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Returning 26 results for 'before both damage chaining rerolling'.
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Spells
Player’s Handbook
Prismatic Rays table.
Prismatic Rays
1d8
Ray
1
Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage.
2
Orange. Failed Save: 12d6 Acid damage. Successful Save
: Half as much damage.
3
Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as much damage.
4
Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage
Prismatic Spray
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
each target, roll a d8 to determine which color ray affects it.
Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
Orange. The target takes 10d6 acid
damage on a failed save, or half as much damage on a successful one.
Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
Green. The target
Magic Items
Divine Contention
:
Each creature must make a DC 15 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much fire damage on a successful one.
Each creature must make a DC 15 Constitution
saving throw. On a failed save, it takes 28 (8d6) thunder damage and is stunned until the end of its next turn. On a successful save, it takes half as much thunder damage and is not stunned
Monsters
Planescape: Adventures in the Multiverse
.
Jailer (1/Day). The shator can cast the imprisonment spell, requiring no material components and using Intelligence as the spellcasting ability (chaining effect only; spell save DC 18
liquefied in this way, a demodand has the paralyzed condition despite any immunity to that condition, it has immunity to all damage, and any curse affecting it is suspended.
Magic Resistance. The shator
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one
.
Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. 2. Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one
. 3. Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. 4. Green. The target takes 10d6 poison damage on a failed save, or half as much damage
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Save: 12d6 Fire damage. Successful Save: Half as much damage. 2 Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage. 3 Yellow. Failed Save: 12d6 Lightning damage. Successful
Save: Half as much damage. 4 Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage. 5 Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage. 6 Indigo. Failed
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Save: 12d6 Fire damage. Successful Save: Half as much damage. 2 Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage. 3 Yellow. Failed Save: 12d6 Lightning damage. Successful
Save: Half as much damage. 4 Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage. 5 Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage. 6 Indigo. Failed
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
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
fine tapestry sewn with silver and gold threads and one magic item; roll once on the Magic Items table in appendix A (rerolling duplicates) to determine the item. The tapestry belongs to Vinx and is
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
line. Each creature in the log’s path must make a DC 13 Dexterity saving throw. On a failed save, the creature takes 2d6 Bludgeoning damage and has the Prone condition. On a successful save, the
creature takes half as much damage only. H4: Trophy Room The stuffed heads of deer, wolves, and other beasts are mounted on the walls of this room, as are a few humanoid heads with ghastly expressions
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Throws Dex +7, Wis +8
Skills Perception +13, Stealth +7
Damage Resistances cold, fire
Damage Immunities acid, poison
Condition Immunities charmed, frightened, paralyzed, poisoned, restrained
spell, requiring no material components and using Intelligence as the spellcasting ability (chaining effect only; spell save DC 18).
Liquefaction Ritual. The shator can perform a 1-minute ritual that
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Wisdom (Medicine) check deduces that the dwarf died from Necrotic damage. Treasure. The dead explorer’s belongings include 60 GP and one magic item; roll once on the Magic Items table in appendix A
(rerolling duplicates) to determine the item. C7: Storage Room The door to this room is locked. The key can be found in the laboratory (area C5). As a Utilize action, a character can pick the lock with a
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
random character. Creatures in this sphere must succeed on a DC 15 Constitution saving throw, taking 21 (6d6) poison damage on a failure, or half as much on a success. The miasma is stationary and
dissipates 1 minute later. Roll on the Weeping Paths Encounters table again for another encounter that occurs soon after, rerolling another miasma encounter. Voices of Flame Dozens of gray, spectral
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
protective covering) knows that angel’s name and experiences the effect described below. If you wish, you can roll a d8 to determine which angel a character touches, rerolling any repeat results
angel must make a DC 15 Wisdom saving throw, taking 3d6 psychic damage on a failed save or half as much damage on a successful one. Baatral This angel appears to be reaching out as if offering something
Compendium
- Sources->Dungeons & Dragons->Divine Contention
throw, taking 28 (8d6) fire damage on a failed save, or half as much fire damage on a successful one. Each creature must make a DC 15 Constitution saving throw. On a failed save, it takes 28 (8d6
) thunder damage and is stunned until the end of its next turn. On a successful save, it takes half as much thunder damage and is not stunned. The wielder rolls on the chart* for the wand of wonder three
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Bludgeoning damage.
Rules for detecting and escaping the trap are as follows:
Detecting the Trap. The pit is poorly camouflaged. A character who examines the trapped area easily discovers the pit
one magic item; roll once on the Magic Items table in appendix A (rerolling duplicates) to determine the item.
Treasure. Treasure entries like this describe loot in an area. Usually, treasure
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
, avoiding the flames below. DC 15 Wisdom (Survival). The character cuts through a thicket of trees with fire-resistant sap. On a failed check, a character takes 2d6 Fire damage on their way to safety. Giant
laden with dry pollen and old animal carcasses. If the webs take Fire damage, the entire 20-foot Cube of webs ignites, and each creature Restrained by the webs takes 2d4 Fire damage. The webs then burn
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
damage.
Provides Half Cover. A creature behind the barricade has Half Cover.
Breaking the Barricade. The barricade has AC 15, HP 4, and Immunity to Poison and Psychic damage. If reduced to 0 Hit
. Treasure. The chest includes stolen goods: fine furs worth 75 GP, a pouch containing 20 GP, and one magic item; roll once on the Magic Items table in appendix A (rerolling duplicates) to determine the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
it, the creature can repeat the DC 17 Constitution saving throw at the end of each of its turns, waking on a success. The creature also awakens if it takes damage in the real world, but not if it
takes damage in the Waterdeep simulation. A psipod shuts down if it is disabled or destroyed. To disable a psipod, a creature must disconnect three of the eight copper wires connecting it to the metal
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dissipates, leaving behind only a transformed heart or other organ.
4 Roll on the Wild Magic Surge table in the “Sorcerer” section of the Player’s Handbook, rerolling any inappropriate result.
5 A
. A burst of power might emanate from the dragon at the moment of death, affecting each creature within 300 feet of the body. Or a fragment of power might enter every creature that has dealt damage to the dragon over the course of the dragon’s life.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
to avoid the brambles’ thorns.
On a failed check, a character scrambles through but takes 1d4 Piercing damage from the thorns.
Hidden Glen. A hidden glen lies on the other side of the game trail
by Pral’s band. If the characters defeat Pral and his band, they find a sack that contains 20 GP and one magic item; roll once on the Magic Items table in appendix A (rerolling duplicates) to determine
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, rerolling duplicates. Mountain Encounters d8 Encounter 1 Border Patrol 2 Dragon Flight 3 Fire Giant 4 Gnome Vale 5 Hermit 6 Rockslide 7 Troll Cave 8 Wyvern Roost Border Patrol A group of human
damage and has the prone condition, pummeled to the ground by the falling rocks. On a successful save, a creature takes half as much damage only. Troll Cave The characters happen on a shallow cave not
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
spends in the Maze of Mists, roll a d6. On a roll of 1, an encounter occurs. To determine what the characters encounter, roll on the Random Maze of Mists Encounters table, rerolling duplicates. Random
. A creature affected by the magnetic field collides with the ceiling; the creature takes 10 (3d6) bludgeoning damage and has the prone and restrained conditions until the field is deactivated. To
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
encounter, roll on the Random Upper Priesthood Encounters table, rerolling duplicates. Random Upper Priesthood Encounters d4 Encounter 1 Eight giant spiders 2 Three carrion crawlers 3 Six ghasts 4
round and take no damage from the fall. Water still flows down the waterfall and through the stream, but at a slower rate than before. This effect can exist simultaneously with the “reverse” effect
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
see where the characters end up, rerolling any locations already visited. For the first three destinations, roll a d6 to prevent the characters from reaching The Maverick. For subsequent destinations
whichever characters dealt it the most damage in the previous round. If any part of the chaos quadrapod is pushed back through the door, it can be forced to return to its void of origin if the door is
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
. The dragon has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
5 Additional Resistance. The dragon has resistance to one type of damage. Roll a d8, rerolling if
made to ascertain its intentions or sincerity have disadvantage.
3 Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.
4 Damage Resistance






