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Returning 19 results for 'consults while rolls'.
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Spells
Player’s Handbook
you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it
Reincarnate
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
body. If the target's soul isn't free or willing to do so, the spell fails.
The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The GM rolls
a d100 and consults the following table to determine what form the creature takes when restored to life, or the GM chooses a form.
d100
Race
01-04
Dragonborn
05-13
Dwarf, hill
Teleport
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls d100 and consults the table.
Familiarity
Mishap
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the target’s soul isn’t free or willing to do so, the spell fails. The magic fashions a new body for the creature to inhabit, which likely causes the creature’s race to change. The DM rolls a d100 and
consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form. d100 Race 01–04 Dragonborn 05–13 Dwarf, hill 14–21 Dwarf, mountain 22–25 Elf
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
render some of them unconscious. Chase Complications Each participant in the chase rolls a d20 at the end of its turn and consults the Drow Chase Complications table. The result (if any) affects the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the target’s soul isn’t free or willing to do so, the spell fails. The magic fashions a new body for the creature to inhabit, which likely causes the creature’s race to change. The DM rolls a d100 and
consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form. d100 Race 01–04 Dragonborn 05–13 Dwarf, hill 14–21 Dwarf, mountain 22–25 Elf
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
render some of them unconscious. Chase Complications Each participant in the chase rolls a d20 at the end of its turn and consults the Drow Chase Complications table. The result (if any) affects the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the target’s soul isn’t free or willing to do so, the spell fails. The magic fashions a new body for the creature to inhabit, which likely causes the creature’s race to change. The DM rolls a d100 and
consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form. d100 Race 01–04 Dragonborn 05–13 Dwarf, hill 14–21 Dwarf, mountain 22–25 Elf
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the target’s soul isn’t free or willing to do so, the spell fails. The magic fashions a new body for the creature to inhabit, which likely causes the creature’s race to change. The DM rolls a d100 and
consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form. d100 Race 01–04 Dragonborn 05–13 Dwarf, hill 14–21 Dwarf, mountain 22–25 Elf
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
you arrive there successfully. The DM rolls d100 and consults the table. Familiarity Mishap Similar Area Off Target On Target Permanent circle — — — 01–100 Associated object — — — 01–100 Very
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
there successfully. The DM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it. Teleportation Outcome Familiarity Mishap Similar Area Off Target On Target
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
you arrive there successfully. The DM rolls d100 and consults the table. Familiarity Mishap Similar Area Off Target On Target Permanent circle — — — 01–100 Associated object — — — 01–100 Very
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
there successfully. The DM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it. Teleportation Outcome Familiarity Mishap Similar Area Off Target On Target
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
you arrive there successfully. The DM rolls d100 and consults the table. Familiarity Mishap Similar Area Off Target On Target Permanent circle — — — 01–100 Associated object — — — 01–100 Very
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
there successfully. The DM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it. Teleportation Outcome Familiarity Mishap Similar Area Off Target On Target
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
you arrive there successfully. The DM rolls d100 and consults the table. Familiarity Mishap Similar Area Off Target On Target Permanent circle — — — 01–100 Associated object — — — 01–100 Very
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
there successfully. The DM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it. Teleportation Outcome Familiarity Mishap Similar Area Off Target On Target
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
takes 10 days. For each item a character wishes to sell, the player rolls percentile dice and consults the Selling a Magic Item table, applying a modifier based on the item’s rarity, as shown in the
the Player’s Handbook). At the end of the period spent carousing, the player rolls percentile dice and adds the character’s level, then compares the total to the Carousing table to determine what
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
takes 10 days. For each item a character wishes to sell, the player rolls percentile dice and consults the Selling a Magic Item table, applying a modifier based on the item’s rarity, as shown in the
the Player’s Handbook). At the end of the period spent carousing, the player rolls percentile dice and adds the character’s level, then compares the total to the Carousing table to determine what