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Returning 29 results for 'fails tests'.
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Spells
Player’s Handbook
integral for its survival—its head, for instance—the spell automatically fails.
Coming back from the dead is an ordeal. The target takes a −4 penalty to D20 Test;D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.
Monsters
Monster Manual
Legendary Resistance (4/Day). If the empyrean fails a saving throw, it can choose to succeed instead.
Magic Resistance. The empyrean has Advantage on saving throws against spells and other magical
empyrean and each ally within 30 feet of it gain Advantage on d20 test;D20 Tests until the end of the empyrean’s next turn. The empyrean can’t take this action again until the start of its
Monsters
Monster Manual
Legendary Resistance (4/Day). If the empyrean fails a saving throw, it can choose to succeed instead.
Magic Resistance. The empyrean has Advantage on saving throws against spells and other magical
empyrean and each ally within 30 feet of it gain Advantage on d20 test;D20 Tests until the end of the empyrean’s next turn. The empyrean can’t take this action again until the start of its
Monsters
Monster Manual
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes
, each creature that isn’t currently affected by this breath in a 60-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Test;D20 Tests and subtracts 3 (1d6);{"diceNotation":"1d6
Monsters
Monster Manual
Amphibious. The dragon can breathe air and water.
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes
Weakening Breath. Strength Saving Throw: DC 24, each creature that isn’t currently affected by this breath in a 90-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Test;D20 Tests
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the save without rolling. The result of a save is detailed in the effect that allowed it. If a target is forced to make a save and lacks the ability score used by it, the target automatically fails. See also chapter 1 (“D20 Tests”).
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
D20 Tests When the outcome of an action is uncertain, the game uses a d20 roll to determine success or failure. These rolls are called D20 Tests, and they come in three kinds: ability checks, saving
Ability Modifier. This chapter and the rules glossary explain which ability modifiers to use for various D20 Tests. Your Proficiency Bonus If Relevant. Each creature has a Proficiency Bonus, a number added
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
D20 Tests When the outcome of an action is uncertain, the game uses a d20 roll to determine success or failure. These rolls are called D20 Tests, and they come in three kinds: ability checks, saving
Ability Modifier. This chapter and the Rules Glossary explain which ability modifiers to use for various D20 Tests. Your Proficiency Bonus If Relevant. Each creature has a Proficiency Bonus, a number added
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the save without rolling. The result of a save is detailed in the effect that allowed it. If a target is forced to make a save and lacks the ability score used by it, the target automatically fails. See also “Playing the Game” (“D20 Tests”).
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
survival—its head, for instance—the spell automatically fails. Coming back from the dead is an ordeal. The target takes a −4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
survival—its head, for instance—the spell automatically fails. Coming back from the dead is an ordeal. The target takes a −4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
What Are Dice For? Here are the most common uses of dice in D&D. D20 Test The 20-sided die (d20) is the most important die you’ll use in the game. It’s central to the core mechanic—called D20 Tests
—the game uses to determine whether creatures succeed or fail at the things they attempt during the game (see “D20 Tests” later in this chapter). You roll a d20 whenever your character tries to do
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
What Are Dice For? Here are the most common uses of dice in D&D. D20 Test The 20-sided die (d20) is the most important die you’ll use in the game. It’s central to the core mechanic—called D20 Tests
—the game uses to determine whether creatures succeed or fail at the things they attempt during the game (see “D20 Tests” later in this chapter). You roll a d20 whenever your character tries to do
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, knowing no other life except its sacred mission. Magical Tests. The secrets and treasures a sphinx guards remain under divine protection, so that when a creature fails a sphinx’s test, the path to the
to pass its tests lie scattered around its lair. Its great wings sweep along its flanks, its tawny leonine body rippling with muscle and possessed of forepaws powerful enough to tear a humanoid in
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
androsphinx tests the courage and valor of supplicants, not only by forcing them to complete quests but also with its terrible roar, which echoes for miles as it terrifies and deafens nearby creatures. Those
who pass its tests may be rewarded with a heroes’ feast. Androsphinx
Large monstrosity, lawful neutral
Armor Class 17 (natural armor)
Hit Points 199 (19d10 + 95)
Speed 40 ft., fly 60 ft
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Dagger Danger!
result tells me whether your character succeeds or fails. Then I’ll describe the outcome, and the story moves forward. Now let’s begin playing this adventure! It’s called Borderlands Quest: Dagger
Danger!
More Rules Details
Below are some rules details that come up in this adventure:
D20 Tests. The 20-sided die (d20) is the most-used die in D&D. It is rolled whenever a character or a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, indestructible, and impassable. Any spell cast with the intent of bypassing the door fails and is wasted. Worshipers of Auril. If the characters failed enough of the Frostmaiden’s tests to make it impossible for
Grimskalle Locations (G15-G23) G15. Tests of the Frostmaiden The first time the characters enter one of these chambers, read: The walls of this oddly shaped room are etched with elaborate panoramas
Compendium
- Sources->Dungeons & Dragons->Monster Manual
23
Languages All
CR 23 (XP 50,000; PB +7)
Traits
Legendary Resistance (4/Day). If the empyrean fails a saving throw, it can choose to succeed instead.
Magic Resistance. The empyrean has
empyrean and each ally within 30 feet of it gain Advantage on D20 Tests until the end of the empyrean’s next turn. The empyrean can’t take this action again until the start of its next turn.
Shockwave
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
each ability is used for. (Constitution checks are rare, as tests of a character’s endurance are usually passive or reactive, making a saving throw more appropriate.) Proficiency When the rules or a
character’s skill or tool proficiencies applies. Trying Again Sometimes a character fails an ability check and the player wants to try again. In many cases, failing an ability check makes it impossible to
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon makes three Rend attacks. It can replace one attack with
Disadvantage on Strength-based D20 Tests and subtracts 5 (1d10) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, or 20,000 in lair; PB +6)
Traits
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed
this breath in a 60-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 3 (1d6) from its damage rolls. It repeats the save at the end of each of its turns, ending
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
: The target has Disadvantage on Strength-based D20 Tests and subtracts 2 (1d4) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After
.
Weakening Breath. Strength Saving Throw: DC 17, each creature that isn’t currently affected by this breath in a 30-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 3
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
(on the dungeon level). Only one who passes Auril’s four tests—the Tests of Cruelty, Endurance, Isolation, and Preservation—can open the vault (see area G15). Treasure. The small room behind Ertgard
creature moves on these stairs for the first time on a turn, it must succeed on a DC 10 Dexterity (Acrobatics) check or fall prone. If the check fails by 5 or more, the creature also tumbles 10 feet
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
the DM calls for a d20 roll. (See the "D20 Tests" section earlier in this document.) This roll, plus its modifiers, determines whether the character succeeds or fails. What does success or failure
mean for an adventure? This is where you and the players get to tell a story together!
Narrating Successes and Failures. When a d20 roll succeeds or fails, the DM and the players can turn that result
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Dagger Danger!
to success or failure. That’s when the DM calls for a d20 roll. (See the D20 Tests section earlier in this document.) This roll, plus its modifiers, determines whether the character succeeds or fails
. What does success or failure mean for an adventure? This is where you and the players get to tell a story together!
Narrating Successes and Failures. When a d20 roll succeeds or fails, the DM and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
control of the island. The tunnel to the south leads to a vault where servants of the Frostmaiden store the treasures of their faith. To enter the vault, one must pass four tests. Each test reflects an
aspect of the Frostmaiden: cruelty, endurance, isolation, and preservation. The tests lie beyond the four doors that lead away from the room. Narrow archways to the west and east lead to a pair of
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
D20 Tests. The 20-sided die (d20) is the most-used die in D&D. It is rolled whenever a character or a creature tries to do something important. Things a character might try to do are listed under
, the +5 bonus is added, and the final total for the attack roll is 15.
How does the player know if their roll succeeds or fails? That’s determined by the Armor Class or Difficulty Class, which are
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the ladder. A rope-and-hook thrown up to catch the edge always falls short. Casting teleport or misty step moves the caster sideways instead of up to the next level. Bypassing the tests by any means is
the saving throw. If the save succeeds, the character can slither up the steps safely. If the saving throw fails, the character takes 17 (5d6) psychic damage and can try again, but the DC increases
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
and initials are inscribed on the walls. Some are the results of dares or tests of bravery; others were left by those marking their visit to the Cavern of Echoes (area C2). Older markings left in ink
Strength (Athletics) check. A character who fails the check still manages to push through but gains 1 level of exhaustion from the exertion. Song. A character can create a temporary passage through