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Returning 35 results for 'contiguous removes gentle to have roll'.
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Monsters
Van Richten’s Guide to Ravenloft
grown carrion stalker in 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Weeks"} weeks. Any effect that cures diseases or removes the poisoned condition that targets the corpse instantly
infest its body. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any effect that cures disease or removes the poisoned condition
Monsters
Icewind Dale: Rime of the Frostmaiden
Chardalyn Madness. The berserker must roll a d6 at the start of each of its turns. On a 1, the berserker does nothing on its turn except speak to a nonexistent, evil master whom it has pledged to
these weapons can be corrupted by them. Each day at dawn, roll a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Chardalyn Weapons"} for each such weapon in the character’s possession. On
Monsters
Fizban's Treasury of Dragons
teachers and storytellers who anchor Feywild communities. The worst of them are pompous and ill behaved, but even those remain gentle by nature and curious about all things—especially travelers
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
Spells
Xanathar's Guide to Everything
magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell’s caster chooses which effect to end. Only when all its effects
within the warded area:
A constant gust of wind in two locations of your choice
Spike growth in one location of your choice
Wind wall in two locations of your choice
To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to gain another level of exhaustion. Once the target reaches
effect, you can roll percentile dice and consult the Flesh Warping table to determine an additional effect, which vanishes when Warp Creature ends on the creature. If the creature transforms into a manes
Monsters
Planescape: Adventures in the Multiverse
;{"diceNotation":"1d100","rollType":"roll","rollAction":"Summon Yugoloth"} chance of summoning its choice of 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Summon Yugoloth (Mezzoloths
.
Afflict Despair. When a creature that the baernaloth can see within 60 feet of itself hits with an attack roll or succeeds on a saving throw, the baernaloth forces the creature to reroll the d20 and use
Monsters
Fizban's Treasury of Dragons
worst of them are pompous and ill behaved, but even those remain gentle by nature and curious about all things—especially travelers from faraway places.
Moonstone dragons can project themselves
and Moonstone Dragon Ideals tables to inspire your portrayal of distinctive moonstone dragon characters.
Moonstone Dragon Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll
Backgrounds
Guildmasters’ Guide to Ravnica
silver light dance in the air around you, and phantasmal green leaves might waft through the air. A sensation of gentle warmth and the smell of spring flowers or autumn leaves might accompany your
guilds, and often these new guild members maintain friendships with former guild mates.
Roll twice on the Selesnya Contacts table (for an ally and a rival) and once on the Non-Selesnya Contacts table
Monsters
Quests from the Infinite Staircase
":"roll", "rollAction":"Last Wish"} days, regaining all his hit points and appearing in a random safe location on the Infinite Staircase.
Legendary Resistance (5/Day). If Nafas fails a saving throw
.
Zephyr Step. In response to being hit by an attack roll, Nafas moves up to half his flying speed without provoking opportunity attack;opportunity attacks.Nafas is the breath of the multiverse, an
Monsters
Fizban's Treasury of Dragons
teachers and storytellers who anchor Feywild communities. The worst of them are pompous and ill behaved, but even those remain gentle by nature and curious about all things—especially travelers from
;{"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
Monsters
Fizban's Treasury of Dragons
mature into wise teachers and storytellers who anchor Feywild communities. The worst of them are pompous and ill behaved, but even those remain gentle by nature and curious about all things&mdash
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
Spawn of Kyuss
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away, and it loses its Burrowing Worm action.Multiattack. The spawn of Kyuss makes two attacks with
":"damage","rollAction":"Burrowing Worm","rollDamageType":"necrotic"} necrotic damage per worm infesting it (maximum of 10d6);{"diceNotation":"10d6","rollType":"roll","rollAction":"Burrowing Worm"}. A worm
monsters
Volluk is reduced to 0 Hit Points, his body scatters into 1d12 + 12;{"diceNotation":"1d12 + 12", "rollType":"roll", "rollAction":"Discorporate"} squirming leeches that attempt to flee. If even one leech
escapes, Volluk can build a new body within 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Discorporate"} days. Typically, at least one leech escapes 1 minute after Volluk dies, although
spells
damage. The creature’s Hit Point maximum decreases by an amount equal to the Necrotic damage dealt. This reduction lasts until the creature removes all levels of Exhaustion gained from this
spell. While a creature has any Exhaustion levels from this spell, it automatically fails saving throws against removing the Poisoned condition.
When the spell ends, roll the Hit Point Dice expended to
Guards and Wards
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.
When you
cast on a specific effect, if successful, removes only that effect.
You can create a permanently guarded and warded structure by casting this spell there every day for one year.
monsters
’s graveknight. Success: The curse ends, and the creature is immune to this Graveknight’s Curse until it removes the armor and dons it again.
Rejuvenation. If the graveknight is
destroyed, their armor regrows their body in 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Rejuvenation"} days. The graveknight regains all their Hit Points and becomes active again. If a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
level. You die if your Exhaustion level is 6. D20 Tests Affected. When you make a D20 Test, the roll is reduced by 2 times your Exhaustion level. Speed Reduced. Your Speed is reduced by a number of
feet equal to 5 times your Exhaustion level. Removing Exhaustion Levels. Finishing a Long Rest removes 1 of your Exhaustion levels. When your Exhaustion level reaches 0, the condition ends.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
level. You die if your Exhaustion level is 6. D20 Tests Affected. When you make a D20 Test, the roll is reduced by 2 times your Exhaustion level. Speed Reduced. Your Speed is reduced by a number of
feet equal to 5 times your Exhaustion level. Removing Exhaustion Levels. Finishing a Long Rest removes 1 of your Exhaustion levels. When your Exhaustion level reaches 0, the condition ends.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
level. You die if your Exhaustion level is 6. D20 Tests Affected. When you make a D20 Test, the roll is reduced by 2 times your Exhaustion level. Speed Reduced. Your Speed is reduced by a number of
feet equal to 5 times your Exhaustion level. Removing Exhaustion Levels. Finishing a Long Rest removes 1 of your Exhaustion levels. When your Exhaustion level reaches 0, the condition ends.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
level. You die if your Exhaustion level is 6. D20 Tests Affected. When you make a D20 Test, the roll is reduced by 2 times your Exhaustion level. Speed Reduced. Your Speed is reduced by a number of
feet equal to 5 times your Exhaustion level. Removing Exhaustion Levels. Finishing a Long Rest removes 1 of your Exhaustion levels. When your Exhaustion level reaches 0, the condition ends.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
dragon disappears behind a cloud, taking its strange caravan with it, and is seen no more. But sometimes the dragon makes a gentle, spiraling descent into a forest or another secluded area. Those who seek
roll on the Seelie Market Introductions table or choose the most fitting option. Seelie Market Introductions d6 Introduction 1 A strange trail of toadstools leads off the beaten path into the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
dragon disappears behind a cloud, taking its strange caravan with it, and is seen no more. But sometimes the dragon makes a gentle, spiraling descent into a forest or another secluded area. Those who seek
roll on the Seelie Market Introductions table or choose the most fitting option. Seelie Market Introductions d6 Introduction 1 A strange trail of toadstools leads off the beaten path into the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
despair. Roll a d6 to determine the effects, using the Shadowfell Despair table. You can substitute different despair effects of your own creation. Shadowfell Despair d6 Effect 1–3 Apathy. The
shake off despair once it has taken hold.) On a successful save, the despair effect ends for that character. A calm emotions spell removes despair, as does any spell or other magical effect that removes a curse.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
determine the nature of the injury, roll on the Lingering Injuries table. This table assumes a typical humanoid physiology, but you can adapt the results for creatures with different body types. Lingering
reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone. Magical healing removes the limp. 5–7 Internal Injury. Whenever you
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
determine the nature of the injury, roll on the Lingering Injuries table. This table assumes a typical humanoid physiology, but you can adapt the results for creatures with different body types. Lingering
reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone. Magical healing removes the limp. 5–7 Internal Injury. Whenever you
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Traversing the Tunnel The winding tunnel between Phandalin and Illithinoch is 12 miles long, curving in different directions as it descends 2 miles beneath the town. The tunnel has a gentle but
continuous slope. The entire journey takes about 14 hours if the characters walk at normal speed. Random Encounters After each hour the characters spend in the tunnel, roll 1d20 and consult the Tunnel
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
despair. Roll a d6 to determine the effects, using the Shadowfell Despair table. You can substitute different despair effects of your own creation. Shadowfell Despair d6 Effect 1–3 Apathy. The
shake off despair once it has taken hold.) On a successful save, the despair effect ends for that character. A calm emotions spell removes despair, as does any spell or other magical effect that removes a curse.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
into each contiguous area while you are casting the spell. When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify
. The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect. You can create a permanently guarded and warded structure by casting this spell there every day for one year.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Traversing the Tunnel The winding tunnel between Phandalin and Illithinoch is 12 miles long, curving in different directions as it descends 2 miles beneath the town. The tunnel has a gentle but
continuous slope. The entire journey takes about 14 hours if the characters walk at normal speed. Random Encounters After each hour the characters spend in the tunnel, roll 1d20 and consult the Tunnel
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
into each contiguous area while you are casting the spell. When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify
. The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect. You can create a permanently guarded and warded structure by casting this spell there every day for one year.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
into each contiguous area while you are casting the spell. When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify
. The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect. You can create a permanently guarded and warded structure by casting this spell there every day for one year.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
creators. Roll on or choose a result from the Empyrean Influences table to inspire what aspects of an empyrean’s heritage manifest in its physical form. Empyrean Influences 1d6 The Empyrean Has
Features That Are... 1 Balanced, naturalistic, or suggestive of watching eyes. 2 Colorful, shadowy, or fluid or that vary depending on the viewer. 3 Comforting and gentle or that remind viewers of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
into each contiguous area while you are casting the spell. When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify
. The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect. You can create a permanently guarded and warded structure by casting this spell there every day for one year.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Ship Quirks Roll on the Ship Quirks table if you want to add a bit of “personality” to a ship. Ship Quirks d10 Quirk 1 A chatty but harmless spirit haunts the cargo hold. 2 The excessive
creaking of the hull echoes throughout the ship. 3 Any creature that removes itself from the ship’s spelljamming helm receives a startling but harmless magical shock. 4 The ship’s companionways are smaller
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Ship Quirks Roll on the Ship Quirks table if you want to add a bit of “personality” to a ship. Ship Quirks d10 Quirk 1 A chatty but harmless spirit haunts the cargo hold. 2 The excessive
creaking of the hull echoes throughout the ship. 3 Any creature that removes itself from the ship’s spelljamming helm receives a startling but harmless magical shock. 4 The ship’s companionways are smaller