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Returning 35 results for 'before bad defusing conjure repeat'.
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Spells
Player’s Handbook
You conjure a vine that sprouts from a surface in an unoccupied space that you can see within range. The vine lasts for the duration.
Make a melee spell attack against a creature within 30 feet of
save DC). The vine can grapple only one creature at a time, and you can cause the vine to release a Grappled creature (no action required).
As a Bonus Action on your later turns, you can repeat the
Monsters
The Wild Beyond the Witchlight
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Campestris are happy-go-lucky mushroom-like creatures with few cares or worries. They
are captivated by music, though they can’t distinguish a well-played performance from a bad one. If anyone plays an instrument or sings in the campestris’ vicinity, the little creatures will
Monsters
The Wild Beyond the Witchlight
in the area must make a DC 10 Wisdom saving throw. On a failed save, the creature is incapacitated and its speed is halved, both for 1 minute. A creature can repeat the saving throw at the end of each
distinguish a well-played performance from a bad one. If anyone plays an instrument or sings in the campestris’ vicinity, the little creatures will happily sing along, each in an obnoxiously nasal
Spells
Elemental Evil Player's Companion
You conjure up a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell’s
sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.
The sphere can restrain as many as
Monsters
Locathah Rising
, mirror image*, misty step*, pass without trace, protection from poison3rd level (3 slots): conjure animals, dispel magic, tidal wave, water breathing*, water walk*4th level (3 slots): charm monster
, control water*, dominate beast, freedom of movement*, watery sphere5th level (2 slot): conjure elemental*, maelstrom,scrying*, tree stride6th level (1 slot): heal7th level (1 slot): plane shift
Monsters
Vecna: Eve of Ruin
", "rollAction":"Phantom Deathwolf", "rollDamageType":"psychic"} psychic damage to the target at the start of each of the target’s turns. A frightened target can repeat the saving throw at the end of
mind-bending phantoms the deathwolf can conjure.
Deathwolves in Dragonlance
On the world of Krynn, deathwolves are associated with Lunitari, Krynn’s red moon and the god of neutral magic. The
Backgrounds
Guildmasters’ Guide to Ravnica
messenger, calm emotions, warding bond
3rd
plant growth, speak with plants
4th
aura of life, conjure minor elementals
5th
awaken, commune with nature
conclave has a deeper connection to the Worldsoul than I do.
6
I’m trying to atone for the life of crime I led before I joined the Selesnya, but I find it hard to give up my bad habits
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
who serve Yurtrus and Shargaas. Some are sent forth into the cities dominated by humans, on dark missions. Beware them.
— Elminster
Search, Destroy, Repeat
When a tribe is on the move, orc
everywhere in the world around them, and the priests of a tribe are entrusted with the responsibility of identifying these signs and omens — both good and bad — and deciding how the tribe should
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
, green, gray, and death slaadi requires a successful DC 12 Intelligence (Arcana) check. Defusing Slaad Confrontations. Writing short essays about commonly accepted ways to keep slaadi calm during
fireballs and magical flames at its foes.
Death slaadi are rumored to have a stench so bad it can be deadly. In reality, they can cast the cloudkill spell.
Inexperienced scholars and adventurers
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Grasping Vine Level 4 Conjuration (Druid, Ranger) Casting Time: Bonus Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You conjure a vine that sprouts from a
creature at a time, and you can cause the vine to release a Grappled creature (no action required). As a Bonus Action on your later turns, you can repeat the attack against a creature within 30 feet of the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Watery Sphere 4th-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S, M (a droplet of water) Duration: Concentration, up to 1 minute You conjure up a sphere of water with a 5
turns, a restrained target can repeat the saving throw, ending the effect on itself on a success. The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Watery Sphere 4th-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S, M (a droplet of water) Duration: Concentration, up to 1 minute You conjure up a sphere of water with a 5
turns, a restrained target can repeat the saving throw, ending the effect on itself on a success. The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the
Magic Items
Infernal Machine Rebuild
of the conjuration school, as follows:
1/day: conjure animals, summon lesser demons
1/7 days: conjure minor elementals, conjure woodland beings, summon greater demon
1/month: conjure elemental
, conjure fey
Wish. The Infernal Machine has the ability to bend the nature of reality, with the proper combination of controls recreating the effect of a wish spell (including all side effects). Due to
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
without trace, protection from poison
3rd level (3 slots): conjure animals, dispel magic, tidal wave, water breathing*, water walk*
4th level (3 slots): charm monster, control water*, dominate
beast, freedom of movement*, watery sphere
5th level (2 slot): conjure elemental*, maelstrom, scrying*, tree stride
6th level (1 slot): heal
7th level (1 slot): plane shift
*Circle spells don’t
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Campestris Campestris are happy-go-lucky mushroom-like creatures with few cares or worries. They are captivated by music, though they can’t distinguish a well-played performance from a bad one. If
failed save, the creature is incapacitated and its speed is halved, both for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
victims more susceptible to the mind-bending phantoms the deathwolf can conjure. DEATHWOLVES IN DRAGONLANCE
On the world of Krynn, deathwolves are associated with Lunitari, Krynn’s red moon and the god of
target at the start of each of the target’s turns. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Reactions
The
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
seems like a transparently bad idea. What were those giants thinking?
—Bigby
And yet, can we fairly say that the existence of fensirs is “transparently bad”? Some might argue they are a
significant improvement over trolls. At the very least, the diversity of life in the multiverse increased, and new wonders were revealed. That’s only bad if you think a small universe that fits within your
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
) and a humanoid (usually a human). Cambions inherit aspects of both parents, but their horns, leathery wings, and sinewy tails are hallmarks of their otherworldly parentage. Born to Be Bad. Cambions
or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target’s saving throw is successful, or if the effect ends for it, the creature is immune to the cambion’s Fiendish Charm for the next 24 hours.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
contest. Repeat these rolls for every 10 minutes a character participates in the fish catch. After 30 minutes, the contest ends and a winner is determined. Fish to Catch d20 Catch DC Fish 1–3
character an exceptionally crafted fishing pole carved with kingfishers, worth 50 gp. Additionally, for the rest of the day, the villagers laud the character with congratulations and free drinks. Repeat
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
place, and gives it an iron token that it can use to confide in her. Over time, “Granny” convinces the child that it’s okay to have bad thoughts and do bad deeds — starting with breaking things or
wandering outside without permission, then graduating to pushing someone down the stairs or setting a house on fire. Sooner or later, the child’s family and community become terrified of the “bad seed” and
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
action. If the nightmare dies, it reforms in the Nine Hells within 24 hours, after which you can summon it again. The tack doesn’t conjure a nightmare; one must first be subdued so the tack can be
the narzugon for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that makes a successful saving throw is immune to
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that makes a successful saving throw is immune to this narzugon’s Terrifying
, or until you dismiss it as an action. If the nightmare dies, it reforms in the Nine Hells within 24 hours, after which you can summon it again.
The tack doesn’t conjure a nightmare from thin air; one
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
let her go, she returns to the tower 3d10 hours later with a squealing boar tucked under one arm. Moog has had some bad experiences with small folk in the past. Her inclination is to attack if
characters and attacks them if they don’t continually renew their promise to help her and give her food. Whenever Moog awakens after a long rest, she forgets who the characters are and attacks them, whereupon a character must repeat the Charisma (Persuasion) check to regain her trust.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
wanted anything more than to stop Vecna’s ritual. Chasing Kas Before Kas fled the sanctum, he muttered a phrase both Alustriel and Tasha overheard: “Finally, it ends in Pandesmos.” The women repeat
. Alustriel correctly supposes that Kas plans to find Vecna and co-opt the lich-god’s ritual to become the most powerful being in existence. This outcome is as bad as Vecna ruling the multiverse, as far as
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
last night by a loud crash. According to the smith, a crystalline vine burst out of the ground and punched a hole through the roof of his neighbor’s bakery. “Must be divine punishment for the bad pies
characters defeat a group of blights, a new wave appears; repeat the die roll to see how many more blights arrive. With the appearance of each new wave, it should become increasingly obvious to the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
17 Constitution saving throw or fall unconscious, lulled into that state by a soothing psionic vibration that the ulitharid produces. A creature that succeeds on the saving throw must repeat it at the
it, the creature can repeat the DC 17 Constitution saving throw at the end of each of its turns, waking on a success. The creature also awakens if it takes damage in the real world, but not if it
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
of their lives. Fortunately for humanity and the rest of the world, such an occurrence is rare. Rarer still, but not unheard of, is for a hag to repeat this process twice or more in short succession
on rare magic to the hag’s daughter. THE RULE OF THREE
They say that things come in threes. Good things. Bad things. Strange things. Hags and purveyors of witchcraft embrace the Rule of Three, as it
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
isn’t really interested in the answer; he’s looking to see how the character reacts. A character who reacts in a nonthreatening manner can repeat the check. If the character wins the contest, Storn’s
to bad taste, with its purple velvet curtains and scented candles in gaudy candelabras. In the middle of the room is a table with a large aquarium tank resting atop it. The aquarium contains a coral
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
efforts to undercut Acquisitions Incorporated’s reputation and success. Dagdra has made a lot of bad choices in her life, from leaving her church to joining Dran Enterprises and getting stuck with
their story. Fortunately, Dagdra is open to reconsidering her life choices and allegiances — and is having a really bad day. If the characters agree to help her complete her tasks, she reveals the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Giants The giants presented here are more powerful than others of their kind, either because their gods have shown them favor or because fate has dealt them a bad hand and forced them to seek out
. On a failed save, the creature is charmed by the giant. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
characters must enter all four pools, whether the outcome is good or bad. When a character is submerged in the last pool, a silver key studded with polished red garnets appears in midair in the center of
successful DC 15 Intelligence (Investigation) check. When a creature steps into the area, the runes conjure up a swirling cloud of green dye that covers each creature in the area that fails a DC 15
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
they risk a bad performance taking on malevolent life. A character who succeeds on a DC 13 Charisma (Performance) check causes any existing shadows to wink out and new shadows to replace them and
repeat the tune for 2d4 days. On a failed check, the shadows solidify and become malevolent, taking the form of 1d4 + 1 wraiths that attack anyone they can catch. These wraiths automatically fail Dexterity
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the first time must succeed on a DC 18 Wisdom saving throw or have the frightened condition, as the darkness and eerie sounds conjure up the creature’s deepest fears. The frightened condition ends on
the creature when it leaves the room. While frightened in this way, a creature takes 11 (2d10) psychic damage for every 5 feet it moves. After taking this damage, the creature can repeat the saving
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
narcotic, lotus dreams can she conjure up the face of her dead love. Characters can discover Zalkoré’s tragic story by interpreting carvings throughout the garden. If that makes them sympathetic toward
can repeat the saving throw at the end of each hour, ending the effect on itself on a success. If any saving throw after the initial one fails by 5 or more, the creature falls unconscious and remains so
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
ultimately betrayed by sycophantic nobles and guildmasters in Waterdeep, doesn’t want a repeat of those events in Neverwinter. Thus, he levies heavy taxes against the wealthy, preventing noble
about the dark halls of the keep like a bad smell. The keep had a small garrison once, but only Amrath remains. The keep is nestled among old pine trees on a hilltop overlooking the sleepy village. The






