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                        Returning 35 results for 'Hour-by-Hour'.
                    
                
                        
                            
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                    Hour-by-Hour Approach Sometimes the journey deserves as much time and attention as the destination. If wilderness travel features prominently in your adventure and isn’t something you want to gloss
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    The One-Hour Guideline A D&D game session usually starts with some out-of-game chatter as everyone settles down to play. Once the session gets underway, most groups can accomplish at least three
                                                
                                            
                                                
                                                     things during one hour of play, where each “thing” might be any of the following: Explore a location such as a chamber in a castle or a cave Converse with an intelligent creature Reach consensus on a
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     nonliving material for 1 hour.
Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
Minor Creation. You create a nonmagical trinket or an illusory
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You conjure a feast that appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don&rsquo
                                                
                                            
                                                
                                                    ;t set in until this hour is over. Up to twelve creatures can partake of the feast.
A creature that partakes gains several benefits, which last for 24 hours. The creature has Resistance to Poison
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     steed. The steed uses the Riding Horse stat block, except it has a Speed of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Sun Sickness. While in sunlight, the myconid has Disadvantage on d20 test;D20 Tests. The myconid dies if it spends more than 1 hour in sunlight.Multiattack. The myconid makes one Slam attack and uses
                                                
                                            
                                                
                                                     Intelligence score of 2 or higher that aren’t Constructs, Elementals, or Undead gain telepathy with a range of 30 feet for 1 hour.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Sun Sickness. While in sunlight, the myconid has Disadvantage on d20 test;D20 Tests. The myconid dies if it spends more than 1 hour in sunlight.Slam. Melee Attack Roll: +2;{"diceNotation":"1d20+2
                                                
                                            
                                                
                                                    .
Rapport Spores. The myconid expels spores in a 30-foot Emanation originating from itself. Creatures in that area with an Intelligence score of 2 or higher that aren’t Constructs, Elementals, or Undead gain telepathy with a range of 30 feet for 1 hour.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Sun Sickness. While in sunlight, the myconid has Disadvantage on d20 test;D20 Tests. The myconid dies if it spends more than 1 hour in sunlight.Slam. Melee Attack Roll: +1;{"diceNotation":"1d20+1
                                                
                                            
                                                
                                                    . Creatures in that area with an Intelligence score of 2 or higher that aren’t Constructs, Elementals, or Undead gain telepathy with a range of 30 feet for 1 hour.
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    Working for 1 hour, you can use a Shovel to dig a hole that is 5 feet on each side in soil or similar material.
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    For 1 hour, a lit Candle sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet.
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    As a Bonus Action, you can drink a vial of Antitoxin to gain Advantage on saving throws to avoid or end the Poisoned condition for 1 hour.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     targets outside it.
Using a Higher-Level Spell Slot. The duration increases by 1 hour for each spell slot level above 3.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     magical effects.
Undead Restoration. If the flameskull is destroyed, it regains all its Hit Points in 1 hour unless Holy Water is sprinkled on its remains or the Dispel Evil and Good spell is cast
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Water Breathing. The octopus can breathe only underwater. It can hold its breath for 1 hour outside water.Tentacles. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     has the Poisoned condition for 1 hour. While it has the Poisoned condition, the target has the Paralyzed condition.NecroticDeathless Agility. The familiar takes the Dash or Disengage action.
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    Perfume comes in a 4-ounce vial. For 1 hour after applying Perfume to yourself, you have Advantage on Charisma (Persuasion) checks made to influence an Indifferent Humanoid within 5 feet of yourself.
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    Ingested Poison
A creature subjected to Truth Serum must succeed on a DC 11 Constitution saving throw or have the Poisoned condition for 1 hour. The Poisoned creature can’t knowingly communicate a lie.
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    Inhaled Poison
A creature subjected to Malice must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 1 hour. The creature also has the Blinded condition while Poisoned in this way.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ’s Chilling Gaze for 1 hour.
Cold Breath (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Cold Breath"}. Constitution Saving Throw: DC 18, each creature in a 30-foot Cone
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    , +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Dancing Lights, Disguise Self (24-hour duration), Invisibility (self only, and the hag leaves no tracks while Invisible), Minor Illusion, Ray of Sickness (level 3 version)
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    
0–20
The target dies.
21–30
The target has the Blinded, Deafened, and Stunned conditions for 1 hour.
31–40
The target has the Blinded and Deafened conditions for 10 minutes.
41–50
The target has the Deafened condition for 1 minute.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     condition until the start of its next turn. Success: The target is immune to the Stench of all troglodytes for 1 hour.
Sunlight Sensitivity. While in sunlight, the troglodyte has Disadvantage on ability
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    This potion’s container looks empty but feels as though it holds liquid. When you drink the potion, you have the Invisible condition for 1 hour.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ":"Poison"} Poison damage, and the target has the Poisoned condition for 1 hour. While Poisoned, the target also has the Unconscious condition, which ends early if the target takes damage or a creature within 5 feet of it takes an action to wake it.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    . If this damage reduces the target to 0 Hit Points, the target becomes Stable, and it has the Poisoned condition for 1 hour. While Poisoned, the target also has the Paralyzed condition.Ethereal Jaunt. The spider teleports from the Material Plane to the Ethereal Plane or vice versa.
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    Injury Poison
A creature subjected to Lolth’s Sting must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour. If the creature fails the save by 5 or more
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    When you drink this potion, you gain a Climb Speed equal to your Speed for 1 hour. During this time, you have Advantage on Strength (Athletics) checks to climb.
This potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    When you drink this potion, you gain the effect of the Gaseous Form spell for 1 hour (no Concentration required) or until you end the effect as a Bonus Action.
This potion’s container seems to hold fog that moves and pours like water.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    The next time you see a creature within 10 minutes after drinking this philter, you are charmed by that creature and have the Charmed condition for 1 hour.
This rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    . In combat, it takes its turns immediately after yours, and it obeys your commands.
If the spell lasts more than an hour, you no longer control the creature. It might remain Friendly to you, depending
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    When you drink this potion, you gain the effect of the Comprehend Languages spell for 1 hour.
This potion’s liquid is a clear concoction with bits of salt and soot swirling in it.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     condition for 1 hour, until it takes damage, or until a creature within 5 feet of it takes an action to wake it. Otherwise, the target takes 18 (4d8);{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Nightmare", "rollDamageType":"Psychic"} Psychic damage.
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    A Torch burns for 1 hour, casting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. When you take the Attack action, you can attack with the Torch, using it as a Simple Melee weapon. On a hit, the target takes 1 Fire damage.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    When you drink this potion, you gain a Fly Speed equal to your Speed for 1 hour and can hover. If you’re in the air when the potion wears off, you fall unless you have some other means of
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     Invisible condition for 1 hour. The effect ends early if you pull the hood down (no action required) or cease wearing the hood.
                                                
                                            
                                        





