Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 26 results for 'change were repeats'.
Other Suggestions:
charges were reveals
charges were reverts
charges were repeat
charge were reveals
charge were reverts
Monsters
Monster Manual
. Constitution Saving Throw: DC 17. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it
. Constitution Saving Throw: DC 17. 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
monsters
0. A Frightened target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Success: Half damage
doom. The revelers’ forms and powers change depending on the theme of stories they embody. Great beast revelers of stories rise from tales of terrible monsters. Hero revelers of stories embody
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Ancient Silver Dragon Ancient silver dragons pursue world-wide change. They defend their communities and allies, encouraging them to perform deeds worthy of legend. Some set their sights on other
.
Paralyzing Breath. Constitution Saving Throw: DC 24, each creature in a 90-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Ancient Silver Dragon Ancient silver dragons pursue world-wide change. They defend their communities and allies, encouraging them to perform deeds worthy of legend. Some set their sights on other
.
Paralyzing Breath. Constitution Saving Throw: DC 24, each creature in a 90-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Revenant Revenants possess the bodies they had in life, using them to hunt down their killers. If their bodies are destroyed, they take control of new bodies that gradually change to resemble the
target has the Frightened condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. If the Frightened target
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Revenant Revenants possess the bodies they had in life, using them to hunt down their killers. If their bodies are destroyed, they take control of new bodies that gradually change to resemble the
target has the Frightened condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. If the Frightened target
Compendium
- Sources->Dungeons & Dragons->Monster Manual
death tyrants change their servants into Undead horrors. The region containing a death tyrant’s lair is warped by its presence, creating the following effects: Negative Energy Suffusion. Whenever a
condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Fear Ray. Wisdom Saving Throw: DC 17. Failure: 10
Compendium
- Sources->Dungeons & Dragons->Monster Manual
death tyrants change their servants into Undead horrors. The region containing a death tyrant’s lair is warped by its presence, creating the following effects: Negative Energy Suffusion. Whenever a
condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Fear Ray. Wisdom Saving Throw: DC 17. Failure: 10
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
each of your turns, you can change this choice.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long
Restrained creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Hexing Shot. The magic surrounding your arrow clouds the mind of your target. The target must
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords. Level 2: Cunning Action Your
of its turns, the Poisoned target repeats the save, ending the effect on itself on a success. To use this effect, you must have a Poisoner’s Kit on your person. Trip (Cost: 1d6). If the target is Large
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Shortbows. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords. Level 2: Cunning
repeats the save, ending the effect on itself on a success. To use this effect, you must have a Poisoner’s Kit on your person. Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords. Level 2: Cunning Action Your
of its turns, the Poisoned target repeats the save, ending the effect on itself on a success. To use this effect, you must have a Poisoner’s Kit on your person. Trip (Cost: 1d6). If the target is Large
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Shortbows. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords. Level 2: Cunning
repeats the save, ending the effect on itself on a success. To use this effect, you must have a Poisoner’s Kit on your person. Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
damage type for 1 minute. On a successful save, a creature takes half as much damage only. The target repeats the save at the end of each of its turns, ending the Vulnerability on a success. Ruinous
or Quarterstaffs. Whenever you finish a Long Rest, you can change the kind of weapon you choose. For example, you could switch to using the mastery property of Slings or Greatclubs. Level 3: Ruin
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
repeats the save, ending the effect on itself on a success. Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to
of your choice. Whenever you finish a Long Rest, you can change your choice. Owl. You have Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet. Panther
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
repeats the save, ending the effect on itself on a success. Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to
of your choice. Whenever you finish a Long Rest, you can change your choice. Owl. You have Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet. Panther
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
mounted. This lance deals 25 (3d12 + 6) piercing damage in the giant’s hands. A character who speaks Giant can use an action to try to change the frost giant’s attitude from hostile to indifferent
convincing story. If the check fails, subsequent checks made by the characters to change its attitude have disadvantage. Gnolls Ravenous and horrifying are the gnolls that prowl Icewind Dale. Only their
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
mounted. This lance deals 25 (3d12 + 6) piercing damage in the giant’s hands. A character who speaks Giant can use an action to try to change the frost giant’s attitude from hostile to indifferent
convincing story. If the check fails, subsequent checks made by the characters to change its attitude have disadvantage. Gnolls Ravenous and horrifying are the gnolls that prowl Icewind Dale. Only their
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
following options: Breathless. You do not need to breathe. Disguise. You remold your features and body to look different. You can change your apparent species, seem 1 foot shorter or taller, and
moves with you. While engulfed, a creature takes 4d6 Acid damage at the start of each of its turns, is suffocating, has the Restrained condition, and repeats the save at the end of each of its turns
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest. Hill Rune (7th Level or
Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change. You have advantage on Strength checks and Strength saving throws. Once on
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest. Hill Rune (7th Level or
Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change. You have advantage on Strength checks and Strength saving throws. Once on
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
sprout from your head.
6 Your skin and hair change color each dawn.
Level 3: Otherworldly Glamour Whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom
, the target is Charmed or Frightened (your choice) for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success. Level 11: Fey Reinforcements You
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
sprout from your head.
6 Your skin and hair change color each dawn.
Level 3: Otherworldly Glamour Whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom
, the target is Charmed or Frightened (your choice) for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success. Level 11: Fey Reinforcements You
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
use a Bonus Action to change this extra damage to Cold or Fire. When you cast this spell, you attune to the magic weapon. The spell’s duration lasts as long as you have Attunement to the weapon. During
Level 8 Necromancy (Cleric, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a scalpel)
Duration: Concentration, up to 1 minute
Change to: "You target a creature you can see within
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
: Bugbear head: “Yah!”
Harpy head: “Bah!”
Hobgoblin head: “Gah!”
Ogre head: “Bah!”
Each repeats its one-word utterance every time its hatch is opened, then falls silent until the hatch is closed
doesn’t change, but it is free to go where it pleases. It shuns combat and fights only in self-defense. Killing one or more dretches causes an upswell of dark emotions in Iggwilv, which can have
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
: Bugbear head: “Yah!”
Harpy head: “Bah!”
Hobgoblin head: “Gah!”
Ogre head: “Bah!”
Each repeats its one-word utterance every time its hatch is opened, then falls silent until the hatch is closed
doesn’t change, but it is free to go where it pleases. It shuns combat and fights only in self-defense. Killing one or more dretches causes an upswell of dark emotions in Iggwilv, which can have