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Returning 35 results for 'before beyond down carried repeat'.
Spells
Player’s Handbook
You implant a message within an object in range—a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn’t being worn or carried by
spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.
The trigger can be as general or as detailed as you like, though it must be based on visual
Spells
Player’s Handbook
repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you
instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any
Telekinesis
Legacy
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Spells
Basic Rules (2014)
. You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell
contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic
Monsters
Planescape: Adventures in the Multiverse
. Nonmagical objects and vegetation in that area that aren’t being worn or carried crumble to dust. Each creature in that area must make a DC 14 Constitution saving throw. On a failed save, a
. While the creature is in this state, attack rolls against it have advantage. On a successful save, a creature takes half as much damage only. A weakened creature can repeat the saving throw at the
Monsters
Planescape: Adventures in the Multiverse
. Nonmagical objects and vegetation in that area that aren’t being worn or carried crumble to dust. Each creature in that area must make a DC 17 Constitution saving throw. On a failed save, a
stream. While the creature is in this state, attack rolls against it have advantage. On a successful save, a creature takes half as much damage only. A weakened creature can repeat the saving throw at the
Magic Mouth
Legacy
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Spells
Basic Rules (2014)
You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature
after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.
The triggering circumstance can be as general or as detailed as you like, though it must be based on
Mindwitness
Legacy
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Monsters
Volo's Guide to Monsters
:
1. Aversion Ray. The targeted creature must make a DC 13 Charisma saving throw. On a failed save, the target has disadvantage on attack rolls for 1 minute. The target can repeat the saving throw at
repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3. Psychic Ray. The target must succeed on a DC 13 Intelligence saving throw or take 27 (6d8
Monsters
Waterdeep: Dungeon of the Mad Mage
target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
2. Fear Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or be
frightened 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.
3. Enervation Ray. The targeted creature must make a DC 14
Monsters
Tales from the Yawning Portal
saving throw or be paralyzed 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.
Fear Ray. The targeted creature must succeed
on a DC 14 Wisdom saving throw or be frightened 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.
Slowing Ray. The
Beholder
Legacy
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Monsters
Monster Manual (2014)
succeed on a DC 16 Constitution saving throw or be paralyzed 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.
Fear
Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself
Death Tyrant
Legacy
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Monsters
Monster Manual (2014)
.
Paralyzing Ray. The targeted creature must succeed on a DC 17 Constitution saving throw or be paralyzed 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.
Fear Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of
Monsters
Fizban's Treasury of Dragons
;re being worn or carried. Each targeted creature must succeed on a DC 26 Strength saving throw or be restrained in the greatwyrm’s telekinetic grip. At the end of a creature’s turn, it can
repeat the saving throw, ending the effect on itself on a success.
At the end of the greatwyrm’s turn, it can move each creature or object it has in its telekinetic grip up to 60 feet in any
Monsters
Fizban's Treasury of Dragons
;re being worn or carried. Each targeted creature must succeed on a DC 26 Strength saving throw or be restrained in the greatwyrm’s telekinetic grip. At the end of a creature’s turn, it can
repeat the saving throw, ending the effect on itself on a success.
At the end of the greatwyrm’s turn, it can move each creature or object it has in its telekinetic grip up to 60 feet in any
Monsters
Fizban's Treasury of Dragons
;re being worn or carried. Each targeted creature must succeed on a DC 26 Strength saving throw or be restrained in the greatwyrm’s telekinetic grip. At the end of a creature’s turn, it can
repeat the saving throw, ending the effect on itself on a success.
At the end of the greatwyrm’s turn, it can move each creature or object it has in its telekinetic grip up to 60 feet in any
Monsters
Fizban's Treasury of Dragons
;re being worn or carried. Each targeted creature must succeed on a DC 26 Strength saving throw or be restrained in the greatwyrm’s telekinetic grip. At the end of a creature’s turn, it can
repeat the saving throw, ending the effect on itself on a success.
At the end of the greatwyrm’s turn, it can move each creature or object it has in its telekinetic grip up to 60 feet in any
Monsters
Fizban's Treasury of Dragons
;re being worn or carried. Each targeted creature must succeed on a DC 26 Strength saving throw or be restrained in the greatwyrm’s telekinetic grip. At the end of a creature’s turn, it can
repeat the saving throw, ending the effect on itself on a success.
At the end of the greatwyrm’s turn, it can move each creature or object it has in its telekinetic grip up to 60 feet in any
Monsters
Planescape: Adventures in the Multiverse
":"recharge", "rollAction":"Time Breath"}. The dragon exhales a wave of shimmering light in a 60-foot cone. Nonmagical objects and vegetation in that area that aren’t being worn or carried crumble to
poisoned condition. On a successful save, a creature takes half as much damage only. A weakened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself after it
Monsters
Quests from the Infinite Staircase
save, the target takes half as much damage only.
The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.The oldest vegepygmies in a colony
fungus rumored to have originated from beyond the stars.
Vegepygmies gather in small bands, communicating with a combination of gestures, hisses, and rhythmic taps. While vegepygmies can sustain
Monsters
Phandelver and Below: The Shattered Obelisk
stunned condition for 1 minute. A stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting (Psionics). The mind flayer casts one
monster, plane shift (self only), true seeingSome mind flayers dedicate their lives to channeling abstruse truths from beyond reality. This insight gives them preternatural senses and allows them to
Monsters
Planescape: Adventures in the Multiverse
. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting. The septon casts one of the following spells, requiring no
, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.Lightning, Psychic
Control Water
Legacy
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Spells
Basic Rules (2014)
. As an action on your turn, you can repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area
and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing
Androsphinx
Legacy
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Monsters
Basic Rules (2014)
that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Second
Roar. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns
Monsters
Out of the Abyss
target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be
frightened 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.
4. Slowing Ray. The targeted creature must succeed on a DC 16
Monsters
Mordenkainen Presents: Monsters of the Multiverse
can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
2: Fear Ray. The targeted creature must succeed on a DC 13 Wisdom saving throw or be frightened
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.
3: Psychic Ray. The target must succeed on a DC 13 Intelligence saving
Wand of Wonder
Legacy
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Magic Items
Basic Rules (2014)
normal size and remains overgrown for 1 minute.
63-65
An object of the GM's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target
can see must succeed on a DC 15 Constitution saving throw or become blinded 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
Monsters
Vecna: Eve of Ruin
condition for 1 minute. While poisoned in this way, a creature can’t regain hit points. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on
save or half as much damage on a successful one. Nonmagical objects in the area that aren’t being worn or carried take 44 (8d10);{"diceNotation":"8d10", "rollType":"damage", "rollAction
Monsters
Van Richten’s Guide to Ravenloft
(10d10);{"diceNotation":"10d10","rollType":"damage","rollAction":"Implacable Advance","rollDamageType":"bludgeoning"} bludgeoning damage if it isn’t being worn or carried.
Rapid Shaping (Costs 3
masterpiece at the scenes of its crimes.
3
Avatar. The killer sacrifices its victims, believing it’s a manifestation of a deity or force beyond morality.
4
Doctor. The killer
Monsters
Planescape: Adventures in the Multiverse
Breath"}. The dragon exhales a wave of shimmering light in a 90-foot cone. Nonmagical objects and vegetation in that area that aren’t being worn or carried crumble to dust. Each creature in that area
creatures have resistance to all damage it deals. On a successful save, the creature takes half as much damage only. A weakened creature can repeat the saving throw at the end of each of its turns, ending
Animate Objects
Legacy
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Spells
Basic Rules (2014)
Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects
speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining
Monsters
Waterdeep: Dragon Heist
Constitution saving throw or be paralyzed 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.
Flame Tongue. Melee Weapon Attack
disappears.
Release a 60-foot line of silver fire that is 5 feet wide or a 30-foot cone of silver fire. Objects in the area that aren’t being worn or carried take 26 (4d12);{"diceNotation
Monsters
Adventure Atlas: The Mortuary
its own. On a successful save, the target takes half as much damage only. An incapacitated target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
calls throughout Sigil and the planes beyond.
The vagaries of undeath make spirits difficult to predict. Nevertheless, exorcists are well equipped for their work. Molded by experiences with
Monsters
Mordenkainen Presents: Monsters of the Multiverse
hopelessness.
Star Spawn
The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms alien to mortal life. Some are so hostile that even a moment
repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Cult of Borem of the Lake of Boiling Mud
Borem’s Embrace (1/Day). The cultist touches one
Monsters
Mordenkainen Presents: Monsters of the Multiverse
summon these creatures to serve as guards and assassins, two roles at which they excel.
Star Spawn
The Material Plane represents only one small part of the multiverse. Beyond the best-known planes
":"necrotic"} necrotic damage and be poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Cult of Borem of
Monsters
Princes of the Apocalypse
’t being worn or carried ignite. A creature also takes 17 (5d6);{"diceNotation":"5d6","rollType":"damage","rollAction":"Fire Aura","rollDamageType":"fire"} fire damage if it touches Imix or hits
initiative count 20 of the next round. Creatures and objects within or beyond the smoke are heavily obscured. A creature that enters the cloud of embers for the first time on a turn or starts its turn
Moonblade
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
first rune always grants a +1 bonus to attack and damage rolls made with this magic weapon. Each rune beyond the first grants the moonblade an additional property. The DM chooses each property or
can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can’t be used again until you take a short rest while attuned to the weapon






