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Returning 35 results for 'check willing rounded'.
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check willing round
check willing rounds
Monsters
Monster Manual
Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Vampire Weakness. The vampire has these weaknesses:
Forbiddance. The
target is a Medium or smaller creature, it has the Grappled condition (escape DC 13) from one of two claws.
Bite. Constitution Saving Throw: DC 14, one creature within 5 feet that is willing or that
Spells
Player’s Handbook
You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.
Magic Items
Dungeon Master’s Guide
condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check
.
Arrow of Transport. As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or
Monsters
Monster Manual
regains 1 Hit Point after spending 1 hour there.
Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Vampire Weakness. The
DC 14) from one of two hands.
Bite (Bat or Vampire Form Only). Constitution Saving Throw: DC 17, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained
Monsters
Tales from the Yawning Portal
make an ability check.
Reduced Threat. This creature has -2 penalty on all ability checks and saving throws.Pseudopod. Melee Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction
into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly.Lightning, SlashingAcid
Monsters
Mordenkainen Presents: Monsters of the Multiverse
act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the slithering tracker isn’t a puddle.
Liquid Form. The slithering tracker can enter an enemy
slithering tracker can grapple only one target at a time.
While grappling the target, the slithering tracker takes only half any damage dealt to it (rounded down), and the target takes the other
Monsters
Out of the Abyss
upside down on ceilings, without needing to make an ability check.
Regeneration. The pudding regains 10 hit points at the start of its turn. If the pudding takes fire damage, this trait doesn't function at
damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding.Acid, Cold, Lightning, Slashing
Monsters
Waterdeep: Dungeon of the Mad Mage
upside down on ceilings, without needing to make an ability check.
Innate Spellcasting. The pudding's spellcasting ability is Intelligence (spell save DC 12, +4;{"diceNotation":"1d20+4","rollType":"to hit
points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding.Acid, Cold, Lightning, Slashing
Monsters
Tales from the Yawning Portal
upside down on ceilings, without needing to make an ability check.
Reduced Threat. This creature has -2 penalty on all ability checks and saving throws.Pseudopod. Melee Weapon Attack: +3;{"diceNotation
to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding.Acid, Cold, Lightning, Slashing
Magic Items
The Book of Many Things
(Arcana) check. On a successful check, you and eight other willing creatures touching the telescope, along with everything all travelers are wearing and carrying, safely teleport to unoccupied spaces
at the intended destination. On a failed check, a mishap occurs instead. The DM rolls on the Telescope Travel Mishaps table to determine the mishap or chooses a mishap that’s good for the
Spells
Xanathar's Guide to Everything
casting.
Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment
ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
Dedication. You touch one humanoid who wishes to be dedicated to
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
", "rollAction":"Prophetic Blessing"}, and it gains a prophecy die, a d8. Once during each of the creature’s turns, when it fails an ability check or saving throw or misses an attack roll, it can
Monsters
Waterdeep: Dungeon of the Mad Mage
an ability check.
Vampire Weaknesses. Zorak has the following flaws:
Forbiddance. Zorak can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. Zorak takes 20
Form Only). Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one willing creature, or a creature that is grappled by Zorak, incapacitated
Monsters
Waterdeep: Dungeon of the Mad Mage
on ceilings, without needing to make an ability check.
Vampire Weaknesses. Keresta has the following flaws:
Forbiddance. Keresta can't enter a residence without an invitation from one of the occupants
. (Bat or Vampire Form Only). Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one willing creature, or a creature that is grappled by Keresta
Monsters
Curse of Strahd
(1 slot): animate objects, scrying
Spider Climb. Strahd can climb difficult surfaces, including upside down on ceilings, without having to make an ability check.
Vampire Weaknesses. Strahd has the
Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one willing creature, or a creature that is grappled by Strahd, incapacitated, or restrained. Hit: 7
Guidance
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Cloaker
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Damage Transfer. While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down), and that creature takes the other half.
False Appearance. While the cloaker remains
creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check.
Tail. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction
spells
You touch a willing creature. For the duration, the target’s senses are heightened. Whenever the target makes a Wisdom (Perception) check, it can treat a d20 roll of 9 or lower as a 10.
feats
check and roll a number on the die equal to half your level (rounded up) or lower, you can choose to replace the die roll with a 15 instead. You can use this ability three times, and you regain all expended uses when you finish a long rest.
Vampire Spawn
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
ability check.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The
target (escape DC 13).
Bite. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one willing creature, or a creature that is grappled by the
Gazer Familiar
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
Familiar. The gazer can serve another creature as a familiar, forming a telepathic bond with
its willing master, provided that the master is at least a 3rd-level spellcaster. While the two are bonded, the master can sense what the gazer senses as long as they are within 1 mile of each other
Vampire Warrior
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation
target (escape DC 18).
Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one willing creature, or a creature
Vampire
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
next turn.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire has the following flaws
":"Bite"} to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4","rollType":"damage","rollAction
Vampire Spellcaster
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation
).
Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one willing creature, or a creature that is grappled by
Monsters
Locathah Rising
action to cause one of the following effects; Gar can’t use the same effect two rounds in a row.
Gar may teleport anywhere within the coral mountain, bringing up to five willing creatures with
can take an action on their turn to make a DC 18 Strength (Athletics) or Dexterity (Acrobatics) check to free themselves. This effect lasts for 1 minute unless dispelled (it counts as a 6th level spell
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Jack of All Trades Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Jack of All Trades Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Jack of All Trades Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Jack of All Trades Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Discovering the Drow Any character who spends 1 hour observing a ship’s crew can make a DC 15 Wisdom (Perception) check. With a successful check, the character notices that most crew members speak
of the sailors by the ear would quickly realize by touch that the ear is pointed, not rounded as it appears. Additionally, any drow character who boards one of these ships instantly takes on the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Discovering the Drow Any character who spends 1 hour observing a ship’s crew can make a DC 15 Wisdom (Perception) check. With a successful check, the character notices that most crew members speak
of the sailors by the ear would quickly realize by touch that the ear is pointed, not rounded as it appears. Additionally, any drow character who boards one of these ships instantly takes on the
Actions
Make a Charisma (Deception, Intimidation, Performance, or Persuasion) or Wisdom (Animal Handling) check to alter a creature's attitude.With the Influence action, you urge a monster to do something
. Describe or roleplay how you're communicating with the monster. Are you trying to deceive, intimidate, amuse, or gently persuade? The DM then determines whether the monster feels willing, unwilling, or
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
one character to act as the guide. At the end of each day the guide makes a DC 15 Wisdom (Survival) check. On a successful check, the characters find Viantha (see “Viantha Found”). On a check failed
by 4 or less, the characters get close and run into undead (see “Undead Encounter”). On a check failed by 5 or more, the characters find nothing. Undead Encounter The characters run into random undead
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
one character to act as the guide. At the end of each day the guide makes a DC 15 Wisdom (Survival) check. On a successful check, the characters find Viantha (see “Viantha Found”). On a check failed
by 4 or less, the characters get close and run into undead (see “Undead Encounter”). On a check failed by 5 or more, the characters find nothing. Undead Encounter The characters run into random undead
Magic Items
Infernal Machine Rebuild
make an Intelligence check or use divination magic to learn something about a creature, that knowledge comes with added trivia of the DM’s devising.
05
You emanate a weak magnetic aura
Charisma (Deception or Persuasion) check against them. Any sign of threatening or duplicitous action on your part negates this automatic success.
Your personal tastes reverse, such that your favorite