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Returning 35 results for 'see of render die values'.
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Spells
Player’s Handbook
You compel one creature you can see within range to die. If the target has 100 Hit Points or fewer, it dies. Otherwise, it takes 12d12 Psychic damage.
Spells
Player’s Handbook
You point at one creature you can see within range, and the single chime of a dolorous bell is audible within 10 feet of the target. The target must succeed on a Wisdom saving throw or take 1d8
Necrotic damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage.
Cantrip Upgrade. The damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12).
Magic Items
Dungeon Master’s Guide
.
The coin has 1 charge and regains its expended charge daily at dawn. You can take a Magic action to toss the coin, expending its charge. Roll any die to determine whether the coin comes up heads (on
an even number) or tails (on an odd number). The roll also determines the effect:
Heads. Target one creature you can see within 60 feet of yourself. The target makes a DC 13 Wisdom saving throw. On a
Magic Items
Dungeon Master’s Guide
While holding this rod, you can take a Magic action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a demiplane. You choose the form the
example, a flower picked from a garden there disappears if it is taken outside the demiplane.
For each hour spent in the demiplane, a visitor regains Hit Points as if it had spent 1 Hit Point Die. Also
Spells
Player’s Handbook
returning to your living body (and ending the spell) or attempting to possess a Humanoid’s body.
You can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded
, the creature dies, and you make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.
If the
Magic Items
Dungeon Master’s Guide
free from the socket. The hand is a shriveled left extremity.
Random Properties of the Eye and Hand. The Eye of Vecna and the Hand of Vecna each have the following random properties (see Artifacts
to your head and remains there until you die. If the eye is ever removed, you die.
Properties of the Eye. While you are attuned to the eye, your alignment is Neutral Evil, and you gain the following
Spells
Player’s Handbook
after yours and acts independently, focusing on protecting you.
Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind
can see. Failure: The target has the Frightened condition until the end of your next turn.
Fey Step (Fey Only; Recharges after a Long Rest). The steed teleports, along with its rider, to an unoccupied
Spells
Player’s Handbook
space that you can see on the ground.
Instant Health. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater
Restoration spell.
Resistance. You grant up to ten creatures that you can see Resistance to one damage type that you choose. This Resistance is permanent.
Spell Immunity. You grant up to ten
Magic Items
Dungeon Master’s Guide
you draw the card or at any other time before you die.
Flames. A powerful devil becomes your enemy. The devil seeks your ruin and torments you, savoring your suffering before attempting to slay you
magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. If you have a Bastion (see the Dungeon Master’s
Monsters
Forgotten Realms: Adventures in Faerûn
. Strength Saving Throw: DC 12, one creature within 5 feet that the Zhentilar can see. Failure: 4 (1d4 + 2);{"diceNotation":"1d4+2", "rollType":"damage", "rollAction":"Knock Down", "rollDamageType
organization is so steep that many Zhentilar soldiers would rather die for the Zhentarim than abandon their post.
Feats
Forgotten Realms: Heroes of Faerûn
. The Emanation lasts until you dismiss it (no action required), die, or have the Incapacitated condition.
Fortifying Light. When your Daylight Presence is active, at the start of each of your turns, you and allies you can see in your Daylight Presence gain 10 Temporary Hit Points.
Monsters
Forgotten Realms: Adventures in Faerûn
following actions. Biha Babir regains all expended uses at the start of each of her turns.
Misty Burst. Biha Babir teleports to an unoccupied space she can see within 30 feet of herself and makes one
Calimemnon Crystal (see chapter 8), the legendary prison of the powerful genies Calim and Memnon. She believes obtaining that crystal would allow her to wipe Calimshan off the map and seize control of
Monsters
Lost Laboratory of Kwalish
Special Equipment. Garret wears a ring of warmth (included in his statistics) and wields a gambler's blade longsword (see appendix D).
Bardic Inspiration (3/day). As a bonus action, Garret can give
one chosen creature (other than him) a d6 inspiration die. The chosen creature must be within 60 feet of Garret and able to hear him. Once within the next 10 minutes, the creature can roll the die and
Power Word Kill
Legacy
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Spells
Basic Rules (2014)
You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.
Monsters
Storm King's Thunder
lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8);{"diceNotation":"12d8","rollType":"damage
king. To her, a worthy leader values the truth, no matter how painful it is.
Ideal: “I want this conflict over with so that I can return to the quiet stillness of the ocean depths.”
Bond
Toll the Dead
Legacy
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Spells
Xanathar's Guide to Everything
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage
. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
Monsters
Out of the Abyss
or warning whenever a nonhostile creature that he can see within 30 feet of him makes an attack roll or a saving throw. The creature can add a d4;{"diceNotation":"1d4","rollType":"roll
","rollAction":"Leadership Die"} to its roll provided it can hear and understand Horgar. A creature can benefit from only one Leadership die at a time. This effect ends if Horgar is incapacitated.
Enlarge
Monsters
Storm King's Thunder
Strike (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Lightning Strike"}. Serissa hurls a magical lightning bolt at a point she can see within 500 feet of her. Each creature
would further anger Annam the All-Father, while Iymrith wants the giants and the small folk to annihilate one another.
Serissa values the counsel of her advisors, but she has her own mind. She wants to
Oath of the Ancients
Legacy
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Classes
Player’s Handbook (2014)
, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
Preserve Your Own Light
. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can’t preserve it in the world.
Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.
Podling
Legacy
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monsters
Van Richten’s Guide to Ravenloft
unsuspecting victims with their vines or accept captives brought to them by their podling servants. In either case, they drag creatures into their central pod, where potent chemicals render the captive
replaced by a podling can often tell something’s amiss. Roll on the Podling Behavior table to see what unusual habits a podling might demonstrate.
Podling Behavior
d6
Behavior
1
Feats
Xanathar's Guide to Everything
Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You’re not sure how you do it; you just wish it, and it happens
. Surely a sign of fortune’s favor!
When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the
Goliath
Legacy
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Species
Elemental Evil Player's Companion
the responsibility to earn a place in the tribe or die trying.
Driven Competitors
Every day brings a new challenge to a goliath. Food, water, and shelter are rare in the uppermost mountain reaches. A
individual skill. They have a compulsion to keep score, counting their deeds and tallying their accomplishments to compare to others. Goliaths love to win, but they see defeat as a prod to improve their
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
feet, to a minimum speed of 5 feet. The reduction lasts until the start of the high fae’s next turn.
Tripping Feint. The high fae targets one Large or smaller creature it can see within 10 feet
, provided it can see the attacker. After the attack hits or misses, the high fae then makes one Fae Claymore attack against the attacker.High fae kindguards have spent centuries perfecting their martial
Monsters
Locathah Rising
, mass cure wounds6th level (1 slot): conjure feyBalm of the Summer Court (12d6). (As a Bonus Action) Amble can choose one creature they can see within 120 feet of them and spend up to 6d6
;{"diceNotation":"6d6","rollType":"roll","rollAction":"Balm of the Summer Court"} of their die pool. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The
Hobgoblin Warlord
Legacy
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Monsters
Monster Manual (2014)
hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4;{"diceNotation":"1d4
","rollType":"roll","rollAction":"Leadership"} to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the
Monsters
Storm King's Thunder
Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The
creature can add a d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Leadership"} to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a
Orc Blade of Ilneval
Legacy
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Monsters
Volo's Guide to Monsters
Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Foe Smiter of Ilneval. The orc deals an extra die of damage when it hits with a longsword
Monsters
Tomb of Annihilation
Brute. A melee weapon deals one extra die of its damage when the clay gladiator hits with it (included in the attack).
Construct. It doesn't need to eat, drink, sleep, or breathe.Multiattack. The
must see the attacker and be wielding a melee weapon.A golem-like creature with a bronze spear in one hand and a wooden shield in the other.Poison
Monsters
Icewind Dale: Rime of the Frostmaiden
Brave. Hengar has advantage on saving throws against being frightened.
Brute. A melee weapon deals one extra die of its damage when Hengar hits with it (included in the attack).Multiattack. Hengar
, Hengar must see the attacker and be wielding a melee weapon.Human champion of the Reghed Tribe of the Elk.
Monsters
The Wild Beyond the Witchlight
Consume Life. As a bonus action, the will-o’-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10
Constitution saving throw against this magic or die. If the target dies, the will-o’-wisp regains 10 (3d6);{"diceNotation":"3d6","rollType":"heal","rollAction":"Consume Life"} hit points.
Ephemeral. The
Magic Items
Candlekeep Mysteries
can expend 1 of the staff's charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage
roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost.
If you expend the staff's last charge, roll a d20. On a roll of 9 or lower, the
Monsters
Keys from the Golden Vault
Leadership die at a time. This effect ends if the knight is incapacitated.Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be
can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one
Monsters
The Book of Many Things
willing creature the living portent can see within 30 feet of itself. The target’s hit point maximum and current hit points increase by 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"roll
", "rollAction":"Prophetic Blessing"}, and it gains a prophecy die, a d8. Once during each of the creature’s turns, when it fails an ability check or saving throw or misses an attack roll, it can
Knight
Legacy
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Monsters
Basic Rules (2014)
warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A
creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the
Monsters
Acquisitions Incorporated
Champion Challenge (Recharges after a Short or Long Rest). As a bonus action, Donaar causes each creature of his choice that he can see within 30 feet of him to make a DC 13 Wisdom saving throw. On a
or 2 on a damage die, he can reroll the die and must use the new roll.
Whip. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Whip"} to hit, reach 10 ft., one target