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Returning 35 results for 'before both down can’t rolls'.
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before boat down cast rolls
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Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Blinded [Condition] While you have the Blinded condition, you experience the following effects. Can’t See. You can’t see and automatically fail any ability check that requires sight. Attacks Affected. Attack rolls against you have Advantage, and your attack rolls have Disadvantage.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Blinded [Condition] While you have the Blinded condition, you experience the following effects. Can’t See. You can’t see and automatically fail any ability check that requires sight. Attacks Affected. Attack rolls against you have Advantage, and your attack rolls have Disadvantage.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Restrained [Condition] While you have the Restrained condition, you experience the following effects. Speed 0. Your Speed is 0 and can’t increase. Attacks Affected. Attack rolls against you have
Advantage, and your attack rolls have Disadvantage. Saving Throws Affected. You have Disadvantage on Dexterity saving throws.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
can’t doff it unless you are targeted by the remove curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.
turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8. Curse. Once you don this cursed armor, you
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the immediate future. For the duration, the target can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack
rolls against the target for the duration. This spell immediately ends if you cast it again before its duration ends.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Restrained [Condition] While you have the Restrained condition, you experience the following effects. Speed 0. Your Speed is 0 and can’t increase. Attacks Affected. Attack rolls against you have
Advantage, and your attack rolls have Disadvantage. Saving Throws Affected. You have Disadvantage on Dexterity saving throws.
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
No Damage Rolls Minions don’t roll for damage because their attacks deal a static amount of damage. They also can’t score critical hits.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Frightened [Condition] While you have the Frightened condition, you experience the following effects. Ability Checks and Attacks Affected. You have Disadvantage on ability checks and attack rolls
while the source of fear is within line of sight. Can’t Approach. You can’t willingly move closer to the source of fear.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Saddle of the Cavalier Wondrous item, uncommon While in this saddle on a mount, you can’t be dismounted against your will if you’re conscious, and attack rolls against the mount have disadvantage.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the immediate future. For the duration, the target can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack
rolls against the target for the duration. This spell immediately ends if you cast it again before its duration ends.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Helm of Awareness Prerequisite: 10th-level artificer
Item: A helmet (requires attunement) While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Dagger of Venom Weapon (Dagger), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. You can take a Bonus Action to magically coat the blade with poison. The poison
remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 Poison damage and have the Poisoned condition for 1 minute. The weapon can’t be used this way again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
don this cursed armor, you can’t doff it unless you are targeted by a Remove Curse spell or similar magic. While wearing the armor, you have Disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.
gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes. Curse. Once you
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dagger of Venom Weapon (Dagger), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. You can take a Bonus Action to magically coat the blade with poison. The poison
remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 Poison damage and have the Poisoned condition for 1 minute. The weapon can’t be used this way again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Frightened [Condition] While you have the Frightened condition, you experience the following effects. Ability Checks and Attacks Affected. You have Disadvantage on ability checks and attack rolls
while the source of fear is within line of sight. Can’t Approach. You can’t willingly move closer to the source of fear.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Feral Senses At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage
on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Luck Blade Weapon (Glaive, Greatsword, Longsword, Rapier, Scimitar, Sickle, or Shortsword), Legendary (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic
if you don’t have the Incapacitated condition. You must use the second roll. Once used, this property can’t be used again until the next dawn. Wish. The weapon has 1d3 charges. While holding it, you
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Luck Blade Weapon (Glaive, Greatsword, Longsword, Rapier, Scimitar, Sickle, or Shortsword), Legendary (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic
if you don’t have the Incapacitated condition. You must use the second roll. Once used, this property can’t be used again until the next dawn. Wish. The weapon has 1d3 charges. While holding it, you
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
don this cursed armor, you can’t doff it unless you are targeted by a Remove Curse spell or similar magic. While wearing the armor, you have Disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.
gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes. Curse. Once you
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Feral Senses At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage
on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
gain a +1 bonus on attack rolls and damage rolls made with this weapon. If you aren't attuned to Hazirawn, you deal an extra 1d6 necrotic damage when you hit with the weapon. Increased Potency. While
you are attuned to this weapon, its bonus on attack rolls and damage rolls increases to +2, and a hit deals an extra 2d6 necrotic damage (instead of 1d6). Spells. Hazirawn has 4 charges to cast
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
gain a +1 bonus on attack rolls and damage rolls made with this weapon. If you aren't attuned to Hazirawn, you deal an extra 1d6 necrotic damage when you hit with the weapon. Increased Potency. While
you are attuned to this weapon, its bonus on attack rolls and damage rolls increases to +2, and a hit deals an extra 2d6 necrotic damage (instead of 1d6). Spells. Hazirawn has 4 charges to cast
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Snicker-Snack Weapon (Greatsword), Legendary (Requires Attunement by a Non-evil Creature) Snicker-snack You gain a +3 bonus to attack and damage rolls made with this magic vorpal sword. In addition
. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, it doesn’t have or need a head, it has legendary actions, or the DM
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Alert Always on the lookout for danger, you gain the following benefits: You gain a +5 bonus to initiative. You can’t be surprised while you are conscious. Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three
two crescent-shaped blades spring out, transforming the rod into a magic Battleaxe that grants a +3 bonus to attack rolls and damage rolls made with it. Button 3. The rod’s flanged head folds down, a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Shatterspike Weapon (longsword), uncommon (requires attunement) You have a +1 bonus to attack and damage rolls you make with this magic weapon. If it hits an object, the hit is automatically a
critical hit, and it can deal bludgeoning or slashing damage to the object (your choice). Further, damage from nonmagical sources can’t harm the weapon. The Sunless Citadel
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Ysgard A creature influenced by Ysgard becomes hearty and muscular. Its scars always appear fresh. When the creature senses danger, it can’t help but express joy. A creature influenced by Ysgard also
gains one or more of following traits of your choice: Warrior’s Wrath. The creature has advantage on melee attack rolls against any target missing at least half its hit points.
Ysgardian Stand (2
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
gain a +1 bonus on attack rolls and damage rolls made with this magic weapon. If you aren’t attuned to Hazirawn, you deal an extra 1d6 necrotic damage when you hit with it. Increased Potency. While
you are attuned to this weapon, its bonus on attack rolls and damage rolls increases to +2, and a hit deals an extra 2d6 necrotic damage (instead of 1d6). Spells. Hazirawn has 4 charges to cast spells
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Saddle of the Cavalier Wondrous Item, Uncommon This saddle confers the following benefits while you are seated in it and astride a mount. Protected Mount. Attack rolls against the mount have
Disadvantage. Secure Rider. You can’t be dismounted against your will. This property is suppressed while you have the Incapacitated condition.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rod of Lordly Might Rod, Legendary (Requires Attunement) This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod
bonus to attack rolls and damage rolls made with it. Button 3. The rod’s flanged head folds down, a spear point springs from the rod’s tip, and the rod’s handle lengthens into a 6-foot haft
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can’t be charmed are immune to this spell. A dancing creature must use all its movement to
dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Medium creature isn’t 5 feet wide, but it controls a space that wide. If a Medium orc stands in a 5-foot-wide doorway, other creatures can’t get through unless the orc lets them. Size Categories Size
size smaller than itself. When squeezing through such a space, the creature’s speed is halved. While squeezing, a creature has disadvantage on attack rolls and Dexterity saving throws, and attack rolls against it have advantage.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options.
You can’t take a Fighting Style option more than once, even if you
later get to choose again. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
half your Speed (round down) to right yourself and thereby end the condition. If your Speed is 0, you can’t right yourself. Attacks Affected. You have Disadvantage on attack rolls. An attack roll against
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
The Frightened condition says “while the source of its fear is within line of sight.” Does that mean you have Disadvantage on attack rolls and ability checks even if the source is imperceptible but
you have a clear line to its space? No. If you can’t see something, it’s not within your line of sight. Speaking of “line of sight,” the game uses the English meaning of the term, which has no special meaning in the rules.






