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Returning 35 results for 'noise consult roll pdf'.
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Magic Items
Dungeon Master’s Guide
light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.
Regaining Charges. The wand regains 1d6 + 1 expended
charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.
Spells
Player’s Handbook
You touch a dead Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the
Wand of Pyrotechnics
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Xanathar's Guide to Everything
light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.
The wand regains 1d6 + 1 expended charges daily
at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.
Magic Items
Tasha’s Cauldron of Everything
attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
Roll a d4 and consult the Outer Essence Shards table to determine the shard’s essence and property
Magic Items
Tasha’s Cauldron of Everything
attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
Roll a d4 and consult the Elemental Essence Shards table to determine the shard’s essence and
Monsters
Bigby Presents: Glory of the Giants
that’s important to the story of an adventure or your campaign.
Goose Egg Trinket
d12;{"diceNotation":"1d12","rollType":"roll","rollAction":"Egg Contents"}
Egg Contents
1
The
honking noise when squeezed.
4
The egg contains a Potion of Hill Giant Strength;potion of giant strength (hill giant) with no container.
5
The egg holds a pearl of power.
6
The egg
Magic Items
Waterdeep: Dungeon of the Mad Mage
10 feet. If an effect requires a target and no eligible target is within range, nothing happens. Spells cast by the dodecahedron require no components. Roll a d12 and consult the following
Magic Items
The Wild Beyond the Witchlight
This ornate pocket watch is fastened to the end of a gold chain. It glows with a faint golden light when opened, and it makes a soft ticking noise that can be heard only by the creature holding it
invisibility spell is cast, roll a d8; on a roll of 3 or 8, the watch can’t be used to cast this spell again until the next dawn.
The creature attuned to the watch gains 30 pounds. This extra weight
Monsters
Mordenkainen Presents: Monsters of the Multiverse
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
sibriex. At the end of the process, roll once on the table (or choose one effect) to determine how the creature is transformed permanently.
Flesh Warping
d100
Effect
01–05
Monsters
Fizban's Treasury of Dragons
", "rollType":"roll", "rollAction":"Days"} days, if all pieces are still within 6 miles of each other, they all teleport to the location of the head piece and merge with it, whereupon the hollow dragon
Actions). A sudden loud ringing noise, painfully intense, erupts from the hollow dragon’s frame. Each creature within 10 feet of the hollow dragon must make a DC 19 Constitution saving throw, taking
Magic Items
Tasha’s Cauldron of Everything
property, there is a chance that one of the souls trapped in the deck escapes. Roll d100 and consult the Souls of the Tarokka table. If you roll one of the high cards, the soul associated with it escapes
. You can find its statistics in the Monster Manual. If you roll a soul that has already escaped, roll again.
Souls of the Tarokka
d100
Card
Soul
1
Artifact
Flameskull
2
Monsters
Curse of Strahd
against other members of the adventuring party.
The Vampire’s Minions
Whenever Strahd appears in a location other than his tomb or the place indicated by the card reading, roll a d20 and consult
/Day). Strahd magically calls 2d4;{"diceNotation":"2d4","rollType":"roll","rollAction":"Children of the Night"} swarm of bats;swarms of bats or swarm of rats;swarms of rats, provided that the sun isn
Magic Items
Lost Laboratory of Kwalish
failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into.
d20
New
When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack’s normal effects. On a
Backgrounds
The Wild Beyond the Witchlight
Feywild Trinkets table), and a pouch containing 8 gp
Carnival Companion
Over the years, you have earned the friendship of another carnival fixture. Roll a d8 and consult the Carnival Companion table
Feats
Planescape: Adventures in the Multiverse
an attack roll or a saving throw, the magic of chaos flows through you. Roll a d4 and consult the Chaotic Flares table to determine what happens. A flare lasts until the end of your next turn, and a
You can channel cosmic forces of chaos to gain these benefits:
Ability Score Increase. Increase an ability score of your choice by 1, to a maximum of 20.
Chaotic Flare. When you roll a 1 or a 20 on
Wand of Wonder
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
. Roll d100 and consult the following table to discover what happens.
If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in
determines which ones are affected. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed
Equipment
that hour. On a successful check, roll a d10 and consult the Fishing table to determine the catch.
Fishing
d10
Catch
1–2
Tiny, inedible fish (a creature that consumes it is
Species
Van Richten’s Guide to Ravenloft
mark of the bargain between hag and hexblood, a debt owed, or a change to come.
Hexblood Origins
A bargain with a hag or other eerie forces transformed your character into a magical being. Roll on
creating a hexblood, consult with your DM to see if it’s appropriate to tie your origins to one of the following Domains of Dread (detailed in chapter 3):
Hazlan. The bizarre magic of this crumbling
Species
Van Richten’s Guide to Ravenloft
, silent stretches. Occasionally, though, in a moment of peace, stress, or excitement, a reborn gains a glimpse of what came before. When you desire to have such a dreamlike vision, roll on the Lost
itchy straw stuffing inside you.
Reborn in the Domains of Dread
When creating a reborn, consult with your DM to see if it’s appropriate to tie your origins to one of the following Domains
Backgrounds
Guildmasters’ Guide to Ravnica
standard circus-style acrobatics with fire, wrought-iron spikes and hooks, and monsters. You can roll a d8 or choose from the options in the Performance Options table to determine your preferred
6
Noise musician
7
Nightmare clown
8
Master of ceremonies
Feature: Fearsome Reputation
People recognize you as a member of the Cult of Rakdos, and they’re careful not
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Random Encounters Every 4 hours that the characters are on the Darklake, roll a d20 and consult the Darklake Random Encounters table to determine what, if anything, they encounter. If the characters
and consult the Darklake Terrain Encounters table) 16–17 One or more creatures (roll a d12 and consult the Darklake Creature Encounters table) 18–20 Terrain encounter featuring one or more creatures
Backgrounds
Guildmasters’ Guide to Ravnica
encounters with members of other guilds are more often violent than friendly, but occasional bonds do form.
Roll twice on the Gruul Contacts table (for an ally and a rival) and once on the Non-Gruul
.
2
A Boros soldier gives me gifts in exchange for information about other clans’ movements.
3
I once caught and released a Dimir spy.
4
I consult with a Golgari shaman for
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
occurs. Roll a d20 and consult the Random Events table, or choose a suitable event. For the rules on madness, see chapter 2 of this adventure and chapter 8, “Running the Game,” in the Dungeon Master’s
Battle Aftermath The party stumbles upon the remains of one or more creatures slaughtered by rampaging demons. Roll a d10 and consult the Corpses table to determine what they find. A thorough search of
Species
Mordenkainen Presents: Monsters of the Multiverse
a special physical characteristic that sets the fairy apart. For your fairy, roll on the Fey Characteristics table or choose an option from it. You’re also free to come up with your own
randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Species
Mordenkainen Presents: Monsters of the Multiverse
forever. Choose your season or roll on the Eladrin Seasons table. Your Trance trait lets you change your season.
Like other elves, eladrin can live to be over 750 years old.
Eladrin Seasons
d4
determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Where Is Xardorok? To determine Xardorok’s whereabouts when the characters arrive at the fortress, roll a d20 and consult the Xardorok’s Location table or simply choose one of the suggested locations
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Roll a d20 and consult the Random Encounters table to determine what, if anything, they encounter. Characters might encounter special terrain, one or more creatures, or a combination of the two. Any
Encounter 1–13 No encounter 14–15 Terrain (roll once on the Terrain Encounters table) 16–17 One or more creatures (roll once on the Creature Encounters table) 18–20 Terrain encounter featuring one or
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
restless, you can decide that an encounter occurs. Roll a d12 and consult the Wandering Monsters table to determine what threat the party meets. Wandering Monsters d12 Monsters 1–3 2d4 stirges 4–5 1d4 ghouls 6 1d4 gricks 7–8 1d4 bugbears 9 1d6 skeletons 10 1d6 zombies 11–12 1 ochre jelly
Wandering Monsters If the characters spend a long time in an area, you can check for wandering monsters by rolling a d20. On a roll of 17–20, an encounter takes place. Conversely, if the players seem
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Brilliance 18 Spore servants 19–20 Traders Ambushers One or more creatures attempt to ambush the party as it makes its way through the Underdark. Roll a d20 and consult the table to determine what the
a chance that characters searching the area find something of interest or value. Roll a d20 and consult the table below to see what, if anything, they find. Ambusher Lair Discoveries d20 Discovery
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
deadly force. To determine where the characters first encounter Muiral, roll a d20 and consult the following table: d20 Muiral’s Location 1–5 Area 3b 6–10 Area 7b 11–20 Area 11b
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
. Conversely, if the players seem restless, you can decide that an encounter occurs. Roll a d12 and consult the Wandering Monsters table to determine what the party meets. Wandering Monsters d12 Roll
can become tedious, so use them sparingly. If the characters spend a long time in a given area, you can check for wandering monsters by rolling a d20. On a roll of 17–20, an encounter takes place
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
private hunting domain. Drow warriors patrol the forest, alert for poachers and intruders. Check for random encounters in Kyorbblivvin once every hour. Roll a d20 and consult the Kyorbblivvin Encounters
“Fungi of the Underdark” in chapter 2). Roll a d6 and consult the Exotic Fungi table to determine what they find. d6 Fungi 1 1d6 nightlights (50 percent chance they are unlit) 2 2d6 Nilhogg’s
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
throw in addition to suffering the attack’s normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form
Polymorph Blade Weapon (any sword), very rare (requires attunement) When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
: Gambling Hall. When you issue the Trade order to this facility, the facility’s hirelings turn the Gaming Hall into a gambling den for 7 days. At the end of the seventh day, roll 1d100 and consult
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. The wand regains 1d6
+ 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.






