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                        Returning 9 results for 'caltrops wonder repeat'.
                    
                
                        
                            
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                                        cantrips wonder repeat
                                    
                                
                        
                    
                
                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     opportune moment, making your foe wonder what other tricks you might play. 
   4  Swearing, name-calling, political satire — you do it all. You make use of a range of down-and-dirty fighting epithets
                                                
                                            
                                                
                                                     combatants enter a fight not knowing whether their boots have come untied. 
   6  You have a belt pouch specially made to release ball bearings or caltrops in the thick of the fight, forcing your
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Wand of Wonder Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you
                                                
                                            
                                                
                                                     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 success. 96–97 The target’s skin turns
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                    Wand of Wonder Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you
                                                
                                            
                                                
                                                     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 success. 96–97 The target’s skin turns
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    .
 Nagpas can't learn from that which isn't destroyed. Imagine how bewildering and terrifying a city full of life must be to them. Is it any wonder that they seek the ruins of such places?
 Nagpa
                                                
                                            
                                                
                                                     throw or be paralyzed for 1 minute. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Undead and constructs are immune to this
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The target also has the grappled condition (escape DC 16). While grappling the target, the grell
                                                
                                            
                                                
                                                     are those human prisoners for, I wonder?” The cloaker then cackles wildly. “Ilvaash arises!” The cloaker mutate doesn’t actually know who Ilvaash is. Failed Save. On a failed saving throw, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                     without resorting to violence. Despite its rigidity, the Clerks’ Ward is a place of beauty and wonder, due in large part to the presence of the Society of Sensation. For each strict fact-checker, policy
                                                
                                            
                                                
                                                    , the weight of a widow’s grief, or the warm bite of a flaky pastry. Memories and longer, more complex sensations tend to cost more, but the lure of nostalgia draws repeat customers. The Society of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
                                                    
                                                
                                            
                                                     creature is prevented from moving to area 3, the creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. The effect ends on its own 1 minute
                                                
                                            
                                                
                                                     Constitution saving throw or be poisoned for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. The kobolds release
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     cultists have not yet disbursed, including ten days’ worth of rations, a bag of twenty caltrops, three flasks of alchemist’s fire, six sets of manacles, four tinderboxes, nine daggers, and four
                                                
                                            
                                                
                                                     kneeling before the statue, the creature can’t move or take actions or reactions. 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 King's Thunder
                                                    
                                                
                                            
                                                     to make ice slides. There is no shortage of stone and weaponry. Even the docks have battlements and fortifications. Visitors to Mirabar often wonder why they don’t see more dwarves, as humans make up
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        





