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Returning 35 results for 'before bards dealing composed rolling'.
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Magic Items
Dungeon Master’s Guide
This magic ammunition is meant to slay creatures of a particular type, which the DM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the
ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one.
After dealing its extra damage to a
Magic Items
Dungeon Master’s Guide
This treatise, composed by Iggwilv the archmage, documents the Abyss;Abyss's layers and inhabitants and is widely regarded as the most thorough and blasphemous tome of demonology in the multiverse
roll for a spell you cast against a Fiend, you use the maximum possible result instead of rolling.
Random Properties. The Artifact has the following random properties (see “Artifacts” in
Monsters
Bigby Presents: Glory of the Giants
by dealing 15 or more slashing damage to it on one attack. Cutting the root doesn’t hurt the cradle but ends the grapple.
Rolling Hills (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge
", "rollAction":"Rolling Hills"}. The cradle magically creates a wave of dirt that extends from a point on the ground within 120 feet of itself. The wave is up to 30 feet long, up to 30 feet tall, and
Spells
Acquisitions Incorporated
of you rolling damage twice for a critical hit. If the attack roll for any missile is a 1, all missiles miss their targets and blow up in your face, dealing 1 force damage per missile to you.
At
Monsters
Van Richten’s Guide to Ravenloft
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 the Limbs
fears of those they encounter. Mist horrors use the unspeakable horror stat block with the Malleable Mass body option, which makes them appear to be composed of living mist. Further details of a mist
Monsters
Van Richten’s Guide to Ravenloft
, 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
them appear to be composed of living mist. Further details of a mist horror’s appearance are drawn from the fears of those within 100 feet of it. This might cause a mist horror to take on a form
Monsters
Van Richten’s Guide to Ravenloft
might slink 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
given form by the fears of those they encounter. Mist horrors use the unspeakable horror stat block with the Malleable Mass body option, which makes them appear to be composed of living mist. Further
Monsters
Van Richten’s Guide to Ravenloft
has one of four body compositions, 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
Malleable Mass body option, which makes them appear to be composed of living mist. Further details of a mist horror’s appearance are drawn from the fears of those within 100 feet of it. This
Monsters
Van Richten’s Guide to Ravenloft
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
the fears of those they encounter. Mist horrors use the unspeakable horror stat block with the Malleable Mass body option, which makes them appear to be composed of living mist. Further details of a
Teleport
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city
results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).
Backgrounds
Sword Coast Adventurer's Guide
knowledge, rather than brute force. Harper agents are often proficient in Investigation, enabling them to be adept at snooping and spying. They often seek aid from other Harpers, sympathetic bards and
dealing with people in the outside world.
d6
Ideal
1
Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)
2
Charity. I always
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Running This Chapter This chapter takes place in the wilds surrounding Phandalin, a region known as the Triboar Trail. The area is composed of foothills and rolling, sparsely wooded plains that
Species
Spelljammer: Adventures in Space
internal organs of the usual sort. Their bodies are composed of cells, fibers, plasma-like ooze, and clusters of nerves. These nerves enable a plasmoid to detect light, heat, texture, sound, pain, and
different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
The “Quick Build&rdquo
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
College of Lore Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads
in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
College of Lore Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads
in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ammunition of Slaying Weapon (Any Ammunition), Very Rare This magic ammunition is meant to slay creatures of a particular type, which the DM chooses or determines randomly by rolling on the table
on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical. Conceptopolis Amulet of Proof Against Detection and Location,
Ammunition of Slaying (Arrow
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ammunition of Slaying Weapon (Any Ammunition), Very Rare This magic ammunition is meant to slay creatures of a particular type, which the DM chooses or determines randomly by rolling on the table
on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical. 1d100 Creature Type 01–10 Aberrations 11–15 Beasts 16–20 Celestials 21–25 Constructs 26–35
Magic Items
Tasha’s Cauldron of Everything
Ages ago, the serene god Rao created a tool to shield his fledgling faithful against the evils of the Lower Planes. Yet, as eons passed, mortals developed their own methods of dealing with
;potentially for the final time.
Random Properties. The artifact has the following random properties, which you can determine by rolling on the tables in the "Artifacts" section of the Dungeon Master
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
damage to its target. If the attack roll scores a critical hit, the target of that missile takes 5d4 force damage instead of you rolling damage twice for a critical hit. If the attack roll for any
missile is a 1, all missiles miss their targets and blow up in your face, dealing 1 force damage per missile to you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Bard Subclasses A Bard subclass is a specialization that grants you features at certain Bard levels, as specified in the subclass. Bards form loose associations, which they call colleges, to preserve
Harmony with the Cosmos Bards of the College of Dance know that the Words of Creation can’t be contained within speech or song; the words are uttered by the movements of celestial bodies and flow
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Bard: College of Spirits Bards of the College of Spirits seek tales with inherent power—be they legends, histories, or fictions—and bring their subjects to life. Using occult trappings, these bards
target of the tale’s effect. Once you do so, you can’t bestow the tale’s effect again until you roll it again. You can retain only one of these tales in mind at a time, and rolling on the Spirit
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
a pillar composed of thick, red, ooze-like stuff. The creature is actually inside the pillar, and when it is roused, it emerges with evil intent. Undead Nature. The Ooze Master doesn’t require air
) acid damage. Any nonmagical weapon that hits the Ooze Master corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Boulder Trap At 15 feet beyond the shaft entrance, a mechanical plate installed in the floor triggers a rolling boulder trap. A successful DC 22 Wisdom (Perception) check by one of the characters in the
crashing against the wall in area 7. As it rolls through, the bone boulder crushes and slashes at any creature in area 6, dealing 18 (4d8) bludgeoning damage and 18 (4d8) slashing damage, or half as
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
manifests in that location. The surge lasts for 1 hour. Rolling on the Eldritch Surges table while a surge is already in effect causes the current surge to end. THE ENTITY
Krokulmar, the entity at the
spell on its turn, the shadow makes a melee spell attack (+4 to hit) against a random creature within 5 feet of it, dealing 5 (2d4) necrotic damage on a hit.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
different from rolling dice? And how can Dungeon Masters make interesting use of those differences?
This chapter addresses some of the unique randomizing elements cards can provide, even for a game that
markings can be assigned additional meanings. Choose from a Hand. Many card games rely on dealing hands of cards. You can use hands to represent a limited set of options in a situation, such as possible
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
to expel a dybbuk† from a corpse. The exorcist asks the characters to help in dispatch the Fiend. 9 Two bards† in the Heralds of Dust approach the characters and sing a ballad honoring the dead. If the
characters interrupt or otherwise ruin the tune, 1d4 irascible specters emerge from the walls and attack, causing the bards to flee. 10 Three skeleton farmers quietly tend to corpse-white grave
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
.) Bone Boulder Trap At 15 feet beyond the shaft entrance, a mechanical plate installed in the floor triggers a rolling boulder trap. A successful DC 22 Wisdom (Perception) check by one of the characters in
before crashing against the wall in area 7. As it rolls through, the bone boulder crushes and slashes at any creature in area 6, dealing 18 (4d8) bludgeoning damage and 18 (4d8) slashing damage, or half
Compendium
- Sources->Dungeons & Dragons->Monster Manual
exposed insides.
4 Parts serving unintended roles, like a body composed of dozens of hands.
5 Perfect features accented by beautiful stitching.
6 Visible mechanisms, bellows, and
(Persuasion) check; the golem must be able to hear its creator. If this check succeeds, the golem ceases being berserk until the start of its next turn, at which point it resumes rolling for the Berserk
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
effect occurs when the die comes to rest after rolling across the ground for at least 10 feet. If an effect requires a target and no eligible target is within range, nothing happens. Spells cast by
composed of notched bronze rings, which can be turned so that the notches line up. Aligning the notches requires an action, and doing so causes the orb to gong loudly until the notches are no longer aligned. The sounds are spaced 6 seconds apart and can be heard out to a range of 600 feet.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a
results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
magic spell reveals an aura of transmutation magic around each one. Any nonmagical weapon that strikes a statue for the purpose of dealing damage to it turns to dust. Magic Mouth In Halaster’s voice, the
trap (see “Teleport Traps”) between the two southern statues. A creature teleported by this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a
results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Customizing a Horror An unspeakable horror has one of four body compositions, determined by rolling on the Body Composition table. You can roll on the Limbs to customize it further, while results from
horror stat block with the Malleable Mass body option, which makes them appear to be composed of living mist. Further details of a mist horror’s appearance are drawn from the fears of those within 100 feet
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
to the highest standards of behavior, and wields cold magic. The Brass Order could be a loose affiliation of good-hearted scoundrels, including rogues and bards, who favor fire magic and trickery. An
to the point of joining a war against a different overlord. Or they could remain independent, traveling from one dragon’s domain to another and dealing with the complex and sometimes violent political
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
with the weapon (+4 to hit), dealing 5 (1d6 + 2) piercing damage on a hit. If a critical hit is scored against a terracotta warrior, it shatters and is destroyed. The terracotta warriors remain
heaped around Shagambi’s bones: 200 gp, five moonstones (50 gp each), the fine music box activated by the trap (250 gp), and an instrument of the bards (Canaith mandolin). The instrument turns to dust and






