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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
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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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  • ...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
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  • ...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]].
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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
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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
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  • ...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
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  • ...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
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  • ...e disturbance moves out of range and for 1d4 of the shrieker's [[SRD5:Turn|turn]]s afterward.
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  • ...}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
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  • |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.
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  • ...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
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  • ...s}} lead the locals into sacrificing to the kraken. These worshipers often turn into {{5edlc|Sea Spawn}} as they age.{{refend|<ref name="vgtm.189">paraphra ...12d6) {{srd5lc|Acid}} damage at the start of each of the kraken’s {{srd5lc|Turn}}s.
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  • |incubation=1 {{srd5lc|Turn}}
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  • ...|Dodge}} or Help action, unless you take a {{srd5lc|Bonus Action}} on your turn to command it to take one of the actions in its stat block or the {{SRD5|Da
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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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  • ...ke a {{SRD5|Constitution}} saving throw at the end of each of its {{srd5lc|Turn}}s. If it successfully saves three times, the spell ends. If it fails its s ...It must then make a {{SRD5|Wisdom}} saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature
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  • ...ature will take and where it will {{srd5lc|Movement|move}} during its next turn, or you can issue a general command, such as to guard a particular chamber
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  • ...in range. A {{onelc|Creature}} enters the cylinder (or starts its {{onelc|Turn}} there) can receive healing or {{One|Radiant}} damage ({{OneDex}} {{onelc|
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  • ...{srd5lc|Turn}}. They last until you dismiss them as a bonus action on your turn. You can’t manifest your wings while wearing armor unless the armor is ma ...were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a {{SRD5|Wisdom}} {{srd5lc|Saving Throw}} or b
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  • ...s {{srd5lc|Resistance}} to all damage until the start of its next {{srd5lc|Turn}}.
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  • ...e the spell is active, you may use a {{srd5lc|Bonus Action}} each {{srd5lc|Turn}} to do it again. <!--unofficial description of spell effects-->
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  • ...t this spell, and then as a {{Onelc|Bonus Action}} on each of your {{Onelc|Turn}}s until the spell ends, you can take the {{One|Dash}} {{Onelc|Action}}. <!
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  • ...ature will take and where it will {{srd5lc|Movement|move}} during its next turn, or you can issue a general command, such as to guard a particular chamber
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  • ...he space you appear in, and it dissipates at the end of your next {{srd5lc|Turn}}. A light or stronger wind disperses the smoke.
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  • * '''{{anchor|Colossus Slayer}}.''' Once per {{onelc|Turn}}, a {{onelc|Weapon}} attack does bonus damage if the target is below its { * '''{{anchor|Horde Breaker}}.''' Once per turn, after you make a weapon attack, you may make a free attack against a diffe
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  • ...roficiency Bonus}} on the check. In addition, when you start your {{srd5lc|Turn}} with control over a sphere of annihilation, you can use an {{srd5lc|Actio
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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 {{srd5lc|Surprise}}d creature is a { |fdesc5=Once per turn, the assassin deals an extra 14 (4d6) damage when it hits a target with a w
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  • ...nvisible}} (see {{One|Hide}}), attack does not end invisibility if you end turn behind {{One|Three-Quarters Cover}} or {{One|Total Cover}}. |traitdesc5='''Summary:''' Take a bonus {{onelc|Turn}} on first {{onelc|Round}} of any combat.
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  • ...elc|Creature}} you touch gains {{onelc|Temporary Hit Point}}s each {{onelc|Turn}}.
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  • |fdesc1=On each of its {{srd5lc|Turn}}s, the spy can use a {{srd5lc|Bonus Action}} to take the {{srd5lc|Dash}}, |flimit2=1/Turn
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  • |feature1=Turn Resistance
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  • ...al attack may be made using a {{Onelc|Bonus Action}} on subsequent {{onelc|turn}}s.
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  • ...ell has no effect on {{srd5lc|Undead}}. At the end of each of its {{srd5lc|Turn}}s, the target can make another Wisdom saving throw. On a success, the spel
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  • ...srd5lc|Object}}s. It takes 5 (1d10) {{srd5lc|Force}} damage if it ends its turn inside an object.}}
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  • ...e}} on {{srd5lc|Attack Roll}}s against Illmarrow until the end of her next turn.
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  • ...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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  • .... The harpy must take a {{srd5lc|Bonus Action}} on its subsequent {{srd5lc|Turn}}s to continue singing. It can stop singing at any time. The song ends if t ...y from the harpy, the target must {{srd5lc|Movement|move}} on its {{srd5lc|Turn}} toward the harpy by the most direct route, trying to get within 5 feet. I
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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 ...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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  • * {{anchor|Turn the Bloodless}}
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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}} ____<ref name="e3">Entry 3: DC
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  • ...Maximum|hit point maximum]]. You can deal this extra damage only once per turn. ...C against all subsequent attacks made by that creature for the rest of the turn.
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  • ...spell has no effect on {{Onelc|Undead}}. At the end of each of its {{Onelc|Turn}}s, the target can make another Wisdom saving throw. On a success, the spel
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  • When you cast this spell and at the end of each {{srd5lc|Turn}} you spend concentrating on it, each creature on the ground in the area mu ...es.''' Fissures open throughout the spell’s area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations ch
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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 ...ure’s turn. The dragon regains spent legendary actions at the start of its turn.
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  • ...spell has no effect on {{Onelc|Undead}}. At the end of each of its {{Onelc|Turn}}s, the target can make another Wisdom saving throw. On a success, the spel
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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-->
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  • ...that damages a target. Caster may use its {{srd5lc|Action}} each {{srd5lc|Turn}} to continue damaging the target. <!--unofficial description of spell effe
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  • ...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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  • ...a target takes 5 (1d10) poison damage at the start of each of its {{srd5lc|Turn}}s. A target can repeat the saving throw at the end of each of its turns, e ...on saving throw or be {{srd5lc|Stunned}} until the end of the vrock’s next turn.
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  • ...orce}} damage and greatly increases your {{srd5lc|Movement}} that {{srd5lc|Turn}}. <!--unofficial description of spell effects-->
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  • ...ile the spell is active, you may use a {{onelc|Bonus Action}} each {{onelc|Turn}} to do it again. <!--unofficial description of spell effects-->
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  • ...ers the spell’s area for the first time on a {{srd5lc|Turn}} or starts its turn there, it can make a {{SRD5|Charisma}} {{srd5lc|Saving Throw}}. On a succes
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  • * '''{{anchor|Ambusher’s Leap}}.''' On the first {{onelc|Turn}} of combat, your {{One|Speed}} increases. ...'{{anchor|Frighten}}.''' A number of times per {{One|Long Rest}}, once per turn deal bonus {{One|Psychic}} damage to a creature you hit with a {{onelc|Weap
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  • ...lize}} whenever you are [[SRD5:Death|dying]] at the start of your {{srd5lc|Turn}}. In addition, whenever you roll a {{SRD5|Hit Die}} to regain {{srd5lc|Hit
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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 ...ure’s turn. The dragon regains spent legendary actions at the start of its turn.
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  • ...{{Cite Pub|SRD-OGL v5.1}} Licensed: [[OGL]].</ref>On each of her {{srd5lc|Turn}}s, the rogue can use a {{srd5lc|Bonus Action}} to take the {{SRD5|Dash}}, |flimit3=1/Turn
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  • ...this spell, and then as a {{srd5lc|Bonus Action}} on each of your {{srd5lc|Turn}}s until the spell ends, you can take the {{SRD5|Dash}} {{srd5lc|Action}}.
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  • When you cast this spell and at the end of each {{Onelc|Turn}} you spend concentrating on it, each creature on the ground in the area mu ...es.''' Fissures open throughout the spell’s area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations ch
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  • ...c|Humanoid}} killed by this spell rises at the start of your next {{srd5lc|Turn}} as a {{srd5lc|Zombie}} that is permanently under your command, following
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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 ...ure’s turn. The dragon regains spent legendary actions at the start of its turn.
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  • ...ttack Roll}} made against this target before the end of your next {{srd5lc|Turn}} has {{srd5lc|Advantage}}, thanks to the mystical {{srd5lc|Dim Light}} gli
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  • * '''{{iplink|Turn the Faithless}}''' has been replaced by Abjure Foes in the base class. * '''{{anchor|Regeneration}}.''' Regain hit points each turn.
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  • ...lc|Humanoid}} killed by this spell rises at the start of your next {{Onelc|Turn}} as a {{Onelc|Zombie}} that is permanently under your command, following y
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  • ...fened}} (your choice) for the duration. At the end of each of its {{srd5lc|Turn}}s, the target can make a Constitution saving throw. On a success, the spel
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  • ...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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  • ...ell has no effect on {{srd5lc|Undead}}. At the end of each of its {{srd5lc|Turn}}s, the target can make another Wisdom saving throw. On a success, the spel
    1 KB (232 words) - 09:31, 29 September 2021
  • ...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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  • |summary=Creates a temporary magic blade that can make 2 attacks per turn causing {{srd5lc|Force}} damage. <!--unofficial description of spell effect
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  • ...t can take either an {{srd5lc|Action}} or a {{srd5lc|Bonus Action}} on its turn, not both. These effects last for 1 {{srd5lc|Minute}}. A target can repeat
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  • ...|Force}} damage and greatly increases your {{onelc|Movement}} that {{onelc|Turn}}. <!--unofficial description of spell effects-->
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  • ...ifficult terrain. It takes 5 (1d10) {{srd5lc|Force}} damage if it ends its turn inside an object. ...ened target can repeat the saving throw at the end of each of its {{srd5lc|Turn}}s, ending the frightened condition on itself on a success. If a target’s
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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.
    5 KB (759 words) - 09:57, 6 September 2021
  • ...ants you a brief insight into the target’s defenses. On your next {{srd5lc|Turn}}, you gain {{srd5lc|Advantage}} on your first {{srd5lc|Attack Roll}} again
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  • ...ombat, it rolls its own {{srd5lc|Initiative}} and acts on its own {{srd5lc|Turn}}. A familiar can't {{srd5lc|Attack}}, but it can take other {{srd5lc|Actio ...h your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During t
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  • ...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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  • ...damaging creatures in it. The acid may continue to do damage for a {{onelc|Turn}}. <!--unofficial description of spell effects-->
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  • ...ters the spell’s area for the first time on a {{Onelc|Turn}} or starts its turn there, it can make a {{One|Charisma}} {{Onelc|Saving Throw}}. On a success,
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  • ...|Constitution}} {{srd5lc|Saving Throw}} at the end of each of its {{srd5lc|Turn}}s. On a successful save, this stunning effect ends. <!-- main spell desc -
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  • ...g Throw}} or be {{srd5lc|Poisoned}}. At the start of each of your {{srd5lc|Turn}}s while you are poisoned in this way, you take 3d6 poison damage. At the e
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  • ...Attack Roll}} made against this target before the end of your next {{Onelc|Turn}} has {{Onelc|Advantage}}, thanks to the mystical {{Onelc|Dim Light}} glitt
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  • ...ad}} creature, you can use your {{srd5lc|Reaction}} to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and
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  • ...ne|Constitution}} {{Onelc|Saving Throw}} at the end of each of its {{Onelc|Turn}}s. On a successful save, this stunning effect ends. <!-- main spell desc -
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  • ...e next {{srd5lc|Attack Roll}} it makes before the end of its next {{srd5lc|Turn}}. <!-- main spell desc -->
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  • ...ucceed on a Wisdom saving throw or use its movement on each of its {{Onelc|Turn}}s to enter the area or move within {{Onelc|Reach}} of the target. When the '''Ending the Effect.''' If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature make
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  • ...afened}} (your choice) for the duration. At the end of each of its {{Onelc|Turn}}s, the target can make a Constitution saving throw. On a success, the spel
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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 ...ure’s turn. The dragon regains spent legendary actions at the start of its turn.
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  • ...time passes for other {{srd5lc|Creature}}s, while you take 1d4+1 {{srd5lc|Turn}}s in a row, during which you can use {{srd5lc|Action}}s and move as normal
    2 KB (266 words) - 18:51, 4 October 2021
  • ...No time passes for other {{Onelc|Creature}}s, while you take 1d4+1 {{Onelc|Turn}}s in a row, during which you can use {{Onelc|Action}}s and move as normal.
    2 KB (265 words) - 17:57, 3 December 2023
  • ...}} that damages a target. Caster may use its {{Onelc|Action}} each {{Onelc|Turn}} to continue damaging the target. <!--unofficial description of spell effe
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  • |fdesc2={{SRD5trait}} Once per {{srd5lc|Turn}}, the spy can deal an extra 7 (2d6) |bdesc1={{SRD5trait}} On each of its {{srd5lc|Turn}}s, the spy can use a {{srd5lc|Bonus Action}} to take the {{SRD5|Dash}}, {{
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  • ...ed save, the creature is {{srd5lc|Frightened}} until the start of its next turn. If a creature’s saving throw is successful, the creature is {{srd5lc|Imm
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  • ...ina that you can draw upon to protect yourself from harm. On your {{srd5lc|Turn}}, you can use a {{srd5lc|Bonus Action}} to regain {{srd5lc|Hit Point}}s eq ...can push yourself beyond your normal physical limits for a moment. On your turn, you can take an additional action on top of your regular action and a poss
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  • ...fall {{Onelc|Prone}}. A creature that enters the area or ends its {{Onelc|Turn}} there must also succeed on a Dexterity saving throw or fall prone.
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  • ...cceed on a Wisdom saving throw or use its movement on each of its {{srd5lc|Turn}}s to enter the area or move within {{srd5lc|Reach}} of the target. When th '''Ending the Effect.''' If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature make
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  • |feature1=Turn Resistance
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  • .... The harpy must take a {{srd5lc|Bonus Action}} on its subsequent {{srd5lc|Turn}}s to continue singing. It can stop singing at any time. The song ends if t ...y from the harpy, the target must {{srd5lc|Movement|move}} on its {{srd5lc|Turn}} toward the harpy by the most direct route, trying to get within 5 feet. I
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  • ...square starting from a point within range. For the duration, these plants turn the ground in the area into {{Onelc|Difficult Terrain}}. A creature in the
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  • ...tand and speak {{SRD5|Abyssal}}. In addition, the armor’s clawed gauntlets turn {{srd5lc|Unarmed Strike}}s with your hands into {{srd5lc|Magic Weapon}}s th
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  • |feature4=Turn Resistance ...h has {{srd5lc|Advantage}} on saving throws against any effect that [[SRD5|Turn Undead|turns undead]].
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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 ...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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  • ...spell, the target regains 1 hit point at the start of each of its {{Onelc|Turn}}s (10 hit points each {{Onelc|Minute}}).
    2 KB (251 words) - 17:04, 25 October 2023
  • ...ay a shifting pattern of dazzling hues until the end of your next {{srd5lc|Turn}}. During this time, the robe sheds {{srd5lc|Bright Light}} in a 30-­foot
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  • ...t succeed on a DC 14 {{SRD5|Constitution}} saving throw at the end of that turn or regurgitate the creature, which falls {{srd5lc|Prone}} in a space within
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  • ...zed}} for 1 {{srd5lc|Minute}}. At the end of each of the target’s {{srd5lc|Turn}}s, it can repeat the saving throw, ending the effect on itself on a succes
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  • |fdesc1=On each of its {{srd5lc|Turn}}s, the spy can use a {{srd5lc|Bonus Action}} to take the {{srd5lc|Dash}}, |flimit2=1/Turn
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  • |feature2=Turn Resistance
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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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  • ...spell, the target regains 1 hit point at the start of each of its {{srd5lc|Turn}}s (10 hit points each {{srd5lc|Minute}}).
    2 KB (261 words) - 17:12, 1 October 2021
  • ...a creature can repeat the saving throw at the end of each of its {{srd5lc|Turn}}s, ending the effect on it on a success. The ''{{srd5lc|Lesser Restoration
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  • ...srd5lc|Object}}s. It takes 5 (1d10) {{srd5lc|Force}} damage if it ends its turn inside an object.}}
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  • ...a Short Rest. The healing and damage of Divine Spark has also changed, and Turn Undead now uses the Incapacitated and Frightened conditions. Finally, the m ...Proficiency Bonus. We have also clarified that this damage doesn’t end the turn effect on an Undead.
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  • ...A creature can repeat the saving throw at the end of each of its {{srd5lc|Turn}}s, with {{srd5lc|Disadvantage}} if the tarrasque is within line of sight, ...asque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within
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  • As a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against
    2 KB (268 words) - 09:34, 7 December 2021
  • ...srd5lc|Speed}} is reduced by 10 feet until the start of your next {{srd5lc|Turn}}.
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  • |summary=Creates a temporary magic blade that can make 2 attacks per turn causing {{srd5lc|Force}} damage. <!--unofficial description of spell effect
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  • ...to a space within 10 feet of the guardian for the first time on a {{Onelc|Turn}} must succeed on a {{One|Dexterity}} {{Onelc|Saving Throw}}. The creature
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  • ...square starting from a point within range. For the duration, these plants turn the ground in the area into {{srd5lc|Difficult Terrain}}. A creature in the
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  • ...{{SRD5trait}} The giant can take one {{srd5lc|Reaction}} on every {{srd5lc|Turn}} in a combat.
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  • |adesc2=Can use a limited number of eyestalks per turn:
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  • ...|Frightened}} for the duration. At the end of each of the target’s {{Onelc|Turn}}s before the spell ends, the target must succeed on a Wisdom saving throw
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  • ...effects. You start with two such effects: [[#Channel Divinity: Turn Undead|Turn Undead]] and an effect determined by your domain. Some domains grant you ad ====Channel Divinity: Turn Undead====
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  • |feature2=Turn Resistance
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  • ...e one attack with it as a {{srd5lc|Bonus Action}} on each of your {{srd5lc|Turn}}s.
    2 KB (309 words) - 09:00, 26 December 2021
  • ...hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-­two {{SRD5|Medium}} or
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  • * [[SRD5:Turn|Turn]]
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  • ...to 0 {{srd5lc|Hit Point}}s with a {{srd5lc|Melee Attack}} on its {{srd5lc|Turn}}, the gnoll can take a {{srd5lc|Bonus Action}} to {{srd5lc|Movement|move}}
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  • ...implacable threat. At the end of each of the frightened creature’s {{Onelc|Turn}}s, it must succeed on a Wisdom saving throw or take 4d10 {{Onelc|Psychic}}
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  • |flimit2=1/{{SRD5|Turn}}
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  • |fdesc2=Whenever the golem starts its {{srd5lc|Turn}} with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. O |adesc3=Until the end of its next turn, the golem magically gains a +2 bonus to its {{SRD5|AC}}, has advantage on
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  • ...rough its ears as if you were located where it is. On each of your {{Onelc|Turn}}s as a {{Onelc|Bonus Action}}, you can switch from using its senses to usi
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  • |flimit1=1/{{SRD5|Turn}}
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  • |fdesc2=Any {{srd5lc|Humanoid}} that starts its {{srd5lc|Turn}} within 30 feet of the hag and can see the hag’s true form must make a { ...yes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against t
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  • ...rd5lc|Spellcasting Ability}} modifier at the start of each of its {{srd5lc|Turn}}s. When the spell ends, the target loses any remaining temporary hit point
    2 KB (297 words) - 08:17, 29 October 2022
  • ...ility once per {{Onelc|Round}} for the duration. You must end each {{Onelc|Turn}} outside a tree. <!-- main spell desc -->
    2 KB (315 words) - 18:47, 3 December 2023
  • ...all {{srd5lc|Prone}}. A creature that enters the area or ends its {{srd5lc|Turn}} there must also succeed on a Dexterity saving throw or fall prone. <!-- m
    2 KB (280 words) - 19:08, 27 September 2021
  • ...ity once per {{srd5lc|Round}} for the duration. You must end each {{srd5lc|Turn}} outside a tree. <!-- main spell desc -->
    2 KB (318 words) - 19:27, 4 October 2021
  • ...hour, a character who has proficiency with an {{srd5lc|Herbalism Kit}} can turn the flower into one dose of ointment. Applied to the eyes before a long res
    2 KB (299 words) - 14:17, 2 August 2021
  • ...e}} {{srd5lc|Action}} as a {{srd5lc|Bonus Action}} on each of its {{srd5lc|Turn}}s.
    2 KB (270 words) - 11:03, 8 February 2024
  • ...e}} {{srd5lc|Action}} as a {{srd5lc|Bonus Action}} on each of its {{srd5lc|Turn}}s.
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  • |flimit4=1/{{SRD5|Turn}}
    2 KB (250 words) - 20:52, 4 February 2022
  • ...makes another Constitution saving throw at the end of each of its {{Onelc|Turn}}s. On a successful save, it is no longer blinded.
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  • |fdesc1={{SRD5trait}} Once per {{srd5lc|Turn}}, the hobgoblin can deal an extra 10 (3d6) damage to a {{srd5lc|Creature}}
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  • ...throw or be {{srd5lc|Frightened}} until the end of the elf's next {{srd5lc|Turn}}.
    2 KB (302 words) - 10:06, 7 May 2024
  • ...{Onelc|Spellcasting Ability}} modifier at the start of each of its {{Onelc|Turn}}s. When the spell ends, the target loses any remaining temporary hit point
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  • ...amaging creatures in it. The acid may continue to do damage for a {{srd5lc|Turn}}. <!--unofficial description of spell effects-->
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  • ...mplacable threat. At the end of each of the frightened creature’s {{srd5lc|Turn}}s, it must succeed on a Wisdom saving throw or take 4d10 {{srd5lc|Psychic}
    2 KB (302 words) - 20:46, 4 October 2021
  • ...ature obeys your verbal commands, and in combat, they act on your {{srd5lc|Turn}} each round. The {{SRD5|GM}} has the statistics for these creatures and re
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  • ...t a time. Creatures that are grappled at the start of the fungus' {{srd5lc|Turn}}, are hit automatically by a tentacle attack. ...the save, it takes damage as normal and has expended its reaction for the turn.
    4 KB (629 words) - 09:11, 27 February 2024
  • ...ntil the spell ends, you can make the attack again on each of your {{Onelc|Turn}}s as an {{Onelc|Action}}. <!-- main spell desc -->
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  • ...5lc|Blinded}} for 1 {{srd5lc|Minute}}. At the end of each of your {{srd5lc|Turn}}s, you can make a {{SRD5|Constitution}} {{srd5lc|Saving Throw}} ({{SRD5|DC
    2 KB (317 words) - 11:25, 22 December 2021
  • ...eature obeys your verbal commands, and in combat, they act on your {{Onelc|Turn}} each round. The {{One|GM}} has the statistics for these creatures and res
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  • ...to 0 {{srd5lc|Hit Point}}s with a {{srd5lc|Melee Attack}} on its {{srd5lc|Turn}}, the gnoll can take a {{srd5lc|Bonus Action}} to {{srd5lc|Movement|move}}
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  • |feature2=Turn Resistance
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  • ...{{srd5lc|Creature}} and then hits with a gore attack on the same {{srd5lc|Turn}}, the target takes an extra 19 (3d12) {{srd5lc|Piercing}} damage.
    2 KB (262 words) - 17:11, 23 April 2022
  • .... Roll {{srd5lc|Initiative}} for the celestial, which has its own {{srd5lc|Turn}}s. It obeys any verbal commands that you issue to it (no {{srd5lc|Action}}
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  • ...he apprentice regains 5 {{srd5lc|Hit Point}}s at the start of its {{srd5lc|Turn}} if it has at least 1 hit point.
    2 KB (256 words) - 17:10, 11 September 2022
  • ...ough its ears as if you were located where it is. On each of your {{srd5lc|Turn}}s as a {{srd5lc|Bonus Action}}, you can switch from using its senses to us
    2 KB (316 words) - 13:06, 30 September 2021
  • ...ht toward a target and then hits it with a ram attack on the same {{srd5lc|Turn}}, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a
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  • ...that enters the sphere for the first time on a {{Onelc|Turn}} or ends its turn there.
    5 KB (846 words) - 18:15, 2 December 2023
  • ...e}} {{srd5lc|Action}} as a {{srd5lc|Bonus Action}} on each of its {{srd5lc|Turn}}s.
    2 KB (257 words) - 19:55, 19 October 2021
  • ...elc|Force}} appears and protects you. Until the start of your next {{Onelc|Turn}}, you have a +5 bonus to {{One|AC}}, including against the triggering atta
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  • |flimit2=1/{{srd5lc|Turn}}
    2 KB (270 words) - 08:00, 3 May 2024
  • ...til the spell ends, you can make the attack again on each of your {{srd5lc|Turn}}s as an {{srd5lc|Action}}. <!-- main spell desc -->
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  • ..., it establishes a hold and can [[SRD:Constrict|constrict]] or on its next turn transfer a grabbed opponent to its tentacles. ...[SRD:Saving Throw|Fortitude save]] each [[SRD:Round|round]] on the chuul’s turn or be [[SRD:Paralyzed|paralyzed]] for 6 rounds. The save [[SRD:DC|DC]] is [
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  • |flimit3=1/Turn
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  • As a {{srd5lc|Bonus Action}} on your {{srd5lc|Turn}}, you can move the lights up to 60 feet to a new spot within range. A ligh
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  • |feature3=Turn Resistance ...r has {{srd5lc|Advantage}} on saving throws against any effect that {{SRD5|Turn Undead|turns undead}}.
    6 KB (950 words) - 19:39, 26 February 2024
  • ...makes another Constitution saving throw at the end of each of its {{srd5lc|Turn}}s. On a successful save, it is no longer blinded.
    2 KB (323 words) - 17:57, 4 October 2021
  • ...spell ends, you can use a {{srd5lc|Bonus Action}} on a subsequent {{srd5lc|Turn}} of yours to mark a new creature. <!-- main spell desc -->
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  • |feature2=Turn Resistance
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  • ...to a space within 10 feet of the guardian for the first time on a {{srd5lc|Turn}} must succeed on a {{SRD5|Dexterity}} {{srd5lc|Saving Throw}}. The creatur
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  • ...that enters the sphere for the first time on a {{srd5lc|Turn}} or ends its turn there.
    5 KB (881 words) - 18:05, 4 October 2021
  • ...the target’s altitude by up to 20 feet in either direction on your {{Onelc|Turn}}. If you are the target, you can move up or down as part of your move. Oth
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  • ...t}} The druid regains 5 {{srd5lc|Hit Point}}s at the start of its {{srd5lc|Turn}} if it has at least 1 hit point.
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  • ...isn’t pulled inside the bag first). Any creature that starts its {{srd5lc|Turn}} inside the bag is devoured, its body destroyed.
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  • .... When you cast this spell, or as an {{srd5lc|Action}} on a later {{srd5lc|Turn}}, you can hurl the flame at a {{srd5lc|Creature}} within 30 feet of you. M
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  • |fdesc2={{SRD5trait}} Once per {{srd5lc|Turn}}, the koalinth can deal an extra 7 (2d6) damage to a {{srd5lc|Creature}} i
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  • ...Frightened}} for the duration. At the end of each of the target’s {{srd5lc|Turn}}s before the spell ends, the target must succeed on a Wisdom saving throw
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  • ...t toward a target and then hits it with a slam attack on the same {{srd5lc|Turn}}, the target takes an extra 3 (ld6) {{srd5lc|Bludgeoning}} damage.
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  • As a {{srd5lc|Bonus Action}} on your {{srd5lc|Turn}}, you can move the weapon up to 20 feet and repeat the attack against a cr
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  • ...{{srd5lc|Target}} and then hits it with a ram attack on the same {{srd5lc|Turn}}, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a
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  • ...cloud of thick smoke flows out of the bottle. At the end of your {{srd5lc|Turn}}, the smoke disappears with a flash of harmless fire, and an {{srd5lc|Efre
    2 KB (334 words) - 21:17, 6 December 2021
  • ...t succeed on a DC 20 {{SRD5|Constitution}} saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within
    4 KB (633 words) - 11:18, 2 May 2022
  • ...srd5lc|Object}}s. It takes 5 (1d10) {{srd5lc|Force}} damage if it ends its turn inside an object.}}
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  • ...nk|Sneak Attack}}''' Sneak Attack is no longer required to be used on your turn with the Attack action. '''Summary:''' Bonus damage (see Sneak Attack on Rogue table), once per {{One|Turn}} if you have {{One|Advantage}} or ally within 5 feet of the target.
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  • At the end of each of its {{srd5lc|Turn}}s, and each time it takes damage, the target can make another Wisdom savin
    2 KB (322 words) - 14:15, 28 September 2021
  • ...lc|Force}} appears and protects you. Until the start of your next {{srd5lc|Turn}}, you have a +5 bonus to {{SRD5|AC}}, including against the triggering att
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  • ...as a bonus action, assuming you haven’t already taken a bonus action this turn. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
    15 KB (2,470 words) - 11:36, 25 February 2021
  • ...the flask. The water stops pouring out at the start of your next {{srd5lc|Turn}}. Choose from the following options:
    2 KB (330 words) - 20:50, 6 December 2021
  • ...s, you attack one at random. You are berserk until you start your {{srd5lc|Turn}} with no creatures within 60 feet of you that you can see or hear.
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  • At the end of each of its {{Onelc|Turn}}s, and each time it takes damage, the target can make another Wisdom savin
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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 />
    8 KB (1,313 words) - 07:43, 23 February 2024
  • ...for the spell’s duration. Each {{Onelc|Creature}} that starts its {{Onelc|Turn}} in the line must succeed on a {{One|Strength}} {{Onelc|Saving Throw}} or
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  • ...k Roll}}s and {{srd5lc|Ability Check}}s until the end of its next {{srd5lc|Turn}}.
    2 KB (294 words) - 11:06, 4 January 2024
  • ...toward a creature and then hits it with a claw attack on the same {{srd5lc|Turn}}, that target must succeed on a {{SRD5|DC}} 11 {{SRD5|Strength}} {{srd5lc|
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  • ...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 ...saving throw or be {{srd5lc|Blinded}} until the end of the creature’s next turn.
    9 KB (1,375 words) - 10:50, 24 April 2024
  • ...that can see the wall moves to within 20 feet of it or starts its {{srd5lc|Turn}} there, the creature must succeed on a {{SRD5|Constitution}} {{srd5lc|Savi ...It must then make a {{SRD5|Wisdom}} saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature
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  • At the start of each of your {{Onelc|Turn}}s, the hound attempts to bite one creature within 5 feet of it that is hos
    2 KB (353 words) - 11:21, 13 November 2023
  • ...nd it can’t take {{srd5lc|Reaction}}s until the start of its next {{srd5lc|Turn}}. <!-- main spell desc -->
    2 KB (319 words) - 08:31, 29 October 2023
  • ...}} {{srd5lc|Action}}s as a {{srd5lc|Bonus Action}} on each of its {{srd5lc|Turn}}s.
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  • ...e becomes {{srd5lc|Frightened}} of you until the end of your next {{srd5lc|Turn}}.
    2 KB (367 words) - 09:23, 18 December 2021
  • ...that can see the wall moves to within 20 feet of it or starts its {{Onelc|Turn}} there, the creature must succeed on a {{One|Constitution}} {{Onelc|Saving ...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
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  • ...srd5lc|Creature}} and then hits it with a claw attack on the same {{srd5lc|Turn}}, that target must succeed on a {{SRD5|DC}} 13 {{SRD5|Strength}} {{srd5lc|
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  • ...eed}} is reduced by 10 feet until the start of the hoplite's next {{srd5lc|Turn}}.
    2 KB (285 words) - 20:27, 25 April 2022
  • ...her sort of creature takes the damage again each time it ends its {{srd5lc|Turn}} holding or carrying the talisman.
    2 KB (343 words) - 10:43, 27 December 2021
  • ...k Roll}}s and {{srd5lc|Ability Check}}s until the end of its next {{srd5lc|Turn}}.
    2 KB (302 words) - 21:04, 24 April 2024
  • ...to 0 {{srd5lc|Hit Point}}s with a {{srd5lc|Melee Attack}} on its {{srd5lc|Turn}}, the hyena can take a {{srd5lc|Bonus Action}} to move up to half its {{sr
    2 KB (281 words) - 19:33, 10 February 2024
  • ...srd5lc|Speed}} is reduced by 10 feet until the start of your next {{srd5lc|Turn}}.
    2 KB (301 words) - 17:07, 1 October 2021
  • ...{{srd5lc|Creature}} and then hits with a claws attack on the same {{srd5lc|Turn}}, the target must succeed on a {{SRD5|DC}} 15 {{SRD5|Strength}} {{srd5lc|S
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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 />
    8 KB (1,327 words) - 14:38, 23 February 2024
  • ...While {{SRD5|Rage|raging}}, the first hit you make on each of your {{onelc|Turn}}s does extra {{srd5lc|Necrotic}} or {{srd5lc|Radiant}} damage.
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  • ...if those areas were {{srd5lc|Difficult Terrain}}. If you end your {{srd5lc|Turn}} there, you are shunted out to the nearest {{srd5lc|Unoccupied Space}} you
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  • ...errain}}. It takes 5 (1d10) {{srd5lc|Force}} damage if it ends it {{srd5lc|Turn}} inside an object.
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  • Once on each of your {{srd5lc|Turn}}s as a {{srd5lc|Bonus Action}}, you can mentally command the servant to mo
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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 />
    8 KB (1,337 words) - 14:25, 23 February 2024
  • ...ion}} and {{One|Wild Shape}} to create an aura. At the end of your {{onelc|Turn}}, you can cause {{One|Thunder}} damage to a creature in the aura ({{one|Co
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  • ...he creature can repeat the saving throw at the end of each of its {{srd5lc|Turn}}s, ending the effect on itself on a success.
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  • |fdesc1=Whenever the golem starts its {{srd5lc|Turn}} with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. O ...5lc|Attack Roll}}s and {{srd5lc|Ability Check}}s until the end of its next turn.
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  • ...{{srd5lc|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
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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 7 (2d6) {{srd5lc|Piercing}} damage.
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  • |feature1=Turn Resistance
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  • ...t toward a target and then hits it with a horn attack on the same {{srd5lc|Turn}}, the target takes an extra 5 (1d8) {{srd5lc|Piercing}} damage. If the tar ...s 6 (1d4+4) {{srd5lc|Hit Point}}s at the beginning of each of its {{srd5lc|Turn}}s while it has 1 or more hit points remaining.
    5 KB (699 words) - 18:33, 21 September 2021
  • ...}} The slaad regains 10 {{srd5lc|Hit Point}}s at the start of its {{srd5lc|Turn}} if it has at least 1 hit point.
    2 KB (311 words) - 19:47, 19 February 2024
  • ...rrain}}. It takes 5 (1d10) {{srd5lc|Force}} damage if it ends its {{srd5lc|Turn}} inside an object.
    2 KB (302 words) - 17:00, 21 March 2024
  • ...target and then hits it with a {{iplink|Ram}} attack on the same {{srd5lc|Turn}}, the target takes an extra 5 (2d4) {{srd5lc|Bludgeoning}} damage. If the
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  • |feature3=Turn Resistance
    2 KB (291 words) - 21:36, 31 December 2021
  • ...k Roll}}s and {{srd5lc|Ability Check}}s until the end of its next {{srd5lc|Turn}}.
    2 KB (317 words) - 20:55, 24 April 2024
  • As a {{srd5lc|Bonus Action}} on your {{srd5lc|Turn}}, you can move the lights up to 60 feet to a new spot within range. A ligh
    2 KB (328 words) - 19:51, 20 September 2021
  • ...e spell ends, you can use a {{Onelc|Bonus Action}} on each of your {{Onelc|Turn}}s to move the sword up to 20 feet to a spot you can see and repeat this at
    2 KB (327 words) - 18:16, 27 November 2023
  • ...hat can fit in your hand and that lasts until the end of your next {{onelc|Turn}}.
    2 KB (344 words) - 12:10, 28 November 2023
  • ...her sort of creature takes the damage again each time it ends its {{srd5lc|Turn}} holding or carrying the talisman.
    2 KB (355 words) - 10:41, 27 December 2021
  • ...f}}{{5ertrd}} as much damage on a successful one. On each of your {{srd5lc|Turn}}s until the spell ends, you can use your {{srd5lc|Action}} to call down li
    2 KB (389 words) - 11:05, 19 September 2021
  • ...rrain}}. It takes 5 (1d10) {{srd5lc|Force}} damage if it ends its {{srd5lc|Turn}} inside an object.
    2 KB (326 words) - 09:06, 16 January 2022
  • ...lf}}{{5ertrd}} as much damage on a successful one. On each of your {{Onelc|Turn}}s until the spell ends, you can use your {{Onelc|Action}} to call down lig
    2 KB (381 words) - 16:50, 1 November 2023
  • |feature6=Turn Resistance ...sc6=The lich has advantage on saving throws against any effect that [[SRD5|Turn Undead|turns undead]].
    5 KB (784 words) - 07:41, 13 April 2024
  • ...ive}} for the summoned creatures as a group, which have their own {{srd5lc|Turn}}s. They obey any verbal commands that you issue to them (no {{srd5lc|Actio
    2 KB (364 words) - 13:24, 20 September 2021
  • Once on each of your {{Onelc|Turn}}s as a {{Onelc|Bonus Action}}, you can mentally command the servant to mov
    2 KB (353 words) - 19:04, 3 December 2023
  • ...iative}} for the summoned creatures as a group, which has its own {{srd5lc|Turn}}s. They obey any verbal commands that you issue to them (no {{srd5lc|Actio
    2 KB (358 words) - 09:29, 7 December 2023
  • ...at fails the saving throw can repeat it at the end of each of its {{srd5lc|Turn}}s, ending the effect on itself on a success. A creature that succeeds on i
    2 KB (352 words) - 19:44, 18 December 2021
  • ...spell ends, you can use a {{srd5lc|Bonus Action}} on each of your {{srd5lc|Turn}}s to move the sword up to 20 feet to a spot you can see and repeat this at
    2 KB (381 words) - 08:22, 17 October 2023
  • ...usion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into {{Onelc|Difficult Terrain}} (or vice versa) or otherwise
    2 KB (365 words) - 12:53, 27 November 2023
  • ...usion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into {{srd5lc|Difficult Terrain}} (or vice versa) or otherwise
    2 KB (367 words) - 12:56, 30 September 2021
  • ...he target’s altitude by up to 20 feet in either direction on your {{srd5lc|Turn}}. If you are the target, you can move up or down as part of your move. Oth
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  • ...toward a creature and then hits it with a claw attack on the same {{srd5lc|Turn}}, that target must succeed on a {{SRD5|DC}} 13 {{SRD5|Strength}} {{srd5lc|
    2 KB (320 words) - 20:40, 10 January 2024
  • At the start of each of your {{srd5lc|Turn}}s, the hound attempts to bite one creature within 5 feet of it that is hos
    2 KB (367 words) - 06:52, 24 September 2021
  • ...ain}}. She takes 5 (1d10) {{srd5lc|Force}} damage if she ends her {{srd5lc|Turn}} inside an object.
    2 KB (339 words) - 11:54, 11 January 2024
  • ...rd5lc|Attack}}, this trait is disrupted until the end of its next {{srd5lc|Turn}}. This trait is also disrupted while the displacer beast is {{srd5lc|Incap
    2 KB (339 words) - 11:29, 17 March 2024
  • ...|Attack Roll}}s against a {{srd5lc|Creature}} that hasn't taken a {{srd5lc|Turn}} yet.
    2 KB (328 words) - 19:46, 6 January 2024
  • ...ollowing effects of your choice for the duration. On each of your {{srd5lc|Turn}}s until the spell ends, you can use your {{srd5lc|Action}} to target anoth
    2 KB (393 words) - 18:07, 23 September 2021
  • ...iative}} for the summoned creatures as a group, which has its own {{srd5lc|Turn}}s. They obey any verbal commands that you issue to them (no {{srd5lc|Actio
    2 KB (377 words) - 18:43, 19 September 2021
  • |flimit3=1/{{SRD5|Turn}} ...an {{srd5lc|Opportunity Attack}} against him for the rest of his {{srd5lc|Turn}}.
    6 KB (984 words) - 21:52, 26 February 2022
  • ...following effects of your choice for the duration. On each of your {{Onelc|Turn}}s until the spell ends, you can use your {{Onelc|Action}} to target anothe
    2 KB (389 words) - 11:07, 13 November 2023
  • |fdesc1={{SRD5trait}} Once per {{srd5lc|Turn}}, the hobgoblin can deal an extra 14 (4d6) damage to a {{srd5lc|Creature}}
    2 KB (328 words) - 09:24, 30 December 2023
  • |fdesc2={{SRD5trait}} Once per {{srd5lc|Turn}}, the sergeant can deal an extra 7 (2d6) damage to a {{srd5lc|Creature}} i
    2 KB (318 words) - 18:03, 22 April 2024
  • ...or the spell’s duration. Each {{srd5lc|Creature}} that starts its {{srd5lc|Turn}} in the line must succeed on a {{SRD5|Strength}} {{srd5lc|Saving Throw}} o
    2 KB (363 words) - 10:06, 29 September 2021
  • ...in the circle you drew and remains open until the end of your next {{Onelc|Turn}}. Any creature that enters the portal instantly appears within 5 feet of t
    2 KB (371 words) - 10:46, 3 December 2023
  • ...}} The mist takes 10 {{srd5lc|Radiant}} damage when it starts its {{srd5lc|Turn}} in sunlight. While in sunlight, it has {{srd5lc|Disadvantage}} on {{srd5l
    3 KB (338 words) - 19:46, 7 January 2024
  • ...{srd5lc|Holy water}}, this trait doesn't function at the start of his next turn. ....''''' The vampire takes 20 {{srd5lc|Acid}} damage if it ends its {{srd5lc|Turn}} in running water.
    9 KB (1,402 words) - 19:59, 20 February 2022
  • ...ht toward a target and then hits it with a ram attack on the same {{srd5lc|Turn}}, the target takes an extra __ (__d8) {{srd5lc|Bludgeoning}} damage. If th
    3 KB (352 words) - 07:06, 26 February 2024
  • ...et straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) {{srd5lc|Bludgeoning}} damage. If the ta
    2 KB (312 words) - 08:04, 8 February 2024
  • ...e}} {{srd5lc|Action}} as a {{srd5lc|Bonus Action}} on each of its {{srd5lc|Turn}}s. ...goblins covet the power that the weirds wield and understand that it could turn the tide of battle. But, the unpredictable manifestation of the power, comb
    5 KB (761 words) - 16:15, 24 March 2024
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