Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'half starts'.
Spells
Player’s Handbook
. A creature takes 20d6 Fire damage and 20d6 Bludgeoning damage on a failed save or half as much damage on a successful one. A creature in the area of more than one fiery Sphere is affected only once
.
A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area, and the object starts burning if it’s flammable.
Magic Items
D&D Free Rules (2024)
enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren’t enough rats to form a swarm, the charge is wasted. Called swarms move toward the
Friendly swarm obeys your commands. If you issue no commands to a Friendly swarm, it defends itself but otherwise takes no actions. If a Friendly swarm starts its turn more than 30 feet away from you, your
Spells
Player’s Handbook
appropriate for your deity or pantheon.
Any enemy that moves to a space within 10 feet of the guardian for the first time on a turn or starts its turn there makes a Dexterity saving throw, taking 20
Radiant damage on a failed save or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.
Monsters
Monster Manual
or until the gnoll’s Concentration ends on it. This area is Difficult Terrain. Dexterity Saving Throw: DC 14, any creature that starts its turn in this area or enters it for the first time on a
gains 10 Temporary Hit Points. Success: Half damage only.Rampage (2/Day). Immediately after dealing damage to a creature that is already Bloodied, the gnoll moves up to half its Speed, and it makes one Abyssal Strike attack.
Monsters
Monster Manual
":"damage", "rollAction":"Death Burst", "rollDamageType":"Fire"} Fire damage. Success: Half damage.Touch. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Touch"}, reach 5
worn or carried, it starts burning.FireIgnited Illumination. The magmin sets itself ablaze or extinguishes its flames. While ablaze, the magmin sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
Monsters
Monster Manual
only if it starts its turn with 0 Hit Points and doesn’t regenerate.Multiattack. The troll makes three Rend attacks.
Rend. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit
", "rollAction":"Rend"}, reach 10 ft. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage.Charge. The troll moves up to half its Speed straight toward an enemy it can see.
Monsters
Monster Manual
: Half damage. Failure or Success: The target starts burning.2: Freezing Waves. Strength Saving Throw: DC 23, each creature in a 90-foot Cone. Failure: 22 (5d8);{"diceNotation":"5d8", "rollType":"damage
damage, and the target has the Prone condition. Success: Half damage only. Failure or Success: The target’s Speed is reduced to 0 until the end of its next turn.3: Raging Storm. A storm cloud
Spells
Player’s Handbook
you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Heated Body (Metal Only). A creature that hits the spirit with a melee attack or that starts its turn in a grapple with the spirit
takes 1d10 Fire damage.
Stony Lethargy (Stone Only). When a creature starts its turn within 10 feet of the spirit, the spirit can target it with magical energy if the spirit can see it. Wisdom Saving
Monsters
Monster Manual
salamander can see within 120 feet. Failure: 35 (10d6);{"diceNotation":"10d6", "rollType":"damage", "rollAction":"Inferno Blast", "rollDamageType":"Fire"} Fire damage, and the target starts burning, taking 5
target gains 1 Exhaustion level whenever it takes this burning damage. Success: Half damage only.FireColdBlazing Movement. The salamander moves up to its Speed without provoking opportunity attack
Monsters
Monster Manual
can choose to succeed instead.
Lordly Presence. Wisdom Saving Throw: DC 20, any enemy that starts its turn in a 30-foot Emanation originating from the animal lord. Failure: The target suffers the
", "rollType":"damage", "rollAction":"Animal Spirit", "rollDamageType":"Radiant"} Radiant damage. Success: Half damage. Failure or Success: The following effect occurs:
Marked as Prey (Hunter
Monsters
Monster Manual
, it can choose to succeed instead.
Lordly Presence. Wisdom Saving Throw: DC 20, any enemy that starts its turn in a 30-foot Emanation originating from the animal lord. Failure: The target suffers the
within 120 feet. Failure: 28 (4d10 + 6);{"diceNotation":"4d10+6", "rollType":"damage", "rollAction":"Animal Spirit", "rollDamageType":"Radiant"} Radiant damage. Success: Half damage. Failure or Success
Spells
Player’s Handbook
harm. If another creature that can see the wall moves within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute
violet layer.
Prismatic Layers
Order
Effects
1
Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. Additional Effects: Nonmagical ranged attacks can’t pass
Monsters
Monster Manual
succeed instead.
Lordly Presence. Wisdom Saving Throw: DC 20, any enemy that starts its turn in a 30-foot Emanation originating from the animal lord. Failure: The target suffers one of the following
. Failure: 28 (4d10 + 6);{"diceNotation":"4d10+6", "rollType":"damage", "rollAction":"Animal Spirit", "rollDamageType":"Radiant"} Radiant damage. Success: Half damage. Failure or Success: One of the
Monsters
Monster Manual
Paralyzed condition until the weapon is removed. Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability
turn.
Deathless Strike. The vampire moves up to half its Speed, and it makes one Grave Strike attack.NecroticCharm (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Charm
Spells
Player’s Handbook
, any creature (other than you) that starts its turn within a 5-foot Emanation originating from the spirit. Failure: The creature has the Poisoned condition until the start of its next turn
space and takes 1d10 Force damage for every 5 feet traveled.
Actions
Multiattack. The spirit makes a number of attacks equal to half this spell’s level (round down).
Deathly Touch (Ghostly Only
Monsters
Monster Manual
Incapacitated condition in its resting place, the vampire has the Paralyzed condition until the weapon is removed.Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in
the start of its next turn.
Umbral Strike. The vampire moves up to half its Speed, and it makes one Grave Strike or Sickening Ray attack.Vampire Lairs
vampire;Vampires and vampire umbral lords
Magic Items
Storm King's Thunder
This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has
the following properties, which work only while it’s on your person.
Ignite. As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a
Magic Items
Tyranny of Dragons
you already have immunity to fire damage from another source, whenever you are subjected to fire damage, you take none of that damage and regain a number of hit points equal to half the fire damage
succeed instead.
Dragon Fire. If you deal fire damage to a creature or flammable object, it starts burning. At the start of each of its turns, a creature burning in this way takes 1d6 fire damage. A creature that can reach the burning target can use an action to extinguish the fire.
Spells
Xanathar's Guide to Everything
. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.
Monsters
The Book of Many Things
’t function at the start of its next turn. Aurnozci dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Legendary Resistance (3/Day). If Aurnozci fails a saving throw, it
failed save, or half as much damage on a successful one.
Spellcasting. Aurnozci casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell
Monsters
Eberron: Rising from the Last War
fog for the first time on a turn or starts its turn there, it must make a DC 16 Constitution saving throw, taking 22 (5d8);{"diceNotation":"5d8","rollType":"damage","rollAction":"Spell Mimicry
","rollDamageType":"poison"} poison damage on a failed save, or half as much damage on a successful one.
The fog moves 10 feet away from the living spell at the start of each of its turns, rolling along the
Magic Items
Quests from the Infinite Staircase
ends, or when a creature enters the orb’s space or starts its turn there, the orb detonates in a 20-foot-radius sphere. Each creature in that area must make a DC 15 Dexterity saving throw, taking
lightning damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one; the orb’s base damage is 6d6, and if at the end of your turn the orb hasn
Magic Items
Tyranny of Dragons
source, whenever you are subjected to damage of that type, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type.
Draconic Majesty. While you are
saving throw, you can choose to succeed instead.
Dragon Fire (Red Dragon Mask Only). If you deal fire damage to a creature or flammable object, it starts burning. At the start of each of its turns, a
Monsters
Out of the Abyss
Chameleon Skin. The troglodyte has advantage on Dexterity (Stealth) checks made to hide.
Stench. Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed
wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Acid Spray","rollDamageType":"acid"} acid damage on a failed save, or half as much damage on a successful one.
Monsters
Planescape: Adventures in the Multiverse
Aura of Doom. Any creature that starts its turn within 10 feet of the doom lord must make a DC 16 Constitution saving throw, taking 18 (4d8);{"diceNotation":"4d8", "rollType":"damage", "rollAction
":"Aura of Doom", "rollDamageType":"necrotic"} necrotic damage on a failed save, or half as much damage on a successful one. If the doom lord doesn’t have the incapacitated condition, it can
Monsters
Bigby Presents: Glory of the Giants
into the area for the first time on a turn or starts its turn there must succeed on a DC 16 Constitution saving throw or take 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Death
blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only.Cinder hulks are distant descendants of fire giants who isolated themselves from the
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
", "rollDamageType":"psychic"} psychic damage on a failed save, or half as much damage on a successful one. The intellect snare then regains a number of hit points equal to the amount of damage taken.
Monsters
Dragonlance: Shadow of the Dragon Queen
within the sphere is heavily obscured, and when a creature starts its turn in the sphere or enters the sphere for the first time on a turn, it must make a DC 17 Constitution saving throw. On a failed
successful save, the creature takes half as much damage and isn’t poisoned. The cloud lasts for 1 minute, until Lohezet ends it early (no action required), or until Lohezet uses this action again. A
Monsters
Tomb of Annihilation
creature that starts its turn within 30 feet of the atropal takes 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Negative Energy Aura","rollDamageType":"necrotic"} necrotic damage.
If
, taking 36 (8d8);{"diceNotation":"8d8","rollType":"damage","rollAction":"Life Drain","rollDamageType":"necrotic"} necrotic damage on a failed save, or half as much damage on a successful one. The atropal
Monsters
Storm King's Thunder
location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Cold Aura. Any creature that starts its turn within 5 feet of
must make a DC 11 Constitution saving throw, taking 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Bite","rollDamageType":"poison"} poison damage on a failed save, or half as much
Monsters
Baldur’s Gate: Descent into Avernus
starts his turn with 0 hit points and doesn't regenerate.Multiattack. Gideon attacks twice with his fists.
Fist. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Fist
","rollDamageType":"necrotic"} necrotic damage on a failed save, or half as much damage on a successful one.Gideon Lightward was a priest of Lathander who served Elturel and his deity proudly. Zariel saw that
Monsters
Bigby Presents: Glory of the Giants
’t function at the start of the mutate’s next turn. The mutate dies only if it starts its turn with 0 hit points and doesn’t regenerate. If the mutate starts its turn with 0 hit points
make a DC 14 Intelligence saving throw, taking 28 (8d6);{"diceNotation":"8d6", "rollType":"damage", "rollAction":"Psychic Burst", "rollDamageType":"psychic"} psychic damage on a failed save, or half
Monsters
Out of the Abyss
the start of the pudding's next turn. The pudding dies only if it starts its turn with 0 hit points and doesn't regenerate.Pseudopod. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to
damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding.Acid, Cold, Lightning, Slashing
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Death Gaze. When a creature that can see the bodak’s eyes starts its turn within 30 feet of the bodak, the bodak can force it to make a DC 13 Constitution saving throw if the bodak isn’t
meantime, that creature must immediately make the saving throw.
Sunlight Hypersensitivity. The bodak takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on
Spells
Elemental Evil Player's Companion
appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving
throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is