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Returning 21 results for 'caster while repeat'.
Other Suggestions:
cast while repeat
cast while repeats
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chapter while repeat
cast while revert
Monsters
Vecna: Eve of Ruin
minute. On a successful save, the creature takes half as much damage only. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
’s level, the caster takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Dread Counterspell", "rollDamageType":"psychic"} psychic damage if the spell fails.
Fell Rebuke. In
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
Tarrasque
Legacy
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Monsters
Basic Rules (2014)
":"roll","rollAction":"Reflective Carapace"}. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the
tarrasque, turning the caster into the target.
Siege Monster. The tarrasque deals double damage to objects and structures.Multiattack. The tarrasque can use its Frightful Presence. It then makes five
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
starting at a point chosen by the caster within the spell’s range. An encounter with this mist typically covers 1d6 such areas (400–2,400 square feet). A giant or humanoid that comes into contact with the
, and the hallucinations last until the disease ends on the creature. A creature can repeat the saving throw every 24 hours, ending the effect on itself on a success. Shivering Sickness Insects native
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
starting at a point chosen by the caster within the spell’s range. An encounter with this mist typically covers 1d6 such areas (400–2,400 square feet). A giant or humanoid that comes into contact with the
, and the hallucinations last until the disease ends on the creature. A creature can repeat the saving throw every 24 hours, ending the effect on itself on a success. Shivering Sickness Insects native
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
your Shadowsteel weapon, you gain 1d8 Temporary Hit Points for 1 hour. You can repeat the process described above to imbue a different weapon with Shadowsteel. This removes the effect from your existing
harden your flesh. Your Armor Class increases by 1 when you aren’t wearing armor. Stage 2 Boon: Shadowsteel Caster Shadowsteel Ghoul Stage 2 Boon Prerequisite: Shadowsteel Curser If you do not already have
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target.
Siege Monster. The tarrasque deals double damage to objects and structures
must succeed on a DC 17 Wisdom 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
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target.
Siege Monster. The
tarrasque’s choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target.
Siege Monster. The tarrasque deals double damage to objects and structures
must succeed on a DC 17 Wisdom 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
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target.
Siege Monster. The
tarrasque’s choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
effect on the chimera and instead targets the caster.
Actions
Multiattack. The chimera makes three attacks: one with its claws, one with its head, and one with its tail. When its breath weapon is
throw or be restrained as it begins to turn to stone. The restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
effect on the chimera and instead targets the caster.
Actions
Multiattack. The chimera makes three attacks: one with its claws, one with its head, and one with its tail. When its breath weapon is
throw or be restrained as it begins to turn to stone. The restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
fight with the town militia. Any character who succeeds on a DC 8 Dexterity (Stealth) check can creep around in the cave without waking the ogre. The character must repeat the check after disturbing an
; the oak leaf is his holy symbol. The statue radiates an aura of abjuration magic when scrutinized with a detect magic spell. An identify spell can reveal its magical nature, but only if the caster is
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
fight with the town militia. Any character who succeeds on a DC 8 Dexterity (Stealth) check can creep around in the cave without waking the ogre. The character must repeat the check after disturbing an
; the oak leaf is his holy symbol. The statue radiates an aura of abjuration magic when scrutinized with a detect magic spell. An identify spell can reveal its magical nature, but only if the caster is
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
creature it can see that is casting a spell with verbal, somatic, or material components. The caster takes 10 (3d6) psychic damage and must make a DC 19 Charisma saving throw. On a failed save, the
choice within 30 feet of itself must succeed on a DC 19 Wisdom saving throw or have the stunned condition for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
creature it can see that is casting a spell with verbal, somatic, or material components. The caster takes 10 (3d6) psychic damage and must make a DC 19 Charisma saving throw. On a failed save, the
choice within 30 feet of itself must succeed on a DC 19 Wisdom saving throw or have the stunned condition for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
repeat the saving throw, ending the effect on itself on a successful save. Any non-undead creature that ends its turn in the lighted room takes 10 (3d6) necrotic damage. A dispel magic spell suppresses
shadowy outlines of a dozen weapons, pendants, and other objects. An identify spell reveals that the altar imparts additional power into magic items placed on its surface. The caster must succeed on a DC 20
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
repeat the saving throw, ending the effect on itself on a successful save. Any non-undead creature that ends its turn in the lighted room takes 10 (3d6) necrotic damage. A dispel magic spell suppresses
shadowy outlines of a dozen weapons, pendants, and other objects. An identify spell reveals that the altar imparts additional power into magic items placed on its surface. The caster must succeed on a DC 20
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
move toward the source of the whispering, avoiding obvious hazards. When it reaches the source, it is incapacitated. The creature can repeat the saving throw when it takes damage and at the end of
caster must make a DC 11 saving throw using its spellcasting ability. On a failed save, the spell targets the caster instead. On a successful save, the spell functions normally. This effect then ends. 96
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
move toward the source of the whispering, avoiding obvious hazards. When it reaches the source, it is incapacitated. The creature can repeat the saving throw when it takes damage and at the end of
caster must make a DC 11 saving throw using its spellcasting ability. On a failed save, the spell targets the caster instead. On a successful save, the spell functions normally. This effect then ends. 96
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
takes 2d6 Fire damage. The target must repeat the saving throw at the end of each of its turns until it gets three successes or failures. If the target succeeds on three of these saves, the spell ends
the spell. When casting a copied spell, you don't expend a spell slot and you don't need any components. Treat the spell as if you were its original caster, using your own spellcasting ability