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Returning 22 results for 'both before designate confident rolls'.
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both before designate continent rules
both before designate confidence rules
both before designate confident rules
Spells
Forgotten Realms: Heroes of Faerûn
save, the creature takes half as much damage only. A creature makes this save only once per turn. When you cast this spell, you can designate creatures to be unaffected by it.
In addition, you have
Resistance to Thunder damage, and ranged attack rolls against you are made with Disadvantage.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
Spells
Elemental Evil Player's Companion
the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that
enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
also use your action to temporarily halt the effect or to restart one you’ve halted. Gusts. A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the
intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
also use your action to temporarily halt the effect or to restart one you’ve halted. Gusts. A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the
intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Defender Weapon (any sword), legendary (requires attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the sword on each of your turns
, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
it? What about you, the DM? Do you make your rolls in the open or hide them behind a DM screen? Consider the following: If you roll dice where the players can see, they know you’re playing impartially
and not fudging rolls. Rolling behind a screen keeps the players guessing about the strength of their opposition. When a monster hits all the time, is it of a much higher level than the characters, or
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Levna Drakehorn Though a recent inductee into the Order of the Rose, Levna is a confident, experienced Solamnic knight. She is brave, decisive, and deadly with her two-handed sword. After a chance
1d10 + her level. Once she uses this feature, she can’t use it again until she finishes a short or long rest. 3rd 26 (4d8 + 8) Improved Critical. Levna’s attack rolls now score a critical hit on a roll
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
designate a party leader, who is then the only person who tells you what the group is doing. It becomes the leader’s role to work with the rest of the players to find consensus on what the group will do
Combat” in this chapter)—and perhaps seating the players in Initiative order—can be helpful with a large group. Roll Handfuls of Dice. Encourage players to roll the dice for their attack rolls and their
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Flamethrower The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a
of the spell’s damage rolls equal to the number rolled. Explosive Cannon Starting at 9th level, every eldritch cannon you create is more destructive: The cannon’s damage rolls all increase by 1d8. As
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
has legs. Eldritch Cannons Cannon Activation Flamethrower The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw
artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell’s damage rolls equal to the number rolled. Explosive Cannon 9th-level Artillerist feature Every eldritch cannon you
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. If the characters allowed Mjenir, Hengar, and the other Elk tribesfolk to accompany them, the two leaders are confident in their ability to fight off the attackers while the characters race toward the
tiger (or Ajka and her rhinoceros) while Hengar and his fellow Elk Tribe warriors clash with the rest of the attacking force. You can forgo making attack rolls for the tribal warriors; assume that
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
mercenaries and bandits, and not even the dedicated cultists wear recognizable uniforms on raids. No one challenges latecomers for passwords or security signals. Put simply, the raiders are confident
lies are especially plausible or implausible. Match die rolls individually for every character. Those who Mondath believes are set free, but watched and stopped if they try to leave the camp. Those who Mondath does not believe are sentenced to die as above.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
pursuers, and designate the pursuer closest to them as the lead. The lead pursuer might change from round to round. Dashing During the chase, a participant can freely use the Dash action a number of
the chase. Each participant rolls on the Parade Chase Complications table at the end of its turn. If a complication occurs, it affects the next chase participant in the initiative order, not the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, and not even the dedicated cultists wear recognizable uniforms on raids. No one challenges latecomers for passwords or security signals. Put simply, the raiders are confident that no enemies followed
plausible or implausible. Match die rolls individually for every character. Those who Mondath believes are set free, but watched and stopped if they try to leave the camp. Those who Mondath does not believe are sentenced to die as above.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition. 7–8 Harmonious. Attuning to this item takes only 1 minute. 9 Key. The item is used to
about what the future holds. Butterflies and other harmless creatures might frolic in the item’s presence. 2 Confident. The item helps you feel self-assured. 3 Covetous. You become obsessed with material
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
pursuers, and designate the pursuer closest to the thieves as the lead. The lead pursuer might change from round to round. As the Ashen Heirs seek to escape, one controls the carpet while the other casts
at the same time. Chase Complications Complications occur randomly during the chase for both the Ashen Heirs and the characters pursing them. Each participant in the chase rolls on the Bazaar Chase
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Cleric searches the wagon and makes a Wisdom (Perception) check. The player rolls a d20 and adds their character’s Perception modifier (+5) for a total of 17. The check succeeds, and the Cleric finds
it.
In the “Bandit Ambush” encounter, a descriptive approach to roleplaying Pral, a smarmy bandit captain, might involve you describing his flashy smile or confident swagger. You might tell the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ends. A blizzard’s howling wind limits hearing to a range of 100 feet and imposes disadvantage on ranged weapon attack rolls. It also imposes disadvantage on Wisdom (Perception) checks that rely on
become separated from one another, which is why the wisest course of action is to stay put and wait for the blizzard to pass. If the characters travel during a blizzard, have the players designate one
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
gambling hall. The glittering spout originates from the open palm of a statue depicting a confident arcanaloth cast in solid gold. The fountain’s inscription reads, “Fortune Favors the Bold.”
Hundreds
, and roll for the dealer and participating NPCs. Everyone rolls and reveals their dice at once. The participant with the highest total wins, but anyone who rolls a 1 automatically loses. Olidammara’s
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
over to drop off their gear, four cadets march toward them. One of those cadets—a confident-looking moon elf—hurls her kit bag onto the bunk before the character can get there. “Change of plan, greenie
inspection, have each character make a Wisdom (Perception) check. Whoever rolls the highest notices a suspicious event. On a nearby dock, a hobgoblin academy officer supervising the unloading of a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
grants a +1 bonus to spell attack rolls. However, if its wielder rolls a 1 on a spell attack roll while using it as a focus, the chunk shatters and the creature takes 10 (3d6) thunder damage. Giant’s
the head of the table. Aminta is a human in her late thirties. She has brown skin and long dark hair streaked with gray. She is charming, confident, intelligent, and ruthless. In her pocket is a key
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
later, the second mechanism releases a 5-foot-diameter stone sphere that drops into the cave (marked T on the map) and rolls into the wooden claw across the tunnel mouth, which is demolished by the
Wyrmheart Mine. The dragon doesn’t hold back when it comes to using her breath weapon; she loves watching her prey scream and burn in the flames. In a desperate situation, she’s confident she can fly up the






