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"In cases where the outcome of an action is uncertain, the Dungeons & Dragons game relies on rolls of a 20-sided die, a d20, to determine success or failure. [...] Roll a d20 and add the relevant modifier. This is typically the modifier derived from one of the six ability scores, and it sometimes includes a proficiency bonus to reflect a char­acter's particular skill. [...] If the total equals or exceeds the target number, the ability check, attack roll, or saving throw is a success. Otherwise, it's a failure. The target number for an ability check or a saving throw is called a Difficulty Class (DC). The target number for an attack roll is called an Armor Class (AC)." Player's Handbook, Introduction, pg. 6-7

"Legendary Resistance [5]/Day: If [a] lich fails a saving throw, it can choose to succeed instead."MM, pg. 202

"The notation "X/Day" means a special ability can be used X number of times and that a monster must finish a long rest to regain expended uses. For example, "1/Day" means a special ability can be used once and that the monster must finish a long rest to use it again." Monster Manual, pg. 11

"Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends. [...] You can't concentrate on two spells at once. [...] Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon's breath, you make a separate saving throw for each source of damage." Player's Handbook, Chapter 10 (Spellcasting, pg. 203)

"Every spell has a level from 0 to 9. A spell's level is a general indicator of how powerful it is[.] [...] When a character casts a spell, he or she expends a slot of that spell's level or higher, effectively 'filling' a slot with the spell. [...] Finishing a long rest restores any expended spell slots." Player's Handbook, Chapter 10 (Spellcasting, pg. 201)

"This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.

The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls d100 and consults the table.

Familiarity Mishap Similar Area Off Target On Target
Permanent circle - - - 01-100
Associated object - - - 01-100
Very familiar 01-05 06-13 14-24 25-100
Seen casually 01-33 34-43 44-53 54-100

"The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of a combat 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." - D&D Player's Handbook, 5th Edition, Chapter 9 ("Combat"), pg. 189

"Every cultist spends hours in silent meditation, hoping to hear their long-dead master whisper a commandment from beyond the veil. For most, this meditation is fruitless. But some do hear the whispers. In the silence of their meditation, the spectral voice of the Whispered One worms its way into their emptied minds, filling their heads with words of power. Fragments of the Whispered One's ancient arcane might boils within their blood, granting them spells unseen since the Age of Arcanum." Critical Role: Tal'dorei Campaign Setting, Chapter IV ("Allies and Adversaries"), pg. 138

"Frodo took it from his breeches-pocket, where it was clasped to a chain that hung from his belt. He unfastened it and handed it slowly to the wizard. It felt suddenly very heavy, as if either it or Frodo himself was in some way reluctant for Gandalf to touch it. Gandalf held it up. It looked to be made of pure and solid gold. ‘Can you see any markings on it?’ he asked. ‘No,’ said Frodo. ‘There are none. It is quite plain, and it never shows a scratch or sign of wear.’ ‘Well then, look!’ To Frodo’s astonishment and distress the wizard threw it suddenly into the middle of a glowing corner of the fire. Frodo gave a cry and groped for the tongs; but Gandalf held him back. ‘Wait!’ he said in a commanding voice, giving Frodo a quick look from under his bristling brows. No apparent change came over the ring. After a while Gandalf got up, closed the shutters outside the window, and drew the curtains. The room became dark and silent, though the clack of Sam’s shears, now nearer to the windows, could still be heard fa

  • "Then Tom put the Ring round the end of his little finger and held it up to the candlelight. For a moment the hobbits noticed nothing strange about this. Then they gasped. There was no sign of Tom disappearing! Tom laughed again, and then he spun the Ring in the air - and it vanished with a flash. Frodo gave a cry - and Tom leaned forward and handed it back to him with a smile." Book One, Chapter VII ("In the House of Tom Bombadil"), pg. 130

"Bilbo drew his hand over his eyes. I am sorry,’ he said. ‘But I felt so queer. And yet it would be a relief in a way not to be bothered with it any more. It has been so growing on my mind lately. Sometimes I have felt it was like an eye looking at me. And I am always wanting to put it on and disappear, don’t you know; or wondering if it is safe, and pulling it out to make sure. I tried locking it up, but I found I couldn’t rest without it in my pocket. I don’t know why. And I don’t seem able to make up my mind.’" Book One, Chapter I ("A Long-Expected Party"), pg. 34