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                        Returning 35 results for 'next combat repeat pdf'.
                    
                
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     Magic action to repeat the command word. This property of the armor can’t be used again until the next dawn.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    One creature that you can see within range must make a Wisdom saving throw. On a successful save, the target dances comically until the end of its next turn, during which it must spend all its
                                                
                                            
                                                
                                                     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.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    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
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     the steed’s creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block.
Combat. The steed is an ally to you and your allies. In combat, it shares your
                                                
                                            
                                                
                                                     Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     you roll a 20 on the d20 for an attack roll with this weapon, the target takes an extra 21 Necrotic damage.
While holding Wave, you gain the following benefits:
Combat Ready. You have Advantage on
                                                
                                            
                                                
                                                     holding Wave, you can cast the level 9 version of Globe of Invulnerability from it. Once used, this property can’t be used again until the next dawn.
Sentience. Wave is a sentient weapon of
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     can see through the familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.
Finally, when you cast a spell with a range of
                                                
                                            
                                                
                                                     touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell.
Combat. The familiar is an ally to
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature
                                                
                                            
                                                
                                                     ft. Hit: 1d10 + 3 plus the spell’s level Bludgeoning damage, and the target’s Speed is reduced to 0 until the start of the insect’s next turn.
Bonus Actions
Venomous Spew (Centipede
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no
                                                
                                            
                                                
                                                    :
Fuming. The spirit has Advantage on the next attack roll it makes before the end of this turn.
Mirthful. Wisdom Saving Throw: DC equals your spell save DC, one creature the spirit can see within
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands
                                                
                                            
                                                
                                                    , 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
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                    , the wave repeats on the start of your next turn while the flood effect lasts.
Part Water. You part water in the area and create a trench. The trench extends across the spell’s area, and the
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     creature is an ally to you and your allies. In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you
                                                
                                            
                                                
                                                     modifier, reach 5 ft. Hit: 1d10 + 3 + the spell’s level Slashing damage, and the target can’t regain Hit Points until the start of the spirit’s next turn.
Eye Ray (Beholderkin Only
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     creature’s Hit Point maximum.
Haste. Blackrazor can cast Haste on you, after which it can’t cast this spell again until the next dawn. Blackrazor decides when to cast the spell, which takes
                                                
                                            
                                                
                                                    , two other weapons locked away under White Plume Mountain. It wants the three weapons to be reunited and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours
                                                
                                            
                                                
                                                     Throw: DC equals your spell save DC, the target. Failure: Until the start of its next turn, the target can’t make Opportunity Attack;Opportunity Attacks, and its Speed is halved.
Actions
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     effect.
Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that
                                                
                                            
                                                
                                                     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
                                                    
                                                
                                            
                                                    ’s Feather Tokens table. The type of token determines its rarity.
Anchor (Uncommon). You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel can&rsquo
                                                
                                            
                                                
                                                     +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
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    False Appearance. If the golem is embedded in a window and motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the golem move or
                                                
                                            
                                                
                                                     form.
Regeneration. The golem regains 10 hit points at the start of its turn. If the golem takes bludgeoning or thunder damage, this trait doesn’t function at the start of the golem’s next
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     and are usually programmed to take intruders prisoner before resorting to lethal force. Combat robots signal their pursuit with built-in sirens and flashing lights, warning nearby creatures of their
                                                
                                            
                                        
                                                     Magic Items
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     power of the lenses to gain accuracy in combat, gaining advantage on a weapon attack roll (no action required). If that attack hits, roll one additional weapon damage die. This property of the lenses can’t be used again until the next dawn.
                                                
                                            
                                                
                                                     obviator’s lenses, you use a bonus action to make them function as eyes of minute seeing or eyes of the eagle. Once you make this choice, it cannot be changed until the next dawn.
Enhanced Lenses
At
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Cunning Opportunist. The stone cursed has advantage on the attack rolls of opportunity attack;opportunity attacks.
False Appearance. If the stone cursed is motionless at the start of combat, it has
                                                
                                            
                                                
                                                    "} slashing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw, or it begins to turn to stone and is restrained until the end of its next turn, when it must
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     saving throws until the start of Brahma's next turn.War Lute. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"War Lute"} to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2
                                                
                                            
                                                
                                                    , which must succeed on a DC 13 Wisdom saving throw or be charmed by her for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success. It has
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    False Appearance. If the doll is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the doll move or act, that creature must
                                                
                                            
                                                
                                                    , this trait doesn’t function at the start of the doll’s next turn. The doll is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate.
Unusual Nature. The
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Amphibious. The egg hunter can breathe air and water.
False Appearance. If the egg hunter is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature
                                                
                                            
                                                
                                                     or a bonus action on its turn but not both, and it can't take reactions. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     (green).
Heart of the Dragon. If the kobold is frightened or paralyzed by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all
                                                
                                            
                                                
                                                     kobolds within 30 feet of it. Any kobold that benefits from this trait (including the dragonshield) has advantage on its next attack roll.
Pack Tactics. The kobold has advantage on an attack roll against
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     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 can’t be used again until the next dawn.
                                                
                                            
                                        
                                                     Monsters
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     magically turns invisible until the start of its next turn. This invisibility ends if the reaper makes an attack roll, makes a damage roll, or casts a spell.Bhaal's cultists emulate their deity
                                                
                                            
                                                
                                                    , carrying out gruesome murders to spread fear and horror. They are charming and disarming when they wish, but in combat their true, bloodthirsty nature comes to the fore.
Bloodletters. All cultists of Bhaal
                                                
                                            
                                        
                                                     Monsters
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     charming and disarming when they wish, but in combat their true, bloodthirsty nature comes to the fore.
Bloodletters. All cultists of Bhaal learn to call upon their god’s power to leave their
                                                
                                            
                                                
                                                     blesses with darkvision and superior stealth. Reaper of Bhaal;Reapers are the next rank up. They gain the ability to turn invisible and can use Bhaal’s magic to evade suspicion. The highest
                                                
                                            
                                        
                                                     Monsters
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     of its next turn.Unstoppable (3/Day). The death's head reduces the damage it takes from an attack to 0.Bhaal's cultists emulate their deity, carrying out gruesome murders to spread fear and horror
                                                
                                            
                                                
                                                    . They are charming and disarming when they wish, but in combat their true, bloodthirsty nature comes to the fore.
Bloodletters. All cultists of Bhaal learn to call upon their god's power to leave their
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                    .
Dealing with Onyx. Onyx cannot be overcome or killed by combat. Any weapon attack against her that hits AC 12 makes contact but deals no lasting damage. However, if the attack would deal 10 or more
                                                
                                            
                                                
                                                     damage, Onyx has disadvantage on attack rolls until the end of her next turn. If Onyx would take 10 or more damage from spells or other effects, it yields the same result. Spells that impose conditions
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     of the troll’s next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate.Multiattack. The troll makes one Bite attack and two Claw attacks.
Bite. Melee
                                                
                                            
                                                
                                                     until the start of the troll’s next turn.
Claw. Melee Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     next turn.
Horrific Feast. The hag feeds on the corpse of one enemy within reach that died within the past minute. Each creature of the hag’s choice that is within 60 feet and able to see the
                                                
                                            
                                                
                                                    ’t read, and speaks only in gibberish. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    .
The spirit is an ally to you and your companions. In combat, the spirit shares your initiative count but takes its turn immediately after yours. The spirit obeys your commands (no action required
                                                
                                            
                                                
                                                     by you); if you don’t issue any commands, the spirit takes the Dodge action and uses its movement to avoid danger.
Once this bonus action is used, it can’t be used again until the next dawn.
                                                
                                            
                                        
                                                     Magic Items
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     insects or spiders. Applying the paint in this way takes 1 minute.
For the next 8 hours, the marks change to reflect your mental state. A creature that can see you and makes a successful DC 10 Wisdom
                                                
                                            
                                                
                                                     just saw around the corner, grief at the loss of a friend, or happiness derived from pride in your performance in combat. A dark elf has advantage on this check.
                                                
                                            
                                        
                                                     Monsters
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     ink at one creature within 15 feet of itself. The target must succeed on a DC 12 Constitution saving throw or be blinded until the end of the inkling’s next turn.Squelching slightly as they
                                                
                                            
                                                
                                                     inklings provide endless ink—or by lonely students hoping for company as they study. However, inklings can just as readily support mages in combat, disrupting opponents’ sight.PsychicShadow Stealth. While in dim light or darkness, the inkling takes the Hide action.
                                                
                                            
                                        
                                                     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 can’t be used again until the next dawn.
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                    : expeditious retreat, fog cloud, misty step
Magic Resistance. The medusa has advantage on saving throws against spells and other magical effects.
Surprise Attack. During the first round of combat, the
                                                
                                            
                                                
                                                     throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw
                                                
                                            
                                        






