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  • #redirect: [[SRD5:Order of Combat#Your Turn]]
    45 bytes (7 words) - 20:54, 22 September 2019
  • #redirect: [[SRD5:Cleric#Channel Divinity: Turn Undead]]
    56 bytes (7 words) - 16:58, 5 April 2020
  • ...n Immunity.''' The creature is {{srd5lc|Immune}} to features that {{srd5lc|Turn Undead}}. [[Category:SRD5 Creature Traits|Turn Immunity]]
    483 bytes (61 words) - 19:04, 13 October 2021

Page text matches

  • ...n Immunity.''' The creature is {{srd5lc|Immune}} to features that {{srd5lc|Turn Undead}}. [[Category:SRD5 Creature Traits|Turn Immunity]]
    483 bytes (61 words) - 19:04, 13 October 2021
  • ...rn, but attack rolls against it have advantage until the start of its next turn.
    638 bytes (91 words) - 15:40, 25 August 2023
  • ...rn, but attack rolls against it have advantage until the start of its next turn.
    821 bytes (118 words) - 15:45, 25 August 2023
  • ...creature's regains ____ {{srd5lc|Hit Point}}s at the start of its {{srd5lc|Turn}} if it has at least 1 hit point.  ...e creature's next {{srd5lc|Turn}}. The creature dies only if it starts its turn with 0 hit points and doesn't regenerate.
    1 KB (225 words) - 07:38, 26 August 2023
  • #redirect: [[SRD5:Order of Combat#Your Turn]]
    45 bytes (7 words) - 20:54, 22 September 2019
  • #redirect: [[SRD5:Cleric#Channel Divinity: Turn Undead]]
    56 bytes (7 words) - 16:58, 5 April 2020
  • ...|Turn}} of the combat, and you can’t take a {{srd5lc|Reaction}} until that turn ends.
    648 bytes (88 words) - 09:08, 27 January 2023
  • |summary=Regain {{srd5lc|Hit Point}}s at the start of its {{srd5lc|Turn}}. ...er of hit points.</ref> {{srd5lc|Hit Point}}s at the start of its {{srd5lc|Turn}} if it has at least 1 hit point. 
    1 KB (207 words) - 08:04, 26 August 2023
  • ...mary={{phoenixash|Creature}} can take a {{srd5lc|Reaction}} every {{srd5lc|Turn}}. ...The {{5epalc|Creature}} can take one {{srd5lc|Reaction}} on every {{srd5lc|Turn}} in a combat.
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  • ...{srd5lc|Attack Roll}}s against any {{srd5lc|Creature}} that hasn't taken a turn. Any hit the assassin scores against a {{srd5lc|Surprise}}d creature is a {
    659 bytes (92 words) - 18:53, 13 October 2021
  • * On its {{srd5lc|Turn}}, it can use either an {{srd5lc|Action}} or a {{srd5lc|Bonus Action}}, not ...han one {{SRD5|Melee Attack|melee}} or {{srd5lc|Ranged Attack}} during its turn.
    1 KB (217 words) - 09:30, 28 January 2023
  • ...trained}}. It must repeat the saving throw at the end of its next {{srd5lc|Turn}}. On a success, the effect ends. On a failure, the creature is {{srd5lc|Pe ...it does so, it can’t see the {{{monsterref}}} until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meant
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  • ...ing Throw}} or be {{srd5lc|Poisoned}} until the start of its next {{srd5lc|Turn}}. On a successful saving throw, the creature is {{srd5lc|Immune}} to the {
    756 bytes (106 words) - 09:57, 26 August 2023
  • ...{srd5lc|Attack Roll}}s against any {{srd5lc|Creature}} that hasn't taken a turn. Any hit the assassin scores against a {{srd5lc|Surprise}}d creature is a {
    857 bytes (121 words) - 10:33, 23 August 2023
  • ...our {{srd5lc|Turn}}, and you can’t take more than one bonus action on that turn. For more information, see the “Bonus Actions” section on page 189 of t
    987 bytes (140 words) - 08:26, 30 November 2020
  • ...5|AC}}. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.
    1 KB (239 words) - 13:41, 5 February 2020
  • ...aintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from a
    1 KB (166 words) - 07:27, 10 May 2022
  • ...than one {{One|Melee Attack|melee}} or {{Onelc|Ranged Attack}} during its turn. ...til the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.
    2 KB (364 words) - 18:18, 25 October 2023
  • ...than one {{One|Melee Attack|melee}} or {{Onelc|Ranged Attack}} during its turn. ...til the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.
    2 KB (375 words) - 19:23, 30 November 2023
  • ...elee Weapon Attack}} as a {{srd5lc|Bonus Action}} on each of your {{srd5lc|Turn}}s after this one. When your rage ends, you suffer one level of {{srd5lc|Ex ...your turn, you can make one, and only one, additional melee attack on that turn.
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  • ...rained}} by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeonin
    2 KB (333 words) - 09:52, 1 November 2023
  • ...han one {{SRD5|Melee Attack|melee}} or {{srd5lc|Ranged Attack}} during its turn. ...til the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.
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  • ...ement|moves}} toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.}}
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  • .... On a 6, the ____<ref name="you" /> goes berserk. On each of its {{srd5lc|Turn}}s while berserk, the ____<ref name="you" /> attacks the nearest {{srd5lc|C
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  • ...rained}} by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeonin
    2 KB (339 words) - 09:05, 18 September 2021
  • ...ttack if you move a given distance toward your target on the same {{srd5lc|Turn}} you make the attack. ...ies one of its {{srd5lc|Melee Attack}}s.</ref> attack on the same {{srd5lc|Turn}}, the target takes an extra ____<ref name="note2">Note: The damage done is
    1 KB (202 words) - 11:11, 23 August 2023
  • ...ement|moves}} toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.<br />
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  • ...in the game world. During a round, each participant in a battle takes a '''turn'''. ...everyone rolls '''[[#Initiative|initiative]]'''. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the oth
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  • ...he start of each of its {{Onelc|Turn}}s to determine its behavior for that turn. ...ction to each die face. The creature doesn’t take an {{Onelc|Action}} this turn.
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  • ...ing Throw}} or be {{srd5lc|Poisoned}} until the start of its next {{srd5lc|Turn}}. On a successful saving throw, the creature is {{srd5lc|Immune}} to the _
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  • |trait1desc=Starting at 3rd level, once per {{srd5lc|Turn}}, you may add your {{srd5lc|Proficiency Bonus}} to your damage. ...c|Disadvantage}} on attack rolls against you, until the start of your next turn.
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  • .... On a 6, the ____<ref name="you" /> goes berserk. On each of its {{srd5lc|Turn}}s while berserk, the ____<ref name="you" /> attacks the nearest {{5epalc|C
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  • ...e courtier’s next {{srd5lc|Turn}}. The courtier dies only if it starts its turn with 0 hit points and doesn’t regenerate.}}
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  • ...e start of each of its {{srd5lc|Turn}}s to determine its behavior for that turn. ...tion to each die face. The creature doesn’t take an {{srd5lc|Action}} this turn.
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  • ...n it. You may use a {{srd5lc|Bonus Action}} to move the area each {{srd5lc|Turn}}. <!--unofficial description of spell effects--> ...o the spirit's space for the first time on a {{srd5lc|Turn}} or starts its turn there, you can cause the spirit to restore 1d6 {{srd5lc|Hit Point}}s to tha
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  • ...venant's next turn. The revenant's body is destroyed only if it starts its turn with 0 hit points and doesn't regenerate. |feature3=Turn Immunity
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  • ...ref|y}}''' The creature can take one {{srd5lc|Reaction}} on every {{srd5lc|Turn}} in a combat. 
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  • ...collapses on itself, and the spell ends at the start of your next {{Onelc|Turn}}. Webs layered over a flat surface have a depth of 5 feet. ...that starts its {{Onelc|Turn}} in the webs or that enters them during its turn must make a {{One|Dexterity}} {{Onelc|Saving Throw}}. On a failed save, the
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  • ...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.
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  • ...rn, but attack rolls against it have advantage until the start of its next turn.
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  • ...ertrd}} as much of the initial damage and no damage at the end of its next turn.
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  • |feature1=Turn Immunity |fdesc1={{SRD5trait}} The claw is {{srd5lc|Immune}} to effects that {{srd5lc|Turn Undead}}.
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  • |summary=You may turn {{srd5lc|Invisible}}
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  • ...art of the sovereign’s next turn. The sovereign dies only if it starts its turn with 0 hit points and doesn’t regenerate.}}
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  • ...collapses on itself, and the spell ends at the start of your next {{srd5lc|Turn}}. Webs layered over a flat surface have a depth of 5 feet. ...that starts its {{srd5lc|Turn}} in the webs or that enters them during its turn must make a {{SRD5|Dexterity}} {{srd5lc|Saving Throw}}. On a failed save, t
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  • Pain grips the creature’s mind, and its eyes turn milky white. The creature has {{srd5lc|Disadvantage}} on {{SRD5|Wisdom}} {{ ...e="para">Paraphrased</ref> At the end of each of the [infected’s] {{srd5lc|Turn}}s, it must make a {{SRD5|Constitution}} {{srd5lc|Saving Throw}}. After fai
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  • ...at the start of the lich's next turn. The lich dies only if it starts its turn with 0 hit points and doesn't regenerate. |feature4=Turn Resistance
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  • ...rn, but attack rolls against it have advantage until the start of its next turn.
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  • ...me damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. <!-- main spell desc --
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  • ...tart of the golem's next turn The golem is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.
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  • ...rn, but attack rolls against it have advantage until the start of its next turn.
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  • ...ction at the start of its next turn. The typhon dies only if it starts its turn with 0 hit points and doesn't regenerate.
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  • ...f its {{srd5lc|Turn}}. The ixitxachitl dies only if it starts its {{srd5lc|Turn}} with 0 hit points.
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  • ...t toward a target and then hits it with a gore attack on the same {{srd5lc|Turn}}, the target takes an extra 9 (2d8) {{srd5lc|Piercing}} damage. If the tar ...rn, but attack rolls against it have advantage until the start of its next turn.
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  • '''Cunning Action.''' On each of its {{srd5lc|Turn}}s, the creature can use a {{srd5lc|Bonus Action}} to take the {{srd5lc|Das
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  • When you take your action on your {{srd5lc|Turn}}, you can take one of the actions presented here, an action you gained fro ...feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.
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  • ...takes damage, it is {{srd5lc|Stunned}} until the end of its next {{srd5lc|Turn}}. ...e="para">Paraphrased</ref> At the end of each of the [infected’s] {{srd5lc|Turn}}s, it must make a {{SRD5|Constitution}} {{srd5lc|Saving Throw}}. After fai
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  • Whenever the hydra takes 35 or more damage in a single {{srd5lc|Turn}}, one of its heads dies. If all its heads die, the hydra dies. ...e its last turn, unless it has taken {{srd5lc|Fire}} damage since its last turn. The hydra regains 10 {{srd5lc|Hit Point}}s for each head regrown in this w
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  • ...t the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.
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  • ..., whenever you take the {{SRD5|Attack}} {{srd5lc|Action}} on your {{srd5lc|Turn}}.
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  • ...ertrd}} as much of the initial damage and no damage at the end of its next turn.
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  • ...hrow}} or have its speed reduced to 0 until the start of its next {{srd5lc|Turn}}. ...start of its next turn and rolls a d8 to determine what it does during its turn.<br />
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  • ...rn, but attack rolls against it have advantage until the start of its next turn.
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  • ...once, whenever you take the [[SRD5:Attack|Attack action]] on your {{srd5lc|Turn}}. |trait5name=Turn Creatures of Enmity
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  • ...wood woad's next {{srd5lc|Turn}}. The wood woad dies only if it starts its turn with 0 hit points and doesn't regenerate. |fdesc4={{SRD5trait}} Once on its {{srd5lc|Turn}}, the creature can use 10 feet of its {{srd5lc|Movement}} to step magicall
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  • ...rrain}}. It takes 5 (1d10) {{srd5lc|Force}} damage if it ends its {{srd5lc|Turn}} inside an object.
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  • ...me damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. <!-- main spell desc --
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  • ...he creature takes 20 {{srd5lc|Radiant}} damage when it starts its {{srd5lc|Turn}} in sunlight. While in sunlight, it has {{srd5lc|Disadvantage}} on {{srd5l
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  • ...ing Throw}} or be {{srd5lc|Poisoned}} until the start of its next {{srd5lc|Turn}}. On a successful saving throw, the creature is immune to the ghast's Sten ...t have {{srd5lc|Advantage}} on saving throws against effects that {{srd5lc|Turn Undead}}.
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  • ...k Roll}}s and {{srd5lc|Ability Check}}s until the end of its next {{srd5lc|Turn}}.
    647 bytes (91 words) - 05:43, 23 June 2022
  • ...e start of its {{srd5lc|Turn}}. The ixitxachitl dies only if it starts its turn with 0 hit points.
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  • ...cy Bonus}} to your damage. You may only use this ability once per {{srd5lc|Turn}}. |trait5name=Turn Creatures of Enmity
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  • ...wound the target. At the start of each of the wounded creature’s {{srd5lc|Turn}}s, it takes 1d4 {{srd5lc|Necrotic}} damage for each time you’ve wounded
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  • ...art of the vegepygmy's next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn't regenerate.
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  • ...row}}s, and it gains an additional {{Onelc|Action}} on each of its {{Onelc|Turn}}s. That action can be used only to take the {{One|Action#Attack|Attack}} ( ...e target can’t {{Onelc|Move}} or take actions until after its next {{Onelc|Turn}}, as a wave of lethargy sweeps over it. <!-- main spell desc -->
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  • ...mage, this trait doesn't function at the start of the pest's next {{srd5lc|Turn}}.
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  • ...the start of the thorny's next turn. The thorny dies only if it starts its turn with 0 hit points and doesn't regenerate.
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  • ...e}} {{srd5lc|Action}} as a {{srd5lc|Bonus Action}} on each of its {{srd5lc|Turn}}s.
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  • ...ers the spell’s area for the first time on a {{srd5lc|Turn}} or starts its turn there must make a {{SRD5|Charisma}} {{srd5lc|Saving Throw}}. On a failed sa
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  • |trait5name=Turn Creatures of Enmity |trait5desc=Starting at 10th you gain the ability to turn creatures of enmity. As an {{srd5lc|Action}}, you present your {{srd5lc|Hol
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  • ...effect into {{Onelc|Difficult Terrain}} until the end of your next {{Onelc|Turn}}. <!-- main spell desc -->
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  • ...art of the vegepygmy's next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn't regenerate.
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  • ...{{Onelc|Turn}}s, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature ca
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  • At the end of each of the target’s {{srd5lc|Turn}}s, it must make a {{SRD5|Constitution}} {{srd5lc|Saving Throw}}. After fai '''Blinding Sickness.''' Pain grips the creature’s mind, and its eyes turn milky white. The creature has {{srd5lc|Disadvantage}} on {{SRD5|Wisdom}} {{
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  • ...art of the golem's next turn. The golem is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.
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  • ...k if you move no more than half your {{srd5lc|Speed}} on the same {{srd5lc|Turn}}. ...take your first turn at your normal {{srd5lc|Initiative}} and your second turn at your initiative minus 10. You cannot use this feature when you are {{srd
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  • ...{srd5lc|Turn}}s, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature ca
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  • ...t the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.
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  • ...ters the spell’s area for the first time on a {{onelc|Turn}} or starts its turn there must make a {{One|Charisma}} {{onelc|Saving Throw}}. On a failed save
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  • ...he restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The pet ...the creature does so, it can’t see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in t
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  • ...ts fewer Discipline Points than before, and the darkness can be moved each turn during the duration of the spell. The Monk can also see in their own Darkne ...onelc|Component}}s. The darkness can be moved at the start of your {{onelc|Turn}}.
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  • ** {{SRD5|Turn|Your Turn}} *** {{SRD5|Order of Combat#Other Activity on Your Turn|Other Activity}}
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  • ...your {{srd5lc|Proficiency Bonus}}. This feature may be used only once per turn. |trait6name=Turn Creatures of Enmity
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  • ...t can’t regain {{srd5lc|Hit Point}}s until the start of your next {{srd5lc|Turn}}. Until then, the hand clings to the target. ...antage}} on {{srd5lc|Attack Roll}}s against you until the end of your next turn. <!-- main spell desc -->
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  • ...to 0 {{srd5lc|Hit Point}}s with a {{srd5lc|Melee Attack}} on its {{srd5lc|Turn}}, the ____<ref name="you" /> can take a {{srd5lc|Bonus Action}} to move up
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  • ...n at the start of its next turn. The juggernaut dies only if it starts its turn with 0 hit points and doesn't regenerate.
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  • '''Martial Advantage.''' Once per {{srd5lc|Turn}}, the ____(trait owner) can deal an extra ____<!--7 (2d6)--> damage to a {
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  • ...ters the wall’s area for the first time on a {{srd5lc|Turn}} or starts its turn there, the creature must make a {{SRD5|Dexterity}} {{srd5lc|Saving Throw}}.
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  • ...nters the wall’s area for the first time on a {{Onelc|Turn}} or starts its turn there, the creature must make a {{One|Dexterity}} {{Onelc|Saving Throw}}. O
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  • ...rrain}}. It takes 5 (1d10) {{srd5lc|Force}} damage if it ends its {{srd5lc|Turn}} inside an object other than a sacred statue. |feature3=Turn Resistance
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  • At the end of each of the target’s {{Onelc|Turn}}s, it must make a {{One|Constitution}} {{Onelc|Saving Throw}}. After faili {{ni|'''Blinding Sickness.''' Pain grips the creature’s mind, and its eyes turn milky white. The creature has {{Onelc|Disadvantage}} on {{One|Wisdom}} {{On
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  • ...}}, but attack rolls against it have advantage until the start of its next turn.
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  • ...k Roll}}s and {{srd5lc|Ability Check}}s until the end of its next {{srd5lc|Turn}}.
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  • ...rrain}}. It takes 5 (1d10) {{srd5lc|Force}} damage if it ends its {{srd5lc|Turn}} inside an object. ...t the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.
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  • ...ry foot you clear on the jump costs a foot of your movement on the current turn. When a class feature, a spell, or another effect extends your jump, the bo
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  • ...its {{srd5lc|Movement}} as possible to move in that direction on its next turn. It can take its {{srd5lc|Action}} before it moves. After moving in this wa
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  • ...A creature can repeat the saving throw at the end of each of its {{srd5lc|Turn}}s, ending the effect on itself on a success. If a creature’s saving thro ...A creature can repeat the saving throw at the end of each of its {{srd5lc|Turn}}s, with {{srd5lc|Disadvantage}} if the ____<ref name="entry1" /> is within
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  • # Each player, in turn, will take the "Crew Action Phase" using the "Active Crew Member", then tak ##Turn the crew placard face down (for the crew member that encountered the Alien)
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  • ...ers the spell’s area for the first time on a {{srd5lc|Turn}} or starts its turn there, it must make a {{SRD5|Dexterity}} {{srd5lc|Saving Throw}}. On a fail
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  • |feature1=Turn Resistance ...c|Advantage}} on {{srd5lc|Saving Throw}}s against any effect that {{srd5lc|Turn Undead|turns Undead}}.
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  • ...fect into {{srd5lc|Difficult Terrain}} until the end of your next {{srd5lc|Turn}}. <!-- main spell desc -->
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  • ...f its {{Onelc|Movement}} as possible to move in that direction on its next turn. It can take its {{Onelc|Action}} before it moves. After moving in this way
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  • ...ters the spell’s area for the first time on a {{Onelc|Turn}} or starts its turn there, it must make a {{One|Dexterity}} {{Onelc|Saving Throw}}. On a failed
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  • ...nters the spell’s area for the first time on a {{srd5lc|Turn}} or ends its turn there. <!-- main spell desc -->
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  • ...rrain}}. It takes 5 (1d10) {{srd5lc|Force}} damage if it ends its {{srd5lc|Turn}} inside an object.
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  • ...effects when you cast this spell. As an {{srd5lc|Action}} on your {{srd5lc|Turn}}, you can repeat the same effect or choose a different one. ...If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
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  • ...ng is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an
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  • ...e its last turn, unless it has taken {{srd5lc|Fire}} damage since its last turn. The hydra regains 10 {{srd5lc|Hit Point}}s for each head regrown in this w
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  • ...enters the spell’s area for the first time on a {{Onelc|Turn}} or ends its turn there.
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  • ...g effects when you cast this spell. As an {{Onelc|Action}} on your {{Onelc|Turn}}, you can repeat the same effect or choose a different one. ...If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
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  • ...amage, this trait doesn't function until the start of the nosferatu's next turn. ...sc3={{SRD5trait}} The nosferatu takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has {{srd5lc|Disadvantage}} on {{srd5lc|
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  • ...enters the spell’s area for the first time on a {{Onelc|Turn}} or ends its turn there. <!-- main spell desc -->
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  • ...{{Onelc|Radiant}} damage and is {{Onelc|Blinded}} until your next {{Onelc|Turn}}. On a successful save, it takes {{Onelc|Half}}{{5ertrd}} as much damage a You can create a new line of radiance as your {{Onelc|Action}} on any turn until the spell ends.
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  • ...On a failed save, the creature spends its {{srd5lc|Action}} that {{srd5lc|Turn}} retching and reeling. Creatures that don’t need to breathe or are {{srd
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  • ...w}}s, and it gains an additional {{srd5lc|Action}} on each of its {{srd5lc|Turn}}s. That action can be used only to take the {{SRD5|Action#Attack|Attack}} ...target can’t {{srd5lc|Move}} or take actions until after its next {{srd5lc|Turn}}, as a wave of lethargy sweeps over it. <!-- main spell desc -->
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  • ...}. On a failed save, the creature spends its {{Onelc|Action}} that {{Onelc|Turn}} retching and reeling. Creatures that don’t need to breathe or are {{One
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  • '''Tree Stride.''' Once on its {{srd5lc|Turn}}, the creature can use 10 feet of its {{srd5lc|Movement}} to step magicall
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  • |summary=Gain {{SRD5|Dexterity}} or {{SRD5|Intelligence}}, turn {{srd5lc|Invisible}} as a {{srd5lc|Reaction}}. <!--UNOFFICIAL/UNPLAGIARIZED
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  • ...rn, but attack rolls against it have advantage until the start of its next turn. |flimit8=1/Turn
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  • ''(1 {{One|Discipline Point}}).'' At the start of your turn spend 1 Discipline Point to empower yourself with elemental power for a per ...{{One|Cold}}, {{one|Fire}}, or {{One|Lightning}} damage (pick at start of turn). Those hit must attempt a {{One|Strength}} {{onelc|Saving Throw}} or be mo
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  • '''Sneak Attack.{{SRD5ref|y}}''' Once per {{srd5lc|Turn}}, the creature deals an extra ____ damage when it hits a target with a {{s
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  • ...t can take either an {{srd5lc|Action}} or a {{srd5lc|Bonus Action}} on its turn, not both, and can’t take {{srd5lc|Reaction}}s.
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  • ...d of once, whenever you take the {{SRD5|Attack}} {{srd5lc|Action}} on your turn. |trait6name=Turn Creatures of Enmity
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  • ...is produced from the spores from {{5ed|Vegepygmy|vegepygmies}}. And it, in turn, infects {{srd5lc|Humanoid}}s and {{srd5lc|Beast}}s to produce more vegepyg
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  • '''Unofficial Description:''' Sometimes even dragons fear mortality and turn to a form of {{SRD5|Lich}}dom to extend their existence.
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  • ...ving venomous snakes in place of hair. Those who gazed into her eyes would turn to stone. Most sources describe her as the daughter of Phorcys and Ceto, al ...Greek hero Perseus, who then used her head, which retained its ability to turn onlookers to stone, as a weapon until he gave it to the goddess Athena to p
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  • ...ers the spell’s area for the first time on a {{srd5lc|Turn}} or starts its turn there, that creature must make a {{SRD5|Constitution}} {{srd5lc|Saving Thro
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  • ...e}} {{srd5lc|Action}} as a {{srd5lc|Bonus Action}} on each of its {{srd5lc|Turn}}s.
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  • ...A creature can repeat the saving throw at the end of each of its {{srd5lc|Turn}}s, ending the effect on itself on a success. If a creature’s saving thro ...A creature can repeat the saving throw at the end of each of its {{srd5lc|Turn}}s, with {{srd5lc|Disadvantage}} if the ____<ref name="entry1" /> is within
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  • ...es 7 (2d6) {{srd5lc|Piercing}} damage at the start of each of its {{srd5lc|Turn}}s. ...ic}} and {{srd5lc|Thunder}} damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An ani
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  • |trait6name=Turn Creatures of Enmity ...rting at 6th your {{SRD5|Turn Undead}} feature now includes the ability to turn your creatures of enmity.
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  • ...nters the spell’s area for the first time on a {{srd5lc|Turn}} or ends its turn there.
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  • ...trained}}. It must repeat the saving throw at the end of its next {{srd5lc|Turn}}. On a success, the effect ends. On a failure, the creature is {{srd5lc|Pe ...turn. If it does so, it can’t see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meant
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  • ...ters the spell’s area for the first time on a {{Onelc|Turn}} or starts its turn there, that creature must make a {{One|Constitution}} {{Onelc|Saving Throw}
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  • ...srd5lc|Radiant}} damage and is {{srd5lc|Blinded}} until your next {{srd5lc|Turn}}. On a successful save, it takes {{srd5lc|Half}}{{5ertrd}} as much damage You can create a new line of radiance as your {{srd5lc|Action}} on any turn until the spell ends.
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  • ...he start of its next {{srd5lc|Turn}}. The giant dies only if it starts its turn with 0 hit points and doesn't regenerate.
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  • ...art of the wereraven's next turn. The wereraven dies only if it starts its turn with 0 hit points and doesn't regenerate.
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  • ...c|Attack Roll}}s and {{Onelc|Ability Check}}s until the start of your next turn. <!-- main spell desc -->
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  • * {{iplink|Branches of the Tree}} now activates at the start of a creature’s turn instead of the end. The range has increased to 30 feet, and the Barbarian c * {{iplink|Battering Roots}} now applies its increased range only during your turn and only for weapons with specific properties. The feature now clarifies yo
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  • {{!}}{{iplink|Iron Resolve}}, {{iplink|Turn Creatures of Enmity}} ===Turn Creatures of Enmity===
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  • ...ture enters the area for the first time on a {{srd5lc|Turn}} or starts its turn there, it must make a {{SRD5|Wisdom}} {{srd5lc|Saving Throw}}. On a failed
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  • |rules=You attempt to turn one {{Onelc|Creature}} that you can see within range into stone. If the tar ...t make another Constitution saving throw at the end of each of its {{Onelc|Turn}}s. If it successfully saves against this spell three times, the spell ends
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  • ...k Roll}}s and {{srd5lc|Ability Check}}s until the end of its next {{srd5lc|Turn}}. :'''Carnelian – Wildfire (1/Turn).'''
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  • |trait5name=Turn Creatures of Enmity |trait5desc=Starting at 10th you gain the ability to turn creatures of enmity. As an {{srd5lc|Action}}, you present your {{srd5lc|Hol
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  • ...ature enters the area for the first time on a {{Onelc|Turn}} or starts its turn there, it must make a {{One|Wisdom}} {{Onelc|Saving Throw}}. On a failed sa
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  • '''Creature into Creature.''' If you turn a creature into another kind of creature, the new form can be any kind you ...re is friendly to you and your companions. It acts on each of your {{Onelc|Turn}}s. You decide what action it takes and how it moves. The {{One|GM}} has th
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  • '''Creature into Creature.''' If you turn a creature into another kind of creature, the new form can be any kind you ...e is friendly to you and your companions. It acts on each of your {{srd5lc|Turn}}s. You decide what action it takes and how it moves. The {{SRD5|GM}} has t
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  • ...rrain}}. It takes 5 (1d10) {{srd5lc|Force}} damage if it ends its {{srd5lc|Turn}} inside an object. |feature3=Turn Resistance
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  • ...n a DC 15 {{SRD5|Constitution}} {{srd5lc|Saving Throw}} at the end of that turn or regurgitate all swallowed creatures, which fall {{srd5lc|Prone}} in a sp
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  • ...rd5lc|Attack Roll}}s against the lampad until the end of the lampad's next turn.
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  • ...undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts
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  • ...ng is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an
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  • ...undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts
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  • ...he restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The pet ...the creature does so, it can’t see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in t
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  • ...ers the spell’s area for the first time on a {{srd5lc|Turn}} or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it mus
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  • ...he restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The pet ...the creature does so, it can’t see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in t
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  • ...art of the troll's next turn. The troll is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.
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  • ...t the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.}}
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  • ...he creature's regains 5 {{srd5lc|Hit Point}}s at the start of its {{srd5lc|Turn}} if it has at least 1 hit point and is touching a body of water.  ...ing}} damage. If the longbow is dropped, it turns to water. Similarly, the turn after an arrow is dropped or shot it turns to water.
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  • ...ters the spell’s area for the first time on a {{Onelc|Turn}} or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it mus
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  • ...toward a creature and then hits it with a gore attack on the same {{srd5lc|Turn}}, that target must succeed on a {{SRD5|DC}} 16 {{SRD5|Strength}} {{srd5lc| ...rained target must repeat the saving throw at the end of its next {{srd5lc|Turn}}. On a success the effect ends on the target. On a failure, the target is
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  • |rules=You attempt to turn one {{srd5lc|Creature}} that you can see within range into stone. If the ta ...make another Constitution saving throw at the end of each of its {{srd5lc|Turn}}s. If it successfully saves against this spell three times, the spell ends
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  • |feature3=Turn Resistance ...c|Advantage}} on {{srd5lc|Saving Throw}}s against any effect that {{srd5lc|Turn Undead|turns undead}}.
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  • ...t the start of the klarg's next turn. The klarg dies only if it starts its turn with 0 hit points and doesn't regenerate. ...n a DC 15 {{SRD5|Constitution}} {{srd5lc|Saving Throw}} at the end of that turn or regurgitate all swallowed creatures, which fall {{srd5lc|Prone}} in a sp
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  • ...art of the troll's next turn. The troll is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.
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  • Whenever the hydra takes 40 or more damage in a single {{srd5lc|Turn}}, one of its heads dies. If all its heads die, the hydra dies. ...turn, unless it has taken 40 or more {{srd5lc|Fire}} damage since its last turn. The hydra regains 20 {{srd5lc|Hit Point}}s for each head regrown in this w
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  • ...__d6) {{srd5lc|Acid}} damage at the start of each of the kraken’s {{srd5lc|Turn}}s. One Medium or two smaller creatures can be swallowed at the same time. ...5|DC}} __ {{SRD5|Constitution}} {{srd5lc|Saving Throw}} at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within
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  • ...ly Water}}, this trait doesn’t function at the start of the vampire’s next turn. ...ing Water.''''' The vampire takes 20 {{srd5lc|Acid}} damage if it ends its turn in running water. <br />
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  • ...|Attack Roll}}s and {{srd5lc|Ability Check}}s until the start of your next turn. <!-- main spell desc -->
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  • |feature3=Turn Immunity ...3={{SRD5trait}} The demilich is {{srd5lc|Immune}} to effects that {{srd5lc|Turn Undead}}.
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  • ...to 0 {{srd5lc|Hit Point}}s with a {{srd5lc|Melee Attack}} on its {{srd5lc|Turn}}, the ____<ref name="e1" /> can take a {{srd5lc|Bonus Action}} to move up
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  • ...rd5lc|Saving Throw}} or be {{srd5lc|Poisoned}} until the start of its next turn. On a successful saving throw, the creature is {{srd5lc|Immune}} to the ___
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  • ...the first time a creature enters the wall on a {{srd5lc|Turn}} or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 {{srd5
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  • ...the first time a creature enters the wall on a {{Onelc|Turn}} or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 {{Onel
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  • ...row against the sphere’s damage, and the sphere stops moving this {{srd5lc|Turn}}. When you move the sphere, you can direct it over barriers up to 5 feet t
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  • |feature3=Turn Resistance ...c|Advantage}} on {{srd5lc|Saving Throw}}s against any effect that {{srd5lc|Turn Undead|turns undead}}.
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  • ...hrow against the sphere’s damage, and the sphere stops moving this {{Onelc|Turn}}. When you move the sphere, you can direct it over barriers up to 5 feet t
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  • |traitdesc4=Summary: Each turn, gain {{One|Heroic Advantage}}. * '''{{anchor|Heroic Rally}}.''' Each turn, regain {{One|Hit Point}}s if below {{onelc|Half}}{{5ertrd}}.
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  • |feature3=Channel Divinity: Turn the Faithless
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  • ...{{SRD5|Melee Attack}} the creature has.</ref> attack on the same {{srd5lc|Turn}}, that target must succeed on a {{SRD5|DC}} ____<ref name="entry3">Entry:
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  • ...urn}} in combat, you can double your {{srd5lc|Speed}} until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on o
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  • |feature3=Turn Immunity ...3={{SRD5trait}} The demilich is {{srd5lc|Immune}} to effects that {{srd5lc|Turn Undead}}.
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  • ...he creature can repeat the saving throw at the end of each of its {{srd5lc|Turn}}s, ending the mad laughter and the incapacitated condition on a success. Any humanoid creature that starts its turn within 10 feet of an infected creature in the throes of mad laughter must s
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  • ...D5|Dodge}} or {{SRD5|Help}} action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Dis ...ttack twice, rather than once, whenever you take the Attack action on your turn.
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  • ...rrain}}. It takes 5 (1d10) {{srd5lc|Force}} damage if it ends its {{srd5lc|Turn}} inside an object. |fdesc2=The avatar is {{srd5lc|Immune}} to features that turn {{srd5lc|Undead}}.
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  • |feature3=Channel Divinity: Turn the Tide
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  • ...rd5lc|Fire}} damage, it regains only 5 hit points at the start of its next turn. The troll dies only if it is hit by an attack that deals 10 or more acid o
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  • ...t of the loup garou's next turn. The loup garou dies only if it starts its turn with 0 hit points and doesn't regenerate.
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  • |trait6name=Turn Creatures of Enmity |trait6desc=You gain the ability to turn creatures of enmity. As an {{srd5lc|Action}}, you present your {{srd5lc|Hol
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  • ...ers the spell’s area for the first time on a {{srd5lc|Turn}} or starts its turn there, the creature takes 5d10 {{srd5lc|Radiant}} or {{srd5lc|Necrotic}} da
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  • |desc=Once per {{srd5lc|Turn}}, the {{5epalc|Creature}} deals an extra ____<ref name="e1">Entry 1: Amoun
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  • ...ies one of its {{srd5lc|Melee Attack}}s.</ref> attack on the same {{srd5lc|Turn}}, the target takes an extra ____<ref name="note2">Note: The damage done is
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  • ...ters the spell’s area for the first time on a {{Onelc|Turn}} or starts its turn there, the creature takes 5d10 {{Onelc|Radiant}} or {{Onelc|Necrotic}} dama
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  • |feature2=Turn Resistance ...c|Advantage}} on {{srd5lc|Saving Throw}}s against any effect that {{srd5lc|Turn Undead|turns undead}}.
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  • ...he restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The pet ...the creature does so, it can’t see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in t
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  • ...he creature moves and what {{srd5lc|Action}} it takes on its next {{srd5lc|Turn}}, or to give it general orders, such as to attack your enemies. In the abs
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  • ...mage.</ref><!--20--> {{srd5lc|Radiant}} damage when it starts its {{srd5lc|Turn}} in {{srd5lc|Bright Light}}<!--sunlight-->. While in bright light<!--sunli
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  • ...{srd5lc|Attack Roll}}s against the brain until the end of the brain's next turn.
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  • * {{iplink|Evasive Footwork}} now lasts until the end of your turn, not when you stop moving. ...c|Movement}} to exchange places with a willing {{onelc|Creature}} on your turn. This does not pro­voke {{One|Opportunity Attack}}s. This buffs the {{One|
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  • You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this =====Turn the Unholy=====
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  • ...ing Throw}} or be {{srd5lc|Frightened}} of him until the start of its next turn. A creature succeeds on this saving throw automatically if Bael wishes it o ...'t function at the start of his next turn. Bael dies only if he starts his turn with 0 hit points and doesn't regenerate.
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  • ...} to {{srd5lc|Bright Light}}) a creature is dazzled until the end of their turn.''</span>
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  • ...rrain}}. It takes 5 (1d10) {{srd5lc|Force}} damage if it ends its {{srd5lc|Turn}} inside an object. |feature4=Turn Resistance
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  • ...ined creature must repeat the saving throw at the end of its next {{srd5lc|Turn}}, becoming petrified on a failure or ending the effect on a success. The p
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  • {{!}}You are {{srd5lc|Stunned}} until the start of your next {{srd5lc|Turn}}, believing something awesome just happened. ...c|Lightly Obscured}}. The rain falls until the start of your next {{srd5lc|Turn}}.
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  • ...c|Melee Attack}} the creature possesses.</ref> attack on the same {{srd5lc|Turn}}, that target must succeed on a {{SRD5|DC}} ____ {{SRD5|Strength}} {{srd5l
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  • ...of its {{srd5lc|Turn}}s. If it fails, it wastes its {{srd5lc|Action}} that turn doing nothing.
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  • |trait6name=Turn Creatures of Enmity |trait6desc=You gain the ability to turn creatures of enmity. As an {{srd5lc|Action}}, you present your {{srd5lc|Hol
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  • ...e Attack}} can't make {{One|Opportunity Attack}}s against you that {{onelc|Turn}}. ...within range gains a buff to attack rolls and saving throws for it's next turn.
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  • ...tage}} on {{srd5lc|Attack Roll}}s against any creature that hasn't taken a turn. Any hit the assassin scores against a [[SRD5:Surprise|surprised]] creature |fdesc3=Once per turn, the assassin deals an extra 14 (4d6) damage when it hits a target with a w
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  • # Each player, on their turn, will: ### Turn the active crew member placard face down and remove the crew member figure
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  • * {{iplink|Relentless}} now allows you to use a Maneuver once per turn without expending a Superiority Die, but that free Maneuver uses a d8. |traitdesc5=Summary: Once a turn, can can use a Superiority Die without expending it by shifting it down to
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  • At the end of each of the target’s {{Onelc|Turn}}s, it can make a {{One|Constitution}} {{Onelc|Saving Throw}} against the s
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  • At the end of each of the target’s {{srd5lc|Turn}}s, it can make a {{SRD5|Constitution}} {{srd5lc|Saving Throw}} against the
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  • ...h of its {{Onelc|Turn}}s. If it fails, it wastes its {{Onelc|Action}} that turn doing nothing.
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  • ...t toward a target and then hits it with a pike attack on the same {{srd5lc|Turn}}, the target takes an extra 10 (3d6) {{srd5lc|Piercing}} damage. ...or become {{srd5lc|Frightened}} until the end of the mummy's next {{srd5lc|Turn}}. If the target fails the saving throw by 5 or more, it is also {{srd5lc|P
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  • ...} the creature will take and where it will {{srd5lc|Move}} during its next turn, or you can issue a general command, such as to guard a particular chamber
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  • |desc=While wearing this ring, you can turn {{srd5lc|Invisible}} as an {{srd5lc|Action}}. Anything you are wearing or c
    1 KB (192 words) - 10:15, 22 December 2021
  • ...} the creature will take and where it will {{srd5lc|Move}} during its next turn, or you can issue a general command, such as to guard a particular chamber
    3 KB (504 words) - 14:24, 7 November 2023
  • ...ls change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an
    2 KB (246 words) - 07:24, 26 October 2023
  • ...1 (6d6) {{srd5lc|Acid}} damage at the start of each of the worm's {{srd5lc|Turn}}s. ...t succeed on a DC 21 {{SRD5|Constitution}} saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {{srd5lc|Prone}} in a sp
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  • ...Section|3|Rage|In battle, you fight with primal ferocity. On your {{srd5lc|Turn}}, you can enter a rage as a {{srd5lc|Bonus Action}}. ...r last turn or taken damage since then. you can also end your rage on your turn as a [[SRD5:Bonus Action|bonus action]].
    10 KB (1,537 words) - 08:02, 5 July 2021
  • ...trained}}. It must repeat the saving throw at the end of its next {{srd5lc|Turn}}. On a success, the effect ends. On a failure, the creature is {{srd5lc|Pe
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  • ...ppled or {{srd5lc|Restrained}} it may use a {{srd5lc|Bonus Action}} on its turn to attempt to free itself from a grapple or restrained condition. ...or gain the {{5eplc|Shocked}} condition until the end of its next {{srd5lc|Turn}}. If the poison damage reduces the target to 0 {{srd5lc|Hit Point}}s, the
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  • |trait6name=Turn Creatures of Enmity |trait6desc=Starting at 10th you gain the ability to turn creatures of enmity. As an {{srd5lc|Action}}, you present your {{srd5lc|Hol
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  • |trait7name=Turn Creatures of Enmity |trait7desc=You gain the ability to turn creatures of enmity. As an {{srd5lc|Action}}, you present your {{srd5lc|Hol
    5 KB (856 words) - 07:32, 11 February 2021
  • ...age, the property ceases to function until the start of your next {{srd5lc|Turn}}. This property is suppressed while you are {{srd5lc|Incapacitated}}, {{sr
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  • ...{{SRD5|Melee Attack}} the creature has.</ref> attack on the same {{srd5lc|Turn}}, that target must succeed on a {{SRD5|DC}} ____<ref name="e3">Entry 3: {{
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  • ...12d6) {{srd5lc|Acid}} damage at the start of each of the kraken’s {{srd5lc|Turn}}s. ...5|DC}} 25 {{SRD5|Constitution}} {{srd5lc|Saving Throw}} at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within
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  • |summary=You can sense the emotion of 1 {{srd5lc|Humanoid}} each {{srd5lc|Turn}}. <!--unofficial description of spell effects-->
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  • ...make a {{One|Constitution}} saving throw at the end of each of its {{Onelc|Turn}}s. If it successfully saves three times, the spell ends. If it fails its s ...It must then make a {{One|Wisdom}} saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature
    3 KB (562 words) - 14:48, 28 November 2023
  • ...re can use either an {{srd5lc|Action}} or a {{srd5lc|Bonus Action}} on its turn, but not both. These effects last for 1 {{srd5lc|Minute}}. The creature can
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  • ...ever you take the {{SRD5|Cast a Spell}} {{srd5lc|Action}} on your {{srd5lc|Turn}}, you can cast two cantrips with a casting time of 1 action. ...e does not preclude you from using a {{srd5lc|Bonus Action}} spell on your turn as well.
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  • ...ution}} saving throw or be {{srd5lc|Poisoned}} until the start of its next turn. On a successful saving throw, the creature is {{srd5lc|Immune}} to the hez
    3 KB (391 words) - 18:42, 9 March 2020
  • ...e disturbance moves out of range and for 1d4 of the shrieker's [[SRD5:Turn|turn]]s afterward.
    3 KB (418 words) - 18:58, 19 February 2024
  • ...}s. When you cast the spell and as your {{srd5lc|Action}} on each {{srd5lc|Turn}} until the spell ends, you can focus your mind on any one creature that yo ...ion to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence {{srd5lc|Check}} {{srd5lc|Contest}}ed by your Intel
    3 KB (534 words) - 05:52, 21 September 2021
  • |fdesc1=On each of its {{srd5lc|Turn}}s, the spy can use a {{srd5lc|Bonus Action}} to take the {{srd5lc|Dash}}, |flimit2=1/Turn
    3 KB (404 words) - 08:22, 14 May 2024
  • ...d|Restrain}} and force target to move as you direct on subsequent {{srd5lc|Turn}}s.
    1 KB (166 words) - 10:31, 18 July 2022
  • ...e}}s. When you cast the spell and as your {{Onelc|Action}} on each {{Onelc|Turn}} until the spell ends, you can focus your mind on any one creature that yo ...ion to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence {{Onelc|Check}} {{Onelc|Contest}}ed by your Intelli
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  • ...and can be a dangerous opponent. Drakes can be subdued, and some subduers turn them into flying steeds or beasts of burden.|<ref>[https://en.wikipedia.org
    1 KB (219 words) - 07:26, 14 March 2024
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