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Returning 35 results for 'shard of roll die vile'.
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Monsters
Monster Manual
Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Vile Slime"}, reach 5 ft. Hit: 11 (2d8 + 2);{"diceNotation":"2d8+2", "rollType":"damage", "rollAction":"Vile Slime
Hellish Restoration. If the swarm dies in the Nine Hells, it revives with all its Hit Points in 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Hellish Restoration"} days unless it is
Monsters
Monster Manual
killed by a creature under the effects of a Bless spell or its remains are sprinkled with Holy Water.Vile Slime. Melee Attack Roll: +2;{"diceNotation":"1d20+2", "rollType":"to hit", "rollAction":"Vile
Hellish Restoration. If the lemure dies in the Nine Hells, it revives with all its Hit Points in 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Hellish Restoration"} days unless it is
Magic Items
Dungeon Master’s Guide
Archlich;Vecna authored the Book of Vile Darkness. He recorded in its pages every horrid idea, every corrupt thought, and every example of foul magic he came across or devised.
Other practitioners of
evil have added their own input to the book’s catalog of vile knowledge. Their additions are clear, for the writers of later works stitched whatever they were writing into the tome or, in some
Monsters
Monster Manual
finish a Long Rest before using this trait to cast that spell again.
Vile Appearance. Wisdom Saving Throw: DC 11, any Beast or Humanoid that starts its turn within 30 feet of the hag and can see the hag
’s true form. Failure: The target has the Frightened condition until the start of its next turn. Success: The target is immune to this hag’s Vile Appearance for 24 hours.Claw. Melee Attack
Magic Items
Dungeon Master’s Guide
Whenever you roll this six-sided die, you can control which number it rolls.
Magic Items
Dungeon Master’s Guide
successful one.
Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores.
While wearing this pendant, you gain the following benefits.
Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a
Magic Items
Dungeon Master’s 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 can’t be used again until the next dawn.
Feats
Player’s Handbook
instead of the normal damage of an Unarmed Strike.
Damage Rerolls. Whenever you roll a damage die for your Unarmed Strike, you can reroll the die if it rolls a 1, and you must use the new roll
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
to which you are also attuned, you gain the following benefits:
Giants’ Bane. When you roll a 20 on the d20 for an attack roll made with this weapon against a Giant, the creature must succeed
on a DC 17 Constitution saving throw or die.
Might of Giants. The Strength score bestowed by your Belt of Giant Strength or Gauntlets of Ogre Power increases by 4, to a maximum of 30.
Magic Items
Dungeon Master’s Guide
Effect
01
5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 Poison damage and have the
’s choice) 30 feet into the air for 1d4 minutes.
11–20
A Treant sprouts. Roll any die. On an odd roll, the treant is Chaotic Evil. On an even roll, the treant is Chaotic Good
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
you’re within 5 feet of it.
Actions
Otherworldly Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 plus the spell’s level of Radiant (Celestial
Spells
Player’s Handbook
a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally’s failed
the old feat and gain the benefits of the new one. You can’t replace a feat that is a prerequisite for any of your other feats or features.
Roll Redo. You undo a single recent event by forcing
Magic Items
Dungeon Master’s Guide
effect.
Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that
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
Dungeon Master’s Guide
accepted by the weapon and try to attune to it, you become attuned to it instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade
-75
When you hit with an attack roll using the Moonblade, you deal an extra 1d6 Force damage. Each time the weapon gains this property after the first, the extra damage increases by 1d6, to a maximum
Monsters
Heroes of the Borderlands
Multiattack. Narthus makes two attacks using Vile Mace or Fateful Bolt in any combination.
Vile Mace. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Vile Mace
":"damage", "rollAction":"Vile Mace", "rollDamageType":"Necrotic"} Necrotic damage.
Fateful Bolt. Ranged Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Fateful Bolt
Monsters
Forgotten Realms: Adventures in Faerûn
inches long, it re-forms from that piece of chardalyn in 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Next of the Seven"} days, regaining all its Hit Points. The new body appears in the
in any combination. It can replace two attacks with a use of Spellcasting.
Slam. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Slam"}, reach 10 ft. Hit: 12 (3d4
Monsters
Stranger Things: Welcome to the Hellfire Club
demodragon regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit PointMultiattack. The demodragon makes two Bite attacks.
Bite. Melee Attack Roll: +7;{"diceNotation":"1d20
gatekeeper of the Hellfire Games’ final challenge.
Raised by vile magic from the corpse of a beheaded black dragon, the demodragon is the picture of its creator: an abomination with three
Feats
Astarion's Book of Hungers
. When you roll a Hit Point Die to regain Hit Points, you can treat any roll of 1 or 2 as a 3.
Sanguine Feast. Once per turn when you hit a Bloodied creature that isn’t a Construct or Undead
with an attack roll, you can expend a Hit Point Die, roll it, and regain a number of Hit Points equal to the number rolled plus your Constitution modifier.
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Monsters
Eberron: Forge of the Artificer
Lucky. When the medic rolls a 1 on the d20 of a D20 Test, it can reroll the die, and it must use the new roll.Multiattack. The medic makes two Radiant Burst attacks.
Radiant Burst.
;Melee or Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Radiant Burst"}, reach 5 ft. or range 30 ft. Hit: 7 (2d6);{"diceNotation":"2d6", "rollType
Monsters
Forgotten Realms: Adventures in Faerûn
Multiattack. The Zhentilar makes two attacks, using Shortsword or Pistol in any combination. It can replace one attack with a use of Knock Down.
Shortsword. Melee Attack Roll: +4;{"diceNotation
damage plus 2 (1d4);{"diceNotation":"1d4", "rollType":"damage", "rollAction":"Shortsword", "rollDamageType":"Poison"} Poison damage.
Pistol. Ranged Attack Roll: +4;{"diceNotation":"1d20+4", "rollType
Feats
Forgotten Realms: Heroes of Faerûn
to Poison damage and the Poisoned condition.
Perfect Poisoner. Once per turn, when you roll dice to determine Poison damage a creature takes from your attack, spell, or feature, you can instead use the highest number possible for each die.
Feats
Forgotten Realms: Heroes of Faerûn
reduce to 0 Hit Points can't become Undead.
Powerful Radiance. When you make a damage roll that deals Radiant damage, you can instead use the highest number possible for each damage die. Once you use this benefit, you can't do so again until you finish a Long Rest.
Feats
Astarion's Book of Hungers
Rest.
Sun’s Healing. As a Bonus Action while within sunlight, you can expend one of your Hit Point Dice, roll the die, and regain a number of Hit Points equal to the roll. Once you use this benefit, you can’t use it again until you finish a Short or Long Rest.
Monsters
Fizban's Treasury of Dragons
wears or carries the inhabited object, the shard can grant the creature the following benefits:
Each of the creature’s attacks deals an extra 1d8;{"diceNotation":"1d8", "rollType":"roll
Deflection. The shard’s AC includes its Intelligence modifier.
Incorporeal Movement. The shard can move through creatures and objects as if they were difficult terrain. If it ends its turn
Monsters
Phandelver and Below: The Shattered Obelisk
Multiattack. The ashenwight makes two Necrotic Shard attacks.
Necrotic Shard. Melee or Ranged Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Necrotic Shard"} to hit
, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4", "rollType":"damage", "rollAction":"Necrotic Shard", "rollDamageType":"necrotic"} necrotic damage. If the target is a
Magic Items
Keys from the Golden Vault
’s curse causes misfortune to befall you. When you roll a 1 on an attack roll, an ability check, or a saving throw, roll on the Shard Misfortunes table to determine the misfortune. For as long as
this misfortune lasts, no other shard misfortunes befall you.
Shard Misfortunes
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Misfortune"}
Misfortune
1
You accidentally
Monsters
Phandelver and Below: The Shattered Obelisk
Multiattack. The ashenwight makes two Necrotic Shard attacks. It also uses Psionic Crown if available.
Necrotic Shard. Melee or Ranged Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit
", "rollAction":"Necrotic Shard"} to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4", "rollType":"damage", "rollAction":"Necrotic Shard", "rollDamageType
Magic Items
Keys from the Golden Vault
even glimpse the scrawled pages invites madness.
Most believe the lich-god Vecna authored the Book of Vile Darkness. He recorded in its pages every diseased idea, every unhinged thought, and every
example of blackest magic he came across or devised. Vecna covered every vile topic he could, making the book a gruesome catalog of all mortal wrongs.
Other practitioners of evil have held the book and
Book of Vile Darkness
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
even glimpse the scrawled pages invites madness.
Most believe the lich-god Vecna authored the Book of Vile Darkness. He recorded in its pages every diseased idea, every unhinged thought, and every
example of blackest magic he came across or devised. Vecna covered every vile topic he could, making the book a gruesome catalog of all mortal wrongs.
Other practitioners of evil have held the book and
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
This flickering crystal holds the essence of an Outer Plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your
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
This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your
Resistance
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.
Guidance
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Monsters
Lost Laboratory of Kwalish
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
add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can use the inspiration die after the roll is made but before the DM says whether it succeeds or fails