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Returning 35 results for 'condition rolling guided to have restoring'.
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Monsters
Monster Manual
":"Chaos Claw", "rollDamageType":"Necrotic"} Necrotic damage. Until the start of the slaad’s next turn, the target has a condition determined by rolling 1d4;{"diceNotation":"1d4", "rollType":"roll
Monsters
Monster Manual
, the target has a condition determined by rolling 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Chaos Staff"}: on a 1, Charmed; on a 2, Frightened; on a 3, Poisoned; or on a 4
Monsters
Monster Manual
", "rollAction":"Chaos Blade", "rollDamageType":"Necrotic"} Necrotic damage. Until the start of the slaad’s next turn, the target has a condition determined by rolling 1d4;{"diceNotation":"1d4", "rollType
Magic Items
Dungeon Master’s Guide
, determined by rolling on the following table.
Any spell you cast from the hat uses your spell save DC and spell attack bonus.
1d100
Effect
01–50
You cast a random spell determined by
rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself); on a
Magic Items
Dungeon Master’s Guide
other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it
, Stinking Cloud.
21–25
Nothing happens at the chosen point of origin. Instead, you have the Stunned condition until the start of your next turn, believing something awesome just happened
Magic Items
Dungeon Master’s Guide
rolling on the Moonblade Properties table.
Minor Property. In addition to its aforementioned properties, each Moonblade has a minor property determined by rolling on the Magic Item’s Minor
cause the Moonblade to flash brightly. Each other creature that is within 30 feet of you and not behind Total Cover must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1
Magic Items
Dungeon Master’s Guide
This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The DM chooses the kind of token or determines it randomly by rolling on the Quaal
disappears after 1 hour, when you take a Magic action to dismiss it, or when you die or have the Incapacitated condition.
Quaal’s Feather Tokens
1d100
Token
Rarity
01-20
Quaal's
Monsters
Bigby Presents: Glory of the Giants
"} bludgeoning damage, and the target must succeed on a DC 22 Strength saving throw or have the prone condition.
Grasping Root. Melee Weapon Attack: +14;{"diceNotation":"1d20+14", "rollType":"to hit
", "rollAction":"Grasping Root"} to hit, reach 30 ft., one creature not grappled by the cradle. Hit: the target has the grappled condition (escape DC 17). Until the grapple ends, the target takes 29 (4d10 + 7
Magic Items
Strixhaven: A Curriculum of Chaos
or until you use an action to remove it.
The toy can also be used to fight off fear. When you make a saving throw to avoid or end the frightened condition on yourself, you can give yourself advantage
on the roll if the toy is on your person. You must decide to do so before rolling the d20. If the save succeeds, you can't use the toy in this way until you finish a long rest.
Monsters
Thieves’ Gallery
Fey Ancestry. Simon has advantage on saving throws he makes to avoid or end the charmed condition on himself, and magic can’t put him to sleep.
Special Equipment. Simon carries a bag of
;{"diceNotation":"1d20+6", "rollType":"spell", "rollAction":"Chaos Bolt"} to hit, range 60 ft., one target. Hit: 14 (2d10 + 3) damage of a random type determined by rolling a d8;{"diceNotation":"1d8
Magic Items
Waterdeep: Dragon Heist
Stone of Golorr has the following properties, determined by rolling on the tables in the “Artifacts” section in chapter 7 of the Dungeon Master’s Guide:
1 minor beneficial property
the stone being in your possession and all knowledge imparted by it. A remove curse spell cast on you has a 20 percent chance of restoring the lost knowledge and memories, and a greater restoration
Magic Items
Tasha’s Cauldron of Everything
figure of Vistani legend, Luba’s Tarokka of Souls shaped the destiny of countless heroes. The prophecies of this deck of cards also revealed great evils and guided its creator into the path of
determine by rolling on the tables in the “Artifacts” section of the Dungeon Master’s Guide:
2 minor detrimental properties
2 minor beneficial properties
Spells. While holding the
Magic Items
The Wild Beyond the Witchlight
cauldron has the following random properties:
1 minor beneficial property (determined by rolling on the Minor Beneficial Properties table in the Dungeon Master’s Guide)
1 minor detrimental
property (determined by rolling on the Minor Detrimental Properties table in the Dungeon Master’s Guide)
Iggwilv's Cauldron Gold;Gold Cauldron. The gold cauldron has the following properties
races
ulufey, meaning mortal fey and the descendants of the fey sidhe. The faerie courts who had once guided the elves were not vanquished in the Era of Expansion and many hope such Spirits of Nature will
aid in restoring elven lands to their ancient grace.
Elf Traits
Creature Type: HumanoidSize: Elves range from under 5 to over 6 feet tall and often have slender builds. Your size is Medium.Speed: 30
Monsters
Misplaced Monsters: Volume One
immediately before the hit, the target must succeed on a DC 17 Strength saving throw or have the prone condition. If the target has the prone condition, the dandylion can make one Bite attack against it as
is enriched, restoring withered vegetation in the area to full health and causing all crops in the area to produce twice the normal harvest for the next year.
Spellcasting. The dandylion casts one of
spells
Prone condition and rolling on the ground. The fire also goes out if it is doused, submerged, or suffocated.
Water. The damage type is Acid. Each creature that fails the saving throw has the Prone
feet away from you.
Coldfire. The damage type is Cold. Each creature that fails the saving throw has the Frightened condition until the start of your next turn.
Earth. The damage type is Bludgeoning
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Chapter 4: The Chosen Path Guided by Harshnag the frost giant, the adventurers travel to the Spine of the World, scaling icy mountains to reach a temple built by the giant lords of Ostoria. Within
, who hold the key to restoring order among giants. After receiving direction from the oracle, the characters embark on the next leg of their quest, but a surprise encounter with Iymrith threatens to end
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Chapter 4: The Chosen Path Guided by Harshnag the frost giant, the adventurers travel to the Spine of the World, scaling icy mountains to reach a temple built by the giant lords of Ostoria. Within
, who hold the key to restoring order among giants. After receiving direction from the oracle, the characters embark on the next leg of their quest, but a surprise encounter with Iymrith threatens to end
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Burning [Hazard] A burning creature or object takes 1d4 Fire damage at the start of each of its turns. As an action, you can extinguish fire on yourself by giving yourself the Prone condition and rolling on the ground. The fire also goes out if it is doused, submerged, or suffocated.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Burning [Hazard] A burning creature or object takes 1d4 Fire damage at the start of each of its turns. As an action, you can extinguish fire on yourself by giving yourself the Prone condition and rolling on the ground. The fire also goes out if it is doused, submerged, or suffocated.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Burning [Hazard] A burning creature or object takes 1d4 Fire damage at the start of each of its turns. As an action, you can extinguish fire on yourself by giving yourself the Prone condition and rolling on the ground. The fire also goes out if it is doused, submerged, or suffocated.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Burning [Hazard] A burning creature or object takes 1d4 Fire damage at the start of each of its turns. As an action, you can extinguish fire on yourself by giving yourself the Prone condition and rolling on the ground. The fire also goes out if it is doused, submerged, or suffocated.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
activity, such as reading, talking, eating, or standing watch. During sleep, you have the Unconscious condition. After you finish a Long Rest, you must wait at least 16 hours before starting another one
Exhaustion condition, its level decreases by 1. Special Feature. Some features are recharged by a Long Rest. If you have such a feature, it recharges in the way specified in its description
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
activity, such as reading, talking, eating, or standing watch. During sleep, you have the Unconscious condition. After you finish a Long Rest, you must wait at least 16 hours before starting another one
Exhaustion condition, its level decreases by 1. Special Feature. Some features are recharged by a Long Rest. If you have such a feature, it recharges in the way specified in its description
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
activity, such as reading, talking, eating, or standing watch. During sleep, you have the Unconscious condition. After you finish a Long Rest, you must wait at least 16 hours before starting another one
Exhaustion condition, its level decreases by 1. Special Feature. Some features are recharged by a Long Rest. If you have such a feature, it recharges in the way specified in its description
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
activity, such as reading, talking, eating, or standing watch. During sleep, you have the Unconscious condition. After you finish a Long Rest, you must wait at least 16 hours before starting another one
Exhaustion condition, its level decreases by 1. Special Feature. Some features are recharged by a Long Rest. If you have such a feature, it recharges in the way specified in its description
Compendium
- Sources->Dungeons & Dragons->Misplaced Monsters: Volume One
least one of the dandylion’s allies is within 5 feet of the creature and the ally doesn’t have the incapacitated condition.
Actions
Multiattack. The dandylion makes one Bite attack and one Claws
damage. If the dandylion moved at least 20 feet straight toward the target immediately before the hit, the target must succeed on a DC 17 Strength saving throw or have the prone condition. If the
Compendium
- Sources->Dungeons & Dragons->Misplaced Monsters: Volume One
least one of the dandylion’s allies is within 5 feet of the creature and the ally doesn’t have the incapacitated condition.
Actions
Multiattack. The dandylion makes one Bite attack and one Claws
damage. If the dandylion moved at least 20 feet straight toward the target immediately before the hit, the target must succeed on a DC 17 Strength saving throw or have the prone condition. If the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
random effect occurs instead, determined by rolling on the following table.
Conceptopolis Presto creates a lightning bolt
using his Hat of Many Spells
Any spell you cast from the hat
uses your spell save DC and spell attack bonus. 1d100 Effect 01–50 You cast a random spell determined by rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
random effect occurs instead, determined by rolling on the following table.
Conceptopolis Presto creates a lightning bolt
using his Hat of Many Spells
Any spell you cast from the hat
uses your spell save DC and spell attack bonus. 1d100 Effect 01–50 You cast a random spell determined by rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
random effect occurs instead, determined by rolling on the following table. Any spell you cast from the hat uses your spell save DC and spell attack bonus. 1d100 Effect 01–50 You cast a random spell
determined by rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Halfling JANE KATSUBO Cherished and guided by gods who value life, home, and hearth, halflings gravitate toward bucolic havens where family and community help shape their lives. That said, many
these special traits. Brave. You have Advantage on saving throws you make to avoid or end the Frightened condition. Halfling Nimbleness. You can move through the space of any creature that is a size
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
random effect occurs instead, determined by rolling on the following table. Any spell you cast from the hat uses your spell save DC and spell attack bonus. 1d100 Effect 01–50 You cast a random spell
determined by rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Halfling JANE KATSUBO Cherished and guided by gods who value life, home, and hearth, halflings gravitate toward bucolic havens where family and community help shape their lives. That said, many
these special traits. Brave. You have Advantage on saving throws you make to avoid or end the Frightened condition. Halfling Nimbleness. You can move through the space of any creature that is a size
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Halfling Cherished and guided by gods who value life, home, and hearth, halflings gravitate toward bucolic havens where family and community help shape their lives. That said, many halflings possess
traits. Brave. You have Advantage on saving throws you make to avoid or end the Frightened condition. Halfling Nimbleness. You can move through the space of any creature that is a size larger than you