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Returning 35 results for 'both before device continuously roll'.
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Equipment
This backpack-sized device holds a balloon-based parachute. If you fall while wearing this device, you can use your reaction to deploy the parachute. Once deployed, the parachute rapidly inflates
, and you descend 60 feet per round and take no damage from falling. When you are 10 feet away from the ground, roll a d20. If you roll a 5 or less, the parachute gives out, and you begin to fall normally.
Magic Items
Acquisitions Incorporated
that language while attuned to the device.
Time Bandit. At the start of your turn, roll a d6 (no action required). On a 1–3, you slow down time, gaining an additional action on your turn and
While attuned to this device, you have a +1 bonus to Intelligence saving throws. The first time you attune to the chronolometer, you choose one language you don’t know. You subsequently know
Magic Items
Acquisitions Incorporated
While attuned to this device, you have a +1 bonus to Wisdom saving throws, and you can use an action to cast the dancing lights, guidance, or message cantrips.
Portent of the Stars. As a reaction
when a creature you can see within 60 feet of you makes an attack roll, saving throw, or ability check, you make that creature roll a d10 and add or subtract the number rolled (your choice) from the
Magic Items
Acquisitions Incorporated
Also at rank 2, you gain the use of an uncommon magic item taking the form of a pair of spectacles, a spyglass, a monocle, or any other device with one or two lenses. When you look through the
power of the lenses to gain accuracy in combat, gaining advantage on a weapon attack roll (no action required). If that attack hits, roll one additional weapon damage die. This property of the lenses can’t be used again until the next dawn.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Abyssal Rift. If the alkilith surrounds a door, window, or similar opening continuously for 6d6;{"diceNotation":"6d6", "rollType":"roll", "rollAction":"Days"} days, the opening becomes a permanent
combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the alkilith move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern
magic-items
continuously absorb any water with which it comes into contact.
Split at the Seams. As a bonus action, you can press a button hidden on the weapon’s hilt to cause the sections comprising the
.
Unquenchable Thirst. When you roll a 20 on an attack roll made with this weapon, it releases a deadly burst of desiccating, negative energy that drains moisture from a target, forcing it to make a DC 15
magic-items
continuously absorb any water with which it comes into contact.
Split at the Seams. As a bonus action, you can press a button hidden on the weapon’s hilt to cause the sections comprising the
.
Unquenchable Thirst. When you roll a 20 on an attack roll made with this weapon, it releases a deadly burst of desiccating, negative energy that drains moisture from a target, forcing it to make a DC 15
magic-items
continuously absorb any water with which it comes into contact.
Split at the Seams. As a bonus action, you can press a button hidden on the weapon’s hilt to cause the sections comprising the
.
Unquenchable Thirst. When you roll a 20 on an attack roll made with this weapon, it releases a deadly burst of desiccating, negative energy that drains moisture from a target, forcing it to make a DC 16
magic-items
continuously absorb any water with which it comes into contact.
Split at the Seams. As a bonus action, you can press a button hidden on the weapon’s hilt to cause the sections comprising the
.
Unquenchable Thirst. When you roll a 20 on an attack roll made with this weapon, it releases a deadly burst of desiccating, negative energy that drains moisture from a target, forcing it to make a DC 15
magic-items
continuously absorb any water with which it comes into contact.
Split at the Seams. As a bonus action, you can press a button hidden on the weapon’s hilt to cause the sections comprising the
.
Unquenchable Thirst. When you roll a 20 on an attack roll made with this weapon, it releases a deadly burst of desiccating, negative energy that drains moisture from a target, forcing it to make a DC 15
magic-items
continuously absorb any water with which it comes into contact.
Split at the Seams. As a bonus action, you can press a button hidden on the weapon’s hilt to cause the sections comprising the
.
Unquenchable Thirst. When you roll a 20 on an attack roll made with this weapon, it releases a deadly burst of desiccating, negative energy that drains moisture from a target, forcing it to make a DC 16
magic-items
continuously absorb any water with which it comes into contact.
Split at the Seams. As a bonus action, you can press a button hidden on the weapon’s hilt to cause the sections comprising the
.
Unquenchable Thirst. When you roll a 20 on an attack roll made with this weapon, it releases a deadly burst of desiccating, negative energy that drains moisture from a target, forcing it to make a DC 16
magic-items
continuously absorb any water with which it comes into contact.
Split at the Seams. As a bonus action, you can press a button hidden on the weapon’s hilt to cause the sections comprising the
.
Unquenchable Thirst. When you roll a 20 on an attack roll made with this weapon, it releases a deadly burst of desiccating, negative energy that drains moisture from a target, forcing it to make a DC 16
magic-items
continuously absorb any water with which it comes into contact.
Split at the Seams. As a bonus action, you can press a button hidden on the weapon’s hilt to cause the sections comprising the
.
Unquenchable Thirst. When you roll a 20 on an attack roll made with this weapon, it releases a deadly burst of desiccating, negative energy that drains moisture from a target, forcing it to make a DC 15
magic-items
continuously absorb any water with which it comes into contact.
Split at the Seams. As a bonus action, you can press a button hidden on the weapon’s hilt to cause the sections comprising the
.
Unquenchable Thirst. When you roll a 20 on an attack roll made with this weapon, it releases a deadly burst of desiccating, negative energy that drains moisture from a target, forcing it to make a DC 16
Species
Van Richten’s Guide to Ravenloft
, silent stretches. Occasionally, though, in a moment of peace, stress, or excitement, a reborn gains a glimpse of what came before. When you desire to have such a dreamlike vision, roll on the Lost
perfectly preserved remains.
Lamordia. You awoke amid the bizarre experiments of an amoral scientist. They consider you their finest creation or have a task for you to fulfill.
Mordent. You emerged from the mysterious device known as the Apparatus, your body a lifeless shell and your past a mystery.
magic-items
continuously absorb any water with which it comes into contact.
Split at the Seams. As a bonus action, you can press a button hidden on the weapon’s hilt to cause the sections comprising the
.
Unquenchable Thirst. When you roll a 20 on an attack roll made with this weapon, it releases a deadly burst of desiccating, negative energy that drains moisture from a target, forcing it to make a DC 15
races
, silent stretches. Occasionally, though, in a moment of peace, stress, or excitement, a reborn gains a glimpse of what came before. When you desire to have such a dreamlike vision, roll on the Lost
fulfill.
Mordent. You emerged from the mysterious device known as the Apparatus, your body a lifeless shell and your past a mystery.
Creating Your Character
At 1st level, you choose whether your
magic-items
your next turn.
Spice (Any). The table below details the disparate effects of spice.
Creature Type
Effect
Celestial
You are continuously under the effects of the feather fall spell
.
Elemental
You can cast a random elemental cantrip at will. Roll on the Random Elemental Cantrip table to determine which cantrip.
Fey
You are under the effects of the detect evil and good
magic-items
table below details the disparate effects of spice.
Creature Type
Effect
Celestial
You are continuously under the effects of the feather fall spell.
Elemental
You can cast a
random elemental cantrip at will. Roll on the Random Elemental Cantrip table to determine which cantrip.
Fey
You are under the effects of the detect evil and good spell.
Fiend
You gain
magic-items
table below details the disparate effects of spice.
Creature Type
Effect
Celestial
You are continuously under the effects of the feather fall spell.
Elemental
You can cast a
random elemental cantrip at will. Roll on the Random Elemental Cantrip table to determine which cantrip.
Fey
You are under the effects of the detect evil and good spell.
Fiend
You gain
Backgrounds
Van Richten’s Guide to Ravenloft
, evidence from a past case (choose one or roll for a trinket from the Horror Trinkets table after this background), a set of Clothes, Common;common clothes, and 10 gp
Path to Mystery
Your first case
did it set you on the path to investigating other mysteries? Roll on or choose details from the First Case table to develop the mystery that started your career as an investigator.
First Case
magic-items
table below details the disparate effects of spice.
Creature Type
Effect
Celestial
You are continuously under the effects of the feather fall spell.
Elemental
You can cast a
random elemental cantrip at will. Roll on the Random Elemental Cantrip table to determine which cantrip.
Fey
You are under the effects of the detect evil and good spell.
Fiend
You gain
monsters
, its Dexterity increases to 27 (+8);{"diceNotation":"1d20+8","rollType":"roll","rollAction":"Apotheosis"}, and the following ability scores increase to 18: Intelligence (+4);{"diceNotation":"1d20+4
","rollType":"roll","rollAction":"Apotheosis"} and Wisdom (+4);{"diceNotation":"1d20+4","rollType":"roll","rollAction":"Apotheosis"}. Additionally, all kobold pilots are incinerated in the process, it can
magic-items
table below details the disparate effects of spice.
Creature Type
Effect
Celestial
You are continuously under the effects of the feather fall spell.
Elemental
You can cast a
random elemental cantrip at will. Roll on the Random Elemental Cantrip table to determine which cantrip.
Fey
You are under the effects of the detect evil and good spell.
Fiend
You gain
Magic Items
Guildmasters’ Guide to Ravnica
Innovation is a dangerous pursuit, at least the way the mages of the Izzet League engage in it. As protection against the risk of an experiment going awry, they have developed a device to help
you cast by rolling on the table for the level of the spell slot you expended. If the slot is 6th level or higher, roll on the table for 5th-level spells.
If you try to cast a cantrip you don’t
monsters
, its Dexterity increases to 27 (+8);{"diceNotation":"1d20+8","rollType":"roll","rollAction":"Apotheosis"}, and the following ability scores increase to 16: Intelligence (+3);{"diceNotation":"1d20+3
","rollType":"roll","rollAction":"Apotheosis"} and Wisdom (+3);{"diceNotation":"1d20+3","rollType":"roll","rollAction":"Apotheosis"}. Additionally, all kobold pilots are incinerated in the process, it can
monsters
, its Dexterity increases to 27 (+8);{"diceNotation":"1d20+8","rollType":"roll","rollAction":"Apotheosis"}, and the following ability scores increase to 20: Intelligence (+5);{"diceNotation":"1d20+5
","rollType":"roll","rollAction":"Apotheosis"} and Wisdom (+5);{"diceNotation":"1d20+5","rollType":"roll","rollAction":"Apotheosis"}. Additionally, all kobold pilots are incinerated in the process, it can
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Narycrash This backpack-sized device holds a balloon-based parachute. If you fall while wearing this device, you can use your reaction to deploy the parachute. Once deployed, the parachute rapidly
inflates, and you descend 60 feet per round and take no damage from falling. When you are 10 feet away from the ground, roll a d20. If you roll a 5 or less, the parachute gives out, and you begin to fall normally. Narycrash
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Narycrash This backpack-sized device holds a balloon-based parachute. If you fall while wearing this device, you can use your reaction to deploy the parachute. Once deployed, the parachute rapidly
inflates, and you descend 60 feet per round and take no damage from falling. When you are 10 feet away from the ground, roll a d20. If you roll a 5 or less, the parachute gives out, and you begin to fall normally. Narycrash
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Narycrash This backpack-sized device holds a balloon-based parachute. If you fall while wearing this device, you can use your reaction to deploy the parachute. Once deployed, the parachute rapidly
inflates, and you descend 60 feet per round and take no damage from falling. When you are 10 feet away from the ground, roll a d20. If you roll a 5 or less, the parachute gives out, and you begin to fall normally. Narycrash
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
or roll a d6):
1–3: Light. The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
4–6: Sound. The object continuously emits the creature’s choice of a nonverbal
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
or roll a d6):
1–3: Light. The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
4–6: Sound. The object continuously emits the creature’s choice of a nonverbal
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
or roll a d6):
1–3: Light. The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
4–6: Sound. The object continuously emits the creature’s choice of a nonverbal
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
choose one language you don’t know. You subsequently know that language while attuned to the device. Time Bandit. At the start of your turn, roll a d6 (no action required). On a 1–3, you slow down time
Chronolometer Wondrous item, very rare (requires attunement) While attuned to this device, you have a +1 bonus to Intelligence saving throws. The first time you attune to the chronolometer, you