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Returning 35 results for 'before both declare continuously roll'.
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Magic Items
Dungeon Master’s Guide
column of the Deck of Many Things table when randomly determining cards drawn from the deck.
Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any
effect.
Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Abyssal Rift. If the alkilith surrounds a door, window, or similar opening continuously for 6d6;{"diceNotation":"6d6", "rollType":"roll", "rollAction":"Days"} days, the opening becomes a permanent
combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the alkilith move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern
magic-items
continuously absorb any water with which it comes into contact.
Split at the Seams. As a bonus action, you can press a button hidden on the weapon’s hilt to cause the sections comprising the
.
Unquenchable Thirst. When you roll a 20 on an attack roll made with this weapon, it releases a deadly burst of desiccating, negative energy that drains moisture from a target, forcing it to make a DC 15
magic-items
continuously absorb any water with which it comes into contact.
Split at the Seams. As a bonus action, you can press a button hidden on the weapon’s hilt to cause the sections comprising the
.
Unquenchable Thirst. When you roll a 20 on an attack roll made with this weapon, it releases a deadly burst of desiccating, negative energy that drains moisture from a target, forcing it to make a DC 15
magic-items
continuously absorb any water with which it comes into contact.
Split at the Seams. As a bonus action, you can press a button hidden on the weapon’s hilt to cause the sections comprising the
.
Unquenchable Thirst. When you roll a 20 on an attack roll made with this weapon, it releases a deadly burst of desiccating, negative energy that drains moisture from a target, forcing it to make a DC 16
magic-items
continuously absorb any water with which it comes into contact.
Split at the Seams. As a bonus action, you can press a button hidden on the weapon’s hilt to cause the sections comprising the
.
Unquenchable Thirst. When you roll a 20 on an attack roll made with this weapon, it releases a deadly burst of desiccating, negative energy that drains moisture from a target, forcing it to make a DC 15
magic-items
continuously absorb any water with which it comes into contact.
Split at the Seams. As a bonus action, you can press a button hidden on the weapon’s hilt to cause the sections comprising the
.
Unquenchable Thirst. When you roll a 20 on an attack roll made with this weapon, it releases a deadly burst of desiccating, negative energy that drains moisture from a target, forcing it to make a DC 15
magic-items
continuously absorb any water with which it comes into contact.
Split at the Seams. As a bonus action, you can press a button hidden on the weapon’s hilt to cause the sections comprising the
.
Unquenchable Thirst. When you roll a 20 on an attack roll made with this weapon, it releases a deadly burst of desiccating, negative energy that drains moisture from a target, forcing it to make a DC 16
magic-items
continuously absorb any water with which it comes into contact.
Split at the Seams. As a bonus action, you can press a button hidden on the weapon’s hilt to cause the sections comprising the
.
Unquenchable Thirst. When you roll a 20 on an attack roll made with this weapon, it releases a deadly burst of desiccating, negative energy that drains moisture from a target, forcing it to make a DC 16
magic-items
continuously absorb any water with which it comes into contact.
Split at the Seams. As a bonus action, you can press a button hidden on the weapon’s hilt to cause the sections comprising the
.
Unquenchable Thirst. When you roll a 20 on an attack roll made with this weapon, it releases a deadly burst of desiccating, negative energy that drains moisture from a target, forcing it to make a DC 16
magic-items
continuously absorb any water with which it comes into contact.
Split at the Seams. As a bonus action, you can press a button hidden on the weapon’s hilt to cause the sections comprising the
.
Unquenchable Thirst. When you roll a 20 on an attack roll made with this weapon, it releases a deadly burst of desiccating, negative energy that drains moisture from a target, forcing it to make a DC 15
magic-items
continuously absorb any water with which it comes into contact.
Split at the Seams. As a bonus action, you can press a button hidden on the weapon’s hilt to cause the sections comprising the
.
Unquenchable Thirst. When you roll a 20 on an attack roll made with this weapon, it releases a deadly burst of desiccating, negative energy that drains moisture from a target, forcing it to make a DC 16
magic-items
continuously absorb any water with which it comes into contact.
Split at the Seams. As a bonus action, you can press a button hidden on the weapon’s hilt to cause the sections comprising the
.
Unquenchable Thirst. When you roll a 20 on an attack roll made with this weapon, it releases a deadly burst of desiccating, negative energy that drains moisture from a target, forcing it to make a DC 15
magic-items
your next turn.
Spice (Any). The table below details the disparate effects of spice.
Creature Type
Effect
Celestial
You are continuously under the effects of the feather fall spell
.
Elemental
You can cast a random elemental cantrip at will. Roll on the Random Elemental Cantrip table to determine which cantrip.
Fey
You are under the effects of the detect evil and good
magic-items
table below details the disparate effects of spice.
Creature Type
Effect
Celestial
You are continuously under the effects of the feather fall spell.
Elemental
You can cast a
random elemental cantrip at will. Roll on the Random Elemental Cantrip table to determine which cantrip.
Fey
You are under the effects of the detect evil and good spell.
Fiend
You gain
magic-items
table below details the disparate effects of spice.
Creature Type
Effect
Celestial
You are continuously under the effects of the feather fall spell.
Elemental
You can cast a
random elemental cantrip at will. Roll on the Random Elemental Cantrip table to determine which cantrip.
Fey
You are under the effects of the detect evil and good spell.
Fiend
You gain
magic-items
table below details the disparate effects of spice.
Creature Type
Effect
Celestial
You are continuously under the effects of the feather fall spell.
Elemental
You can cast a
random elemental cantrip at will. Roll on the Random Elemental Cantrip table to determine which cantrip.
Fey
You are under the effects of the detect evil and good spell.
Fiend
You gain
magic-items
table below details the disparate effects of spice.
Creature Type
Effect
Celestial
You are continuously under the effects of the feather fall spell.
Elemental
You can cast a
random elemental cantrip at will. Roll on the Random Elemental Cantrip table to determine which cantrip.
Fey
You are under the effects of the detect evil and good spell.
Fiend
You gain
magic-items
The Book of Many Things
have only thirteen cards, but the rest have twenty-two.
Before you draw a card, you must declare how many cards you intend to draw, then draw them randomly. Any additional cards drawn have no effect
the next 8 hours, whenever you or a creature within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
or roll a d6):
1–3: Light. The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
4–6: Sound. The object continuously emits the creature’s choice of a nonverbal
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
or roll a d6):
1–3: Light. The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
4–6: Sound. The object continuously emits the creature’s choice of a nonverbal
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
or roll a d6):
1–3: Light. The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
4–6: Sound. The object continuously emits the creature’s choice of a nonverbal
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
the touch, this magical blade appears to continuously absorb any water with which it comes into contact. Split at the Seams. As a bonus action, you can press a button hidden on the weapon’s hilt to
and gains those of a whip. Michelle Mueller Tail’s End Unquenchable Thirst. When you roll a 20 on an attack roll made with this weapon, it releases a deadly burst of desiccating, negative energy that
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Random Encounters For each hour the party spends in the ruins, roll a d6. On a roll of 1, an encounter occurs. To determine what the characters encounter, roll on the Random Ziggurat Encounters table
. Several of the encounters below are with specific Cynidiceans within the ziggurat and aren’t likely to happen more than once unless the characters seek them out. If you roll on the table and get the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Random Encounters For each hour the party spends in the ruins, roll a d6. On a roll of 1, an encounter occurs. To determine what the characters encounter, roll on the Random Ziggurat Encounters table
. Several of the encounters below are with specific Cynidiceans within the ziggurat and aren’t likely to happen more than once unless the characters seek them out. If you roll on the table and get the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Random Encounters For each hour the party spends in the ruins, roll a d6. On a roll of 1, an encounter occurs. To determine what the characters encounter, roll on the Random Ziggurat Encounters table
. Several of the encounters below are with specific Cynidiceans within the ziggurat and aren’t likely to happen more than once unless the characters seek them out. If you roll on the table and get the
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
and spores of plants. The effects of spice are disparate, and last for the duration. Celestial. At uncommon rarity, you are continuously under the effects of the feather fall spell. At rare and higher
. Roll on the Random Cantrip table to determine which cantrip. The caster level at which the cantrip is cast increases with rarity. Random Elemental Cantrip d6 Cantrip 1 acid splash 2 concussion* 3
compendium
- Sources->Dungeons & Dragons->Faster, Purple Worm! Everybody Dies, Vol. 1
activated by shouting a command word.
You can have the player declare the command word(s), or roll on the Command Words table below. Charm of the Northern Wind: The wielder gains the ability to cast
player to describe the distinctly non-musical sound their flute makes, or roll on the Flute Sounds table below. Command Words d6 Command Word 1 Hazard pay! 2 EvilBGone! 3 Critical Demolish! 4
Goblin
Legacy
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races
Volo's Guide to Monsters
the foresight to declare a successor, often a child or other family member the boss has been able to trust. But such a declaration doesn’t always prevent a mad scramble for influence and allies
darkvision and the Nimble Escape traits common to all goblins. Each time the goblin casts a spell, there is an accompanying surge of wild magic; roll on the Wild Magic Surge table in the Player’s Handbook to determine the wild magic effect.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
? Even though the duration of each of these spells is instantaneous, you choose the targets and resolve the attacks consecutively, not all at once. If you want, you can declare all your targets before
making any attacks, but you would still roll separately for each attack roll (and damage, if appropriate). Can a spell with an attack roll be used as the attack in the Attack action or as part of the
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
? Even though the duration of each of these spells is instantaneous, you choose the targets and resolve the attacks consecutively, not all at once. If you want, you can declare all your targets before
making any attacks, but you would still roll separately for each attack roll (and damage, if appropriate). Can a spell with an attack roll be used as the attack in the Attack action or as part of the
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
? Even though the duration of each of these spells is instantaneous, you choose the targets and resolve the attacks consecutively, not all at once. If you want, you can declare all your targets before
making any attacks, but you would still roll separately for each attack roll (and damage, if appropriate). Can a spell with an attack roll be used as the attack in the Attack action or as part of the
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
wrong most of the time. 6 Alarm horns declare that undead are attacking Malar’s Throat. Mercenaries keep the monsters out of the city proper, but people are trapped in the temple of Tymora and
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
wrong most of the time. 6 Alarm horns declare that undead are attacking Malar’s Throat. Mercenaries keep the monsters out of the city proper, but people are trapped in the temple of Tymora and
Magic Items
The Book of Many Things
this description. Notably, cards from the Deck of Many More Things are more likely to be beneficial, though about a third of them are still dangerous.
Before you draw a card, you must declare how many
whichever cards they desire. Alternatively, roll on the Deck of Many More Things table below to randomly determine what cards are drawn.
Deck of Many More Things
d100
Card
01
Aberration