Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'before barrel diffusing counting roll'.
Other Suggestions:
before barren diffusing cunning role
before barrel diffusing cunning rule
before barely diffusing cunning role
before barrier diffusing cunning role
before barrier diffusing coursing roll
Spells
Player’s Handbook
Proficiency Bonus)
Traits
Amorphous Form (Air, Fire, and Water Only). The spirit can move through a space as narrow as 1 inch wide without it counting as Difficult Terrain.
Actions
Multiattack
. The spirit makes a number of Slam attacks equal to half this spell’s level (round down).
Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 4 + the spell
Monsters
Acquisitions Incorporated
Customizable Storage. A keg robot can hold up to three types of liquid payload totaling 12 gallons within its hollow, barrel-shaped body. A full keg robot can make one liquid attack per gallon before
","rollType":"damage","rollDamageType":"fire"} fire damage, and the oil burns away. If the oil that remains in the area of the spray is lit, it burns for 1d4;{"diceNotation":"1d4","rollType":"roll
Monsters
The Wild Beyond the Witchlight
":"piercing"} piercing damage if Molliver has advantage on the attack roll or if the target is within 5 feet of one of Molliver’s allies.
Shortsword. Melee Weapon Attack: +5;{"diceNotation":"1d20+5
roll or if the target is within 5 feet of one of Molliver’s allies.
Levitate. While wearing boots of levitation, Molliver casts levitate (self only).Uncanny Dodge. Molliver halves the damage
Tabaxi
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
mull over the stories and rumors they collected like a miser counting coins.
Although material wealth holds little attraction for the tabaxi, they have an insatiable desire to find and inspect ancient
tables to customize your character in addition to the trait, ideal, bond, and flaw from your background.
The Tabaxi Obsession table can help hone your character’s goals. For extra fun, roll a new
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
. You can decide where the mimic is, or roll a d8 to randomly determine which barrel is the fake one. See “Mystery Monster” for more information on the mimic and its behavior when discovered.
G8. Mimic and Mushroom Wine This room contains twelve forty-gallon barrels set into wide alcoves. Each barrel is secured by a wooden brace. The barrels in the south alcove have been tapped with
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
Shenanigans The players might think of creative ideas for dealing with the merrow: Can I roll a barrel to push the merrow overboard? Can I drop a sail on it so it can't see? Can I persuade the crew
trying to roll the barrel at the merrow, a Dexterity check to fling a sail over it, or a Charisma (Intimidation) check to convince it that the crew is about to attack.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
characters can use them to safely avoid the pit traps in area 22d. 22d. Barrel Run Beyond a 10-foot landing, this hall gradually slopes down toward the west. Secret doors at the west end of the hall
open into areas 22e and 22f, respectively. Dwarves used to fill barrels of ale and roll them down this hall to be stored in the secret chambers. Pit Traps. The Melairkyn dwarves built three 20-foot-deep
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
saving throw because of a chase complication, she has advantage on the roll. Also, she can use the Dash action during the chase without having to make Constitution checks to avoid exhaustion. Where’s the
Stone? If she is caught, Vevette surrenders. She’s counting on the law to protect her from serious harm, and she knows she has done nothing to warrant arrest. Vevette no longer has the Stone of Golorr
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
triumph over tyranny and inequality. Molliver invites trouble by not thinking through the ramifications of their actions, counting on their friends to bail them out whenever they get in over their head
. Hit: 5 (1d4 + 3) piercing damage. The attack deals an extra 7 (2d6) piercing damage if Molliver has advantage on the attack roll or if the target is within 5 feet of one of Molliver’s allies
Compendium
- Sources->Dungeons & Dragons->Monster Manual
cavernous mazes of the Underdark, with its miles-deep trenches and stalactite forests suspended over empty darkness, where they barrel through caves and swing across cavern ceilings. Hook horrors feed
.
Hook. Melee Attack Roll: +6, reach 10 ft. Hit: 11 (2d6 + 4) Piercing damage. If the target is a Large or smaller creature, the hook horror moves the target 5 feet straight toward or away from itself.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
(Air, Fire, and Water Only). The spirit can move through a space as narrow as 1 inch wide without it counting as Difficult Terrain.
Actions
Multiattack. The spirit makes a number of Slam attacks
equal to half this spell’s level (round down).
Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 4 + the spell’s level Bludgeoning (Earth only), Cold (Water only
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
of orcs and ogres in the shrine based on the level of the characters and the number of characters in the party, not counting sidekicks. Enemy Roster Character Level Number of Orcs and Ogres 1st
the northeast tower (area S6) When rolling initiative for these foes, roll once for all the orcs and once for all the ogres.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
life. Roll a d20 three times per day of game time, checking for encounters each morning, afternoon, and evening or night. An encounter occurs on a roll of 16 or higher. Roll a d20 and check the Port
a brief warning as a water barrel, building stone, or other heavy weight crashes down. The character must succeed on a DC 12 Dexterity saving throw or be struck, taking 14 (4d6) bludgeoning damage
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
tortle settlement. If the characters want to obtain more than one of a particular creature or item, roll a d4 to determine how many the tortles have to sell or trade. Ahoyhoy Goods Cost Goods 2 sp 1 lb
. bushel of red blood hawk feathers 1 gp 2 lb. covered basket containing 4 poisonous snakes or scorpions 2 gp 2 lb. basket of ornamental shells or coral 3 gp 70 lb. barrel containing 80 lb. of
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
are in the camp, not counting Leosin. During the day, they are put to work under guard by four dragonclaws (see appendix D). At night, they are shackled to a post in their hut to prevent escape. The
climbing, so no die roll is needed under normal circumstances. If characters are in a hurry, a successful DC 10 Strength (Athletics) check is needed to make the climb without falling. If characters
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
filled with thousands of bats. Any loud noise in either cavern agitates the bats. When the bats become agitated, have the characters roll initiative. On initiative count 10, the bats fly up the pit and
fluttering bats. At the start of each of the bats’ turns, roll a d6. On a roll of 1–5, the bats remain agitated. On a roll of 6, the bats return to the lower cavern and are no longer agitated. The
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
area 1. Currently, only eight prisoners are in the camp, not counting Leosin. During the day, they are put to work under guard by four dragonclaws (see appendix D). At night, they are shackled to a
. The cliffs have handholds and footholds for climbing, so no die roll is needed under normal circumstances. If characters are in a hurry, a successful DC 10 Strength (Athletics) check is needed to make
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, Gullop XIX flees to area D11 and makes his final stand there, counting on the bullywug knights to cover his escape. As the king flees, Snoodle and the unarmed bullywugs jump into the lake and swim to
, and conspirators are gathering at his home in area D16. Whenever a character asks a friendly bullywug of the Soggy Court about Illig’s whereabouts, roll a d8. On a roll of 1–3, the bullywug doesn’t
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
to propel a bullet out of the barrel of a pistol or rifle, or it is formed into a bomb. Gunpowder is sold in small wooden kegs and in water-resistant powder horns. Setting fire to a container full of
radius by 5 feet (to a maximum of 20 feet). Dynamite can be rigged with a longer fuse to explode after a set amount of time, usually 1 to 6 rounds. Roll initiative for the dynamite. After the set number
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Barrel and Bucket 16 The Thirsty Crow 17 The Wandering Satyr 18 The Barking Dog 19 The Happy Spider 20 The Witch and Dragon *Roll a separate d20 for each part of the tavern’s name. Random Shops
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
ingredients into the final dish. Unless fewer than four characters are participating in the event, these assistants won’t help to prepare the beans or the prawns. Sid leads the audience in counting down
; “Three… two… one… start!” At this point, the characters and prawns should roll initiative. Bean Preparation. Massive bundles of green tree beans cover both preparation tables. Participants must chop or
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
tents, each ten feet in diameter, are pitched outside a ring of four barrel-topped wagons. A much larger tent stands near the shore of the lake, its sagging form lit from within. Near this tent, eight
. Treasure For each Vistani tent or wagon that the characters search, roll once on the following table to determine what treasure is found: d20 Treasure 1–10 None 11–13 Sack of 100 ep (each coin stamped
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
explore the cave and fights alongside them until they all reemerge in the valley. Treasure. Vinx stashed a magic item at the bottom of one of the barrels before she was captured; roll once on the
Magic Items table in appendix A (rerolling duplicates) to determine the item. If freed, Vinx discreetly fishes the item out of the barrel and keeps it on her person until the characters find her family’s
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Vogler Battlefield Events During this encounter, roll on the Vogler Battlefield Events table each round at initiative count 0. Also consider rolling on the table if a character enters the Fray or
a DC 10 Dexterity saving throw or take 3 (1d6) fire damage. 5–6 Villagers on the docks shout their support. A random player character has advantage on their next attack roll. Fewmaster Gholcag After
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
.
Tactical Edge (Costs 2 Actions). Roll a d6 for Bel. The number rolled on the die is subtracted from the next attack roll made against Bel or an ally of his choice within the next minute.
Summon Ice
says, “A pity. All those poor people in Elturel were counting on you.” He then offers to teleport them out of his fortress, so they can be on their way. Gracious host that Bel is, he won’t attack the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
mouth spell), and the weapon will obviously stagger it (roll dice and shake your head ruefully) every time the mace is used. The third time it is struck by the glowing mace, the false lich will
hunks of ceiling, and so forth to the players. Now begin counting slowly to 10, and it is odds on that there will be a stampede up the stairs to get away! A programmed illusion spell affecting the entire
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
others hanging from the ceiling above the table) and a large wooden waste barrel (currently empty). Next to the door, hanging from a stone hook mounted to the wall 20 feet above the floor, is a 2-foot
the material component for any wizard spell of 6th level or lower that has no cost in gold pieces associated with it. To determine what trinkets are here, roll twelve times on the Trinkets table in
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
seen a goliath, and fewer still to have forged a friendship with one. Goliaths love to compete and keep score, counting up their deeds and tallying their accomplishments to compare to what others
reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Guardroom Two disheveled humans in stylized rat masks and red robes trimmed with rat fur crouch over a small chest, chattering and counting coins. In the northeast corner of the room, stairs lead downward
player rolls three d6s. A player who rolls three of a kind wins. If no player rolls three of a kind, each player must either add another 5 gp to the pot or forfeit. The remaining players roll one or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
2 lb. 1 GP Barrel 70 lb. 2 GP Basket 2 lb. 4 SP Bedroll 7 lb. 1 GP Bell — 1 GP Blanket 3 lb. 5 SP Block and Tackle 5 lb. 1 GP Book 5 lb. 25 GP Bottle, Glass 2 lb. 2 GP Bucket 2 lb. 5 CP Burglar’s
have the Prone condition. It takes 10 minutes to recover the Ball Bearings. Barrel (2 GP) A Barrel holds up to 40 gallons of liquid or up to 4 cubic feet of dry goods. Basket (4 SP) A Basket holds up
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
GP Arcane Focus Varies Varies Backpack 5 lb. 2 GP Ball Bearings 2 lb. 1 GP Barrel 70 lb. 2 GP Basket 2 lb. 4 SP Bedroll 7 lb. 1 GP Bell — 1 GP Blanket 3 lb. 5 SP Block and Tackle 5 lb. 1 GP Book 5 lb
time on a turn must succeed on a DC 10 Dexterity saving throw or have the Prone condition. It takes 10 minutes to recover the Ball Bearings. Barrel (2 GP) A Barrel holds up to 40 gallons of liquid or
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
furniture. Faint footprints lead to the cloakroom (area D2b). Encounter. Roll on the Death House Encounters table the first time a character enters this room. D3: Den of Wolves This oak-paneled room
to the higher shelves.
The bookshelves hold hundreds of tomes on topics such as history, warfare, and alchemy. Encounter. Roll on the Death House Encounters table the first time a character enters
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Shalvus that isn’t incapacitated and
Shalvus doesn’t have disadvantage on the attack roll.
Actions
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
jewelry (worth 50 gp each) and eight pieces of gold jewelry (worth 100 gp each). The first barrel opened contains a collection of skulls. Hidden under the tenth pile of skins are two potions of healing
Post Giants encountered here are always alert (not sleeping). To determine the position of each guard when the characters first enter, roll a d4 twice. Use one of the results as the location of the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Adventurers who earn the giants’ trust are quartered here during their stay. Each of these rooms contains furnishings sized for Medium and Small creatures: five comfortable beds, a circular rug, a barrel of
electrum goblet (worth 75 gp), and 1d4 magic items. Roll on Magic Item Table G in chapter 7 of the Dungeon Master’s Guide for the first item, and on Table F for any other items. 6. Nym’s Whale A 50-foot






