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Returning 35 results for 'before being deciding checks rolling'.
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Monsters
Monster Manual
Aversion to Fire. If the golem takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn.
Berserk. Whenever the golem starts its turn Bloodied, roll
being berserk until the start of its next turn, at which point it resumes rolling for the Berserk trait again if it is still Bloodied.
Immutable Form. The golem can’t shape-shift.
Lightning
Magic Items
Dungeon Master’s Guide
rolling on the Moonblade Properties table.
Minor Property. In addition to its aforementioned properties, each Moonblade has a minor property determined by rolling on the Magic Item’s Minor
. You control this entity, deciding how it acts and moves. It remains until it drops to 0 Hit Points or you dismiss it as a Magic action.
Monsters
Storm King's Thunder
Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.Multiattack. The giant makes two greatclub attacks.
Greatclub. Melee Weapon Attack: +9
.
Rolling Rock. The giant sends a rock tumbling along the ground in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 22 (3d10 + 6);{"diceNotation
Monsters
Vecna: Eve of Ruin
multiple flying creatures. Despite their name, bone rocs aren’t always reanimated skeletons of rocs. You may customize a bone roc by rolling on the Bone Roc Sources table to determine the type of
the bone roc’s next turn.
3
Giant Owl. The bone roc’s modifier for Dexterity (Stealth) checks is +8.
4
Peryton. The bone roc has resistance to slashing damage from nonmagical
Magic Items
Bigby Presents: Glory of the Giants
hold the fragment of chaos she used to prove her worth to her father.
Random Properties. The helm has the following random properties, determined by rolling on the appropriate table in the Dungeon
Wisdom (Insight) checks.
Arrow of Elemental Havoc. As a bonus action while wearing the helm, you can launch a bolt of searing elemental energy toward a creature you can see within 90 feet of yourself
Monsters
Curse of Strahd
Extraordinary Feature. The mongrelfolk has one of the following extraordinary features, determined randomly by rolling a d20;{"diceNotation":"1d20","rollType":"roll","rollAction":"Extraordinary
has leathery wings and a flying speed of 40 feet.11–15: Keen Hearing and Smell. The mongrelfolk has advantage on Wisdom (Perception) checks that rely on hearing or smell.16–17: Spider
Moonblade
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
preserving and protecting elvenkind. If the blade rejects you, you make ability checks, attack rolls, and saving throws with disadvantage for 24 hours. If the blade accepts you, you become attuned to it and a
this creature, deciding how it acts and moves. It remains until it drops to 0 hit points or you dismiss it as an action.
00
The moonblade functions as a vorpal sword.
Sentience
A
Magic Items
Tasha’s Cauldron of Everything
determine by rolling on the tables in the “Artifacts” section of the Dungeon Master’s Guide:
2 minor detrimental properties
2 minor beneficial properties
Spells. While holding the
. Choose one of the following effects:
Weal. The creature has advantage on attack rolls, ability checks, and saving throws for the next hour.
Woe. The creature has disadvantage on attack rolls
Magic Items
Baldur’s Gate: Descent into Avernus
creature that is transformed by magic, and see into the Ethereal Plane, all within a range of 60 feet.
New Personality. You gain new personality traits, determined by rolling once on each of the
radius and dim light for an additional 15 feet, or reduce its glow to its normal intensity.
Random Properties. The sword has 2 minor beneficial properties, each determined by rolling on the Minor
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
creature’s efforts. In a contest, the ability checks are compared to each other, rather than to a target number. When you call for a contest, you pick the ability that each side must use, deciding
Ability Checks An ability check is a test to see whether a character succeeds at a task that he or she has decided to attempt. The Player’s Handbook includes examples of what each ability score is
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
What Does a DM Do? The DM gets to play many fun roles: Actor. The DM plays the monsters, choosing their actions and rolling dice for their attacks. The DM also plays all the people the characters
session and for creating situations that facilitate fun. Improviser. A big part of being the DM is deciding how to apply the rules as you go and imagining the consequences of the characters’ actions in a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
What Does a DM Do? The DM gets to play many fun roles: Actor. The DM plays the monsters, choosing their actions and rolling dice for their attacks. The DM also plays all the people the characters
session and for creating situations that facilitate fun. Improviser. A big part of being the DM is deciding how to apply the rules as you go and imagining the consequences of the characters’ actions in a
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
game of D&D. As such, all three share certain similarities: rolling a d20, being affected by Advantage and Disadvantage, adding modifiers, and comparing the total to a target number. But ability checks
Are attack rolls and saving throws basically specialized ability checks? They aren’t. Ability checks, attack rolls, and saving throws are all different kinds of D20 Tests that can be made during a
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
. Deciding the Winner The team with the highest total of successful ability checks wins the Battle of Strixhaven.
Resolving the Battle The game takes place over three phases. In each phase, you should make ability checks for the student NPCs on the opposing team. The Battle of Strixhaven is among the most
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Passive Checks A passive check is a special kind of ability check that doesn't involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for
secret doors over and over again, or can be used when the DM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster. Here's how
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Passive Checks A passive check is a special kind of ability check that doesn’t involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for
secret doors over and over again, or can be used when the DM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster. Here’s how
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
number? Ability checks don’t score critical hits. Attack rolls do. Is a 1 on an ability check an automatic failure? Rolling a 1 on an ability check or a saving throw is not an automatic failure. A 1
Ability Checks Are attack rolls and saving throws basically specialized ability checks? They aren’t. It’s easy to mistake the three rolls as three faces of the same thing, because they each involve
Magic Items
The Wild Beyond the Witchlight
be aged to the point of decrepitude. In this state, the creature’s speed is halved, the range of its vision and hearing is reduced to 30 feet, and it has disadvantage on all ability checks
cauldron has the following random properties:
1 minor beneficial property (determined by rolling on the Minor Beneficial Properties table in the Dungeon Master’s Guide)
1 minor detrimental
Senses (Passive Checks)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Rules
Passive Checks
A passive check is a special kind of ability check that doesn't involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for
secret doors over and over again, or can be used when the DM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster.
Here's
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ability Checks An ability check is a test to see whether a character succeeds at a task the character has decided to attempt. The Abilities, Ability Checks, and Saving Throws table summarizes what
each ability is used for. (Constitution checks are rare, as tests of a character’s endurance are usually passive or reactive, making a saving throw more appropriate.) Proficiency When the rules or a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Resolution and Consequences You determine the consequences of attack rolls, ability checks, and saving throws. In most cases, doing so is straightforward. When an attack hits, it deals damage. When a
means that the trap wasn’t triggered during the botched disarm attempt. Consider adding similar distinctions to other checks. Perhaps a failed Charisma (Persuasion) check means a queen won’t help
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
several different abilities, but simply deciding that an item is always active or can be used a fixed number of times per day might be easier to manage. Power Level If you make an item that lets a
cast a lower-level spell more frequently. Maximum Bonus. If an item delivers a static bonus to AC, attack rolls, saving throws, or ability checks, this column suggests an appropriate bonus based on
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, they seal the deal with a physical contract, which can take one of many forms (see “Infernal Contracts”). Ability Checks and Deal-Making Most deals with devils can be resolved without rolling dice to
deal that sounds too good to be true or is confusing, they’re likely to pause negotiations while they ask smarter devils for their opinions on the deal. The following ability checks can be made
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
rolling on the Stop for Directions table. After four successful checks, the characters locate the Red Belvedere. Stop for Directions d6 Source of Help 1–3 An iron signpost in the middle of
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
walking speed is 30 feet. Expert Duplication. When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate. Kenku
give yourself advantage on the check before rolling the d20. You can give yourself advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
it has several different abilities, but simply deciding that an item is always active or can be used a fixed number of times per day is easier to manage. Power Level If you make an item that lets a
, or legendary item might allow its possessor to cast a lower-level spell more frequently. Maximum Bonus. If an item delivers a static bonus to AC, attack rolls, saving throws, or ability checks, this
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
triggered during the botched disarm attempt. Consider adding similar distinctions to other checks. Perhaps a failed Charisma (Persuasion) check means a queen won’t help, whereas a failure of 5 or
hits the fourth, and a 19 or higher strikes the bull’s-eye. Critical Success or Failure Rolling a 20 or a 1 on an ability check or a saving throw doesn’t normally have any special effect. However, you
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. The check’s DC is chosen or randomly determined by rolling a d4 on the Whirlpool Rank table. The captain, first mate, bosun, and quartermaster each make an ability check, as shown on the Whirlpool
Checks table. If no one makes the check for a particular officer, a failure is contributed toward the group check. Also, roll a d20 for the crew, using its quality score as a modifier to the roll, and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Strength Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force. Strength Checks A Strength check can model any attempt to lift, push, pull, or
break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks. Athletics Your Strength
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Strength Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force. Strength Checks A Strength check can model any attempt to lift, push, pull, or
break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks. Athletics. Your Strength
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
example, a fighter wants to turn a winch to raise a portcullis. This is a complex, difficult action. You could rule that it incurs a -5 initiative penalty. Rolling Initiative. After deciding on an action
initiative that introduces more uncertainty into combat, at the cost of speed of play. Under this variant, the participants in a battle roll initiative each round. Before rolling, each character or
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, bone rocs aren’t always reanimated skeletons of rocs. You may customize a bone roc by rolling on the Bone Roc Sources table to determine the type of bones used and how that affects its stat block. Bone
have its speed reduced by 10 feet until the start of the bone roc’s next turn. 3 Giant Owl. The bone roc’s modifier for Dexterity (Stealth) checks is +8. 4 Peryton. The bone roc has resistance to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
period, each character who contributed to the concert or production can make a DC 15 Charisma (Performance) check. If more of these checks succeed than fail, you and any other character who contributed to
expend their Theater die to roll it and add the number rolled to one D20 Test they make, immediately after rolling the d20. If a character hasn’t expended their Theater die before gaining another, their first die is lost.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
) checks. In addition, immediately after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks. Level 7: Additional Fighting Style You gain another Fighting
, giving you these benefits. Defy Death. You have Advantage on Death Saving Throws. Moreover, when you roll 18–20 on a Death Saving Throw, you gain the benefit of rolling a 20 on it. Heroic Rally. At
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by rolling on the Moonblade Properties table. Minor Property. In addition to its
aforementioned properties, each Moonblade has a minor property determined by rolling on the Magic Item’s Minor Property table (see earlier in this chapter). Sentience. A Moonblade is a sentient weapon






