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Returning 35 results for 'concerns wards roll'.
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concerns wizards role
confers words roll
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concerns words role
Monsters
Mythic Odysseys of Theros
necrotic damage, its Strength score is reduced by 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Strength Drain"}. The target dies if this reduces its Strength to 0. Otherwise, the reduction
lasts until the target finishes a short or long rest.These armored skeletal spirits guard the borders of the Underworld and its various wards. Sleepless and merciless, they scrutinize all who would
Monsters
Mordenkainen Presents: Monsters of the Multiverse
reduces the damage to the protected creature by 26 (4d10 + 4);{"diceNotation":"4d10+4", "rollType":"roll", "rollAction":"Arcane Ward"}, to a minimum of 0, and then vanishes.Abjurers specialize in creating
protective magical wards. Monarchs, nobles, and other wealthy individuals commonly hire abjurers to provide protection.
Wizards
Wizards pursue magical power through the study of arcane texts. Some
Monsters
Mythic Odysseys of Theros
throws against being knocked unconscious.
Pack Tactics. The cerberus has advantage on an attack roll against a creature if at least one of the cerberus’s allies is within 5 feet of the creature
deep in the Underworld. Terrifying and cunning, they guard portals between the wards of the Underworld, Erebos’s greatest treasures, and noteworthy souls who might attempt to escape the realm of
Monsters
Mythic Odysseys of Theros
(Recharges after a Short or Long Rest). The shepherd pulls twisted souls from the Underworld; 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Herd the Underworld"} shadow;shadows (without
the five wards of the Underworld where they will spend their dismal eternity. They prey upon souls who wander from their rightful places in the Underworld.
Some foul souls can’t let go of the
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
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
feats
You gain the following benefi ts.
Warder’s Intuition. When you make an Intelligence
(Investigation) check or an ability check using
Thieves’ Tools, you can roll (1d4) and add the
number rolled to the ability check.
Wards and Seals. You always have the Alarm and
Mage Armor spells prepared. You can cast each spell once without a spell slot, and you regain the ability to cast it in
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
and rivers that run dry most of the year. Magic radiating from Xeluan’s tomb protects the town and the surrounding region from monster attacks and destructive natural occurrences, but the wards have
weakened since Xeluan’s heart cracked. Earthquakes that would normally be suppressed by the magic are now being felt, raising concerns that Oztocan is no longer safe.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
and rivers that run dry most of the year. Magic radiating from Xeluan’s tomb protects the town and the surrounding region from monster attacks and destructive natural occurrences, but the wards have
weakened since Xeluan’s heart cracked. Earthquakes that would normally be suppressed by the magic are now being felt, raising concerns that Oztocan is no longer safe.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
importance. Roll on or choose a result from the Weretiger Wards table to inspire what a weretiger defends.
Weretiger Wards 1d4 The Weretiger Protects A...
1 Legendary weapon or symbol of
replace one attack with a Bite attack.
Bite (Tiger or Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
importance. Roll on or choose a result from the Weretiger Wards table to inspire what a weretiger defends.
Weretiger Wards 1d4 The Weretiger Protects A...
1 Legendary weapon or symbol of
replace one attack with a Bite attack.
Bite (Tiger or Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
times and uttering “Gruumsh” wards off bad magic.
Symbolic Communication
Orcs have a written language adapted from that of the dwarves, but they aren’t a literate culture and
have a calm temperament and let insults roll off my back.
2
I don’t fear the gods and have no patience for superstitions.
3
I am slow to anger, but when I do become enraged I fight
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. When you make an Intelligence (Investigation) check or an ability check using thieves’ tools, you can roll a d4 and add the number rolled to the ability check. Wards and Seals. You can cast the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. When you make an Intelligence (Investigation) check or an ability check using thieves’ tools, you can roll a d4 and add the number rolled to the ability check. Wards and Seals. You can cast the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Intuition. When you make an Intelligence (Investigation) check or an ability check using thieves’ tools, you can roll a d4 and add the number rolled to the ability check. Wards and Seals. You can cast
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Intuition. When you make an Intelligence (Investigation) check or an ability check using thieves’ tools, you can roll a d4 and add the number rolled to the ability check. Wards and Seals. You can cast
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->Wayfinder's Guide to Eberron
you’re traveling between wards, add 30 minutes for each ward you pass through. Dura and Tavick’s Landing are especially large; double the time to move through one of these quarters. So traveling from
Lower Menthis to Upper Central involves passing through three wards (Lower Menthis to Lower Central, then ascending two levels) and can take up to 90 minutes. If you want to add a little color to your
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
you’re traveling between wards, add 30 minutes for each ward you pass through. Dura and Tavick’s Landing are especially large; double the time to move through one of these quarters. So traveling from
Lower Menthis to Upper Central involves passing through three wards (Lower Menthis to Lower Central, then ascending two levels) and can take up to 90 minutes. If you want to add a little color to your
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