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                        Returning 35 results for 'rolls side'.
                    
                
                                                     Monsters
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     it is wearing or carrying, up to 30 feet to an unoccupied space it can see.Professors of substance specialize in the concrete side of Quandrix philosophy, manipulating physical dimensions and
                                                
                                            
                                                
                                                     options:
Expand. The professor becomes Large if there is sufficient room for it to grow. It has advantage on attack rolls and on ability checks and saving throws that rely on Strength.
Contract. The
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Deformed. It has advantage on Wisdom (Perception) checks, and on saving throws against being charmed
                                                
                                            
                                                
                                                     ears, three eyes, two noses, and two mouths. It has a third arm on the right side of its body, and its left leg splits into two at the knee, giving it three feet. The transformation drove the poor creature insane, and it regards all other creatures as threats that must be destroyed.Poison
                                                
                                            
                                        
                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     sent a version of herself from the past to Alustriel’s side. The Tasha who appears in Vecna: Eve of Ruin is a powerful wizard, though she is not yet a witch queen or an archfey.Abyssal Visage (2
                                                
                                            
                                                
                                                    /Day). For 1 minute, Tasha gains a flying speed of 30 feet, is immune to poison damage and the poisoned condition, and has advantage on attack rolls against any creature that doesn’t have all
                                                
                                            
                                        
                                                     Monsters
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     the target is a creature and Arkhan rolls a 20 on the attack roll, the creature takes an extra 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollDamageType":"necrotic"} necrotic damage, and
                                                
                                            
                                                
                                                     means of freeing Tiamat from her prison in the Nine Hells, but only if the hand doesn't kill him first. The hand is slowly corrupting Arkhan's flesh and decomposing his body on one side.
In battle
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     bonus action.
Sunlight Sensitivity. While in sunlight, the deep crow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The deep crow makes three
                                                
                                            
                                                
                                                     pairing produce a cluster of four to eight eggs. Incubation lasts a year, followed by a year during which the fledgling deep crows stay close by their parent's side. The young then set out to
                                                
                                            
                                        
                                                     Magic Items
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     attack rolls against you. Once you use this feature of the dimensional loop, it cannot be used again until the next dawn.
Fold Space. Choose a space you can see within 60 feet of you (no action
                                                
                                            
                                                
                                                     again until the next dawn.
Part of a Whole. While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM.
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     weapon the target is carrying or wearing takes a permanent −1 penalty to damage rolls. The penalty worsens each time a target is subjected to this effect. If the penalty on an object drops to
                                                
                                            
                                                
                                                     Juiblex chooses within the lair. The slime disintegrates after 1 hour.
Slippery Slime. Juiblex slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side. When
                                                
                                            
                                        
                                                    Juiblex
                                                    
    
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                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     a permanent −1 penalty to damage rolls. The penalty worsens each time a target is subjected to this effect. If the penalty on an object drops to −5, the object is destroyed.Juiblex can
                                                
                                            
                                                
                                                     lair. The area can be up to 10 feet on a side. The slime lasts for 1 hour or until it is burned away with fire. When the slime appears, each creature in that area must succeed on a DC 21 Strength
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     with fear or suspicion, and rippling in side-to-side waves with amusement or joy.
Visions in Starlight
Many crystal dragons study the stars, recording their observations of the night sky and tracking
                                                
                                            
                                                
                                                    . Rising from the far side of the bridge are the lair’s anterior spires. These solid, pointed shafts resemble inverted icicles more than towers and enclose a terraced, open-air amphitheater that
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     anger, lying back with fear or suspicion, and rippling in side-to-side waves with amusement or joy.
Visions in Starlight
Many crystal dragons study the stars, recording their observations of the night
                                                
                                            
                                                
                                                     spans a chasm between a lesser peak and the lair.
Anterior Spires. Rising from the far side of the bridge are the lair’s anterior spires. These solid, pointed shafts resemble inverted icicles more
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     places where such creatures are willing to live side by side.
Some beholderkin serve Belashyrra as guards and agents, while others spend their lives in deep meditation, pursuing inner visions known only
                                                
                                            
                                                
                                                     actual locations, imposing disadvantage on the creature’s attack rolls against those targets. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect
                                                
                                            
                                        
                                                     Spells
                                                    Elemental Evil Player's Companion
                                                    
                                                
                                            
                                                     enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved
                                                
                                            
                                                
                                                     disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature
                                                
                                            
                                        
                                                    Wand of Orcus
                                                    
    
        Legacy
    
    
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                                                     Magic Items
                                                    Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                    The ghastly Wand of Orcus rarely leaves Orcus’s side. The device, as evil as its creator, shares the demon lord’s aims to snuff out the lives of all living things and bind the Material
                                                
                                            
                                                
                                                     as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The wand deals an extra 2d12 necrotic damage on a hit.
Random Properties. The Wand of Orcus has the following random
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     players roll a d20 for their initiative as a group, or side. You also roll a d20. Neither roll receives any modifiers. Whoever rolls highest wins initiative. In case of a tie, keep rerolling until the
                                                
                                            
                                                
                                                     completed their turns. If more than two sides take part in a battle, each side rolls for initiative. Sides act from the highest roll to lowest. Combat continues in the initiative order until the battle
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
                                                    
                                                
                                            
                                                     wall of solid stone behind the false door hides a secret door, which can be found with a successful DC 15 Wisdom (Perception) check. Secret Trapdoor. On the other side of the secret door is a secret
                                                
                                            
                                                
                                                     the north wall. When the doors to the north are opened, sleep gas billows forth from the other side. Each creature in the east-west passage must succeed on a DC 15 Constitution saving throw or fall
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other. COMBAT STEP-BY-STEP
  
Determine surprise. The
                                                
                                            
                                                
                                                     encounter rolls initiative, determining the order of combatants’ turns. 
Take turns. Each participant in the battle takes a turn in initiative order. 
Begin the next round. When everyone involved in the combat has had a turn, the round ends. Repeat step 4 until the fighting stops.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other. COMBAT STEP-BY-STEP
 1. Determine surprise. The
                                                
                                            
                                                
                                                     encounter rolls initiative, determining the order of combatants' turns. 
 4. Take turns. Each participant in the battle takes a turn in initiative order. 
 5. Begin the next round. When everyone involved in the combat has had a turn, the round ends. Repeat step 4 until the fighting stops.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     rear arc makes attack rolls against it with advantage. Shields apply their bonus to AC only against attacks from the front arc or the same side arc as the shield. For example, a fighter with a shield on
                                                
                                            
                                                
                                                     you regularly use miniatures, flanking gives combatants a simple way to gain advantage on attack rolls against a common enemy. A creature can’t flank an enemy that it can’t see. A creature also can’t
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If
                                                
                                            
                                                
                                                     the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If
                                                
                                            
                                                
                                                     the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
                                                    
                                                
                                            
                                                     of each match, and they have no time to rest between matches. Victory in a match goes to the side that reduces all combatants on the other side to 0 hit points.  Match 1: Thrasher and Gnasher Two
                                                
                                            
                                                
                                                     disadvantage on their initiative rolls as they adjust to the sudden uproar and their new surroundings. The rocks scattered around the arena floor are big enough for the b’rohgs to use as ranged weapons. Match 2
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     hits in favor of reducing the number of die rolls. As the number of combatants dwindles, switch back to using individual die rolls to avoid situations where one side can’t possibly hit the other.  Mob
                                                
                                            
                                                
                                                     forgoing attack rolls in favor of approximating the average number of hits a large group of monsters can inflict on a target. Instead of rolling an attack roll, determine the minimum d20 roll a creature
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     start of this round. If Krell is present, as detailed above, he attempts to launch his ambush at this point. Rounds 15 through 19 At the start of round 15, the ship rolls over on its port side
                                                
                                            
                                                
                                                     start of this round, every character must make a DC 10 Dexterity saving throw, falling prone and sliding 10 feet toward the port side on a failed save. Creatures climbing on the walls or ceiling do not
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     lichen cover the armor, though it remains free of rust. Another pathway opens up at the far side of this area.
 When the characters begin exploring the area, two suits of animated armor swing into motion
                                                
                                            
                                                
                                                     a suit of armor is destroyed, roll a d6. On a roll of 6, a large bloodstone rolls out of the armor as its pieces fall to the ground. If the bloodstone is carried out of this area, either path leads
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     Dexterity (Stealth) checks made to hide, and imposing disadvantage on attack rolls against you. Once you use this feature of the dimensional loop, it cannot be used again until the next dawn. Fold Space
                                                
                                            
                                                
                                                     use this feature of the dimensional loop, it cannot be used again until the next dawn. Part of a Whole. While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     lichen cover the armor. Another pathway opens up at the far side of this area.
 When the characters begin exploring the area, two suits of animated armor swing into motion and attack. Each time a suit of
                                                
                                            
                                                
                                                    , roll a d6. On a roll of 6, a large bloodstone rolls out of the armor as its pieces fall to the ground. If the bloodstone is carried out of this area, either path leads the characters back to the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Keeping Combat Moving Sometimes even the best-planned combat encounter can turn into a slog, where no one’s moving and neither side is hitting or dealing much damage to the other. When that happens
                                                
                                            
                                                
                                                     their foes, or it might join one side or the other. Each time one or more new combatants join the encounter, roll Initiative for them and weave them into the Initiative order. Change the Terrain Consider
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    , and the other six are closed.
 A narrow staircase ascends the circular wall. Near the foot of the stairs is a painted wooden box three feet on a side. A crank protrudes from one side of it, causing it
                                                
                                            
                                                
                                                     drumbeat can be heard out to a range of 60 feet. All tin soldiers that can hear the beating drum gain a +2 bonus to their damage rolls. If the drum is destroyed, every tin soldier within 60 feet of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     center. The square tabletop is 5 feet on each side. The student who describes how to play is a character’s Friend, Rival, or Beloved, although you could choose anyone from the “Fellow Students
                                                
                                            
                                                
                                                     Participant. A character can encourage one of the game’s participants. That participant’s teacup gains advantage on its attack rolls. Heckle a Participant. A character can taunt one of the game’s participants
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     rolls Initiative. Once everyone has taken a turn, the fight continues to the next round if neither side is defeated. Combat Step by Step Combat unfolds in these steps: Establish Positions. The Dungeon
                                                
                                            
                                                
                                                     adversaries are—how far away and in what direction. Roll Initiative. Everyone involved in the combat encounter rolls Initiative, determining the order of combatants’ turns. Take Turns. Each participant in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     rolls Initiative. Once everyone has taken a turn, the fight continues to the next round if neither side is defeated. Combat Step by Step Combat unfolds in these steps: Establish Positions. The Dungeon
                                                
                                            
                                                
                                                     adversaries are—how far away and in what direction. Roll Initiative. Everyone involved in the combat encounter rolls Initiative, determining the order of combatants’ turns. Take Turns. Each participant in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     right down the middle. Do you want to go single file or two abreast?
 Phillip: I don’t love the idea of stepping across the stream. Let’s go single file, staying on this side of the water. (Everyone
                                                
                                            
                                                
                                                    ?
 Jared: Six. Auro, what’s your Initiative?
 Amy: I got a 14.
 Russell: Shreeve goes on 5.
 Maeve: A natural 20 gives me a 21!
 Phillip: 19 for Gareth.
  
   3 The DM rolls Initiative just once
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
                                                    
                                                
                                            
                                                     hand, and two sets on the north wall, one flanking each side of the door.
 Creatures. If the threshold of the chamber is crossed by any creature, one set of swords will fly off the wall and attack
                                                
                                            
                                                
                                                     threshold is crossed a second time, another pair of blades and a shield will attack, and each set gains a cumulative +1 bonus to attack and damage rolls, as well as 1 hit point more than the previous set
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     different benefit to a target. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover. If a target is behind multiple sources of cover, only
                                                
                                            
                                                
                                                     creature you can hear but not see. If the target isn’t in the location you targeted, you miss.
 When a creature can’t see you, you have Advantage on attack rolls against it.
 If you are hidden when you make an attack roll, you give away your location when the attack hits or misses.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     runs a moneylending business on the side, offering loans to customers he trusts. He rarely gives loans to adventurers, knowing how flighty they can be, but he might offer them a free glass of
                                                
                                            
                                                
                                                     in the pot. Each player rolls three dice. Play then proceeds clockwise around the table, with the host of the game going last. On their turn, a player can choose to “stand” or “roll.” If the player
                                                
                                            
                                        





