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Returning 35 results for 'choose rather god to have repeats'.
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Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a
20, each creature in a 60-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed
Monsters
Monster Manual
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a
. 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. Second Failure: The target
Classes
Player’s Handbook
Unearth Forbidden Lore of Ineffable Beings
When you choose this subclass, you might bind yourself to an unspeakable being from the Far Realm or an elder god—a being such as Tharizdun, the
Chained God; Zargon, the Returner; Hadar, the Dark Hunger; or Great Cthulhu. Or you might invoke several entities without yoking yourself to one. The motives of these beings are incomprehensible, and the
Spells
Player’s Handbook
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats
Spells
Player’s Handbook
Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a
Throw: DC 18, each creature in a 60-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the beholder fails a saving throw, it can choose to succeed instead.Multiattack. The beholder uses Eye Rays three times.
Bite. Melee Attack Roll
Saving Throw: DC 16. 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 succeeds
Spells
Player’s Handbook
. The target can act normally on its turn if you choose no creature or if no creature is within its reach. The target repeats the save at the end of each of its turns, ending the spell on itself on a
spectral crown appears on the Charmed target's head, and it must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose
Monsters
Monster Manual
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a
. Constitution Saving Throw: DC 21, each creature in a 90-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second
Monsters
Monster Manual
pit fiend fails a saving throw, it can choose to succeed instead.
Magic Resistance. The pit fiend has Advantage on saving throws against spells and other magical effects.Multiattack. The pit fiend
", "rollAction":"Bite", "rollDamageType":"Poison"} Poison damage at the start of each of its turns, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute
Monsters
Monster Manual
.
Legendary Resistance (3/Day, or 4/Day in Lair). If the sphinx fails a saving throw, it can choose to succeed instead.Multiattack. The sphinx makes two Claw attacks and uses Roar.
Claw. Melee Attack
, each enemy in a 500-foot Emanation originating from the sphinx. Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a
Monsters
Monster Manual
Restoration"} days, reviving with all its Hit Points in the Far Realm or another location chosen by the DM.
Legendary Resistance (3/Day, or 4/Day in Lair). If the aboleth fails a saving throw, it can choose
telepathically with each other over any distance.
The target repeats the save whenever it takes damage as well as after every 24 hours it spends at least 1 mile away from the aboleth, ending the effect on
Monsters
Monster Manual
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes
", "rollType":"roll", "rollAction":"Weakening Breath"} from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds
Monsters
Monster Manual
Amphibious. The dragon can breathe air and water.
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes
and subtracts 5 (1d10);{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Weakening Breath"} from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on
Monsters
Monster Manual
Plane.
Legendary Resistance (4/Day). If the blob fails a saving throw, it can choose to succeed instead.
Magic Resistance. The blob has Advantage on saving throws against spells and other magical
", "rollDamageType":"Force"} Force 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. An engulfed creature that is reduced to
Spells
Player’s Handbook
You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one
your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the death tyrant fails a saving throw, it can choose to succeed instead.Multiattack. The death tyrant uses Eye Rays three times.
Bite. Melee Attack
. 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
Magic Items
Dungeon Master’s Guide
The definitive treatise on all that is good in the multiverse, the Book of Exalted Deeds figures prominently in many religions. Rather than being a scripture devoted to a particular faith, the book
benefits.
Other creatures that peruse the book’s open pages can read the text but glean no deeper meaning and reap no benefits. A Fiend, an Undead, or a servant of a god from the Lower Planes
Spells
Player’s Handbook
You conjure a Large, intangible spirit from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit’s element, which determines its damage type: air (Lightning
Restrained condition until the spell ends. At the start of each of its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the spirit’s type. On a
Spells
Player’s Handbook
Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse.
On each of your
creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell rather than animating a new creature
Spells
Player’s Handbook
You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see the Monster Manual for its stat block
this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell rather than animating new ones
Classes
Player’s Handbook
Core Rogue Traits
Primary Ability
Dexterity
Hit Point Die
D8 per Rogue level
Saving Throw Proficiencies
Dexterity and Intelligence
Skill Proficiencies
Choose 4: Acrobatics
Light property
Tool Proficiencies
Thieves’ Tools
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather Armor, 2 Dagger;Daggers, Shortsword, Shortbow
Spells
Player’s Handbook
Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can’t take Bonus Actions or Reactions and must roll
behavior.
At the end of each of its turns, an affected target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. The Sphere’s radius increases by 5 feet for each spell slot level above 4.
Spells
Player’s Handbook
Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can
repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you
Spells
Player’s Handbook
Unconscious condition and can’t be awoken.
Ending the Spell. When you cast the spell, specify a trigger that will end it. The trigger can be as simple or as elaborate as you choose, but the DM must
agree that it has a high likelihood of happening within the next decade. The trigger must be an observable action, such as someone making a particular offering at the temple of your god, saving your
Spells
Player’s Handbook
Restoration spell.
Resistance. You grant up to ten creatures that you can see Resistance to one damage type that you choose. This Resistance is permanent.
Spell Immunity. You grant up to ten
saving throw or a foe’s Critical Hit. You can force the reroll to be made with Advantage or Disadvantage, and you choose whether to use the reroll or the original roll.
Reshape Reality. You may
Classes
Player’s Handbook
Core Paladin Traits
Primary Ability
Strength and Charisma
Hit Point Die
D10 per Paladin level
Saving Throw Proficiencies
Wisdom and Charisma
Skill Proficiencies
Choose 2
Equipment
Choose A or B: (A) Chain Mail, Shield, Longsword, 6 Javelin;Javelins, Holy Symbol, Priest's Pack, and 9 GP; or (B) 150 GP
Paladins are united by their oaths to stand against the
Magic Items
Dungeon Master’s Guide
one of your ability scores by 2. You can’t decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no
combat, you have Advantage on Death Saving Throws for 1 year. If someone else reduces your chosen foe to 0 Hit Points or you don’t choose a foe, this card has no effect.
Donjon. You disappear
Magic Items
Dungeon Master’s Guide
to the blazing heart of a great volcano. With the aid of Moradin, a god of creation, he first crafted four mighty tools: the Starmetal Pick, the Earthheart Forge, the Anvil of Songs, and the Shaping
, you can take a Magic action to summon an Earth Elemental. It appears in an unoccupied space you choose within 30 feet of yourself, understands your languages, obeys your commands, and takes its turn
Monsters
Icewind Dale: Rime of the Frostmaiden
point in this form, each creature within 10 feet of her takes 10 cold damage at the start of each of her turns.
Legendary Resistance (1/Day in This Form). If Auril fails a saving throw, she can choose
the god’s divine spark. The diamond has facets and a sharp point at the bottom. It hovers in the air, radiating intense cold all around it. When Auril speaks, her voice seems to emanate from the
Magic Items
Bigby Presents: Glory of the Giants
can cause the shield to flare with the cleansing fire of the god Surtur. Choose one creature you can see within 30 feet of yourself (you can choose yourself). One disease or condition of your choice
Monsters
Phandelver and Below: The Shattered Obelisk
":"Incorporeal Movement", "rollDamageType":"force"} force damage if it ends its turn inside an object.
Legendary Resistance (5/Day). If the refraction fails a saving throw, it can choose to succeed instead
end of the target’s next turn.
Projected Claw (Costs 2 Actions). The refraction makes one Dissonant Claw attack.Ilvaash was formed from the remains of the mind flayer god Ilsensine, the God
Monsters
Icewind Dale: Rime of the Frostmaiden
weather, detect thoughts, ice storm
Legendary Resistance (2/Day in This Form). If Auril fails a saving throw, she can choose to succeed instead.
Magic Resistance. Auril has advantage on saving throws
Cold Crone. This cloak can transform into a pair of owl’s wings when Auril sees fit.
Auril the Frostmaiden
Auril the Frostmaiden is a neutral evil lesser god of cold indifference who embodies
Monsters
Dragonlance: Shadow of the Dragon Queen
the signature kender weapon: the hoopak, a combination spear and sling staff.
Kender Taunts
Roll on or choose an entry from the Kender Taunts table to determine how a kender skirmisher infuriates an
might be twins!”
4
Energetically points at their foe with both hands and loudly repeats the word “bonk.”
Elusive. The kender takes the Disengage or Hide action.
Monsters
Quests from the Infinite Staircase
", "rollAction":"Hooked Spear", "rollDamageType":"piercing"} piercing damage. If the target is a Medium or smaller creature, the derro can choose to deal no damage, and instead the target has the prone
indiscriminately raid settlements and rob travelers regardless of the apparent value of any goods they steal. These derro believe such acts are sanctioned by their despicable god, Diirinka, who delights in