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Returning 28 results for 'roll from cancel'.
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Ioun Stone
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its
). While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you.
Once the stone has
Lucky
Legacy
This doesn't reflect the latest rules and lore.
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Feats
Player’s Handbook (2014)
one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.
You have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
3. Advantage and Disadvantage Even if more than one factor gives you advantage or disadvantage on a roll, you have it only once, and if you have advantage and disadvantage on the same roll, they cancel each other.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
3. Advantage and Disadvantage Even if more than one factor gives you advantage or disadvantage on a roll, you have it only once, and if you have advantage and disadvantage on the same roll, they cancel each other.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Disadvantage If you have Disadvantage on a D20 Test, roll two d20s and use the lower roll. A roll can’t be affected by more than one Disadvantage, and Advantage and Disadvantage on the same roll cancel each other. See also chapter 1 (“D20 Tests”).
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Advantage If you have Advantage on a D20 Test, roll two d20s, and use the higher roll. A roll can’t be affected by more than one Advantage, and Advantage and Disadvantage on the same roll cancel each other. See also chapter 1 (“D20 Tests”).
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Advantage If you have Advantage on a D20 Test, roll two d20s, and use the higher roll. A roll can’t be affected by more than one Advantage, and Advantage and Disadvantage on the same roll cancel each other. See also chapter 1 (“D20 Tests”).
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Disadvantage If you have Disadvantage on a D20 Test, roll two d20s and use the lower roll. A roll can’t be affected by more than one Disadvantage, and Advantage and Disadvantage on the same roll cancel each other. See also “Playing the Game” (“D20 Tests”).
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Advantage If you have Advantage on a D20 Test, roll two d20s, and use the higher roll. A roll can’t be affected by more than one Advantage, and Advantage and Disadvantage on the same roll cancel each other. See also “Playing the Game” (“D20 Tests”).
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Advantage If you have Advantage on a D20 Test, roll two d20s, and use the higher roll. A roll can’t be affected by more than one Advantage, and Advantage and Disadvantage on the same roll cancel each other. See also “Playing the Game” (“D20 Tests”).
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Disadvantage If you have Disadvantage on a D20 Test, roll two d20s and use the lower roll. A roll can’t be affected by more than one Disadvantage, and Advantage and Disadvantage on the same roll cancel each other. See also chapter 1 (“D20 Tests”).
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Disadvantage If you have Disadvantage on a D20 Test, roll two d20s and use the lower roll. A roll can’t be affected by more than one Disadvantage, and Advantage and Disadvantage on the same roll cancel each other. See also “Playing the Game” (“D20 Tests”).
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest.
Lucky You have inexplicable luck that seems to kick in at just the right moment. You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest.
Lucky You have inexplicable luck that seems to kick in at just the right moment. You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
doesn’t already impose a penalty to the roll being made). An element of the plan or description of an action makes success less likely. Because advantage and disadvantage cancel each other out, there’s
, actions, spells, or other features of their classes or backgrounds. In other cases, you decide whether a circumstance influences a roll in one direction or another, and you grant advantage or impose
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
doesn’t already impose a penalty to the roll being made). An element of the plan or description of an action makes success less likely. Because advantage and disadvantage cancel each other out, there’s
, actions, spells, or other features of their classes or backgrounds. In other cases, you decide whether a circumstance influences a roll in one direction or another, and you grant advantage or impose
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You
head. Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You
head. Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You
head. Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
disadvantage on the roll, you can spend 2 ki points to cancel the disadvantage for that roll. Intoxicated Frenzy At 17th level, you gain the ability to make an overwhelming number of attacks against a group
Attack. When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You
head. Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
disadvantage on the roll, you can spend 2 ki points to cancel the disadvantage for that roll. Intoxicated Frenzy At 17th level, you gain the ability to make an overwhelming number of attacks against a group
Attack. When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, since many will likely echo each other or cancel each other out. Whenever the adventurers foil one villain’s plans, it might let another villain’s schemes move forward, advancing the adventure
to spend influence to gain advantage on a roll relevant to that influence. Another way to handle influence is to treat it like renown (see chapter 1), allowing characters to gain renown at court and within various key factions.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
magically reduced creature is subjected to the chamber’s enlarge effect, or a magically enlarged creature is subjected to the reduce effect, the two alterations cancel each other out, and the creature
alteration chamber’s reduce effect or enlarge effect is activated, roll a d6. On a 1, the chamber malfunctions. Instead of the normal effect, all creatures inside the chamber must make a DC 20
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
magically reduced creature is subjected to the chamber’s enlarge effect, or a magically enlarged creature is subjected to the reduce effect, the two alterations cancel each other out, and the creature
alteration chamber’s reduce effect or enlarge effect is activated, roll a d6. On a 1, the chamber malfunctions. Instead of the normal effect, all creatures inside the chamber must make a DC 20
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, since many will likely echo each other or cancel each other out. Whenever the adventurers foil one villain’s plans, it might let another villain’s schemes move forward, advancing the adventure
to spend influence to gain advantage on a roll relevant to that influence. Another way to handle influence is to treat it like renown (see chapter 1), allowing characters to gain renown at court and within various key factions.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
. Dampening Field. You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal. Extra
disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 lightning damage.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
. Dampening Field. You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal. Extra
disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 lightning damage.