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Returning 35 results for 'both before decide cover repeat'.
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Spells
Player’s Handbook
sealed by the Arcane Lock spell. In addition, you can cover up to ten doors with an illusion to make them appear as plain sections of wall.
Stairs. Webs fill all stairs in the warded area from top to
area:
Dancing Lights in four corridors, with a simple program that the lights repeat as long as Guards and Wards lasts
Magic Mouth in two locations
Stinking Cloud in two locations (the vapors
Magic Items
Dungeon Master’s Guide
Magic action and use a command word to activate it. It remains activated until you take a Magic action and repeat the command word to deactivate it.
Any creature other than you that sees its
Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Spells
Player’s Handbook
) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the
its trigger and choose whether it’s an explosive rune or a spell glyph, as explained below.
Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on
Spells
Player’s Handbook
You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10
symbol bears: Death, Discord, Fear, Pain, Sleep, or Stunning. Each one is explained below.
Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a
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
Monsters
Tomb of Annihilation
total cover from attacks and other effects outside the mantrap, and takes 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Engulf","rollDamageType":"acid"} acid damage at the start of
on its turns to get as close to the mantrap as possible. An affected target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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.
Guards and Wards
Legacy
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Spells
Basic Rules (2014)
doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor
four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.
Place magic mouth in two locations.
Place stinking cloud in two locations. The vapors
Tarrasque
Legacy
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Monsters
Basic Rules (2014)
saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, ending the effect on
swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6);{"diceNotation":"16d6","rollType":"damage
Glyph of Warding
Legacy
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Spells
Basic Rules (2014)
be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from
spell save DC to be found.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing
Symbol
Legacy
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Spells
Basic Rules (2014)
, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place
(Investigation) check against your spell save DC to find it.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
":"recharge", "rollAction":"Tendrils of Slumber"}. The nightmare haunt creates spectral tendrils that cover the ground in a 20-foot square that it can see within 30 feet of itself for 1 minute or until it
must repeat the saving throw. On a failed save, it has the unconscious condition instead of the restrained condition caused by the tendrils. On a successful save, the effect ends on the creature. An
Monsters
Mordenkainen Presents: Monsters of the Multiverse
at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claw. Melee Weapon Attack: +15
. Each creature within 30 feet of him that isn’t a devil must succeed on a DC 22 Wisdom saving throw or become frightened of him for 1 minute. A creature can repeat the saving throw at the end of
compendium
- Sources->Dungeons & Dragons->One-Shot Wonders: Holiday Adventure Pack
decide whether to press on and take damage, or take cover and lose 30 minutes. The party cross a frozen lake, which breaks as they drive. If they fall overboard as the sleigh lurches, they take cold damage and lose 30 minutes.
Monsters
Icewind Dale: Rime of the Frostmaiden
trapped in the crystal, which is immovable. If the saving throw succeeds, the crystal shatters and nothing else happens. A creature trapped in the crystal is stunned, has total cover against attacks and
creature can repeat the saving throw at the end of each of its turns, freeing itself on a success. The creature is also freed if the crystal is destroyed, which is a Tiny object with AC 18, 9 hit points
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Areas of Effect Spells such as burning hands and cone of cold cover an area, allowing them to affect multiple creatures at once. A spell's description specifies its area of effect, which typically
imaginary lines, an obstruction must provide total cover. Cone A cone extends in a direction you choose from its point of origin. A cone's width at a given point along its length is equal to that
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
of weird fungi cover large sections of the floor in this cavern. The growth includes puffballs a foot across, weird shelf fungus growing on stalagmites, and large stalks and caps a good five feet
or a light source. Poison Gas. Whenever a creature attempts to cross the cavern, the carpets of fungi that cover most of the floor release poisonous gas into the air. Each creature in the cavern must
Ancient Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.The dragon can take 3 legendary actions, choosing from the options below. Only one legendary
poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Making their lairs in the depths of the Underdark, deep dragons are nightmarish
Orc
Legacy
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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
chief can plan where to send raiders next.
The territory that orc war parties cover can extend for many miles around the lair, and any encampment or settlement of elves, dwarves, or humans in that
Adult Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can
. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Making their lairs in the depths of the Underdark, deep dragons are
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->Player's Handbook (2014)
Areas of Effect Left to Right: Line, Cone, Cube, Sphere, Cylinder
*Point of Origin Spells such as burning hands and cone of cold cover an area, allowing them to affect multiple creatures at once
, that location isn’t included in the spell’s area. To block one of these imaginary lines, an obstruction must provide total cover, as explained in chapter 9. Cone A cone extends in a direction you choose
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
many minions join a group attack. For instance, if five minions surround a target, the GM may decide to have all five attack at once to speed up combat, or may break up the attacks among smaller groups
disadvantage on the attack roll. Otherwise, the attack is made without advantage or disadvantage. Cover and Concealment If a target has cover or concealment from some but not all minions, the GM should divide
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->Waterdeep: Dragon Heist
the crowd on foot. Any creature in the crowd has half cover, and any attack that misses the creature because of the cover hits an innocent commoner instead. If Willifort is incapacitated, a raven
into the tunnel can hear the sounds of splashing water and children’s voices in the distance and might decide to follow them. (The children are holding hands in the dark and being guided by Squiddly
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, has total cover from attacks and other effects outside the mantrap, and takes 14 (4d6) acid damage at the start of each of the target’s turns. If the mantrap dies, the creature inside it is no longer
. Any beast or humanoid within the area must succeed on a DC 11 Wisdom saving throw or be forced to use all its movement on its turns to get as close to the mantrap as possible. An affected 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->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
it’s not rising in a straight line. Cloud cover might even make it look as though it were broken into multiple pieces. After an hour, the Spire returns to normal. 2 A kolyarut (see Morte’s Planar Parade
) arrives to interview the characters about their strange situation. It seeks information so greater powers in Mechanus can decide whether they want to blame the characters for their reality-defying
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->Player’s Handbook
can cover up to ten doors with an illusion to make them appear as plain sections of wall. Stairs. Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These strands regrow
program that the lights repeat as long as Guards and Wards lasts Magic Mouth in two locations Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
can cover up to ten doors with an illusion to make them appear as plain sections of wall. Stairs. Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These strands regrow
program that the lights repeat as long as Guards and Wards lasts Magic Mouth in two locations Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
does producing something that would pique the Black Earth cultists’ interest. If admitted, the characters are escorted to Qarbo so that he can decide what to do with them (see “Audience with Qarbo” in
area M9). Disguises The Sacred Stone monks normally wear hooded robes and gargoyle masks made of gilded tin that cover their faces. If the characters acquire these articles, they can don the monks






