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                        Returning 14 results for 'carried which repeats'.
                    
                
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     normal size and remains overgrown for 1 minute.
65â68
An object of the DMâs choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet
                                                
                                            
                                                
                                                     30-foot Emanation. Each creature in the area must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the save at the end of each of its turns
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     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 waveâs path are carried with it to the other side. Any
                                                
                                            
                                                
                                                    , the wave repeats on the start of your next turn while the flood effect lasts.
Part Water. You part water in the area and create a trench. The trench extends across the spellâs area, and the
                                                
                                            
                                        
                                                    Control Water
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                    .
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     nor carried, within 120 feet of the chosen point of origin, and no larger than 10 feet in any dimension. If there are no such objects in range, nothing happens. 69â72 Nothing happens at the chosen
                                                
                                            
                                                
                                                    -foot Emanation. Each creature in the area must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the save at the end of each of its turns
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    . Any Huge or smaller vehicles in the waveâs 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. The water level remains
                                                
                                            
                                                
                                                     elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. Part Water. You cause water in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     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 waveâs path are carried with it to the other side. Any Huge or
                                                
                                            
                                                
                                                     repeats on the start of your next turn while the flood effect lasts. Part Water. You part water in the area and create a trench. The trench extends across the spellâs area, and the separated water
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     nor carried, within 120 feet of the chosen point of origin, and no larger than 10 feet in any dimension. If there are no such objects in range, nothing happens. 69â72 Nothing happens at the chosen
                                                
                                            
                                                
                                                    -foot Emanation. Each creature in the area must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the save at the end of each of its turns
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    . Any Huge or smaller vehicles in the waveâs 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. The water level remains
                                                
                                            
                                                
                                                     elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. Part Water. You cause water in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     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 waveâs path are carried with it to the other side. Any Huge or
                                                
                                            
                                                
                                                     repeats on the start of your next turn while the flood effect lasts. Part Water. You part water in the area and create a trench. The trench extends across the spellâs area, and the separated water
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Fire damage. If the target is a creature or a flammable object that isnât being worn or carried, it starts burning.
 Bonus Actions
 Ignited Illumination. The
                                                
                                            
                                                
                                                     condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition instead of the Restrained condition.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    , range 150 ft. Hit: 17 (5d6) Fire damage. If the target is a flammable object that isnât being worn or carried, it starts burning.
 Basilisk Medium Monstrosity, Unaligned
 AC 15 Initiative â1 (9
                                                
                                            
                                                
                                                     must make this save. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     after 1d10 minutes. An inferno damages any vegetation or object that isnât being worn or carried that it touches, dealing 22 (4d10) Fire damage immediately and again at the end of each minute. Any
                                                
                                            
                                                
                                                    ) Poison damage at the start of each of its turns. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Direct sunlight or any amount of Fire damage destroys a patch of yellow mold. Brian Valeza
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     back across your realm.â Man had been tricked, but a promise is a promise, so he carried Crocodile safely on his back across the entire realm of humans, a journey that lasted many years. He also swore
                                                
                                            
                                                
                                                     bricks and must make a DC 13 Dexterity saving throw, taking 10 (3d6) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that starts its turn in the room repeats the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     doesnât require air, food, or water. Items worn or carried by the creature are unaffected. A wish spell can end the curse. The creature can end the curse on itself by giving a bouquet of eight black
                                                
                                            
                                                
                                                    : Bugbear head: âYah!â
 Harpy head: âBah!â
 Hobgoblin head: âGah!â
 Ogre head: âBah!â
 Each repeats its one-word utterance every time its hatch is opened, then falls silent until the hatch is closed
                                                
                                            
                                        






