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Returning 35 results for 'contact willing rolled'.
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Monsters
Spelljammer: Adventures in Space
Merging. Two dohwars can have a telepathic conversation with each other and a third willing creature of their choice, provided all three are within 30 feet of one another.Bite. Melee Weapon Attack
call merging, in which two dohwars stay in mental contact while both are telepathically linked with a third creature.
Magic Items
Eberron: Rising from the Last War
add the number rolled to the check.
As an action, you can use the goggles to examine an object to identify the aura of the last creature that touched it. Make a Wisdom (Insight) check against a DC of
13 + the number of days since the last contact occurred. On a success, you learn the creature’s type and can immediately use the goggles to cast locate creature to find that creature. This property can’t be used again until the next dawn.
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
roll the prophecy die and add the number rolled to the total, potentially changing the outcome. The blessing ends after 1 hour or when the living portent ends the blessing (no action required) or uses
Monsters
Strixhaven: A Curriculum of Chaos
Legendary Resistance (3/Day). If the titan fails a saving throw, it can choose to succeed instead.
Pact of Suffering. Using a 10-minute long ritual, the titan can forge a magical bond with a willing
psychic damage equal to the total rolled, and its hit point maximum is reduced by an amount equal to the psychic damage taken. This reduction lasts until the creature finishes its next long rest. The
Monsters
Mordenkainen Presents: Monsters of the Multiverse
its turn if it is in contact with the ground. If the wood woad takes fire damage, this trait doesn’t function at the start of the wood woad’s next turn. The wood woad dies only if it
evil act if the victim-to-be is a willing sacrifice.
In the ritual, a living person’s chest is pierced and the heart removed. A seed is pushed into the heart, which is then placed in a tree
Backgrounds
Guildmasters’ Guide to Ravnica
Personality Trait
1
I am always willing to act in accordance with the financial incentive offered.
2
Debts are never meant to be forgiven.
3
I am accustomed to enjoying the
willing to acknowledge.
5
I have little respect for anyone who isn’t wealthy.
6
I’ll take any opportunity to steal from wealthier people, even for worthless trinkets
Magic Items
Waterdeep: Dragon Heist
-lawful creatures within 120 feet of it.
Personality. Azuredge is sworn to protect Waterdeep, and it desires to be wielded by a law-abiding person willing to dedicate everything to the city’s
adhere to any Medium or larger object or surface it comes into contact with. Once it does so, the axe can’t be wielded. Nothing short of a wish spell can separate the axe from the item or surface to
Equipment
any environment and withstand extreme temperatures, and you’re unaffected by harmful gases, as well as contact and inhaled poisons.
Force Field. When you would take damage, you can use your
reaction to expend 1 of the armor’s charges to deploy a defensive force field. Roll 3d10 and reduce the damage taken by the total rolled.
Propulsion. As a bonus action, you can expend 1 of the
Resistance
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 saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.
Guidance
Legacy
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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.
Teleport
Legacy
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Spells
Basic Rules (2014)
This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If
distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The GM
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Guidance Divination cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute 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.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Guidance Divination cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute 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.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Guidance Divination cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute 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.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Guidance Divination cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute 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.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Resistance Abjuration cantrip Casting Time: 1 action Range: Touch Components: V, S, M (a miniature cloak) Duration: Concentration, up to 1 minute You touch one willing creature. Once before the spell
ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Resistance Abjuration cantrip Casting Time: 1 action Range: Touch Components: V, S, M (a miniature cloak) Duration: Concentration, up to 1 minute You touch one willing creature. Once before the spell
ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks. Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Resistance Abjuration cantrip Casting Time: 1 action Range: Touch Components: V, S, M (a miniature cloak) Duration: Concentration, up to 1 minute You touch one willing creature. Once before the spell
ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks. Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Resistance Abjuration cantrip Casting Time: 1 action Range: Touch Components: V, S, M (a miniature cloak) Duration: Concentration, up to 1 minute You touch one willing creature. Once before the spell
ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
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. Bless Water. You touch one vial
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 your god’s service. For the next 24 hours
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
magical Charm (see “Supernatural Gifts” in chapter 3) that lasts for 7 days or until you use it. The Charm allows you to cast Contact Other Plane without expending a spell slot. You can’t gain this
the stars for 7 consecutive nights. At the end of that time, roll a die. If the number rolled is even, nothing is gained. If the number rolled is odd, an unknown power bestows one of the following
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
magical Charm (see “Supernatural Gifts” in chapter 3) that lasts for 7 days or until you use it. The Charm allows you to cast Contact Other Plane without expending a spell slot. You can’t gain this
the stars for 7 consecutive nights. At the end of that time, roll a die. If the number rolled is even, nothing is gained. If the number rolled is odd, an unknown power bestows one of the following
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
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. Bless Water. You touch one vial
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 your god’s service. For the next 24 hours
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
lenses, you gain the following benefits: When you make a Wisdom (Insight) check, you can roll a d4 and add the number rolled to the check. As an action, you can use the goggles to examine an object to
identify the aura of the last creature that touched it. Make a Wisdom (Insight) check against a DC of 13 + the number of days since the last contact occurred. On a success, you learn the creature’s type
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
lenses, you gain the following benefits: When you make a Wisdom (Insight) check, you can roll a d4 and add the number rolled to the check. As an action, you can use the goggles to examine an object to
identify the aura of the last creature that touched it. Make a Wisdom (Insight) check against a DC of 13 + the number of days since the last contact occurred. On a success, you learn the creature’s type
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Madryck’s Reward If you used the “Warlock’s Quest” adventure hook, the characters might want to contact their employer, Madryck Roslof, and let him know that Zybilna is well. If she is asked, Zybilna
is willing to convey a message to Madryck so that the characters don’t have to rush home with the news. Characters who waste no time getting back to Madryck find him safe at home, still clinging to
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Madryck’s Reward If you used the “Warlock’s Quest” adventure hook, the characters might want to contact their employer, Madryck Roslof, and let him know that Zybilna is well. If she is asked, Zybilna
is willing to convey a message to Madryck so that the characters don’t have to rush home with the news. Characters who waste no time getting back to Madryck find him safe at home, still clinging to
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, most notably Vecna and Tharizdun, also offer pacts to warlocks who dare contact them. Both Iuz and Vecna fit the Undying patron’s role. Iuz, in particular, uses offers of power to corrupt and
subvert folk among his enemies. He offers easy bargains and great power to those in the realms of Furyondy and Veluna who are willing to subvert those states from within. Some warlocks relish their role as turncoats, a few others turn against Iuz, and still others take his power and use it to their own ends.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, most notably Vecna and Tharizdun, also offer pacts to warlocks who dare contact them. Both Iuz and Vecna fit the Undying patron’s role. Iuz, in particular, uses offers of power to corrupt and
subvert folk among his enemies. He offers easy bargains and great power to those in the realms of Furyondy and Veluna who are willing to subvert those states from within. Some warlocks relish their role as turncoats, a few others turn against Iuz, and still others take his power and use it to their own ends.
Kobold
Legacy
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Species
Volo's Guide to Monsters
owner, they are often willing to take the chance of revealing themselves because the potential reward is worth the risk.
Dragon Servitors
Kobolds believe that they were created by Tiamat from the blood
resources or territory. Such conflicts aren’t common, because two tribes will always prefer to expand in different directions if they come into contact, but they do happen.
For example, two
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
creature is willing to fight, have it make a DC 10 Wisdom saving throw before Initiative is rolled. You can set the DC higher or lower if you like. On a failed save, the creature either flees or tries to
parley with the enemy (see “Avoiding or Ending a Fight” below). On a successful save, the creature is willing to fight. When dealing with a group of creatures, the leader makes this saving throw on
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
creature is willing to fight, have it make a DC 10 Wisdom saving throw before Initiative is rolled. You can set the DC higher or lower if you like. On a failed save, the creature either flees or tries to
parley with the enemy (see “Avoiding or Ending a Fight” below). On a successful save, the creature is willing to fight. When dealing with a group of creatures, the leader makes this saving throw on