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                        Returning 35 results for 'call which repeat'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Dungeon Masterâs 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
                                                
                                            
                                                
                                                     or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirrorâs surface. You and the creature can then communicate.
In a similar
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmastersâ Guide to Ravnica
                                                    
                                                
                                            
                                                    . Rakdos has advantage on saving throws against spells and other magical effects.
Magic Weapons. Rakdosâs weapon attacks are magical.Multiattack. Rakdos makes two attacks with his Curtain-Call Scythe
                                                
                                            
                                                
                                                     or his claws.
Curtain-Call Scythe. Melee Weapon Attack: +15;{"diceNotation":"1d20+15","rollType":"to hit","rollAction":"Curtain"} to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8);{"diceNotation
                                                
                                            
                                        
                                                     Monsters
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     Burst","rollDamageType":"poison"} poison damage at the start of each of its turns. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success.Deep in the
                                                
                                            
                                                
                                                     by what they call life essence: the ubiquitous energy that runs through living things.
Witherbloom students learn how to concoct magical potions and talismans, in addition to their spellcasting
                                                
                                            
                                        
                                                     Monsters
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    );{"diceNotation":"1d6","rollType":"damage","rollAction":"Wither Burst","rollDamageType":"poison"} poison damage at the start of each of its turns. The target can repeat the save at the end of each of
                                                
                                            
                                                
                                                    âstudy the cycle of life and death. Their magic is fueled by what they call life essence: the ubiquitous energy that runs through living things.
Witherbloom students learn how to concoct
                                                
                                            
                                        
                                                     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 isnât 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
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     repeat the saving throw, ending the effect on itself on a success.
At the end of the greatwyrmâs turn, it can move each creature or object it has in its telekinetic grip up to 60 feet in any
                                                
                                            
                                                
                                                    âs lair.
SARDIORâS GREATWYRMS
Five gem greatwyrms call themselves the thanes of Sardior and believe themselves responsible for preserving the memory of their long-lost progenitor. These
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     repeat the saving throw, ending the effect on itself on a success.
At the end of the greatwyrmâs turn, it can move each creature or object it has in its telekinetic grip up to 60 feet in any
                                                
                                            
                                                
                                                    âs lair.
SARDIORâS GREATWYRMS
Five gem greatwyrms call themselves the thanes of Sardior and believe themselves responsible for preserving the memory of their long-lost progenitor. These
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     repeat the saving throw, ending the effect on itself on a success.
At the end of the greatwyrmâs turn, it can move each creature or object it has in its telekinetic grip up to 60 feet in any
                                                
                                            
                                                
                                                    âs lair.
SARDIORâS GREATWYRMS
Five gem greatwyrms call themselves the thanes of Sardior and believe themselves responsible for preserving the memory of their long-lost progenitor. These
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     cultivated around her home. However, should Asteria call for her aid, Euryale would venture across the multiverse without hesitation, battling tooth and nail to protect her sister.
Euryale has the
                                                
                                            
                                                
                                                    . The restrained creature must repeat the saving throw at the end of its next turn. On a failed save, it has the petrified condition, and on a successful save, the effect ends on it, The petrification
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     repeat the saving throw, ending the effect on itself on a success.
At the end of the greatwyrmâs turn, it can move each creature or object it has in its telekinetic grip up to 60 feet in any
                                                
                                            
                                                
                                                    âs lair.
SARDIORâS GREATWYRMS
Five gem greatwyrms call themselves the thanes of Sardior and believe themselves responsible for preserving the memory of their long-lost progenitor. These
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     repeat the saving throw, ending the effect on itself on a success.
At the end of the greatwyrmâs turn, it can move each creature or object it has in its telekinetic grip up to 60 feet in any
                                                
                                            
                                                
                                                    âs lair.
SARDIORâS GREATWYRMS
Five gem greatwyrms call themselves the thanes of Sardior and believe themselves responsible for preserving the memory of their long-lost progenitor. These
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     Zorak's requests or actions in the most favorable way it can, and it is a willing target for Zorak's bite attack.
Each time Zorak or Zorak's companions do anything harmful to the target, it can repeat the
                                                
                                            
                                                
                                                    ;rats, provided that the sun isn't up. While outdoors, Zorak can call 3d6;{"diceNotation":"3d6","rollType":"roll","rollAction":"Children of the Night"} wolf;wolves instead. The called creatures arrive
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    Devotionâs Call (1/Day). The medusa can cast the Resurrection spell, requiring no material components and using Wisdom as the spellcasting ability.
Legendary Resistance (4/Day). If the medusa
                                                
                                            
                                                
                                                     restrained creature must repeat the saving throw at the end of its next turn. On a failed save, it has the petrified condition, and on a successful save, the effect ends on it. The petrification lasts
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Keresta is destroyed, is on a different plane of existence than
                                                
                                            
                                                
                                                     of bats;swarms of bats or swarm of rats;rats, provided that the sun isn't up. While outdoors, Keresta can call 3d6;{"diceNotation":"3d6","rollType":"roll","rollAction":"Children of the Night"} giant
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     and actions in the most favorable way and lets Strahd bite it.
Each time Strahd or his companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a
                                                
                                            
                                                
                                                    ât up. While outdoors, Strahd can call 3d6;{"diceNotation":"3d6","rollType":"roll","rollAction":"Children of the Night"} wolf;wolves instead. The called creatures arrive in 1d4;{"diceNotation":"1d4
                                                
                                            
                                        
                                                    Kraken Priest
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Monsters
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    , darkness, water breathing, water walk
1/day each: call lightning, Evard's black tentaclesThunderous Touch. Melee Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Thunderous Touch
                                                
                                            
                                                
                                                     Abyssal, Infernal, or Primordial) must succeed on a DC 14 Charisma saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
                                                
                                            
                                        
                                                     Spells
                                                    Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                    You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion
                                                
                                            
                                                
                                                     creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the
                                                
                                            
                                        
                                                    Vampire Warrior
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     attack.
Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours
                                                
                                            
                                                
                                                    ;{"diceNotation":"2d4","rollType":"roll","rollAction":"Children of the Night"} swarm of bats;swarms of bats or swarm of rats;rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6
                                                
                                            
                                        
                                                    Vampire
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    , it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target
                                                
                                            
                                                
                                                    ;swarms of bats or swarm of rats;rats, provided that the sun isnât up. While outdoors, the vampire can call 3d6;{"diceNotation":"3d6","rollType":"roll","rollAction":"Children of the Night"} wolf
                                                
                                            
                                        
                                                    Vampire Spellcaster
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the
                                                
                                            
                                                
                                                    ","rollType":"roll","rollAction":"Children of the Night"} swarm of bats;swarms of bats or swarm of rats;rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6;{"diceNotation
                                                
                                            
                                        
                                                    Moonblade
                                                    
    
        Legacy
    
    
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                                                     Magic Items
                                                    Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property canât be used again until you take a short rest while attuned to the weapon
                                                
                                            
                                                
                                                    .
97â98
The moonblade functions as a ring of spell storing.
99
You can use an action to call forth an elfshadow, provided that you donât already have one serving you. The elfshadow
                                                
                                            
                                        
                                                    Orc
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     hatred of the civilized races of the world and their need to satisfy the demands of their deities, the orcs know that if they fight well and bring glory to their tribe, Gruumsh will call them home to
                                                
                                            
                                                
                                                     who serve Yurtrus and Shargaas. Some are sent forth into the cities dominated by humans, on dark missions. Beware them.
â Elminster
Search, Destroy, Repeat
When a tribe is on the move, orc
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     call for them to make a Wisdom saving throw. Set the DC according to the circumstances. A character who fails the save becomes frightened for 1 minute. The character can repeat the saving throw at the
                                                
                                            
                                                
                                                     adventurers see something completely contrary to the common understanding of what can and should occur in the world, or upon the realization of a dreadful truth. In such a situation, you can call on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                    Foraging Characters can gather food and water as the party travels at a normal or slow pace. A foraging character makes a Wisdom (Survival) check whenever you call for it, with the DC determined by
                                                
                                            
                                                
                                                     modifier to determine how much food (in pounds) the character finds, then repeat the roll for water (in gallons). Food and Water The food and water requirements noted in the Playerâs Handbook are for
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     fear of their new king, whom they call Yurk Yâblorkflug (âlord of fetid obliterationâ in their language). The slaad hates being under Halasterâs control and takes out its frustration on its subjects
                                                
                                            
                                                
                                                     for 1 minute. A creature poisoned in this way is also paralyzed. The 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->Storm Lordâs Wrath
                                                    
                                                
                                            
                                                    , water walk
 1/day each: call lightning, Evardâs black tentacles
 Actions
 Thunderous Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 27 (5d10) thunder damage.
 Voice of the
                                                
                                            
                                                
                                                     (which are spoken in Abyssal, Infernal, or Primordial) must succeed on a DC 14 Charisma saving throw or be frightened for 1 minute. A frightened 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->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     components:
 At will: command, create or destroy water
 3/day each: control water, darkness, water breathing, water walk
 1/day each: call lightning, Evardâs black tentacles
 Actions
 Thunderous Touch
                                                
                                            
                                                
                                                     or be frightened for 1 minute. A frightened 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->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                    Summon Shadowspawn 3rd-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S, M (tears inside a gem worth at least 300 gp) Duration: Concentration, up to 1 hour You call forth a
                                                
                                            
                                                
                                                     succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     Curtain-Call Scythe or his claws.
 Curtain-Call Scythe. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) slashing damage plus 13 (3d8) fire damage.
 Claw. Melee Weapon
                                                
                                            
                                                
                                                     then must make one melee attack against that creature if it is able to do so.
 Scythe (Costs 2 Actions). Rakdos uses Curtain-Call Scythe.
 Touch of Pain (Costs 3 Actions). Rakdos makes a claw
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     much Hutijin despises mortals and have secretly disseminated the means to call him from the Nine Hells in the hope of distracting the archdevil long enough for them to assail Mephistopheles. Hutijin
                                                
                                            
                                                
                                                     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 to hit, reach 10 ft
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     work with other sylvan creatures to defend their forests. Unicorns, treants, and satyrs live alongside them, in addition to druids that share the dryadsâ devotion to the woods they call home
                                                
                                            
                                                
                                                     or actions in the most favorable way it can.
 Each time the dryad or her allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     the midst of a revel, the carnival is one more foe arrayed against them. When at least six Rakdos performers perform together in public, they can call on the carnival to aid them. When determining
                                                
                                            
                                                
                                                     throw or use its movement each round to move toward the carnival. It can repeat the saving throw at the end of each of its turns, ending the effect on a success. On a successful save, the creature
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     and you are within 5 feet of it, you can take a 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
                                                
                                            
                                                
                                                     trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirrorâs surface. You and the creature can then communicate. In a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     and you are within 5 feet of it, you can take a 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
                                                
                                            
                                                
                                                     trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirrorâs surface. You and the creature can then communicate. In a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     most who repeat that story are only trying to layer a mystical facade over their dilettante spiritualism. Only the groupâs highest-ranking members know that the Keepers of the Feather began in Barovia
                                                
                                            
                                                
                                                     dilettantes, reclusive scholars, correspondents from other domains, and hucksters. At any time, members of the organization might call upon their contacts to uncover some esoteric secret, engage in a
                                                
                                            
                                        






