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                        Returning 35 results for 'condition word repeat'.
                    
                
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     Magic action to repeat the command word. This property of the armor canât be used again until the next dawn.
                                                
                                            
                                                
                                                    While youâre wearing this armor, you can take a Magic action and use a command word to gain the effect of the Etherealness spell. The spell ends immediately if you remove the armor or take a
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesnât expend a charge. It lasts until you take a Bonus Action to repeat the command word or until you use another
                                                
                                            
                                                
                                                    This prism has 50 charges. While you are holding it, you can take a Magic action and use one of three command words to cause one of the following effects:
First Command Word. The gem sheds Bright
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ", "rollType":"damage", "rollAction":"Holy Word", "rollDamageType":"Radiant"} Radiant damage, and the target has the Stunned condition until the end of the archpriestâs next turn. Success: Half damage
                                                
                                            
                                                
                                                    . or range 60 ft. Hit: 27 (4d10 + 5);{"diceNotation":"4d10+5", "rollType":"damage", "rollAction":"Radiant Burst", "rollDamageType":"Radiant"} Radiant damage.
Holy Word (Recharge 4â6);{"diceNotation
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an
                                                
                                            
                                                
                                                     effect based on its current Hit Points, as shown in the Divine Word Effects table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ":"Slashing"} Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 15) from one of two pincers.
Pummel. Dexterity Saving Throw: DC 17, one creature
                                                
                                            
                                                
                                                    . The glabrezu casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 16):
At Will: Darkness, Detect Magic, Dispel Magic 1/Day Each: Confusion, Fly, Power Word StunPoisonCold, Fire, Lightning
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.
On a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.
                                                
                                            
                                                
                                                     one word, such as âyes,â âno,â âmaybe,â ânever,â âirrelevant,â or âunclearâ (if the entity doesnât know the answer to the
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options
                                                
                                            
                                                
                                                    .
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target has the Prone condition and then ends its turn.
Halt. On its turn, the target doesnât
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    Your touch inflicts a magical contagion. The target must succeed on a Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast
                                                
                                            
                                                
                                                     the spell. While Poisoned, the target has Disadvantage on saving throws made with the chosen ability.
The target must repeat the saving throw at the end of each of its turns until it gets three
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5
                                                
                                            
                                                
                                                    Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    . The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope (causing the rope to coil up in the target
                                                
                                            
                                                
                                                    âs space) or by using a Bonus Action to repeat the command (causing the rope to coil up in your hand).
A target Restrained by the rope can take an action to make its choice of a DC 15 Strength
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     movement to dance in place.
On a failed save, the target has the Charmed condition for the duration. While Charmed, the target dances comically, must use all its movement to dance in place, and has
                                                
                                            
                                                
                                                     Disadvantage on Dexterity saving throws and attack rolls, and other creatures have Advantage on attack rolls against it. On each of its turns, the target can take an action to collect itself and repeat the save, ending the spell on itself on a success.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     canât use this trait if it has the Incapacitated condition.
Undead Restoration. If the death knight is destroyed before it atones for its evil, it gains a new body in 1d10;{"diceNotation":"1d10
                                                
                                            
                                                
                                                     turns.
Dread Authority. The death knight uses Spellcasting to cast Command. The death knight canât take this action again until the start of its next turn.
Fell Word. Constitution Saving Throw
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     Touch", "rollDamageType":"Cold"} Cold damage, and the target has the Paralyzed condition until the start of the lichâs next turn.
Spellcasting. The lich casts one of the following spells, using
                                                
                                            
                                                
                                                     Hand, Prestidigitation 2/Day Each: Animate Dead, Dimension Door, Plane Shift 1/Day Each: Chain Lightning, Finger of Death, Power Word Kill, ScryingProtective Magic. The lich casts Counterspell or Shield
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You implant a message within an object in rangeâa message that is uttered when a trigger condition is met. Choose an object that you can see and that isnât being worn or carried by
                                                
                                            
                                                
                                                     spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.
The trigger can be as general or as detailed as you like, though it must be based on visual
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     the vine. On a hit, the target takes 4d8 Bludgeoning damage and is pulled up to 30 feet toward the vine; if the target is Huge or smaller, it has the Grappled condition (escape DC equal to your spell
                                                
                                            
                                                
                                                     save DC). The vine can grapple only one creature at a time, and you can cause the vine to release a Grappled creature (no action required).
As a Bonus Action on your later turns, you can repeat the
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     Magic action and use a command word to activate it. It remains activated until you take a Magic action and repeat the command word to deactivate it.
Any creature other than you that sees its
                                                
                                            
                                                
                                                     way, you can take a Magic action and use a second command word to free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     command word to render it inanimate.
On your turn, you can mentally command the animated broom if it is within 30 feet of you and you donât have the Incapacitated condition (no action required
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Flame Strike (level 6 version), Word of Recall, Zone of Truth
                                                
                                            
                                                
                                                    );{"diceNotation":"7d6", "rollType":"damage", "rollAction":"Banish", "rollDamageType":"Force"} Force damage, and the target has the Incapacitated condition and is transported to a harmless demiplane until the
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     +9. On a hit, the target takes 1d6 + 5 Force damage.
As a Bonus Action, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of the whip. The whip
                                                
                                            
                                                
                                                     disappears after 1 hour, when you take a Magic action to dismiss it, or when you die or have the Incapacitated condition.
Quaalâs Feather Tokens
1d100
Token
Rarity
01-20
Quaal's
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                    ":"damage", "rollAction":"Commanding Word: Grovel", "rollDamageType":"psychic"} psychic damage, drops whatever it is holding, and has the prone condition.
3â4: Cower. The target takes 10 (3d6
                                                
                                            
                                                
                                                    );{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Commanding Word: Cower", "rollDamageType":"psychic"} psychic damage and has the frightened condition until the end of its next turn.
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     a creature with this weapon, you can force the creature to make a DC 15 Constitution saving throw. On a failed save, the creature has the poisoned condition for 1 minute. The poisoned creature takes
                                                
                                            
                                                
                                                     2d4 necrotic damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property is used in this way, it canât be used again until the next dawn.
                                                
                                            
                                        
                                                     Magic Items
                                                    Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     only. At the end of each of its turns, a stunned creature can repeat the saving throw, ending the stunned condition on itself on a success.
Once this bonus action is used, it canât be used again until the next dawn.
                                                
                                            
                                                
                                                     make a DC 15 Intelligence saving throw. On a failed save, a creature takes 5d8 psychic damage and has the stunned condition for 1 minute. On a successful save, the creature takes half as much damage
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     throw. On a failed save, a creature takes 22 (4d10);{"diceNotation":"4d10", "rollType":"damage", "rollAction":"Solar Flare", "rollDamageType":"radiant"} radiant damage and has the blinded condition until
                                                
                                            
                                                
                                                     knight casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15):
1/day each: Greater Restoration, Sending, Word of Recall (the prepared sanctuary is the Solar
                                                
                                            
                                        
                                                     Magic Items
                                                    Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     damage. It shatters and is destroyed if reduced to 0 hit points.
While holding the mirror upright, you can use an action to speak its command word and activate it. While activated, the mirror hovers
                                                
                                            
                                                
                                                     in the air, and it can be destroyed but not moved. It remains activated until you use an action to speak the command word again or your attunement to the mirror ends, at which point the mirror
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    . Titivilus makes one Silver Sword attack, and he uses Frightful Word.
Silver Sword. Melee Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Silver Sword"} to hit, reach
                                                
                                            
                                                
                                                    ", "rollDamageType":"necrotic"} necrotic damage. If the target is a creature, its hit point maximum is reduced by an amount equal to half the necrotic damage taken.
Frightful Word. Titivilus targets one
                                                
                                            
                                        
                                                     Monsters
                                                    Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     target can 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
                                                
                                            
                                                
                                                    "} piercing damage, and the target must succeed on a DC 11 Constitution saving throw or have the poisoned condition for 1 minute. While the target is poisoned, it also has the paralyzed condition. The
                                                
                                            
                                        
                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     save, the creature takes 36 (8d8);{"diceNotation":"8d8", "rollType":"damage", "rollAction":"Flight of the Damned", "rollDamageType":"necrotic"} necrotic damage and has the frightened condition for 1
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Monsters
                                                    Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     themselves the Sawplees: a simplification of the word for âgoblinâ in the illithidsâ dialect of Deep Speech.
In recent weeks, the Sawplee goblinsâ leader found a mysterious
                                                
                                            
                                                
                                                    ", "rollType":"damage", "rollAction":"Brain Tendrils", "rollDamageType":"psychic"} psychic damage and have the stunned condition until the start of Ruxithidâs next turn.
Combat Command. Ruxithid commands
                                                
                                            
                                        
                                                     Monsters
                                                    Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     stunned condition for 1 minute. A stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting (Psionics). The mind flayer casts one
                                                
                                            
                                                
                                                    Awareness. The mind flayer has advantage on initiative rolls and canât be surprise;surprised as long as it doesnât have the incapacitated condition.
Magic Resistance. The mind flayer has
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     explodes in a burst of dust that fills a 10-foot-radius sphere centered on itself. Each creature in that area must succeed on a DC 14 Constitution saving throw or have the blinded condition 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 success.Multiattack. The dust hulk makes three Slam attacks. It can replace one of these
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     turns, it can repeat the saving throw, ending the incapacitated condition on itself on a success. A target that succeeds on the saving throw becomes immune to this law benderâs Power of Authority
                                                
                                            
                                                
                                                    ":"3d6", "rollType":"damage", "rollAction":"Power of Authority", "rollDamageType":"psychic"} psychic damage and have the incapacitated condition for 1 minute. At the end of each of the targetâs
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     stone. The affected target must repeat the saving throw at the end of its next turn. On a successful save, the effect ends on the target. On a failed save, the target has the petrified condition
                                                
                                            
                                                
                                                    ", "rollAction":"Rock", "rollDamageType":"bludgeoning"} bludgeoning damage, and the target must succeed on a DC 17 Strength saving throw or have the prone condition.
Petrifying Touch (Recharge 5â6
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     damage. If the target is a Medium or smaller creature, it has the grappled condition (escape DC 14). Until this grapple ends, the target has the restrained condition. While it is grappling a creature
                                                
                                            
                                                
                                                     failed save, a creature takes 39 (6d12);{"diceNotation":"6d12", "rollType":"damage", "rollAction":"Mind Poison", "rollDamageType":"poison"} poison damage and has the poisoned condition. While poisoned in
                                                
                                            
                                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    Lightning Overload. When the robot takes lightning damage, it must succeed on a DC 10 Constitution saving throw or have the stunned condition until the start of its next turn.Multiattack. The robot
                                                
                                            
                                                
                                                     condition (escape DC 15). The robot has two cargo tentacles, each of which can grapple one target.
Tractor Beam. The robot casts Telekinesis, targeting only creatures with the incapacitated condition
                                                
                                            
                                        
                                                     Monsters
                                                    Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    Cacophony of Minds. Any creature that starts its turn within 30 feet of the intellect snare must succeed on a DC 17 Wisdom saving throw or have the incapacitated condition for 1 minute. An
                                                
                                            
                                                
                                                     incapacitated creature can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success. A creature that succeeds on the saving throw is immune to this intellect snare
                                                
                                            
                                        






