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Returning 35 results for 'certain remaining gives to have roll'.
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Magic Items
Dungeon Master’s Guide
this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs
and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.
Monsters
Monster Manual
. Melee or Ranged Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Object Slam"}, reach 5 ft. or range 30 ft. Hit: 7 (2d4 + 2);{"diceNotation":"2d4+2", "rollType":"damage
poltergeist.Necrotic, PoisonAcid, Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing, ThunderVanish. The poltergeist gives itself the Invisible condition or ends that condition on itself.
Spells
Player’s Handbook
is real.
Each time a creature hits you with an attack roll during the spell’s duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the
Monsters
Monster Manual
Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Scimitar"}, reach 5 ft. Hit: 12 (2d6 + 5);{"diceNotation":"2d6+5", "rollType":"damage", "rollAction":"Scimitar", "rollDamageType
":"Slashing"} Slashing damage plus 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Scimitar", "rollDamageType":"Poison"} Poison damage.
Pistol. Ranged Attack Roll: +9
Monsters
Monster Manual
Multiattack. The cultist makes three attacks, using Elemental Flail or Elemental Claw in any combination.
Elemental Flail. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit
;{"diceNotation":"6d6+4", "rollType":"damage", "rollAction":"Elemental Flail (Thunder)", "rollDamageType":"Thunder"}.
Elemental Claw. Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit
Monsters
Monster Manual
Animal Lordship. An animal lord represents a Forager (DM’s choice), which determines certain traits in this stat block.
Legendary Resistance (4/Day). If the animal lord fails a saving throw
.
Rend. Melee Attack Roll: +13;{"diceNotation":"1d20+13", "rollType":"to hit", "rollAction":"Rend"}, reach 5 ft. Hit: 14 (2d6 + 7);{"diceNotation":"2d6+7", "rollType":"damage", "rollAction":"Rend
Monsters
Monster Manual
Animal Lordship. An animal lord represents a Hunter (DM’s choice), which determines certain traits in this stat block.
Legendary Resistance (4/Day). If the animal lord fails a saving throw, it
other magical effects.Multiattack. The animal lord makes two attacks, using Rend or Radiant Ray in any combination, and uses Animal Spirit.
Rend. Melee Attack Roll: +13;{"diceNotation":"1d20+13
Magic Items
Dungeon Master’s Guide
after you roll Initiative, or you can extinguish the light as a Bonus Action.
While holding this weapon, you can take a Bonus Action to alter its form, turning it into a 6-inch rod (for ease of storage
) or a 10-foot pole, or reverting it a Quarterstaff; the weapon will elongate only as far as the surrounding space allows.
In certain forms, the weapon has the following additional properties
Monsters
Monster Manual
Animal Lordship. An animal lord represents a Animal Lord (Forager);Forager, Animal Lord (Hunter);Hunter, or Animal Lord (Sage);Sage (DM’s choice), which determines certain traits in this stat
, the target subtracts 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Mired"} from its saving throws.
Magic Resistance. The animal lord has Advantage on saving throws against spells and
Monsters
Monster Manual
Animal Lordship. An animal lord represents the Sage, which determines certain traits in this stat block.
Legendary Resistance (4/Day). If the animal lord fails a saving throw, it can choose to
the end of its next turn. While bewildered, the target subtracts 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Mired"} from its saving throws.
Magic Resistance. The animal lord has
Magic Items
Dungeon Master’s Guide
.
Taking Fire Damage. Roll 1d20 if you are wearing the helm and take Fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems
Spells
Player’s Handbook
, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit
enemy’s reach.
Pack Tactics (Land and Water Only). The spirit has Advantage on an attack roll against a creature if at least one of the spirit’s allies is within 5 feet of the creature and
Spells
Player’s Handbook
Avenger or Defender. Your choice determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies
a number of attacks equal to half this spell’s level (round down).
Radiant Bow (Avenger Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 600 ft. Hit: 2d6 + 2 + the
Spells
Player’s Handbook
any remaining damage carries over to that form.
Using a Higher-Level Spell Slot. The creature’s Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot
Proficiency Bonus)
Actions
Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: Force damage equal to 1d4 + 3 (Medium or smaller), 2d6 + 3 + your spellcasting ability modifier (Large), or 2d12 + 3 + your spellcasting ability modifier (Huge).
Spells
Player’s Handbook
, or Slaad. The creature resembles an Aberration of that kind, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The
Psychic damage.
Actions
Multiattack. The spirit makes a number of attacks equal to half this spell’s level (round down).
Claw (Slaad Only). Melee Attack Roll: Bonus equals your spell attack
Spells
Player’s Handbook
: Ghostly, Putrid, or Skeletal. The spirit resembles an Undead creature with the chosen form, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or
). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 3 + the spell’s level Necrotic damage, and the target has the Frightened condition until the end of its next
Spells
Player’s Handbook
. The creature resembles a Fey creature of your choice marked by the chosen mood, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the
number of Fey Blade attacks equal to half this spell’s level (round down).
Fey Blade. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 2d6 + 3 + the spell’s level
Spells
Player’s Handbook
determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature
make an ability check.
Actions
Multiattack. The insect makes a number of attacks equal to half this spell’s level (round down).
Poison Jab. Melee Attack Roll: Bonus equals your spell attack
Spells
Player’s Handbook
, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when
. The spirit makes a number of Slam attacks equal to half this spell’s level (round down).
Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 4 + the spell
Spells
Player’s Handbook
. The creature resembles a Fiend of the chosen type, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is
makes a number of attacks equal to half this spell’s level (round down).
Bite (Demon Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d12 + 3 + the spell
Spells
Player’s Handbook
, Metal, or Stone. The creature resembles an animate statue (you determine the appearance) made of the chosen material, which determines certain details in its stat block. The creature disappears when
Multiattack. The spirit makes a number of Slam attacks equal to half this spell’s level (round down).
Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 4 + the
Spells
Player’s Handbook
the steed’s creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block.
Combat. The steed is an ally to you and your allies. In combat, it shares your
you’re within 5 feet of it.
Actions
Otherworldly Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 plus the spell’s level of Radiant (Celestial
Spells
Player’s Handbook
the old feat and gain the benefits of the new one. You can’t replace a feat that is a prerequisite for any of your other feats or features.
Roll Redo. You undo a single recent event by forcing
a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally’s failed
Magic Items
Dungeon Master’s Guide
roll for a spell you cast against a Fiend, you use the maximum possible result instead of rolling.
Random Properties. The Artifact has the following random properties (see “Artifacts” in
those hours pass, anyone who opens the book’s remaining binding is transported to a nascent layer of the Abyss that lies hidden within the book. At the heart of this deadly, semisentient domain
Magic Items
Dungeon Master’s Guide
you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.
Once a card is drawn, it disappears. Unless the card is the Fool or
effect.
Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that
Monsters
Eberron: Rising from the Last War
Specialties table, or roll for one. The specialty determines additional spells the magewright knows, including ones that can be cast only as rituals. The specialty also gives the magewright more
this way. Most magewright rituals take 10 minutes to perform, but certain complex rituals can take up to 1 hour. However long the ritual takes, it requires extra material components, usually in the
Equipment
, 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.
Monsters
Waterdeep: Dragon Heist
Indomitable (2/Day). Hrabbaz can reroll a saving throw that he fails. He must use the new roll.
Relentless Endurance (Recharges after a Long Rest). When Hrabbaz is reduced to 0 hit points but not
);{"diceNotation":"1d6","rollType":"damage","rollAction":"Morningstar","rollDamageType":"piercing"} piercing damage if Hrabbaz has more than half his hit points remaining.
Equipment
pistol gives the pistol 10 charges.
As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone. Each creature
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.
Monsters
Waterdeep: Dragon Heist
Dwarven Resilience. Ahmaergo has advantage on saving throws against being poisoned.
Indomitable (2/Day). Ahmaergo can reroll a saving throw that he fails. He must use the new roll.
Second Wind
"} slashing damage, plus 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Greataxe","rollDamageType":"slashing"} slashing damage if Ahmaergo has more than half his hit points remaining
Species
Mythic Odysseys of Theros
-shaking roars, gives most leonin an air that readily shifts between regal and fearsome. Leonin often act with confidence, which can come off as imperiousness. While this can reassure their allies, it can
adversaries—incredibly clever and well-prepared to play a long game but ultimately doomed to lose their games.
4
I’m certain every bad thing that happens can ultimately be blamed on the
Monsters
Waterdeep: Dragon Heist
Special Equipment. Vajra wields the Blackstaff (see appendix A), accounted for in her statistics. Roll 2d10;{"diceNotation":"2d10","rollType":"roll","rollAction":"Special Equipment"} to determine how
many charges the staff has remaining.
Magic Resistance. Vajra has advantage on saving throws against spells and other magical effects.
Spellcasting. Vajra is an 18th-level spellcaster. Her
Monsters
The Wild Beyond the Witchlight
natural leader and a protective caregiver. She has a direct manner that reassures and inspires those around her.
Mercion does not worship a deity, but rather an ideal: that truth gives life to artistry
coming for you.”
Flaw. “My friends would say I’m inflexible. The truth is, I like things done a certain way.”
Combat Notes
Mercion counts on her armor to protect her as she
Equipment
Metal tubes ring the lower edge of this wide belt. It is powered by an energy cell stored in a metal case near the buckle. Placing a full energy cell in the belt gives the belt 10 charges
your walking speed. If you are still levitating when the belt deactivates, you fall.
Replacing the Energy Cell. While the belt has charges remaining, its energy cell can’t be removed. Once the
Monsters
Quests from the Infinite Staircase
Design Specialization. When the android is created, it gains one of six possible designs suited for its role (choose or roll a d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Design
Specialization"}): 1, aerialist; 2, diplomat; 3, diver; 4, duelist; 5, medic; 6, sentry. This design determines certain traits in this stat block.
Lightning Overload. When the android takes lightning