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Returning 35 results for 'next completely rolling pdf'.
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Monsters
Monster Manual
":"Chaos Claw", "rollDamageType":"Necrotic"} Necrotic damage. Until the start of the slaadâs next turn, the target has a condition determined by rolling 1d4;{"diceNotation":"1d4", "rollType":"roll
Monsters
Monster Manual
ft. or range 60 ft. Hit: 8 (1d8 + 4);{"diceNotation":"1d8+4", "rollType":"damage", "rollAction":"Chaos Staff", "rollDamageType":"Force"} Force damage. Until the start of the slaadâs next turn
, the target has a condition determined by rolling 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Chaos Staff"}: on a 1, Charmed; on a 2, Frightened; on a 3, Poisoned; or on a 4
Monsters
Monster Manual
", "rollAction":"Chaos Blade", "rollDamageType":"Necrotic"} Necrotic damage. Until the start of the slaadâs next turn, the target has a condition determined by rolling 1d4;{"diceNotation":"1d4", "rollType
Monsters
Monster Manual
being berserk until the start of its next turn, at which point it resumes rolling for the Berserk trait again if it is still Bloodied.
Immutable Form. The golem canât shape-shift.
Lightning
Aversion to Fire. If the golem takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn.
Berserk. Whenever the golem starts its turn Bloodied, roll
Magic Items
Dungeon Masterâs Guide
an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property canât be used again until the next dawn.
Magic Items
Dungeon Masterâs Guide
the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table that corresponds to the bagâs color. See the Monster Manual for the
creatureâs stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.
The creature is Friendly to you and your allies, and it acts immediately after you on your
Magic Items
Dungeon Masterâs Guide
. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly by rolling on
your spell save DC if a save is necessary). Once a magic beadâs spell is cast, that bead canât be used again until the next dawn.
1d20
Bead
Spell
1â6
Bead of
Magic Items
Dungeon Masterâs Guide
, determined by rolling on the following table.
Any spell you cast from the hat uses your spell save DC and spell attack bonus.
1d100
Effect
01â50
You cast a random spell determined by
rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself); on a
Magic Items
Dungeon Masterâs Guide
This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The DM chooses the kind of token or determines it randomly by rolling on the Quaal
âs Feather Tokens table. The type of token determines its rarity.
Anchor (Uncommon). You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel can&rsquo
Magic Items
Dungeon Masterâs Guide
cases, made notations and additions to existing text. There are places where pages are missing, torn, or covered so completely with ink, blood, and scratches that the original text canât be
cast that spell again from it until the next dawn.
Vile Lore. You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil, such as
Magic Items
Dungeon Masterâs Guide
other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spellâs maximum range is normally less than 120 feet, it
, Stinking Cloud.
21â25
Nothing happens at the chosen point of origin. Instead, you have the Stunned condition until the start of your next turn, believing something awesome just happened
Magic Items
Dungeon Masterâs Guide
âs blank pages, which fills with writing detailing the trapped creatureâs widely known name and depravities. Once used, this action canât be used again until the next dawn.
When you
roll for a spell you cast against a Fiend, you use the maximum possible result instead of rolling.
Random Properties. The Artifact has the following random properties (see âArtifactsâ in
Monsters
Strixhaven: A Curriculum of Chaos
":"bludgeoning"} bludgeoning damage.
Counsel of the Past (2/Day). The spirit statue touches one creature. Once within the next 10 minutes, that creature can roll a d4;{"diceNotation":"1d4","rollType
":"roll","rollAction":"Counsel of the Past"} and add the number rolled to one ability check of its choice, immediately after rolling the d20.To enhance their studies of the past, Lorehold students often
Monsters
Vecna: Eve of Ruin
multiple flying creatures. Despite their name, bone rocs arenât always reanimated skeletons of rocs. You may customize a bone roc by rolling on the Bone Roc Sources table to determine the type of
the bone rocâs next turn.
3
Giant Owl. The bone rocâs modifier for Dexterity (Stealth) checks is +8.
4
Peryton. The bone roc has resistance to slashing damage from nonmagical
Monsters
Storm King's Thunder
);{"diceNotation":"2d10","rollType":"damage","rollAction":"Smoke Cloud","rollDamageType":"fire"} fire damage. The cloud lasts until the end of Maegeraâs next turn. Creatures completely within the
the end of Maegeraâs next turn.
Smoke Cloud (Costs 2 Actions). Maegera exhales a billowing cloud of hot smoke and embers that fills a 60-foot cube. Each creature in that area takes 11 (2d10
Magic Items
The Book of Many Things
the spell again until the next dawn.
Surge of Brimstone. Whenever you cast a spell that deals fire or necrotic damage, you can use the rod to deal the maximum damage instead of rolling. Once this property is used, it canât be used again until the next dawn.
Magic Items
Bigby Presents: Glory of the Giants
then spend and roll one of your unspent Hit Dice and add the number rolled to the attack roll. You can choose to invoke the rune after rolling the d20.
If this attack hits, you can also spend and roll
any number of your unspent Hit Dice and add the total rolled to the weaponâs damage.
Once the rune has been invoked, it canât be invoked again until the next dawn.
Magic Items
Bigby Presents: Glory of the Giants
has the following random properties, determined by rolling on the appropriate table in the Dungeon Masterâs Guide:
2 minor beneficial properties
1 major beneficial property
2 minor
upon the might of the All-Father and use the adze to cast move earth or fabricate. Once this property is used, it canât be used again until the next dawn.
Monsters
Van Richtenâs Guide to Ravenloft
":"Poisonous Limb","rollDamageType":"poison"} poison damage and be poisoned until the end of its next turn.
Hex Blast (Recharge 5â6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hex
","rollType":"damage","rollAction":"Beguiling Hex","rollDamageType":"psychic"} psychic damage and being incapacitated until the end of the creatureâs next turn on a failed save, or taking half as
Monsters
Van Richtenâs Guide to Ravenloft
Constitution saving throw or take 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Poisonous Limb","rollDamageType":"poison"} poison damage and be poisoned until the end of its next
incapacitated until the end of the creatureâs next turn on a failed save, or taking half as much damage on a successful one.
Bile Hex (Recharge 5â6);{"diceNotation":"1d6","rollType":"recharge
Magic Items
Icewind Dale: Rime of the Frostmaiden
determined by rolling on the Hook of Fisherâs Delight table. Once the hook conjures a fish, it canât do so again until the next dawn.
Hook of Fisherâs Delight
d20
Fish Color
Monsters
Van Richtenâs Guide to Ravenloft
Constitution saving throw or take 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Poisonous Limb","rollDamageType":"poison"} poison damage and be poisoned until the end of its next turn.
Hex
until the end of the creatureâs next turn on a failed save, or taking half as much damage on a successful one.
Bile Hex (Recharge 5â6);{"diceNotation":"1d6","rollType":"recharge","rollAction
Monsters
Van Richtenâs Guide to Ravenloft
":"poison"} poison damage and be poisoned until the end of its next turn.
Hex Blast (Recharge 5â6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hex Blast"}. The horror expels necrotic energy in
Hex","rollDamageType":"psychic"} psychic damage and being incapacitated until the end of the creatureâs next turn on a failed save, or taking half as much damage on a successful one.
Bile Hex
Monsters
Van Richtenâs Guide to Ravenloft
its next turn.
Hex Blast (Recharge 5â6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hex Blast"}. The horror expels necrotic energy in a 30-foot cone. Each creature in that area must
and being incapacitated until the end of the creatureâs next turn on a failed save, or taking half as much damage on a successful one.
Bile Hex (Recharge 5â6);{"diceNotation":"1d6","rollType
Magic Items
Bigby Presents: Glory of the Giants
bracelet has the following random properties, determined by rolling on the appropriate table in the Dungeon Masterâs Guide:
1 minor beneficial property
1 major beneficial property
1 minor
). When you cast the spell this way, the spell doesnât require concentration. Once this property is used, it canât be used again until the next dawn.
Magic Items
Waterdeep: Dungeon of the Mad Mage
click whenever the die is cast.
The dodecahedron can be hurled up to 60 feet as an action. A random magical effect occurs when the die comes to rest after rolling across the ground for at least
cover against the attack.
7â8
The dodecahedron casts shocking grasp (+5 to hit) on the next creature that touches it.
9â10
The dodecahedron casts
Monsters
Mordenkainen Presents: Monsters of the Multiverse
ât function at the start of her next turn. Zariel dies only if she starts her turn with 0 hit points and doesnât regenerate.Multiattack. Zariel makes three Flail or Longsword attacks. She
. Zariel prefers to create images of intrudersâ loved ones being burned alive. Zariel doesnât need to concentrate on the spells, which end on initiative count 20 of the next round. Each
Monsters
Fizban's Treasury of Dragons
":"Desiccating Breath", "rollDamageType":"necrotic"} necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength
","rollAction":"Adventure Hook"}
Adventure Hook
1
A pirate ship is found floating on the open sea, the bodies of the crew completely desiccated. The only clue to what happened is a single topaz
Monsters
Fizban's Treasury of Dragons
is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creatureâs weapon attacks that rely on
"}
Adventure Hook
1
A pirate ship is found floating on the open sea, the bodies of the crew completely desiccated. The only clue to what happened is a single topaz dragon scale on the deck
Magic Items
Baldurâs Gate: Descent into Avernus
creature that is transformed by magic, and see into the Ethereal Plane, all within a range of 60 feet.
New Personality. You gain new personality traits, determined by rolling once on each of the
radius and dim light for an additional 15 feet, or reduce its glow to its normal intensity.
Random Properties. The sword has 2 minor beneficial properties, each determined by rolling on the Minor
Magic Items
Tashaâs Cauldron of Everything
determine by rolling on the tables in the âArtifactsâ section of the Dungeon Masterâs Guide:
2 minor detrimental properties
2 minor beneficial properties
Spells. While holding the
. Once you use the deck to cast a spell, you canât cast that spell again from it until the next dawn.
Enduring Vision. While holding the deck, you automatically succeed on Constitution saving throws
Magic Items
The Wild Beyond the Witchlight
cauldron has the following random properties:
1 minor beneficial property (determined by rolling on the Minor Beneficial Properties table in the Dungeon Masterâs Guide)
1 minor detrimental
property (determined by rolling on the Minor Detrimental Properties table in the Dungeon Masterâs Guide)
Iggwilv's Cauldron Gold;Gold Cauldron. The gold cauldron has the following properties
Magic Items
Tashaâs Cauldron of Everything
;appears next to the Baba Yaga's Mortar;mortar at the next dawn.
Random Properties. This artifact has the following random properties, which you can determine by rolling on the tables in the
, you can command the pestle to grind. For the next minute, or until you use your action to verbally command it to stop, the pestle moves on its own, grinding the contents of the mortar into a mush or
Magic Items
Keys from the Golden Vault
and additions to existing text. There are places where pages are missing, torn, or covered so completely with ink, blood, and scratches that the original text canât be divined.
Nature canât
to the book, you can cast circle of death (save DC 20) from it as an action. After you cast the spell, roll a d6. On a roll of 1â5, you canât use this property again until the next dawn
Demonomicon of Iggwilv
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Tashaâs Cauldron of Everything
how many pages are removed, and it longs to be more than mere reference material.
Random Properties. The artifact has the following random properties, which you can determine by rolling on the tables
a fiend, you use the maximum possible result instead of rolling.
Ensnarement. While carrying the book, whenever you cast the magic circle spell naming only fiends, or the planar binding spell






