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Returning 35 results for 'continually willing rolling'.
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Teleport
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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
determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
The Deep Roots of War Take this message to your doddering fool of a god. His turn is coming, Laduguer willing.
— Duergar assassin Vozala Spikefist, before slaying
the dwarf king Umbrag
valuables, not digging too far beneath the surface. The dwarves of clan Duergar, however, became obsessed with delving deep into the Underdark. The clan’s miners continually insisted that a great trove of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
The Deep Roots of War Take this message to your doddering fool of a god. His turn is coming, Laduguer willing.
— Duergar assassin Vozala Spikefist, before slaying
the dwarf king Umbrag
valuables, not digging too far beneath the surface. The dwarves of clan Duergar, however, became obsessed with delving deep into the Underdark. The clan’s miners continually insisted that a great trove of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
and two magic items, determined by rolling on Magic Item Table B in Dungeon Master’s Guide. 2. Upper Level Nothing of value is to be found on this level of the tower except a large sack lying on the
floor. Determine its contents by rolling three times on the Items in a Giant’s Bag table in the introduction. Moog is here unless she has been lured elsewhere. If the characters wait her out, Moog gets
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
and two magic items, determined by rolling on Magic Item Table B in Dungeon Master’s Guide. 2. Upper Level Nothing of value is to be found on this level of the tower except a large sack lying on the
floor. Determine its contents by rolling three times on the Items in a Giant’s Bag table in the introduction. Moog is here unless she has been lured elsewhere. If the characters wait her out, Moog gets
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
than one such barrow, either broken open from the outside by those seeking lost treasures, or somehow broken from within. The Fields of the Dead is a vast, rolling plain of windswept grasses that
but wary, usually willing to share their wells or cisterns, and part with the goods they store away in return for goods in trade. I have met a few who show greater hospitality, letting strangers make
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
than one such barrow, either broken open from the outside by those seeking lost treasures, or somehow broken from within. The Fields of the Dead is a vast, rolling plain of windswept grasses that
but wary, usually willing to share their wells or cisterns, and part with the goods they store away in return for goods in trade. I have met a few who show greater hospitality, letting strangers make
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Teleport 7th-level conjuration Casting Time: 1 action Range: 10 feet Components: V Duration: Instantaneous This spell instantly transports you and up to eight willing creatures of your choice that
. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Teleport 7th-level conjuration Casting Time: 1 action Range: 10 feet Components: V Duration: Instantaneous This spell instantly transports you and up to eight willing creatures of your choice that
. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, but Avarice makes it clear she is willing to ignore the rules if nobody lives to find out. When Vellynne leaves the meeting, Avarice sends her familiar out to spy on her rival and see if her demands
she has learned (determine each piece by rolling on the Ythryn Lore table). Unlike Vellynne, who accompanies the characters, Avarice prefers to remain in her glass chamber atop Skydock Spire and stay
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Teleport 7th-level conjuration Casting Time: 1 action Range: 10 feet Components: V Duration: Instantaneous This spell instantly transports you and up to eight willing creatures of your choice that
. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, but Avarice makes it clear she is willing to ignore the rules if nobody lives to find out. When Vellynne leaves the meeting, Avarice sends her familiar out to spy on her rival and see if her demands
she has learned (determine each piece by rolling on the Ythryn Lore table). Unlike Vellynne, who accompanies the characters, Avarice prefers to remain in her glass chamber atop Skydock Spire and stay
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Teleport 7th-level conjuration Casting Time: 1 action Range: 10 feet Components: V Duration: Instantaneous This spell instantly transports you and up to eight willing creatures of your choice that
. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
target of the tale’s effect. Once you do so, you can’t bestow the tale’s effect again until you roll it again. You can retain only one of these tales in mind at a time, and rolling on the Spirit
of the Clever Animal. For the next 10 minutes, whenever the target makes an Intelligence, a Wisdom, or a Charisma check, the target can roll an extra die immediately after rolling the d20 and add the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
target of the tale’s effect. Once you do so, you can’t bestow the tale’s effect again until you roll it again. You can retain only one of these tales in mind at a time, and rolling on the Spirit
of the Clever Animal. For the next 10 minutes, whenever the target makes an Intelligence, a Wisdom, or a Charisma check, the target can roll an extra die immediately after rolling the d20 and add the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
deadfalls, which the kobolds set up either to kill intruders or to block off key areas of the warren as invaders approach those places. Since the tribe is continually migrating and expanding its
cookpots or from cooling the kiln) Pits with disease-covered spikes Pots of green slime Rolling boulders Small-size bridges and ladders rigged to break if there is too much weight on them Snares Tripwires, either connected to traps or just for tripping creatures Volleys of needles
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
deadfalls, which the kobolds set up either to kill intruders or to block off key areas of the warren as invaders approach those places. Since the tribe is continually migrating and expanding its
cookpots or from cooling the kiln) Pits with disease-covered spikes Pots of green slime Rolling boulders Small-size bridges and ladders rigged to break if there is too much weight on them Snares Tripwires, either connected to traps or just for tripping creatures Volleys of needles
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
are two roaring polar bears that don’t look happy.
These goblins were rolling across the tundra when their advance scout, a trained hawk, spotted the abandoned sled. The one-eared goblin boss, Izobai
killed or captured, the remaining goblins are willing to negotiate a truce, though it’s up to the characters to initiate the negotiations. The goblins are prepared to give up the iron ingots in exchange
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
are two roaring polar bears that don’t look happy.
These goblins were rolling across the tundra when their advance scout, a trained hawk, spotted the abandoned sled. The one-eared goblin boss, Izobai
killed or captured, the remaining goblins are willing to negotiate a truce, though it’s up to the characters to initiate the negotiations. The goblins are prepared to give up the iron ingots in exchange
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier. Telekinetic Movement. You can move an object or a creature with your mind
. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
shape-shifters. You can choose the origin of your feral might or determine it by rolling on the Origin of the Beast table. Origin of the Beast d4 Origin 1 One of your parents is a lycanthrope
, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier. Telekinetic Movement. You can move an object or a creature with your mind
. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
shape-shifters. You can choose the origin of your feral might or determine it by rolling on the Origin of the Beast table. Origin of the Beast d4 Origin 1 One of your parents is a lycanthrope
, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
adventurers goes badly. Any villain likely has at least one fallback plan. Take Hostages. Most adventurers wouldn’t be willing to attack the villain if they fear that the villains’ lackeys are about to
their scams, but leaves behind no proof of any crime. 2 A cowardly politician fleeces the poor of their last few coins without technically doing anything wrong. 3 A righteous zealot is continually
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Finding Torg’s You can randomly determine the location of the merchant company by rolling a d10 and consulting the Starting Town table (see "Starting Town"). Roll again if the result is the
of that hour. On a successful check, the character finds someone who knows Torrga Icevein’s travel plans and is willing to share that information for a small bribe (at least 5 gp or nonperishable goods
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Finding Torg’s You can randomly determine the location of the merchant company by rolling a d10 and consulting the Starting Town table (see "Starting Town"). Roll again if the result is the
of that hour. On a successful check, the character finds someone who knows Torrga Icevein’s travel plans and is willing to share that information for a small bribe (at least 5 gp or nonperishable goods
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
adventurers goes badly. Any villain likely has at least one fallback plan. Take Hostages. Most adventurers wouldn’t be willing to attack the villain if they fear that the villains’ lackeys are about to
their scams, but leaves behind no proof of any crime. 2 A cowardly politician fleeces the poor of their last few coins without technically doing anything wrong. 3 A righteous zealot is continually
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, provided you spend at least 5 feet of movement and the creature is willing and doesn’t have the Incapacitated condition. This movement doesn’t provoke Opportunity Attacks. Roll the Superiority Die
replace one of your attacks to direct one of your companions to strike. When you do so, choose a willing creature who can see or hear you and expend one Superiority Die. That creature can immediately use
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, provided you spend at least 5 feet of movement and the creature is willing and doesn’t have the Incapacitated condition. This movement doesn’t provoke Opportunity Attacks. Roll the Superiority Die
replace one of your attacks to direct one of your companions to strike. When you do so, choose a willing creature who can see or hear you and expend one Superiority Die. That creature can immediately use
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Step, you can also teleport one willing creature. That creature must be within 10 feet of you, and you teleport it to an unoccupied space you can see within 10 feet of your destination space. Circle of
, and Thunder damage. Level 14: Oceanic Gift Instead of manifesting the Emanation of Wrath of the Sea around yourself, you can manifest it around one willing creature within 60 feet of yourself. That
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Step, you can also teleport one willing creature. That creature must be within 10 feet of you, and you teleport it to an unoccupied space you can see within 10 feet of your destination space. Circle of
, and Thunder damage. Level 14: Oceanic Gift Instead of manifesting the Emanation of Wrath of the Sea around yourself, you can manifest it around one willing creature within 60 feet of yourself. That
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
day 3, and ears by the end of day 4. A regenerate spell restores lost body parts. 06–10 While you are attuned to the artifact, you determine your alignment daily at dawn by rolling a d6 twice. On the
action to draw blood, either from yourself or from a willing or incapacitated creature within your reach, using a piercing or slashing melee weapon. The subject takes 1d4 damage of the appropriate type
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
day 3, and ears by the end of day 4. A regenerate spell restores lost body parts. 06–10 While you are attuned to the artifact, you determine your alignment daily at dawn by rolling a d6 twice. On the
action to draw blood, either from yourself or from a willing or incapacitated creature within your reach, using a piercing or slashing melee weapon. The subject takes 1d4 damage of the appropriate type
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
be broken and defeated by superior strength. Competing in Cruelty. Most young orcs that an explorer or an adventurer might encounters are followers of Bahgtru. Orcs of Bahgtru continually try to prove
leader of the cult is willing to comply — for a price. In exchange for its less than honorable services, the leader will strike a deal with the war chief to provide food, tools, slaves, or some other
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. Negotiation. An old curse binds Issem to the Doomvault and to the service of the Thayans, but he hates the Red Wizards, so he is willing to talk. He can offer two pieces of lore (see “Doomvault Lore
” above), and he allows prisoners and the characters to leave the area. He is willing to lie to any Thayans who seek the characters and help them cover their tracks. Issem warns anyone who tries to