Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'bonus base devising confidence rolling'.
Other Suggestions:
bond beast devising confident rolling
bonds beast devising confident rolling
bones beast devising confident rolling
bond best devising confident rolling
books beast devising confident rolling
Magic Items
Dungeon Master’s Guide
This elegant garment is made from exquisite cloth and adorned with runes.
You gain these benefits while wearing the robe.
Armor. If you aren’t wearing armor, your base Armor Class is 15 plus
your Dexterity modifier.
Magic Resistance. You have Advantage on saving throws against spells and other magical effects.
War Mage. Your spell save DC and spell attack bonus each increase by 2.
Spells
Player’s Handbook
saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one.
As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move
Magic Items
Dungeon Master’s Guide
. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly by rolling on
the table below. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using
Magic Items
Dungeon Master’s Guide
the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table that corresponds to the bag’s color. See the Monster Manual for the
Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts
Magic Items
Dungeon Master’s Guide
, determined by rolling on the following table.
Any spell you cast from the hat uses your spell save DC and spell attack bonus.
1d100
Effect
01–50
You cast a random spell determined by
rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself); on a
Magic Items
Dungeon Master’s Guide
While wearing this belt, you gain the following benefits:
Dwarvish. You know Dwarvish.
Friend of Dwarvenkind. You have Advantage on Charisma (Persuasion) checks made to interact with dwarves and
Magic Items
Dungeon Master’s Guide
+1 bonus to attack rolls and damage rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by
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
Dungeon Master’s Guide
This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The DM chooses the kind of token or determines it randomly by rolling on the Quaal
yourself. The token disappears, and a floating whip takes its place. You can then take a Bonus Action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of
Monsters
Waterdeep: Dragon Heist
Indomitable (2/Day). Tashlyn can reroll a saving throw that she fails. She must use the new roll.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, Tashlyn can regain 20 hit
cover by serving as a bodyguard to Vorondar Levelstone, a dwarf magister stationed at the South Gate. She likes the dwarf and has earned his confidence, allowing her to reach the rank of captain in the
Magic Items
Bigby Presents: Glory of the Giants
This magic weapon is a triple-barreled bronze musket. You gain a +1 bonus to attack and damage rolls made with it. It requires no ammunition, its damage is radiant instead of piercing, and it doesn
’t have the loading property. The base of the weapon is emblazoned with the light rune.
Additionally, while attuned to the weapon, you can cast dancing lights from the musket at will.
Invoking
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
Flail Snail
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
saving throw against a spell or a spell attack misses it, an additional effect might occur, as determined by rolling a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Antimagic Shell"}:
1
spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
3–4. No additional effect.
5–6. The snail’s shell converts some of the spell’s energy
Monsters
Candlekeep Mysteries
is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 13, and the spell attack bonus is +5;{"diceNotation":"1d20+5","rollType":"spell","rollAction
like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.
The changes wrought by this effect fail to hold up to physical
Monsters
Acquisitions Incorporated
Champion Challenge (Recharges after a Short or Long Rest). As a bonus action, Donaar causes each creature of his choice that he can see within 30 feet of him to make a DC 13 Wisdom saving throw. On a
failed save, or half as much damage on a successful one.The hulking dragonborn decisionist of the “C” Team, Donaar Blit'zen is an icon of brash confidence and warrior chill. He is known for his furious
Magic Items
Bigby Presents: Glory of the Giants
A black opal pendant hangs at the base of this pearlescent chain. The sacred rune is inscribed on the back of the pendant.
While wearing this item, you have resistance to necrotic damage
. Additionally, you can cast the spare the dying cantrip using either an action or a bonus action.
Invoking the Rune. When a creature you can see within 60 feet of you is reduced to 0 hit points as a result of
Magic Items
Waterdeep: Dungeon of the Mad Mage
.
The orb is sentient and has the personality of a scholar. Its alignment is determined by rolling on the alignment table in the “Sentient Magic Items” section in the Dungeon Master’s
Guide. Regardless of its alignment, the orb has an Intelligence of 18, and Wisdom and Charisma scores determined by rolling 3d6 for each ability. The orb speaks, reads, and understands four languages
magic-items
From the tip of its thick steel blade to the base of its golden handle, each knife shimmers with a buzz of illusory energy.
While wielding a pair of Turtle Dove Daggers, you can create an illusory
take an Attack or Magic action on your turn to attack or cast a spell as if you were in the illusion’s space, but you must use your own senses. As a Bonus Action, you can move the illusion up to
Equipment
This strange pistol resembles a flask with a honeycomb of tubes sticking out its front. The weapon is powered by an energy cell stored at the base of the flask. Placing a full energy cell in the
or half as much damage on a successful one.
Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can’t be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
Bag of Tricks
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the
, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the
Magic Items
Bigby Presents: Glory of the Giants
ignore the spell’s material components with a gold piece cost, up to 300 gp per charge expended.
Astute Mind. You gain a +2 bonus to any Constitution saving throw you make to maintain your
Magic Items
Bigby Presents: Glory of the Giants
has the following random properties, determined by rolling on the appropriate table in the Dungeon Master’s Guide:
2 minor beneficial properties
1 major beneficial property
2 minor
bonus to attack and damage rolls made with it. On a hit, the adze deals an additional 3d12 force damage. It also deals double damage to objects and structures.
Divine Mattock. As an action, you can call
Magic Items
Quests from the Infinite Staircase
fuel: powdered gemstones placed in the lantern’s base. The lantern can hold a maximum of 10,000 gp worth of powdered gems, and it contains 9,000 gp of fuel when found. Thereafter it attempts to
short or long rest. Once added, fuel can’t be removed from the lantern’s base.
The lantern’s flame can’t be extinguished by any means other than running out of fuel. If the
Equipment
This strange pistol resembles a flask with a honeycomb of tubes sticking out its front. The weapon is powered by an energy cell stored at the base of the flask. Placing a full energy cell in the
or half as much damage on a successful one.
Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can’t be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
Magic Items
Bigby Presents: Glory of the Giants
hold the fragment of chaos she used to prove her worth to her father.
Random Properties. The helm has the following random properties, determined by rolling on the appropriate table in the Dungeon
Wisdom (Insight) checks.
Arrow of Elemental Havoc. As a bonus action while wearing the helm, you can launch a bolt of searing elemental energy toward a creature you can see within 90 feet of yourself
Magic Items
Quests from the Infinite Staircase
within 60 feet of yourself. You concentration;concentrate on this orb as if concentrating on a spell. As a bonus action, you can move the orb up to 20 feet in any direction.
When your concentration
lightning damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one; the orb’s base damage is 6d6, and if at the end of your turn the orb hasn
Monsters
Mythic Odysseys of Theros
fall unconscious. Instead, the damage creates cracks in its carapace, revealing its hearts. Tromokratis has four hearts: two on its chest, one on its back, and one at the base of its tail. A heart has an
":"slashing"} slashing damage on a failed save, or half as much damage on a successful one. Until the start of its next turn, Tromokratis and its hearts gain a +2 bonus to AC.
Magic Items
Bigby Presents: Glory of the Giants
bracelet has the following random properties, determined by rolling on the appropriate table in the Dungeon Master’s Guide:
1 minor beneficial property
1 major beneficial property
1 minor
bracelet can create up to three copies and regains all expended uses at dawn.
Helpful Hand. As an action, you can use the bracelet to cast Bigby's hand as a 9th-level spell (spell attack bonus +13
Magic Items
Mythic Odysseys of Theros
. You gain a +3 bonus to attack and damage rolls made with this bow, and you suffer no disadvantage when attacking at the weapon’s long range. Additionally, Ephixis scores a critical hit on a d20
winter solstice. The spring arrow must be planted at the base of a Black Oak of Asphodel on the spring equinox. The summer arrow must be broken by a sea giant on the summer solstice. Then the autumn
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
calculate AC must choose which one to use; only one base calculation can be in effect for a creature. Rolling 20 or 1 If you roll a 20 on the d20 (called a “natural 20”) for an attack roll, the attack hits
those listed. For example, the Finesse property (see “Equipment”) lets you use Strength or Dexterity with a weapon that has that property. Proficiency Bonus You add your Proficiency Bonus to your
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
calculate AC must choose which one to use; only one base calculation can be in effect for a creature. Rolling 20 or 1 If you roll a 20 on the d20 (called a “natural 20”) for an attack roll, the attack hits
those listed. For example, the Finesse property (see chapter 6) lets you use Strength or Dexterity with a weapon that has that property. Proficiency Bonus You add your Proficiency Bonus to your
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
calculate AC must choose which one to use; only one base calculation can be in effect for a creature. Rolling 20 or 1 If you roll a 20 on the d20 (called a “natural 20”) for an attack roll, the attack hits
those listed. For example, the Finesse property (see “Equipment”) lets you use Strength or Dexterity with a weapon that has that property. Proficiency Bonus You add your Proficiency Bonus to your
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
calculate AC must choose which one to use; only one base calculation can be in effect for a creature. Rolling 20 or 1 If you roll a 20 on the d20 (called a “natural 20”) for an attack roll, the attack hits
those listed. For example, the Finesse property (see chapter 6) lets you use Strength or Dexterity with a weapon that has that property. Proficiency Bonus You add your Proficiency Bonus to your
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
calculate AC must choose which one to use; only one base calculation can be in effect for a creature. Rolling 20 or 1 If you roll a 20 on the d20 (called a “natural 20”) for an attack roll, the attack hits
those listed. For example, the Finesse property (see “Equipment”) lets you use Strength or Dexterity with a weapon that has that property. Proficiency Bonus You add your Proficiency Bonus to your
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
calculate AC must choose which one to use; only one base calculation can be in effect for a creature. Rolling 20 or 1 If you roll a 20 on the d20 (called a “natural 20”) for an attack roll, the attack hits
those listed. For example, the Finesse property (see chapter 6) lets you use Strength or Dexterity with a weapon that has that property. Proficiency Bonus You add your Proficiency Bonus to your
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Medium. To set your height and weight randomly, start with rolling a size modifier: Size modifier = 2d8 Height = 5 feet + 4 inches + your size modifier in inches Weight in pounds = 175 + (2d6 × your
size modifier) Speed. Your base walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern






