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Returning 35 results for 'concerns warded roll'.
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concepts warded roll
confers wasted roll
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concerns warned rule
concerns ward rule
Spells
Player’s Handbook
You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a
new target or lose the attack or spell. This spell doesn’t protect the warded creature from areas of effect.
The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
False Appearance. If the statue is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the statue move or act, that creature must
temples and vaults to ensure that no enemy defiles, damages, or plunders these sites. If an enemy sets foot inside a warded location, the eidolon plunges into a statue specially prepared to house its
Monsters
Van Richten’s Guide to Ravenloft
placed in a vessel under the effects of the hallow spell, the destroyed necrichor re-forms in 1d10;{"diceNotation":"1d10","rollType":"roll","rollAction":"Rejuvenation"} days, regaining all its hits
extinguish their horrific unlife, virtuous faiths and vigilant organizations (like the Order of the Guardians detailed in chapter 3) seal these viscous horrors in magically warded prisons. As ages pass
Monsters
Fizban's Treasury of Dragons
inspire your portrayal of distinctive amethyst dragon characters.
Amethyst Dragon Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I am
possible—including the creation of a more orderly and perfect cosmos than this one.
Amethyst Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal
Monsters
Fizban's Treasury of Dragons
making a dragon a spellcaster, you can apply those rules to these aquatic dragons.)
Dragon Turtle Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
1
Endurance. We who dwell beneath the waves can weather all storms. (Any)
2
Indifference. What do I care for the fleeting
Monsters
Fizban's Treasury of Dragons
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I often lose track of whether I’m in the Feywild or on the Material Plane.
2
I have been known
","rollType":"roll","rollAction":"Ideal"}
Ideal
1
Curiosity. I might never be able to experience everything in the multiverse—but it doesn’t hurt to try. (Any)
2
Nonviolence
Monsters
Fizban's Treasury of Dragons
;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I speak slowly and deliberately, pausing to reflect after (or sometimes in the middle of) each utterance.
2
I am more
land.
Dragon Turtle Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
1
Endurance. We who dwell beneath the waves can weather all storms. (Any
Backgrounds
Ghosts of Saltmarsh
hardship is essential to you and is at the heart of a personal philosophy or ethos that often guides your actions. You can roll on the following table to determine this hardship or choose one that best fits
, you are friends of Tom and Will Stoutly and can turn to them for help and support. Eliander Fireborn, captain of the guard, also makes time to listen to your concerns.
Monsters
Fizban's Treasury of Dragons
and Moonstone Dragon Ideals tables to inspire your portrayal of distinctive moonstone dragon characters.
Moonstone Dragon Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll
whimsy of fey, and whimsy in general, to be exasperating and exhausting.
Moonstone Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
1
Monsters
Fizban's Treasury of Dragons
Dragon Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I am never so content as when contemplating the beauty and wonders of the
than this one.
Amethyst Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
1
Balance. Everything is a complex interaction of forces that
Monsters
Fizban's Treasury of Dragons
;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I often lose track of whether I’m in the Feywild or on the Material Plane.
2
I have been known to throw
, in the realm of dreams.
8
I find the whimsy of fey, and whimsy in general, to be exasperating and exhausting.
Moonstone Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll
Monsters
Fizban's Treasury of Dragons
tables to inspire your portrayal of distinctive amethyst dragon characters.
Amethyst Dragon Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
, anything is possible—including the creation of a more orderly and perfect cosmos than this one.
Amethyst Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal
Monsters
Fizban's Treasury of Dragons
distinctive amethyst dragon characters.
Amethyst Dragon Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I am never so content as when
the creation of a more orderly and perfect cosmos than this one.
Amethyst Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
1
Balance
Monsters
Fizban's Treasury of Dragons
those rules to these aquatic dragons.)
Dragon Turtle Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I speak slowly and deliberately
and talk endlessly with sailors and adventurers to stay current on the latest happenings on land.
Dragon Turtle Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal
Monsters
Fizban's Treasury of Dragons
Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I often lose track of whether I’m in the Feywild or on the Material Plane.
2
I have
":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
1
Curiosity. I might never be able to experience everything in the multiverse—but it doesn’t hurt to try. (Any)
2
Demilich
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
);{"diceNotation":"3d6","rollType":"roll","rollAction":"Energy Drain"}. If a creature’s hit point maximum is reduced to 0 by this effect, the creature dies. A creature’s hit point maximum
. A demilich in its lair has a challenge rating of 20 (24,500 XP).
Lair Actions
On initiative count 20 (losing initiative ties), the demilich rolls a d20;{"diceNotation":"1d20","rollType":"roll
Triton
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
. The tritons’ limited view of the world leaves them ignorant of the kingdoms, wars, and other struggles of the surface world. Tritons readily see such concerns as minor events, a sideshow to
by others. You can select, roll, or adapt a triton-specific quirk from the Triton Quirks table. Use the quirk to inform how you portray your character.
Triton Quirks
d6
Quirk
1
You
Demilich (Variant)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
":"3d6","rollType":"roll","rollAction":"Energy Drain"}. If a creature’s hit point maximum is reduced to 0 by this effect, the creature dies. A creature’s hit point maximum can be restored
be permanently destroyed. Its skull reforms after 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Enduring Existence"} days, restoring the creature to its wretched state. If it has the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell
. This spell doesn’t protect the warded creature from areas of effect. The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell
. This spell doesn’t protect the warded creature from areas of effect. The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell
. This spell doesn’t protect the warded creature from areas of effect. The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell
. This spell doesn’t protect the warded creature from areas of effect. The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
The Sunless Citadel All things roll here: horrors of midnights,
Campaigns of a lost year,
Dungeons disturbed, and groves of lights;
Echoing on these shores, still clear,
Dead ecstasies of
questing knights—
Yet how the wind revives us here!
—Arthur Rimbaud
This adventure concerns a once-proud fortress that fell into the earth in an age long past. Now known as the Sunless Citadel, its
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
The Sunless Citadel All things roll here: horrors of midnights,
Campaigns of a lost year,
Dungeons disturbed, and groves of lights;
Echoing on these shores, still clear,
Dead ecstasies of
questing knights—
Yet how the wind revives us here!
—Arthur Rimbaud
This adventure concerns a once-proud fortress that fell into the earth in an age long past. Now known as the Sunless Citadel, its
Compendium
- Sources->Dungeons & Dragons->Monster Manual
spiritual journeys and seek to transcend mortal concerns. Shining One, light my hours. Enkindle my soul, and inspire my deeds. Chase the shadows from my path, and let me walk in your brilliance.
—Morning
.
Radiant Burst. Melee or Ranged Attack Roll: +9, reach 5 ft. or range 60 ft. Hit: 27 (4d10 + 5) Radiant damage.
Holy Word (Recharge 4–6). Wisdom Saving Throw: DC 17, each enemy in a 20-foot Emanation
Compendium
- Sources->Dungeons & Dragons->Monster Manual
spiritual journeys and seek to transcend mortal concerns. Shining One, light my hours. Enkindle my soul, and inspire my deeds. Chase the shadows from my path, and let me walk in your brilliance.
—Morning
.
Radiant Burst. Melee or Ranged Attack Roll: +9, reach 5 ft. or range 60 ft. Hit: 27 (4d10 + 5) Radiant damage.
Holy Word (Recharge 4–6). Wisdom Saving Throw: DC 17, each enemy in a 20-foot Emanation
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
to a storeroom containing a pile of empty scroll cases and a warded chest that holds the scrolls. She instructs the characters to open the chest when they’re ready, then wishes them good luck and
departs hurriedly. Coupleofkooks A Dangerous Magical Scroll Ensorcelled Scrolls When the characters open the chest, the scrolls erupt from it in a flurry of whirling parchment and shimmering ink. Roll
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
to a storeroom containing a pile of empty scroll cases and a warded chest that holds the scrolls. She instructs the characters to open the chest when they’re ready, then wishes them good luck and
departs hurriedly. Coupleofkooks A Dangerous Magical Scroll Ensorcelled Scrolls When the characters open the chest, the scrolls erupt from it in a flurry of whirling parchment and shimmering ink. Roll
Compendium
- Sources->Dungeons & Dragons->Monster Manual
rulers, though, spending decades focused on their own comforts, hoards, or magical concerns within their lairs. But when their attention returns to their territories, if they find matters not to their
Spellcasting to cast Scorching Ray.
Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 13 (1d10 + 8) Slashing damage plus 5 (2d4) Fire damage.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 21
Compendium
- Sources->Dungeons & Dragons->Monster Manual
rulers, though, spending decades focused on their own comforts, hoards, or magical concerns within their lairs. But when their attention returns to their territories, if they find matters not to their
Spellcasting to cast Scorching Ray.
Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 13 (1d10 + 8) Slashing damage plus 5 (2d4) Fire damage.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 21
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, causing creatures to have disadvantage on Wisdom (Perception) checks that rely on sight. Threats lurk amid the wilds. For every 3 miles the party travels, roll on the Weeping Paths Encounters table
dissipates 1 minute later. Roll on the Weeping Paths Encounters table again for another encounter that occurs soon after, rerolling another miasma encounter. Voices of Flame Dozens of gray, spectral
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, causing creatures to have disadvantage on Wisdom (Perception) checks that rely on sight. Threats lurk amid the wilds. For every 3 miles the party travels, roll on the Weeping Paths Encounters table
dissipates 1 minute later. Roll on the Weeping Paths Encounters table again for another encounter that occurs soon after, rerolling another miasma encounter. Voices of Flame Dozens of gray, spectral
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
. Rumors When the characters interact with NPCs anywhere in Redwood Watch, villagers voice their concerns about recent local events. Roll on the Village Green Rumors table to determine which rumor an
NPC shares. Roll again if the characters have already been told the resulting rumor, and stop rolling once the characters have been told all of them. Village Green Rumors 1d6
Rumor
1 “Three
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
. Rumors When the characters interact with NPCs anywhere in Redwood Watch, villagers voice their concerns about recent local events. Roll on the Village Green Rumors table to determine which rumor an
NPC shares. Roll again if the characters have already been told the resulting rumor, and stop rolling once the characters have been told all of them. Village Green Rumors 1d6
Rumor
1 “Three
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. It has darkvision and truesight out to a range of 60 feet, but it can’t perceive any creature warded by a nondetection spell or similar magic. The skull can’t move or be moved from its space, and it
happens, all creatures in the vicinity must roll initiative, including the stone golem. The skull acts on initiative count 30 and again on initiative count 15. On each of the skull’s turns, all creatures