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Returning 35 results for 'before before door cantrip reroll'.
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before before down cantrips roll
Monsters
Monster Manual
":"roll", "rollAction":"Eye rays"}; reroll if the death tyrant has already used that ray during this turn):
Charm Ray. Wisdom Saving Throw: DC 17. Failure: 13 (3d8);{"diceNotation":"3d8", "rollType
control on objects with this ray, such as manipulating a tool or opening a door or container.
Sleep Ray. Wisdom Saving Throw: DC 17 (the target succeeds automatically if it is a Construct or an Undead
Monsters
Monster Manual
", "rollAction":"Eye Rays"}; reroll if the beholder has already used that ray during this turn):
1: Charm Ray. Wisdom Saving Throw: DC 16. Failure: 13 (3d8);{"diceNotation":"3d8", "rollType":"damage
, such as manipulating a tool or opening a door or container. 7: Sleep Ray. Wisdom Saving Throw: DC 16 (the target succeeds automatically if it is a Construct or an Undead). Failure: The target has the
Monsters
The Book of Many Things
will: Mage Hand, Thaumaturgy
1/day each: Dimension Door, Divination, EnthrallMoment of Foresight (1/Day). When hit by an attack roll, the initiate can force the attacker to reroll it and use the new
Skull Lord
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
level (4 slots): magic missile, expeditious retreat, thunderwave
2nd level (3 slots): mirror image, scorching ray
3rd level (3 slots): fear, haste
4th level (3 slots): dimension door, ice storm
5th
start of its turn.
Bone Staff (Costs 2 Actions). The skull lord makes a bone staff attack.
Cantrip. The skull lord casts a cantrip.
Move. The skull lord moves up to its speed without provoking
Monsters
Tales from the Yawning Portal
*, mirror image, scorching ray
3rd level (3 slots): counterspell, dispel magic, fireball
4th level (3 slots): dimension door*, Evard's black tentacles*
5th level (3 slots): cloudkill*, scrying
6th level
regains spent legendary actions at the start of his turn.
Cantrip. Var casts a cantrip.
Paralyzing Touch. (Costs 2 Actions) Var uses Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). Var fixes his
Lich
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
, detect thoughts, invisibility, mirror image
3rd level (3 slots): animate dead, counterspell, dispel magic, fireball
4th level (3 slots): blight, dimension door
5th level (3 slots): cloudkill, scrying
actions at the start of its turn.
Cantrip. The lich casts a cantrip.
Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). The lich fixes its gaze
Mindwitness
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
three of the following magical eye rays at random;{"diceNotation":"1d6","rollType":"roll","rollAction":"Eye Rays"} (reroll duplicates), choosing one to three targets it can see within 120 feet of it
can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
Valindra Shadowmantle
Legacy
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Monsters
Tomb of Annihilation
3rd level (3 slots): animate dead, counterspell, dispel magic, fireball
4th level (3 slots): blight, dimension door
5th level (3 slots): cloudkill, scrying
6th level (1 slot): disintegrate, globe
and only at the end of another creature's turn. Valindra regains spent legendary actions at the start of its turn.
Cantrip. Valindra casts a cantrip.
Paralyzing Touch (Costs 2 Actions). Valindra uses
Monsters
Tales from the Yawning Portal
rays at random;{"diceNotation":"1d8","rollType":"roll","rollAction":"Eye Rays"} (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
Charm Ray. The targeted creature
control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
Sleep Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or fall asleep and
Monsters
Guildmasters’ Guide to Ravnica
(3 slots): blur, enlarge/reduce, flaming sphere, scorching ray
3rd level (3 slots): counterspell, fireball, hold person, lightning bolt, slow
4th level (3 slots): confusion, dimension door
option can be used at a time and only at the end of another creature’s turn. Niv-Mizzet regains spent legendary actions at the start of his turn.
Cantrip. Niv-Mizzet casts one of his cantrips
Beholder
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
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
ray, such as manipulating a simple tool or opening a door or a container.
Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1
Death Tyrant
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
. 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
fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
Sleep Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or fall
Monsters
Out of the Abyss
magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed
can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.The beholder can take 3 legendary actions, using the Eye Ray option below. It
Monsters
Mordenkainen Presents: Monsters of the Multiverse
mindwitness shoots one magical eye ray at random (roll a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Eye Ray"}, and reroll if the ray has already been used this turn), choosing one target
telekinetically moved up to 30 feet in any direction. The mindwitness can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.If a beholder is
Monsters
Planescape: Adventures in the Multiverse
.
Afflict Despair. When a creature that the baernaloth can see within 60 feet of itself hits with an attack roll or succeeds on a saving throw, the baernaloth forces the creature to reroll the d20 and use
hovering at death’s door.
The challenge rating of a baernaloth is 18 (20,000 XP) when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties), a
Backgrounds
Guildmasters’ Guide to Ravnica
to draw your anger or ridicule. You can get away with minor criminal offenses, such as refusing to pay for food at a restaurant or breaking down a door at a local shop, if no legal authorities witness
Spell Level
Spells
Cantrip
fire bolt, vicious mockery
1st
burning hands, dissonant whispers, hellish rebuke
2nd
crown of madness, enthrall,
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
feature like Divine Smite or a spell like hex, do you get to reroll any 1 or 2 you roll for the extra damage? The Great Weapon Fighting feature—which is shared by fighters and paladins—is meant to benefit
only the damage roll of the weapon used with the feature. For example, if you use a greatsword with the feature, you can reroll any 1 or 2 you roll on the weapon’s 2d6. If you’re a paladin and use
Compendium
- Sources->Dungeons & Dragons->Stranger Things
figure out what they find next. If the characters turn around, the maze remains the same until they go around a corner or open a door. From that point on, the labyrinth makes a new random path. d20
Result Result
1–2 1d10 map squares straight, then dead end
3–5 1d6 map squares straight, then reroll
6–8 1d4 map squares straight, then turn left
9–11 1d4 map squares straight
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Passages When generating passages and corridors, roll on the Passage table multiple times, extending the length and branches of any open passage on the map until you arrive at a door or chamber
straight 20 ft., door to the right, then an additional 10 ft. ahead 4 Continue straight 20 ft., door to the left, then an additional 10 ft. ahead 5 Continue straight 20 ft.; passage ends in a door 6–7
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Mage Hand Conjuration Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose
manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. As a Magic action on your later turns, you can control the hand
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Mage Hand Conjuration cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the
the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Thaumaturgy Transmutation cantrip Casting Time: 1 action Range: 30 feet Components: V Duration: Up to 1 minute You manifest a minor wonder, a sign of supernatural power, within range. You create one
whispers. You instantaneously cause an unlocked door or window to fly open or slam shut. You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Thaumaturgy Transmutation cantrip Casting Time: 1 action Range: 30 feet Components: V Duration: Up to 1 minute You manifest a minor wonder, a sign of supernatural power, within range. You create one
whispers. You instantaneously cause an unlocked door or window to fly open or slam shut. You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mage Hand Conjuration Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose
manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. As a Magic action on your later turns, you can control the hand
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Mage Hand Conjuration Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose
manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. As a Magic action on your later turns, you can control the hand
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
appendix D), which are guarding the sally port’s 10-foot-by-20-foot ready room against exactly this type of counterattack. After characters seize the room, they discover that the door is heavily damaged. The
fastest repair is with five castings of mending (taking five minutes). If none of the characters can do this, an NPC in the keep knows the cantrip. Someone must find and fetch her to the ready room
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Mage Hand Conjuration cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the
the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
appendix D), which are guarding the sally port’s 10-foot-by-20-foot ready room against exactly this type of counterattack. After characters seize the room, they discover that the door is heavily damaged. The
fastest repair is with five castings of mending (taking 5 minutes). If none of the characters can do this, an NPC in the keep knows the cantrip. Someone must find and fetch her to the ready room
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during
a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during
a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Thaumaturgy Transmutation Cantrip (Cleric) Casting Time: Action
Range: 30 feet
Components: V
Duration: Up to 1 minute
You manifest a minor wonder within range. You create one of the effects
, or change color for 1 minute. Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut. Phantom Sound. You create an instantaneous sound that originates from a
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Thaumaturgy Transmutation Cantrip (Cleric) Casting Time: Action
Range: 30 feet
Components: V
Duration: Up to 1 minute
You manifest a minor wonder within range. You create one of the effects
, or change color for 1 minute. Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut. Phantom Sound. You create an instantaneous sound that originates from a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. If an alarm sounds, the guards drop a heavy wooden crossbar across the double door to the south until Chief Yarb-Gnock gives the order to remove it. A ram or a similar siege weapon is needed to break
down the barred door. K10. Guard Barracks These rooms are furnished similarly with mangy furs heaped atop hammocks made from old fishing nets. No goblins are resting here when the characters arrive
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Thaumaturgy Transmutation Cantrip (Cleric) Casting Time: Action
Range: 30 feet
Components: V
Duration: Up to 1 minute
You manifest a minor wonder within range. You create one of the effects
, or change color for 1 minute. Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut. Phantom Sound. You create an instantaneous sound that originates from a
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Dexterity check, or force open a locked door with a successful DC 24 Strength (Athletics) check. Surfaces and Secret Doors. The dungeon has brick walls and stone-tiled floors. Rooms have 10-foot-high
plaster ceilings. Secret doors blend in with the surrounding walls, but a character with darkvision or sufficient light can find a secret door with a successful DC 10 Wisdom (Perception) check. Smell






