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Returning 35 results for 'back becoming dawn cantrip robe'.
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Magic Items
Dungeon Master’s Guide
This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can take a Magic action and expend 1 charge to cause the garment to display a shifting pattern of
dazzling hues until the end of your next turn. During this time, the robe sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet, and creatures that can see you have Disadvantage
Magic Items
Dungeon Master’s Guide
regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell.
The level of the spell bound into the armor determines the spell’s saving throw DC
and attack bonus, as well as the armor’s rarity, as shown in the following table.
Spell Level
Rarity
Save DC
Attack Bonus
Cantrip
Uncommon
13
+5
1
Uncommon
13
+5
Magic Items
Dungeon Master’s Guide
school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell.
The level of the spell bound into the weapon
determines the spell’s saving throw DC and attack bonus, as well as the weapon’s rarity, as shown in the following table.
Spell Level
Rarity
Save DC
Attack Bonus
Cantrip
Magic Items
Dungeon Master’s Guide
daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff ’s last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical
.
Spell Level
Rarity
Save DC
Attack Bonus
Cantrip
Uncommon
13
+5
1
Uncommon
13
+5
2
Rare
13
+5
3
Rare
15
+7
4
Very Rare
15
+7
5
Very Rare
17
+9
6
Legendary
17
+9
7
Legendary
18
+10
8
Legendary
18
+10
Magic Items
Dungeon Master’s Guide
staff and turn the spell back on its caster as if you had cast the spell.
Resist Enchantment. If you fail a saving throw against an Enchantment spell that targets only you, you can turn your failed save
into a successful one. You can’t use this property of the staff again until the next dawn.
Regaining Charges. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles to dust and is destroyed.
Magic Items
Dungeon Master’s Guide
feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Immediately after hitting or missing, the weapon flies back
to your hand. The weapon regains 1d4 + 1 expended charges daily at dawn.
Giant’s Bane. While you are attuned to the weapon and wearing either a Belt of Giant Strength or Gauntlets of Ogre Power
Magic Items
Dungeon Master’s Guide
, and they threw back their enemies and enjoyed an era of prosperity. This young dwarf is remembered as the First King. When he became old, he passed the weapon, which had become his badge of office
deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a creature of the Giant type. Immediately after hitting or missing, the weapon flies back to your hand.
Blessings of
Magic Items
Dungeon Master’s Guide
if the target is a Construct, an Elemental, or a Giant. Immediately after hitting or missing, the weapon flies back to your hand.
Shock Wave. You can take a Magic action to strike the ground with
condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Once used, this property can’t be used again until the next dawn
Classes
Player’s Handbook
;Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar's Pack, and 5 GP; or (B) 55 GP
Wizards are defined by their exhaustive study of magic’s inner workings. They cast spells of
magic available in the present age.
Becoming a Wizard...
As a Level 1 Character
Gain all the traits in the Core Wizard Traits table.
Gain the Wizard’s level 1 features, which are listed
Magic Items
Dungeon Master’s Guide
Vecna the Archlich;Vecna was a mighty wizard who, through magic and conquest, forged a terrible empire. For all his power, however, Vecna feared death and took steps to prevent his demise by becoming
benefits:
Truesight. You have Truesight out to 240 feet.
Spellcasting. The eye has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Eye of Vecna Spells table
Magic Items
Dungeon Master’s Guide
cast that spell again from it until the next dawn.
Vile Lore. You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil, such as
damage unless the creature is a Fiend or an Undead.
Destroying the Book. The Book of Vile Darkness allows pages to be torn from it, but any evil lore contained on those pages finds its way back into the
Magic Items
Dungeon Master’s Guide
. The avatar targets only you with its attacks, appearing as a ghostly skeleton clad in a tattered black robe and carrying a spectral scythe. The avatar disappears when it drops to 0 Hit Points or you
Temporary Hit Points daily at dawn until you die.
Talons. Every magic item you wear or carry disintegrates. Artifacts in your possession vanish instead.
Throne. You gain proficiency and Expertise in
Divine Word
Legacy
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Spells
Basic Rules (2014)
You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a
fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a wish spell.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
hunting dogs. They race in pursuit of their prey, running it down until it’s too exhausted to fight back. Only the threat of dawn drives the pack back into hiding.
A pack of yeth hounds can be
run and torment them before closing in for the kill. Those that fight back discover that mundane weapons partially pass through yeth hounds as if they were made of fog, but magic weapons and silvered
Magic Items
Bigby Presents: Glory of the Giants
A black opal pendant hangs at the base of this pearlescent chain. The sacred rune is inscribed on the back of the pendant.
While wearing this item, you have resistance to necrotic damage
. Additionally, you can cast the spare the dying cantrip using either an action or a bonus action.
Invoking the Rune. When a creature you can see within 60 feet of you is reduced to 0 hit points as a result of
Monsters
Storm King's Thunder
next dawn.
Rock. Ranged Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Rock"} to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6);{"diceNotation":"4d10+6","rollType
North well and has no chance of becoming lost in its wilderness. He’s sensitive to the fact that many small folk have a freshly rekindled fear of giants striding into their settlements.Cold
Robe of Scintillating Colors
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Magic Items
Basic Rules (2014)
This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling
hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack
Magic Items
Tasha’s Cauldron of Everything
class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.
DCs of your artificer spells. The bonus is determined by the tool’s rarity.
As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any
Monsters
Tales from the Yawning Portal
"} days, regaining all his hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting. Var is a 12th-level spellcaster. His spellcasting ability is
regains spent legendary actions at the start of his turn.
Cantrip. Var casts a cantrip.
Paralyzing Touch. (Costs 2 Actions) Var uses Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). Var fixes his
Monsters
Infernal Machine Rebuild
(the medusa's choice) and is restrained. The 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
cast the light cantrip at will.Multiattack. The medusa makes either three melee attacks--one with its snake hair and two with its shortsword--or two ranged attacks with its longbow.
Snake Hair. Melee
Lich
Legacy
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Monsters
Basic Rules (2014)
":"1d10","rollType":"roll","rollAction":"Days"} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting. The lich is an 18th-level
actions at the start of its turn.
Cantrip. The lich casts a cantrip.
Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). The lich fixes its gaze
Magic Items
Lost Laboratory of Kwalish
;3) to your death saving throws. You can change this magical bonus each day at dawn.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon.
Monsters
Icewind Dale: Rime of the Frostmaiden
slot level above 3rd.
Chill Touch (Cantrip). Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Chill Touch"} to hit, range 120 ft., one creature. Hit: 9 (2d8
"} expended charges daily at dawn. If the wand’s last charge is expended, roll a d20; on a 1, the wand crumbles into ashes and is destroyed.Vellynne Harpell is a member of the prestigious Harpell
Magic Items
Tales from the Yawning Portal
. After you throw it and it hits or misses, it flies back to your hand immediately.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove
.
Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear.
Magic Items
Tales from the Yawning Portal
. After you throw it and it hits or misses, it flies back to your hand immediately.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove
.
Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear.
Monsters
Mythic Odysseys of Theros
":"1d10+4","rollType":"damage","rollAction":"Necrotic Touch","rollDamageType":"necrotic"} necrotic damage.
Chill Touch (Cantrip). Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit
collect along the Tartyx River and reclaiming wayward souls that try to slip back to the mortal world. This means lampads are most often spotted in graveyards, crumbling crypts, and tunnels that bore
Valindra Shadowmantle
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Monsters
Tomb of Annihilation
;{"diceNotation":"1d10","rollType":"roll","rollAction":"Rejuvenation"} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting
and only at the end of another creature's turn. Valindra regains spent legendary actions at the start of its turn.
Cantrip. Valindra casts a cantrip.
Paralyzing Touch (Costs 2 Actions). Valindra uses
Monsters
Curse of Strahd
":"1d10","rollType":"roll","rollAction":"Rejuvenation"} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting. Exethanter is an
be used at a time and only at the end of another creature’s turn. Exethanter regains spent legendary actions at the start of his turn.
Cantrip. Exethanter casts a cantrip.
Paralyzing Touch
Monsters
Waterdeep: Dungeon of the Mad Mage
":"1d10","rollType":"roll","rollAction":"Rejuvenation"} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting. The lich is an 18th
regains spent legendary actions at the start of its turn.
Cantrip. The lich casts a cantrip.
Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing Touch.
Frightening Gaze (Costs 2 Actions
Monsters
The Wild Beyond the Witchlight
charges daily at dawn. If its last charge is expended, roll a d20;{"diceNotation":"1d20","rollType":"roll","rollAction":"Last charge"}; on a 1, the staff is destroyed.Multiattack. Skylla makes two
their back on me.”
Ideal. “Power is what I crave. One can never have too much of it.”
Bond. “Baba Yaga is my patron, and she has taught me to be self-reliant. Nevertheless, I
Monsters
The Wild Beyond the Witchlight
succeed instead.
Magic Resistance. Iggwilv has advantage on saving throws against spells and other magical effects. (This trait is bestowed by her robe of the archmagi.)
Special Equipment. Iggwilv wears
an amulet of the planes and a robe of the archmagi.Multiattack. Iggwilv makes two Bewitching Bolt attacks.
Bewitching Bolt. Melee or Ranged Spell Attack: +16;{"diceNotation":"1d20+16","rollType":"to
Monsters
Tomb of Annihilation
, it can’t be used again until the next dawn.
Cast compulsion (save DC 15) from the dagger. The range of the spell increases to 90 feet, but the spell targets only spiders that are beasts. Once
this property is used, it can’t be used again until the next dawn.
Multiattack. Artus makes three attacks with Bookmark or his longbow.
Bookmark (+3 Dagger). Melee Weapon Attack: +8
Yuan-ti Nightmare Speaker
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Monsters
Volo's Guide to Monsters
Shapechanger. The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t
following warlock spells:
Cantrip (at will): chill touch, eldritch blast (range 300 ft., +3 bonus to each damage roll), mage hand, message, poison spray, prestidigitation
1st–3rd level (2 3rd
Magic Items
The Book of Many Things
must succeed on a DC 15 Dexterity saving throw or take 3d6 fire damage. The goggles regain 1d3 expended charges daily at dawn.
Cursed. The goggles are cursed, and becoming attuned to them extends the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
and the lower body of an enormous scorpion, complete with a stinger at the end of a long tail. These desert creatures range across arid lands, hunting at dawn and dusk. In the hours between, they wait
alive. After using their stingers to paralyze victims and their spiked chains to bind them, tlincallis take these captives back to their encampment and tie them to cacti or rock formations. When the






