine which tooth you draw, and you can either sow the tooth or implant it (both of which are described later).
If you don’t sow or implant the
tooth, roll a die at the end of your turn. On an even number, the tooth vanishes, and creatures appear as if you sowed the tooth, but they are hostile to you and your allies. On an odd number, the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Q33. Collapsed Ceiling The roof over this part of the mansion has collapsed, creating a twenty-foot-diameter gaping hole with broken rafters bisecting it. Dark storm clouds roll across the sky
difficult terrain. Vladimir Horngaard (see area Q36) can hear visitors climbing over the rubble and can’t be surprised by them.
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
—the game uses to determine whether creatures succeed or fail at the things they attempt during the game (see “D20 Tests” later in this chapter). You roll a d20 whenever your character tries to do
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
) against the target’s Armor Class. If the attack roll hits, a crash occurs; otherwise, the target moves out of the ship’s path, avoiding the crash. If the DM decides that a crash is unavoidable, no
Crashing A spelljammer can run their ship into another object or a creature by moving the ship into the target’s space and making a special attack roll (1d20 + the spelljammer’s proficiency bonus
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Climbing the Shrine Characters can climb the outside of the shrine without equipment with a successful DC 17 Strength (Athletics) check. Characters who fail the check by 5 or more slip on the slick
a creature kills Lhammaruntosz or a Scaly Eye member while inside the temple, a spectral dragon appears and attacks the creature. The dragon makes an attack roll with a +10 bonus to hit and deals 22
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
—the game uses to determine whether creatures succeed or fail at the things they attempt during the game (see “D20 Tests” later in this chapter). You roll a d20 whenever your character tries to do
Magic Items
The Book of Many Things
whichever cards they desire. Alternatively, roll on the Deck of Many More Things table below to randomly determine what cards are drawn.
Deck of Many More Things
d100
Card
01
Aberration
*
65
Warrior
66
Well
67–00
Roll again
*Found in the Deck of Many Things as depicted in the Dungeon Master’s Guide
Aberration. You gain telepathy within a range of 90
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
while a second examines an esoteric symbol engraved on a wall and a third keeps watch for monsters. The players don’t need to take turns, but the DM listens to every player and decides how to resolve
might be locked, the floor might hide a deadly trap, or some other circumstance might make it challenging for an adventurer to complete a task. In those cases, the DM decides what happens, often






