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Returning 35 results for 'before briefly diffusing contingent roll'.
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Monsters
Quests from the Infinite Staircase
Overheat. When the maschin-i-bozorg is reduced to 0 hit points, its power source overloads, briefly superheating its outer shell. Each creature within 10 feet of the maschin-i-bozorg must make a DC
can roll over its enemies to crush them with its immense weight. It can also fire poison darts with deadly precision, jab creatures with similar darts attached to extendable arms that retract inside
Monsters
Journeys through the Radiant Citadel
. The riverine conjures swampy ground that briefly covers the ground in a 20-foot square the riverine can see within 120 feet of itself. That area becomes difficult terrain until initiative count
, the flora and fauna return to normal levels, and its river dries out over the course of 1d10;{"diceNotation":"1d10","rollType":"roll","rollAction":"Regional Effect Fade Days"} days. All other effects
Backgrounds
Ghosts of Saltmarsh
hardship is essential to you and is at the heart of a personal philosophy or ethos that often guides your actions. You can roll on the following table to determine this hardship or choose one that best fits
innocent people are hurt.
6
I sometimes stay up all night listening to the ghosts of my fallen enemies.
Saltmarsh Ties
As a former member of Saltmarsh’s elite marine contingent
Adult Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Fizban's Treasury of Dragons
Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I will not risk injury at the hands of weaker creatures—especially while I can turn
rather enjoy the company of people—as long as they remain unaware of my true nature.
Deep Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
Ancient Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Fizban's Treasury of Dragons
Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I will not risk injury at the hands of weaker creatures—especially while I can turn
rather enjoy the company of people—as long as they remain unaware of my true nature.
Deep Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Modron Marches Whether in service to lawful deities or as part of the Great Modron March, modrons travel from Mechanus to spread their vision of law to other planes of existence. Roll on or choose a
balance of obscure planar forces. 2 Ensure neither side gains the upper hand in a conflict between good and evil. 3 Excavate a portal to another plane. 4 Find a lost contingent of modrons. 5 Reactivate
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
you know about your parents.) Once you have a result, roll percentile dice. On a roll of 00, a strange event coincided with your birth: the moon briefly turning red, all the milk within a mile spoiling
Birthplace After establishing your parentage, you can determine where you were born by using the Birthplace table. (Modify the result or roll again if you get a result that’s inconsistent with what
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
his own ka, making this revelation part of any successful hunt. Roll or choose an option from the Hunt for the Ka table to determine what form the domain-spanning quest takes. Hunt for the Ka d6
characters die, Pharaoh Ankhtepot resurrects them (perhaps as reborn; see chapter 1). Their continued existence is contingent on searching for and finding his ka.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
. Roll initiative. The ball uses its initial actions to bounce off the walls and strike at characters, trying to get them to strike back. When a character’s attack hits the ball, it bounces off the south
wall, and the depression in the wall briefly glows orange. After the second such occurrence, the ball will break off its attacks. A sound like that of a trumpet indicates that the game is about to
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
to cross its path. When the corrupted unicorn comes into being, it does so within reach of at least one of the cult members. If a fight has not already started, roll initiative. On each of the avatar’s
enemies who deal grievous injuries to it and attacks them without mercy. The cult members, briefly transfixed by the spectacle they have just witnessed, are not immediately hostile, though they defend
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
your visit, due to the commendable efforts of some friend or family member who loves you dearly, I shall explain briefly the circumstances of entry. You will have traveled through lands claimed and
as a regular occurrence after the first frost of the coming season, and are often met at docking by a magister — or by a contingent of the Guard who will hold travelers aboard until a magister can be
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
and found it to be haunted. 71–75 You were briefly possessed. Roll a d6 to determine what type of creature possessed you: 1, celestial; 2, devil; 3, demon; 4, fey; 5, elemental; 6, undead. 76–80 You
to their fate. 71–80 You learned a great deal during your adventure. The next time you make an ability check or a saving throw, you have advantage on the roll. 81–90 You found some treasure on your
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. Maschin-i-bozorgs typically act as guardians and sentries, tirelessly patrolling the sites they’re assigned to protect. Each machine obeys the commands of its creator. A machin-i-bozorg can roll over its
hit points, its power source overloads, briefly superheating its outer shell. Each creature within 10 feet of the maschin-i-bozorg must make a DC 16 Constitution saving throw, taking 7 (2d6) fire damage
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Healing Hands. As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus
again until you finish a long rest: Necrotic Shroud. Your eyes briefly become pools of darkness, and ghostly, flightless wings sprout from your back temporarily. Creatures other than your allies
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
a range of 60 feet. Healing Hands. As a Magic action, you touch a creature and roll a number of d4s equal to your Proficiency Bonus. The creature regains a number of Hit Points equal to the total
turns, each creature within 10 feet of you takes Radiant damage equal to your Proficiency Bonus.
Necrotic Shroud. Your eyes briefly become pools of darkness, and flightless wings sprout from your
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. 15–16 A cloaked figure moves slowly past, pausing briefly upon catching sight of the party. 17–18 An acolyte of the Silver Flame preaches loudly in an attempt to convert an essentially captive
older human reads the Korranberg Chronicle, loudly proclaiming outrage at every story. 97–98 Roll again; the travelers are one or more changelings appearing to be whatever the second roll indicates
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
) have been trapped here by the cult for the past two weeks. All of them are malnourished, since the cultists feed them only once every few days. The servants are briefly described below: Lanthis
entering the room, the servants come forward and plead with the characters to free them. Otherwise, the servants try to ambush the first character to enter the room. They roll initiative as a group
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
you like, you can roll 1d6 to determine which table to choose a name from, then roll 1d12 to get a name. You can also alter or combine names, pull from a book of names, or use a name inspired by a movie
ability (Dexterity) and its lowest (Strength), you might decide that the little devil is fidgety and indirect, constantly on the move and talking in circles to get to its point Appearance Briefly
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
(chaotic good, human noble) briefly recaps the rules and asks if there are any questions. Once any questions are addressed, the challenge begins.
Running the Challenge The challenge unfolds over three
character must choose a pepper from the basket and eat it. The peppers are from the Spicy Brothers’ unique stock, and nothing about them reveals their taste or intensity. The character must roll on the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
tiniest movements of your somatic components. When your magic creates or alters creatures, it might briefly surround the targets with shimmering fractal designs or tessellated patterns. A Quandrix
to achieve something mathematically impossible. I must leave a legacy! Quandrix Trinkets. When you make your character, you may roll once on the Quandrix Trinkets table, instead of on the Trinkets
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
personal philosophy or ethos that often guides your actions. You can roll on the following table to determine this hardship or choose one that best fits your character. d6 Hardship 1 Nearly Drowned
elite marine contingent, you are friends of Tom and Will Stoutly and can turn to them for help and support. Eliander Fireborn, captain of the guard, also makes time to listen to your concerns.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. For every hour that passes during the characters’ exploration, there is a chance that other creatures pay a visit to Deadstone Cleft. At the end of each hour, roll d100 and consult the Deadstone Cleft
they arrive. If the newcomers spot corpses lying about, they might explore Deadstone Cleft expecting to find trouble within. If all seems normal and quiet, they might stick around only briefly. At your
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
brilliant as stained-glass windows, and alighting briefly to drop off and pick up excited passengers.
Near the entrance, a small, smiling tree turns your way and beckons you over. A red squirrel clings
initiative roll. Moreover, if a creature hasn’t observed the treant move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the treant is animate.
Actions
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Knights’ Quest Savra Belabranta escorts the characters through the spire and up to the pinnacle where Thurl Merosska surveys the territory. Briefly describe any other rooms or inhabitants of the
group of hunters in the canyon roll a d20, adding 1 for each character or knight in the group. Any group that rolls a total of 18 or higher comes within 100 feet of the manticore. Any and all groups
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
their sensory stone (see Sigil and the Outlands). Roll on the Sensory Stone Sensations table and consult the entries below to determine the muse’s desired sensation and how the characters can help
distances herself from the characters on seeing the Harmonium officers. She apologizes to the characters, briefly mentioning she “can’t go back to the Prison” before fleeing the scene. The Harmonium officers
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Tour of the Planes Each of the thirteen planes in Eberron’s cosmology is briefly described below, both in general terms as well as by the effects that occur or appear on the Material Plane in
patterns, and identical cattle graze in unison. 4 A contingent of modrons is methodically deconstructing and reorganizing the zone, heedless of their effect on the other inhabitants. Dal Quor, the Region
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
+5 bonus to the attack roll and dealing 11 (2d10) slashing damage on a hit. Crushing Pillars (Initiative 10). Each creature in the 50-foot-long area beyond the first 80 feet of the hallway must make a
second portal briefly appears and teleports the sphere back to the top of the slope to begin the process again. Initiative. The trap acts on initiative count 10 (but see the dynamic element below
Equipment
energies reflect, refract, and collide with another producing ongoing effects. Roll another Arcane Anomaly, then once more on Initiative count 20 for the next 1d4 rounds.
03–04
Gravity breaks
nearby wood and inanimate plants are transformed into solid glass.
13–14
Echoes of possible realities are briefly visible for 1 minute. When a creature within 60 feet is hit by an attack, a
Equipment
resulting energies reflect, refract, and collide with another producing ongoing effects. Roll another Arcane Anomaly, then once more on Initiative count 20 for the next 1d4 rounds.
03–04
area, and nearby wood and inanimate plants are transformed into solid glass.
13–14
Echoes of possible realities are briefly visible for 1 minute. When a creature within 60 feet is hit by
Equipment
reflect, refract, and collide with another producing ongoing effects. Roll another Arcane Anomaly, then once more on Initiative count 20 for the next 1d4 rounds.
03–04
Gravity breaks
wood and inanimate plants are transformed into solid glass.
13–14
Echoes of possible realities are briefly visible for 1 minute. When a creature within 60 feet is hit by an attack, a
Equipment
energies reflect, refract, and collide with another producing ongoing effects. Roll another Arcane Anomaly, then once more on Initiative count 20 for the next 1d4 rounds.
03–04
Gravity
nearby wood and inanimate plants are transformed into solid glass.
13–14
Echoes of possible realities are briefly visible for 1 minute. When a creature within 60 feet is hit by an attack
Equipment
energies reflect, refract, and collide with another producing ongoing effects. Roll another Arcane Anomaly, then once more on Initiative count 20 for the next 1d4 rounds.
03–04
Gravity breaks
nearby wood and inanimate plants are transformed into solid glass.
13–14
Echoes of possible realities are briefly visible for 1 minute. When a creature within 60 feet is hit by an attack
Equipment
energies reflect, refract, and collide with another producing ongoing effects. Roll another Arcane Anomaly, then once more on Initiative count 20 for the next 1d4 rounds.
03–04
Gravity breaks
nearby wood and inanimate plants are transformed into solid glass.
13–14
Echoes of possible realities are briefly visible for 1 minute. When a creature within 60 feet is hit by an attack, a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
City Celebrations At many times of year, hardly a tenday can pass in Waterdeep without the staging of some rite, race, or rousing ceremony of civic pride. Here I briefly summarize the most widely
inventions of the Gondar are revealed on this day and paraded through the city. These devices range from something as humble as new cabinet hinges to massive mechanical constructs that walk or roll about
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
the end of its next turn, and it can’t benefit from bonuses to speed during that time. If an ooze prod is used as a weapon, it breaks the first time a natural 1 is rolled on an attack roll with it
three contain ochre jellies (O). Usually, wights use ooze prods to keep the oozes in the vats. If the wights are engaged in combat, roll a d6 at the end of every round. If the indicated ooze is still in






