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Returning 35 results for 'being before deliver completely rolls'.
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Spells
Player’s Handbook
commands to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. If the creature is Hostile, it strives to twist your
commands to achieve its own objectives. If the creature carries out your commands completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If
Spells
Player’s Handbook
touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell.
Combat. The familiar is an ally to
you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.
Disappearance of the Familiar. When the familiar
Monsters
Waterdeep: Dragon Heist
Assassinate. During his first turn, Urstul has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Urstul scores against a surprised creature is a critical hit.
Evasion
large, heavyset man in his forties. He storms about House Gralhund like he owns the place. He has a collection of black flying snake;flying snakes that he uses as couriers to deliver messages to underlings throughout the city.Poison
Planar Binding
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter
of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell
Find Familiar
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal
familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
by the neck 26–30 2d4 wights 31–35 1d8 + 1 yuan-ti malisons 36–40 Fog that rolls across the terrain, making the area within 1d3 miles heavily obscured for 1d4 hours 41–45 1d4 revenants 46–50 1d6
shambling mounds 51–55 1d10 water elementals 56–60 1d4 young black dragons 61–65 An eerie, bat-headed idol almost completely covered by vines 66–70 1d8 + 2 trolls 71–75 1d3 hydras 76–80 The sound of drums beating several miles away 81–96 1 adult black dragon 97–00 1 ancient black dragon
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if
the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if
the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
commands to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. If the creature is Hostile, it strives to twist your
commands to achieve its own objectives. If the creature carries out your commands completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
commands to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. If the creature is Hostile, it strives to twist your
commands to achieve its own objectives. If the creature carries out your commands completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell. Combat. The
familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. Disappearance of the Familiar. When the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other
touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other
. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
down the characters’ resources with brief zombie attacks. If the characters feel completely overwhelmed, Talon priests with potions of healing might appear, or an officer can enlist characters to
deliver orders from General Drakov (likely related to the siege’s climax). As the battle reaches what you determine to be the halfway point, start rolling 2d6 on the Zombie Siege Encounters table and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell. Combat. The familiar is an
ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. Disappearance of the Familiar. When the familiar
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
taxes Zariel’s armies, so she must ensure a fresh supply of souls as replacements. To this end, Zariel looks for evildoers in the mortal realms who can deliver more souls to her. Because devils can’t
light with a completely transformed perspective. INFERNAL ORDER OF BATTLE
Whereas demons attack in disorganized mobs, relying on shock and overwhelming numbers to carry the day, devils organize into
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
who embark on expeditions to explore the jungle never return. Zindar makes extensive use of spells in his day-to-day work, casting message to deliver missives to dock workers, detect thoughts for
. Each creature in that area must succeed on a DC 15 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
.
Light. Interior areas with no natural light to illuminate them are completely dark.
Temperature. The temperature is slightly above freezing during the day and plunges at night. Whenever the
checks, attack rolls, and saving throws, and its speed is halved. The creature freezes to death if it suffers these effects for six consecutive hours. These effects end on the creature after it spends at least an hour in a place of warmth.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
incoherently to vent its outrage. If the spirit breaks free of its creator’s will, the golem goes berserk until calmed, or until its shell of flesh is destroyed or completely healed. Flesh Golem
Medium
golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Immutable Form. The golem is immune to any spell or effect that would alter its form
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, enabling just enough of the wolves to survive that they aren’t wiped out completely. Human barbarians also inhabit the High Moor, living mostly on its western fringes with large herds of sheep and
the fog that rolls off the heights of the moor to shroud its trees. Melandrach, King of the Woods, rules here and holds the forest as the exclusive domain of the elves. Though game animals roam in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
more like a combat encounter. When a complex trap activates, it rolls initiative. The trap’s description includes an initiative bonus. On its turn, the trap activates again, often taking an action
bypassed in the usual ways. For example, a trap that causes a room to slowly flood works best as a complex trap. On the trap’s turn, the water level rises. After several rounds, the room is completely flooded.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
like a combat encounter. When a complex trap activates, it rolls initiative. The trap's description includes an initiative bonus. On its turn, the trap activates again, often taking an action. It
the usual ways. For example, a trap that causes a room to slowly flood works best as a complex trap. On the trap's turn, the water level rises. After several rounds, the room is completely flooded.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
not surprised when the creatures attack. Characters paralyzed by the crawlers’ tentacles are dragged toward the nautiloid. The crawlers’ intent is not to eat the characters, but to deliver them to
is keeping the ship’s interior temperature at 50 degrees Fahrenheit (10 degrees Celsius). The system gives out completely 24 hours after the characters arrive (unless they do something about it), at
Magic Items
Infernal Machine Rebuild
bones. You have vulnerability to radiant damage, and you have disadvantage on attack rolls while in direct sunlight.
09
You summon a unicorn that obeys your commands. If you give a command that
Charisma checks.
Any food and drink you eat spoils as you swallow it. Each time you eat or drink, you are poisoned for 1 hour.
12
You have a +1 bonus to attack rolls with weapons or spells
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Abishai Expert assassins and infiltrators, black abishais can weave shadows to mask their presence, allowing them to reach a location where they can deliver a fatal strike to their targets. Black
abishai’s next turn, each of those creatures makes attack rolls with advantage and can’t be frightened.
Power of the Dragon Queen. The abishai targets one Dragon it can see within 120 feet of it. The
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
the dragon gives up its chase. Dragon Chase Complications. While the chase is ongoing, each participant in the chase rolls 1d12 at the end of its turn. Consult the Dragon Chase Complications table to
strong that even the airship’s wind wards don’t completely block it out. Make a DC 13 Constitution saving throw to avoid inhaling the ash. On a failed save, you have the Poisoned condition until the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the circle in this way again. In addition, non-evil creatures within the circle have disadvantage on attack rolls and saving throws. The statue within the ritual circle is 2 feet tall, weighs 100 pounds
influence on the cultists. The characters can complete a quest by turning over the books, scrolls, and letter to Errde Blackskull. Award 150 XP to each character when they deliver the items. If the characters ask Errde about Narrak, she tells them that he was a junior member of the Council of Savants.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
them to reach a location from where they can deliver a fatal strike to their targets. Black Abishai
Medium fiend (devil), lawful evil
Armor Class 15 (natural armor)
Hit Points 58 (9d8 + 18)
Speed
can see it. For 1 minute, each of those allies makes attack rolls with advantage and can’t be frightened.
Power of the Dragon Queen. The abishai targets one dragon it can see within 120 feet of it
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
until he finishes a long rest). He has darkvision out to a range of 60 feet. He speaks Common and Orc. He has a Strength score of 18, which gives him a +4 bonus to attack rolls and damage rolls with his
this door to deliver sacrifices to the ghasts below, and they kept it barred between those times to prevent the undead from escaping. 12. Cargo Hold This deck runs the length of the ship and features no
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
10 feet above the water, and the southern ledge a more accessible 5 feet above it. Underwater Tunnel. At the north end of the cave is a completely submerged, 10-foot-diameter tunnel blocked by
to them. He explains that these falcons were trained to deliver messages to and from the monastery. (Ronnom fed the birds poisoned meat to stop the monks from communicating the secret of his identity
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
know which ability modifier to use with an attack roll and its damage roll? The Player’s Handbook specifies which ability modifier to use with an attack roll (PHB "Attack Rolls") and which one to use
with the corresponding damage roll (PHB "Damage Rolls"). Here’s a summary: Attack Type Attack Roll Damage Roll Melee weapon attack Strength mod.* Strength mod. Ranged weapon attack Dexterity mod
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
power of the Spawning Stone—the source of the vicious monsters called slaadi. The Dragon Army evacuated the ruin, but not completely. The evil cleric Belephaion, Lohezet’s peer, was fascinated with
feels unwell; its speed is halved; and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the tadpole chews its way through vital organs and out of the host’s chest in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
quasits in bat form to deliver messages to Rilna from the gate tower (area 18a). A Small creature can slip through the hole easily, and a Medium creature can do so with a successful DC 17 Dexterity
, faerie fire, and levitate (self only) each once per day. His spellcasting ability is Charisma (spell save DC 15). While in sunlight, he has disadvantage on attack rolls, as well as on Wisdom
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
completely submerged. It has no trouble pursuing prey that plunges over the waterfall to the east. Reinforcements. The kuo-toa in area P5 come to the aboleth’s defense if they aren’t already dead. Treasure
snares prey with its tendrils, it pulls its prey under the nearby piercers, which then drop from the ceiling. The piercers have advantage on attack rolls made against creatures grappled by the roper
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
critical hit, it rolls damage dice three times, instead of twice.
Whip. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the
attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Running Leap. The barlgura’s long jump is up to 40 feet and its high jump is up to 20






