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Returning 35 results for 'before being decide completed repeat'.
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Monsters
Bigby Presents: Glory of the Giants
stone. The affected target must repeat the saving throw at the end of its next turn. On a successful save, the effect ends on the target. On a failed save, the target has the petrified condition
while creating art might rise as a cairnwight and continue the work. Once the artwork is completed, the cairnwight remains as its undying guardian.
A cairnwight looks much like an emaciated stone
Pale Tincture (Ingested)
Legacy
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Equipment
A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24
creature can heal normally.
Ingested. A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose
Monsters
Lost Laboratory of Kwalish
decide that the target is too large for its head to be cut off by the devil’s claws. If removed, the shards lose their magical powers.
Local Teleportation-Field Bracelets. Local teleportation
poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Fire, PoisonCold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Spells
Acquisitions Incorporated
undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.
You can set the creature new tasks when a previous task is completed, or if you decide to end
Monsters
Mordenkainen Presents: Monsters of the Multiverse
only by that of the drow matron mother of the noble houses. Anyone they decide is at odds with the hierarchy faces painful interrogation and usually an excruciating death.Spectral Dagger (Recharges
", "rollDamageType":"force"} force damage.
The dagger lasts for 1 minute. As a bonus action on later turns, the drow can move the dagger up to 20 feet and repeat the attack against one creature within 5 feet of the dagger.
Monsters
Princes of the Apocalypse
5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of
, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see Marlos until the start of its next turn, when it can decide to avert its
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, and their authority is equaled only by that of the drow matron mother of the noble houses. Anyone they decide is at odds with the hierarchy faces painful interrogation and usually an excruciating death
damage.
The dagger lasts for 1 minute. As a bonus action on later turns, the drow can move the dagger up to 20 feet and repeat the attack against one creature within 5 feet of the dagger.
Aberrant Mind
Legacy
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Classes
Tasha’s Cauldron of Everything
manifestations of your might?
As an Aberrant Mind sorcerer, you decide how you acquired your powers. Were you born with them? Or did an event later in life leave you shining with psionic awareness? Consult the
.
3
You once suffered the dominating powers of an aboleth, leaving a psychic splinter in your mind.
4
You were implanted with a mind flayer tadpole, but the ceremorphosis never completed. And
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Ending the Adventure Although the training exercises were sabotaged, all the cadets completed enough of the session to receive their scores. The characters earn points in the training exercise as
effort) and tells them they’ll have a chance to repeat the exercise. (Unknown to the characters, though, the urgent mission presented in the next adventure will take priority.) Character Advancement The characters advance to 3rd level upon completing this adventure.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Play Style By building a new world (or adopting an existing one) and creating the key events that launch your campaign, you determined what your campaign is about. Next, you have to decide how you
bugbear lair. Don’t track money or time spent in town. Once they’ve completed a task, send the adventurers back into the action as quickly as possible. Character motivation need be no more developed than a desire to kill monsters and acquire treasure.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
you decide it’s appropriate, against a DC determined by the prevailing terrain, as shown on the Wilderness Navigation table. If the party is moving at a slow pace, the navigator gains a +5 bonus to
succeeds, the party travels in the desired direction without becoming lost. If the check fails, the party inadvertently travels in the wrong direction and becomes lost. The party’s navigator can repeat
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
rise as a cairnwight and continue the work. Once the artwork is completed, the cairnwight remains as its undying guardian. A cairnwight looks much like an emaciated stone giant. Its form is caked with
throw or take 26 (4d12) force damage and have the restrained condition as it begins to turn to stone. The affected target must repeat the saving throw at the end of its next turn. On a successful
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the best of its ability. You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
never were and repeat legends that glorify historic individuals, Nyxborn creatures of those stories might arise. Whether monsters, manifestations of long-dead mortals, or other beings, Nyxborn creatures
break the power of the gods. You can use the Nyxborn Monster Origin table to help you decide what brought a Nyxborn creature into existence. Nyxborn Monster Origin d6 Origin
1 A god created
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
High Road, the party can easily get to town. They may also decide to approach from a less conspicuous direction. Either way, they can get to the edge of town without being spotted. When they reach Leilon
in the next wave of the battle, as described below.) The characters start 500 feet from the priest. She has already completed enough of her ritual to summon the water elemental, and every four rounds
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
or until you use an action to dismiss it. When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties: Sound can’t pass through the
your choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
over the tunnel entrance. Any character in the tunnel must decide whether to stay or to flee, which requires a successful DC 10 Strength (Athletics) check. Characters who stay or who fail the check
a DC 15 Constitution saving throw or take 5 (1d10) poison damage and 5 (1d10) acid damage. While any affected creature remains in the tunnel, it must repeat the saving throw at the start of each of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, expansion, transportation, and weapon options available to the characters for their headquarters. The available upgrades can cover literally any features that you and the players decide on, but always keep
task of hiring contractors and starting construction. The length of time it takes for upgrades to be completed is up to you, but one to two months is reasonable. During that period, the characters have plenty of opportunity to engage in downtime activities and franchise tasks.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
you can use at any time. The Castellan can provide the characters with an illusory version of the poster map of the Outlands from Sigil and the Outlands. Then, the characters can decide where they wish
9th level before starting chapter 13. Levels in the Outlands Adventures Completed Advance to… In two gate-towns 7th level In four gate-towns 8th level In six gate-towns 9th level
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
are spooky romps not too different from typical D&D adventures. Others venture into more unsettling territory. You and the players should decide what level of intensity is right for your horror
seating? Do you have any other notes or concerns? Once you’ve completed this survey, distribute it to your players, give them a window of time to respond, then collect the results. Use this information to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
and referee. The DM creates adventures for the characters, who navigate its hazards and decide which paths to explore. The DM might describe the entrance to Castle Ravenloft, and the players decide what
adventurers grow in might as the campaign continues. Each monster defeated, each adventure completed, and each treasure recovered not only adds to the continuing story, but also earns the adventurers new
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
battle takes a turn in Initiative order. When everyone involved in the combat has had a turn, the round ends. Repeat this step until the fighting stops. Initiative Initiative determines the order of
same from round to round. Ties. If a tie occurs, the DM decides the order among tied monsters, and the players decide the order among tied characters. The DM decides the order if the tie is between a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
battle takes a turn in Initiative order. When everyone involved in the combat has had a turn, the round ends. Repeat this step until the fighting stops. Initiative Initiative determines the order of
same from round to round. Ties. If a tie occurs, the DM decides the order among tied monsters, and the players decide the order among tied characters. The DM decides the order if the tie is between a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
storyteller and referee. The DM creates adventures for the characters, who navigate its hazards and decide which paths to explore. The DM might describe the entrance to Castle Ravenloft, and the players decide
adventurers grow in might as the campaign continues. Each monster defeated, each adventure completed, and each treasure recovered not only adds to the continuing story, but also earns the adventurers
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
only by that of the drow matron mothers (also in this book) of the noble houses. Anyone they decide is at odds with the hierarchy faces painful interrogation and usually an excruciating death. Variant
turns, the drow can move the dagger up to 20 feet and repeat the attack against one creature within 5 feet of the dagger.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Tlincallis see themselves as great hunters. If a tlincalli tribe encounters a more powerful hunter, such as a blue dragon, the tribe’s leader must decide whether the group becomes obedient to the superior
succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. If it fails the saving throw by 5 or more, the target is also paralyzed while poisoned. The target 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->Dungeon Master’s Guide
, here are a few techniques you can use to get things moving again or bring the encounter to a speedy close. Don’t Repeat Game States When characters do something to change the tactical situation, don’t
of infernal flame, and a devil erupts from the ashes. You can also alter a monster’s stat block in subtle ways in the middle of combat; for example, you might decide that a monster flies into a frenzy
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
extremes outlined above (automatic detection of a direct approach or no detection of a silent and dark approach from the seaward side), you must judge the circumstances, decide on the probability of
on the area and attack any intruders. If the hole is completed, the ship takes on water and sinks after an hour if the hole remains unrepaired.
Crow’s Nest This area is not shown on the map but is
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
weaves his ritual and encourages the characters to follow the vampire to Pandemonium when they can. In this case, Kas lacks the completed Rod of Seven Parts. Adjust chapter 10 to reflect that Miska never
eventually defeat Kas, they learn where Vecna weaves his ritual and can proceed to chapter 11. The Characters Defeat Kas. If the characters defeat Kas, allow them to decide how to proceed. They might still
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might? As an Aberrant Mind sorcerer, you decide how you
. 4 You were implanted with a mind flayer tadpole, but the ceremorphosis never completed. And now its psionic power is yours. When you use it, your flesh shines with a strange mucus. 5 As a child, you
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
hostile. Whether the adventurers can shift a creature’s attitude is up to you. You decide whether the adventurers have successfully couched their statements in terms that matter to the creature
of an entirely different set of social interactions. 3. Charisma Check When the adventurers get to the point of their request, demand, or suggestion — or if you decide the conversation has run its
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
much food (in pounds) the character finds per day of the journey stage, then repeat the roll for water (in gallons). Do Players Need to Track Rations?
You might decide that tracking Rations is
course. You decide what this looks like: they might follow the wrong branch of a river, orient themselves to the wrong mountain peak on the horizon, or get turned around in the forest. As a baseline
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
Charisma saving throw or refuse to leave it. A creature affected by the magic is allowed another Wisdom saving throw every 24 hours while the magic persists. A creature can repeat the saving throw every
time it takes damage. If companions outside the area try to talk the creature into leaving, you can decide to allow the victim another saving throw. In any case, each time the saving throw is repeated
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
characters to decide their own course of action. The ambulatory vines are six astral blights (see the accompanying stat block). They focus their attacks on nearby commoners, ignoring the characters except for
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->Basic Rules (2014)
Creating Sentient Magic Items When you decide to make a magic item sentient, you create the item's persona in the same way you would create an NPC, with a few exceptions described here. Abilities A
follow the item's commands. If the wielder takes damage, it can repeat the saving throw, ending the effect on a success. Whether the attempt to control its user succeeds or fails, the item can't use this power again until the next dawn.






