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Returning 35 results for 'before both dealing curse 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
rejects you but also places a curse on you, causing you to make D20 Test;D20 Tests with Disadvantage for 24 hours or until the curse is ended by a Remove Curse spell or similar magic. If you’re
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
magic-items
contains 7 petals. While holding it, you can use an action to pluck a petal to cast the guiding bolt spell (+5 to hit), dealing necrotic damage instead of radiant. The skull regrows 1d4 plucked petals daily
at dawn. If you pluck the last petal, the skull crumbles to dust and is destroyed.
Curse. This skull is cursed, and plucking 3 or more petals in a day extends this curse to you. Until the curse is
magic-items
contains 7 petals. While holding it, you can use an action to pluck a petal to cast the guiding bolt spell (+5 to hit), dealing necrotic damage instead of radiant. The skull regrows 1d4 plucked petals daily
at dawn. If you pluck the last petal, the skull crumbles to dust and is destroyed.
Curse. This skull is cursed, and plucking 3 or more petals in a day extends this curse to you. Until the curse is
magic-items
contains 7 petals. While holding it, you can use an action to pluck a petal to cast the blight spell (save DC 16), dealing necrotic damage instead of radiant. The skull regrows 1d4 plucked petals daily at
dawn. If you pluck the last petal, the skull crumbles to dust and is destroyed.
Curse. This skull is cursed, and plucking 3 or more petals in a day extends this curse to you. Until the curse is broken
magic-items
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 creature, the ammunition becomes nonmagical.
Magic Items
Lost Laboratory of Kwalish
immune to this effect if it is immune to damage of the weapon’s type, is a shapechanger, or has legendary actions.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to
you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll
classes
Tasha’s Cauldron of Everything
a barbarian might be inhabited by a primal spirit or be descended from shape-shifters. You can choose the origin of your feral might or determine it by rolling on the Origin of the Beast table
.
Origin of the Beast
d4
Origin
1
One of your parents is a lycanthrope, and you’ve inherited some of their curse.
2
You are descended from an archdruid and inherited the
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
Spawn of Kyuss
Legacy
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Monsters
Volo's Guide to Monsters
is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away, and it loses its Burrowing Worm action.Multiattack. The spawn of Kyuss makes two attacks with
under the target's skin at the end of the target's next turn, dealing 1 piercing damage to it. At the end of each of its turns thereafter, the target takes 7 (2d6);{"diceNotation":"2d6","rollType
Magic Items
Tomb of Annihilation
as soon as you arrive at the destination, and is determined randomly by rolling percentile dice and consulting the Black Skull Transformation table.
Black Skull Transformation
d100
Transformation
01–20
The symbol of Acererak is burned into your flesh, a curse that can only be removed with a remove curse spell or similar magic. Until the curse ends, your hit points can&rsquo
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
classes
Tasha’s Cauldron of Everything
a barbarian might be inhabited by a primal spirit or be descended from shape-shifters. You can choose the origin of your feral might or determine it by rolling on the Origin of the Beast table
.
Origin of the Beast
d4
Origin
1
One of your parents is a lycanthrope, and you’ve inherited some of their curse.
2
You are descended from an archdruid and inherited the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Worms. If the spawn of Kyuss is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away, and it loses its Burrowing Worm action.
Unusual Nature. The spawn of
scraped-off worm at a Humanoid it can see within 10 feet of the worm). Otherwise, the worm burrows under the target’s skin at the end of the target’s next turn, dealing 1 piercing damage
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
wizard Tasha). Although she was defeated, Iggwilv managed to damage the crook during the battle, infecting it with an insidious curse—and the potential for future victory. In the aftermath, the
Monsters
Curse of Strahd
): augury, lesser restoration, protection from poison
3rd level (3 slots): magic circle, remove curse, speak with dead
4th level (3 slots): death ward, freedom of movement
5th level (1 slot): dispel
carnival wagon, with a pet monkey on his shoulder. He took over an abandoned tower on Lake Baratok before rolling into the town of Vallaki several months later. Claiming to be a carnival ringmaster
Teleport
Legacy
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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).
races
Sword Coast Adventurer's Guide
jolted her.
“What is it they say?” he asked. “One’s a curiosity, two’s a conspiracy—”
“Three’s a curse,” she finished. “You think I
personality to any great degree. Years of dealing with mistrust does leave its mark on most tieflings, and they respond to it in different ways. Some choose to live up to the wicked stereotype, but others
Vampire Spellcaster
Legacy
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Monsters
Monster Manual (2014)
curse, nondetection
4th level (3 slots): blight, greater invisibility
5th level (1 slot): dominate personMultiattack. (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite
);{"diceNotation":"1d8+4","rollType":"damage","rollAction":"Unarmed Strike","rollDamageType":"bludgeoning"} bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18
races
Mordenkainen Presents: Monsters of the Multiverse
that there are as many kenku origin stories as there are kenku. Some of them paint their genesis as a curse, being a flightless bird people doomed to mimic other people’s creations. Other kenku
as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but
Monsters
The Wild Beyond the Witchlight
will: detect magic, druidcraft, speak with animals
2/day each: polymorph, remove curse, speak with plants
1/day: awaken (as an action), plane shift (self only)Skabatha is the oldest member of the
.
Personality Trait. “When dealing with outsiders, I present myself as a kindly old grandmother.”
Ideal. “Children are better off working for me than picking up lots of bad habits
races
lost hag.
4
You were cursed as a child. A deal with the spirits of the forest transformed you into a hexblood, now free of the curse.
5
You began life as a fey creature, but an accident
scores by 2 and increase a different score by 1, or you increase three different scores by 1. You follow this rule regardless of the method you use to determine the scores, such as rolling or point
Magic Items
Waterdeep: Dragon Heist
Stone of Golorr has the following properties, determined by rolling on the tables in the “Artifacts” section in chapter 7 of the Dungeon Master’s Guide:
1 minor beneficial property
the stone being in your possession and all knowledge imparted by it. A remove curse spell cast on you has a 20 percent chance of restoring the lost knowledge and memories, and a greater restoration
Deck of Many Things
Legacy
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Magic Items
Basic Rules (2014)
-like visage curses you. You take a −2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates card can end this curse.
The Fates. Reality's fabric unravels and
. Turning Immunity. The avatar is immune to features that turn undead.
Actions
Reaping Scythe. The avatar sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 (1d8 + 3) slashing
Monsters
Waterdeep: Dungeon of the Mad Mage
, command, inflict wounds, ray of sickness
2nd level (3 slots): blindness/deafness, ray of enfeeblement, spiritual weapon
3rd level (3 slots): animate dead, bestow curse, dispel magic, spirit guardians
);{"diceNotation":"1d8+4","rollType":"damage","rollAction":"Unarmed Strike","rollDamageType":"bludgeoning"} bludgeoning damage. Instead of dealing damage, Keresta can grapple the target (escape DC 18).
Bite
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
(+5 to hit), dealing necrotic damage instead of radiant. The skull regrows 1d4 plucked petals daily at dawn. If you pluck the last petal, the skull crumbles to dust and is destroyed. Curse. This skull
is cursed, and plucking 3 or more petals in a day extends this curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the skull, keeping it within
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Feywild denizen Entering a forbidden place Appearing in a fey court without an invitation You can determine the curse’s effect by rolling on the Fey Curses table. Fey Curses d8 Curse 1 Your ears
resistant to all magic except a wish spell. A creature can also remove such a curse on itself by learning and performing a specific task or ritual, determined by rolling on the Ending the Curse table
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Feywild denizen Entering a forbidden place Appearing in a fey court without an invitation You can determine the curse’s effect by rolling on the Fey Curses table. Fey Curses d8 Curse 1 Your ears
resistant to all magic except a wish spell. A creature can also remove such a curse on itself by learning and performing a specific task or ritual, determined by rolling on the Ending the Curse table
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Feywild denizen Entering a forbidden place Appearing in a fey court without an invitation You can determine the curse’s effect by rolling on the Fey Curses table. Fey Curses d8 Curse 1 Your ears
resistant to all magic except a wish spell. A creature can also remove such a curse on itself by learning and performing a specific task or ritual, determined by rolling on the Ending the Curse table
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
has legendary actions. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to
part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
has legendary actions. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to
part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
has legendary actions. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to
part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form.
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
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
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
character’s mark by rolling on the Marks of the Donjon table. A Mark of the Donjon lasts until removed by a Remove Curse spell or similar magic. Marks of the Donjon d6 Curse 1 The character can’t
way never remember how they escaped—nor do they return wholly unchanged. Use the following curse, the Mark of the Donjon, to represent the transformation of a character who escapes the Donjon Sphere