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Returning 35 results for 'both being directly current rolled'.
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Monsters
Baldur’s Gate: Descent into Avernus
at the start of his turn.
Fireball. Bel casts fireball.
Tactical Edge (Costs 2 Actions). Roll a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Tactical Edge"} for Bel. The number rolled on
challenge her directly as long as he thinks Asmodeus supports Zariel.Fire, PoisonCold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
magic-items
current environment; in this case, the DM may draw your attention to this object or person.
While the eye is uncovered, you gain the following benefits.
Always Vigilant. The eye remains watchful while
(Perception) or Intelligence (Investigation) check involving sight, you can roll 1d4 and add the number rolled to the ability check.
Symbiotic Nature. Once you attune to this symbiote, you can’t remove it unless you are targeted by a Remove Curse spell or similar magic.
Monsters
The Book of Many Things
willing creature the living portent can see within 30 feet of itself. The target’s hit point maximum and current hit points increase by 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"roll
roll the prophecy die and add the number rolled to the total, potentially changing the outcome. The blessing ends after 1 hour or when the living portent ends the blessing (no action required) or uses
Backgrounds
Sword Coast Adventurer's Guide
gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current
, modifying the entries when appropriate to suit your identity as a courtier.
The noble court or bureaucratic organization where you got your start is directly or indirectly associated with your bond
magic-items
The Book of Many Things
*Found only in a deck with twenty-two cards.
Beginning. Your hit point maximum and current hit points increase by 2d10. Your hit point maximum remains increased in this way for the next 8 hours
draws.
Monster. This card’s monstrous visage curses you. While cursed in this way, whenever you make a saving throw, you must roll 1d4 and subtract the number rolled from the total. The curse lasts
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
directly related to items on display in the room, as the trophies provide clues to research a wide variety of other subjects. The work takes 7 days. When the research concludes, the hireling obtains up to
number rolled is odd, the hireling finds nothing useful. If the number rolled is even, the hireling finds a magic item. Roll on the Implements—Common table in chapter 7 to determine what it is.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
directly related to items on display in the room, as the trophies provide clues to research a wide variety of other subjects. The work takes 7 days. When the research concludes, the hireling obtains up to
number rolled is odd, the hireling finds nothing useful. If the number rolled is even, the hireling finds a magic item. Roll on the Implements—Common table in chapter 7 to determine what it is.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
directly related to items on display in the room, as the trophies provide clues to research a wide variety of other subjects. The work takes 7 days. When the research concludes, the hireling obtains up to
number rolled is odd, the hireling finds nothing useful. If the number rolled is even, the hireling finds a magic item. Roll on the Implements—Common table in chapter 7 to determine what it is.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
that group by 1. Completing a mission specifically assigned by that group or that directly benefits the group increases the character’s Renown Score by 2. Hugely significant quests might grant Renown
minor tasks for the group and socializing with its members. After doing so for a number of days equal to 10 times the character’s current Renown Score, the character’s Renown Score increases by 1.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
that group by 1. Completing a mission specifically assigned by that group or that directly benefits the group increases the character’s Renown Score by 2. Hugely significant quests might grant Renown
minor tasks for the group and socializing with its members. After doing so for a number of days equal to 10 times the character’s current Renown Score, the character’s Renown Score increases by 1.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
that group by 1. Completing a mission specifically assigned by that group or that directly benefits the group increases the character’s Renown Score by 2. Hugely significant quests might grant Renown
minor tasks for the group and socializing with its members. After doing so for a number of days equal to 10 times the character’s current Renown Score, the character’s Renown Score increases by 1.
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
characters enter an area marked on the patrol route, roll a die. The size of the die rolled is determined by the current suspicion level of the prison, as indicated on the Suspicion table. On a 1, the
group Dexterity (Stealth) check or try to blend in by making a group Charisma (Deception) check. Each check is made against a DC set by the current suspicion level. On a failure, the patrol notices
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
characters enter an area marked on the patrol route, roll a die. The size of the die rolled is determined by the current suspicion level of the prison, as indicated on the Suspicion table. On a 1, the
group Dexterity (Stealth) check or try to blend in by making a group Charisma (Deception) check. Each check is made against a DC set by the current suspicion level. On a failure, the patrol notices
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
characters enter an area marked on the patrol route, roll a die. The size of the die rolled is determined by the current suspicion level of the prison, as indicated on the Suspicion table. On a 1, the
group Dexterity (Stealth) check or try to blend in by making a group Charisma (Deception) check. Each check is made against a DC set by the current suspicion level. On a failure, the patrol notices
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
driver can activate this magical device as a bonus action, causing the vehicle to expel a 30-foot cube of opaque smoke directly in front of it or behind it. The cloud is stationary and lasts for 1
unoccupied space that the driver can see up to 300 feet away from the vehicle’s current position. All creatures and objects in contact with the vehicle are teleported along with it. This device needs 24 hours to recharge before it can be used again.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
driver can activate this magical device as a bonus action, causing the vehicle to expel a 30-foot cube of opaque smoke directly in front of it or behind it. The cloud is stationary and lasts for 1
unoccupied space that the driver can see up to 300 feet away from the vehicle’s current position. All creatures and objects in contact with the vehicle are teleported along with it. This device needs 24 hours to recharge before it can be used again.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
driver can activate this magical device as a bonus action, causing the vehicle to expel a 30-foot cube of opaque smoke directly in front of it or behind it. The cloud is stationary and lasts for 1
unoccupied space that the driver can see up to 300 feet away from the vehicle’s current position. All creatures and objects in contact with the vehicle are teleported along with it. This device needs 24 hours to recharge before it can be used again.
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
characters enter an area marked on the patrol route, roll a die. The size of the die rolled is determined by the current suspicion level of the prison, as indicated on the Suspicion table. On a 1, the
group Dexterity (Stealth) check or try to blend in by making a group Charisma (Deception) check. Each check is made against a DC set by the current suspicion level. On a failure, the patrol notices
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
characters enter an area marked on the patrol route, roll a die. The size of the die rolled is determined by the current suspicion level of the prison, as indicated on the Suspicion table. On a 1, the
group Dexterity (Stealth) check or try to blend in by making a group Charisma (Deception) check. Each check is made against a DC set by the current suspicion level. On a failure, the patrol notices
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
characters enter an area marked on the patrol route, roll a die. The size of the die rolled is determined by the current suspicion level of the prison, as indicated on the Suspicion table. On a 1, the
group Dexterity (Stealth) check or try to blend in by making a group Charisma (Deception) check. Each check is made against a DC set by the current suspicion level. On a failure, the patrol notices
Monsters
Fizban's Treasury of Dragons
creature makes an attack roll or an ability check, it must roll a d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Disorienting Breath"} and reduce the total by the number rolled. On a
issues that isn’t directly harmful to the creature.
Distort Perceptions. The dragon attempts to alter the perceptions of one creature it can see within its lair. That creature must succeed on a DC
Monsters
Fizban's Treasury of Dragons
roll or an ability check, it must roll a d8;{"diceNotation":"1d8", "rollType":"roll", "rollAction":"Disorienting Breath"} and reduce the total by the number rolled. On a successful save, the creature
this way obeys to the best of its ability any command the dragon issues that isn’t directly harmful to the creature.
Distort Perceptions. The dragon attempts to alter the perceptions of one
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
contains a missive addressed to Muiral and signed with an H. The message, which is written in Common on a rolled-up sheet of parchment, invites Muiral to be a guest lecturer at Dweomercore (level 9
those it cannot see.” The rules of the gate are as follows: The gate opens for 1 minute when an invisible creature stands directly in front of the mirror. Characters must be 9th level or higher to pass
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
contains a missive addressed to Muiral and signed with an H. The message, which is written in Common on a rolled-up sheet of parchment, invites Muiral to be a guest lecturer at Dweomercore (level 9
those it cannot see.” The rules of the gate are as follows: The gate opens for 1 minute when an invisible creature stands directly in front of the mirror. Characters must be 9th level or higher to pass
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
contains a missive addressed to Muiral and signed with an H. The message, which is written in Common on a rolled-up sheet of parchment, invites Muiral to be a guest lecturer at Dweomercore (level 9
those it cannot see.” The rules of the gate are as follows: The gate opens for 1 minute when an invisible creature stands directly in front of the mirror. Characters must be 9th level or higher to pass
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Darklake Terrain Encounters Special terrain rules are explained after the table. d10 Terrain 1 Collision 2 Falls or locks 3 Island 4 Low ceiling 5 Rockfall 6 Rough current 7 Run aground 8 Stone
teeth 9 Tight passage 10 Whirlpool Collision This terrain encounter occurs only if one or more party members are traveling by raft or boat, and there’s a strong current. Have everyone aboard the vessel
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Darklake Terrain Encounters Special terrain rules are explained after the table. d10 Terrain 1 Collision 2 Falls or locks 3 Island 4 Low ceiling 5 Rockfall 6 Rough current 7 Run aground 8 Stone
teeth 9 Tight passage 10 Whirlpool Collision This terrain encounter occurs only if one or more party members are traveling by raft or boat, and there’s a strong current. Have everyone aboard the vessel
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Darklake Terrain Encounters Special terrain rules are explained after the table. d10 Terrain 1 Collision 2 Falls or locks 3 Island 4 Low ceiling 5 Rockfall 6 Rough current 7 Run aground 8 Stone
teeth 9 Tight passage 10 Whirlpool Collision This terrain encounter occurs only if one or more party members are traveling by raft or boat, and there’s a strong current. Have everyone aboard the vessel
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
describe its current state: The ten-foot-high brass fence that once surrounded Elturel’s cemetery has fallen in numerous places, and a wide gate allowing access to the grounds has been torn from its
of a relic of Torm kept beneath the cemetery chapel. The Helm of Torm’s Sight is said to give a worthy soul the ability to commune directly with that noble god. The duke and his guards came to the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
describe its current state: The ten-foot-high brass fence that once surrounded Elturel’s cemetery has fallen in numerous places, and a wide gate allowing access to the grounds has been torn from its
of a relic of Torm kept beneath the cemetery chapel. The Helm of Torm’s Sight is said to give a worthy soul the ability to commune directly with that noble god. The duke and his guards came to the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
people from expressing themselves.
2 A guard imprisons people who worship gods opposed to Ephara, such as Phenax and Nylea.
3 A noble is building a new development directly in a forest, where
system.
5 A group of mages who follow Ephara want to build a city on an island, heedless of the current residents.
6 An oracle (see chapter 6) leads a cadre of scholars secretly destroying
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
people from expressing themselves.
2 A guard imprisons people who worship gods opposed to Ephara, such as Phenax and Nylea.
3 A noble is building a new development directly in a forest, where
system.
5 A group of mages who follow Ephara want to build a city on an island, heedless of the current residents.
6 An oracle (see chapter 6) leads a cadre of scholars secretly destroying
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
describe its current state: The ten-foot-high brass fence that once surrounded Elturel’s cemetery has fallen in numerous places, and a wide gate allowing access to the grounds has been torn from its
of a relic of Torm kept beneath the cemetery chapel. The Helm of Torm’s Sight is said to give a worthy soul the ability to commune directly with that noble god. The duke and his guards came to the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
people from expressing themselves.
2 A guard imprisons people who worship gods opposed to Ephara, such as Phenax and Nylea.
3 A noble is building a new development directly in a forest, where
system.
5 A group of mages who follow Ephara want to build a city on an island, heedless of the current residents.
6 An oracle (see chapter 6) leads a cadre of scholars secretly destroying
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and congratulates them. His next actions depend on his current goal (see “Halaster’s Goals”): If the characters took any actions to further Halaster’s current goal, he greets them warmly, thanks them
current goal, the Mad Mage expresses his displeasure and attacks them. Five minutes after Halaster dies, the demiplane containing his tower collapses, scattering its contents across the Astral Plane