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Returning 35 results for 'back before deals cards rest'.
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Spells
Player’s Handbook
Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead
is an ordeal. The target takes a −4 penalty to D20 Test;D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.
Casting this spell to revive a
Spells
Player’s Handbook
integral for its survival—its head, for instance—the spell automatically fails.
Coming back from the dead is an ordeal. The target takes a −4 penalty to D20 Test;D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.
Magic Items
Dungeon Master’s Guide
attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand.
Monsters
Monster Manual
Incubus Form. When the succubus finishes a Long Rest, it can shape-shifting;shape-shift into an Incubus, using that stat block instead of this one.Multiattack. The succubus makes one Fiendish Touch
an amount equal to the damage taken.Cold, Fire, Poison, PsychicShape-Shift. The succubus shape-shifting;shape-shifts to resemble a Medium or Small Humanoid or back into its true form. Its game
Magic Items
Dungeon Master’s Guide
Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have thirteen cards, but some have twenty-two. Use the appropriate
column of the Deck of Many Things table when randomly determining cards drawn from the deck.
Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any
Magic Items
Dungeon Master’s Guide
you. You can’t use this property again until you finish a Short or Long Rest.
Ranged Weapon (Quarterstaff Form Only). This weapon has the Thrown property with a normal range of 30 feet and a
long range of 120 feet. Immediately after you make a ranged attack with the weapon, it flies back to your hand.
Magic Items
Dungeon Master’s Guide
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
, 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
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy
appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the
Monsters
Monster Manual
vampire takes 20 Acid damage if it ends its turn in running water.Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire’s heart while the vampire has the
within 1 mile of the lair.
Looming Shadows. Shadows within 1 mile of the lair seem to move as if alive. Any creature (excluding the vampire and its allies) that finishes a Short Rest while within 1
Magic Items
Dungeon Master’s Guide
of 3d6. Reroll if the Moonblade already deals an extra 3d6 Force damage on a hit.
76-80
The Moonblade gains the Thrown property with a normal range of 20 feet and a long range of 60 feet. Each
time you throw the weapon, it flies back to your hand after the attack.
81-85
The Moonblade scores a Critical Hit on a roll of 19 or 20 on the d20.
86-95
You can take a Bonus Action to
Feats
Forgotten Realms: Heroes of Faerûn
reduce to 0 Hit Points can't become Undead.
Powerful Radiance. When you make a damage roll that deals Radiant damage, you can instead use the highest number possible for each damage die. Once you use this benefit, you can't do so again until you finish a Long Rest.
Epic Boon Feat (Prerequisite: Level 19+)
You gain the following benefits.
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.
Eternal Rest. Creatures you
Feats
Astarion's Book of Hungers
roll that deals Necrotic damage, you can cause one creature taking that damage to have the Poisoned condition until the start of your next turn. Once you use this benefit, you can’t use it again until you finish a Short or Long Rest.
Feats
Astarion's Book of Hungers
damage roll that deals Radiant damage, you can cause one Huge or smaller creature taking the damage to have the Prone condition. Once you use this benefit, you can’t use it again until you finish a Short or Long Rest.
Monsters
Astarion's Book of Hungers
.
Running Water. The vampire takes 20 Acid damage if it ends its turn in running water.
Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire’s heart while the
sap the body and mind. Creatures (excluding the vampire and its allies) that finish a Short or Long Rest while within 1 mile of the lair make a DC 15 Wisdom saving throw. On a failed save, a creature
Magic Items
The Book of Many Things
The illustrations on this deck of oracle cards move or change subtly when viewed indirectly. When you finish a long rest, you can spend 10 minutes consulting the cards for an omen of the coming day
reaction to discard the d20 roll; the creature must use the number you rolled in place of its roll.
Additionally, while holding the cards, you can cast Divination from them. Once this property is used, it can’t be used again until the next dawn.
Magic Items
The Book of Many Things
throwing a spectral card and using Dexterity for the attack roll. The card has a range of 120 feet and deals 1d8 force damage on a hit.
Spray of Cards. As an action, you can shuffle the deck and cast the
The cards of this deck shimmer around the edges. While holding this deck, you can use the following properties:
Deadly Deal. As an action, you can use this deck to make a ranged spell attack by
Magic Items
The Book of Many Things
psychic damage. The shelter lasts for 24 hours, until you dismiss it as an action, or until it is reduced to 0 hit points. When the shelter’s duration ends, it transforms back into a deck of cards
This deck of cards is decorated with geometric shapes that have a protective motif. While you’re holding the deck, you can use an action to shuffle it and cause the cards to deal themselves out
Magic Items
The Book of Many Things
have only thirteen cards, but the rest have twenty-two.
Before you draw a card, you must declare how many cards you intend to draw, then draw them randomly. Any additional cards drawn have no effect
Created in the image of the Deck of Many Things, this deck of ivory or vellum cards bestows an assortment of minor benefits and penalties on those who draw from it. Most (75 percent) of these decks
Magic Items
The Book of Many Things
This deck of heavy vellum cards hums with the magic of the Elemental Chaos.
The magic of the deck functions only if cards are drawn at random (a deck of real-world playing cards can simulate the
deck). As an action, you can draw a random card from this deck and throw it to make a ranged spell attack, using Dexterity for the attack roll. The card has a range of 30 feet. On a hit, it deals 1d4
Augury
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific
spells or the loss or gain of a companion.
If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
Monsters
The Book of Many Things
. A ruin spider is easily recognizable by anyone familiar with the Deck of Many Things because the pattern on the back of the cards is duplicated on the spider’s carapace.Acid
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two.
Before you
draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number
Equipment
This heavy, two-handed melee weapon deals 2d6 slashing damage on a hit. When you hit with this weapon, you can deal an extra 3d8 necrotic damage. Once you deal this extra necrotic damage, you can’t do so again until you finish a short or long rest.
Resurrection
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
removed prior to casting the spell, they afflict the target on its return to life.
This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead is an ordeal
. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Casting this
Magic Items
Bigby Presents: Glory of the Giants
using this weapon, it deals an extra 1d8 damage or, if the target is a Giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.
Treant
Legacy
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Monsters
Basic Rules (2014)
False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.
Siege Monster. The treant deals double damage to objects and structures.Multiattack. The treant
until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.Bludgeoning, PiercingFire
Monsters
Curse of Strahd
","rollDamageType":"slashing"} slashing damage. Against Strahd, Vladimir deals an extra 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"2 Greatsword","rollDamageType":"slashing
failure, the target is paralyzed until the Vladimir deals damage to it, or until the end of Vladimir next turn. When the paralysis ends, the target is frightened of Vladimir for 1 minute. The
Sword of Answering
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
nine swords has its own name and alignment, and each bears a different gem in its pommel.
Name
Alignment
Gem
Answerer
Chaotic good
Emerald
Back Talker
Chaotic evil
Jet
to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.
Monsters
Princes of the Apocalypse
Action Surge (Recharges after a Short or Long Rest). Drannin takes an additional action on his turn.
Brute. A melee weapon deals one extra die of its damage when Drannin hits with it (included in
the attack).
Dwarven Resilience. Drannin has advantage on saving throws against poison.
Indomitable (Recharges after a Short or Long Rest). Drannin can reroll a saving throw that he fails. He must use
Monsters
Curse of Strahd
+ 4);{"diceNotation":"1d6+4","rollType":"damage","rollAction":"Silvered Shortsword","rollDamageType":"piercing"} piercing damage.
Curse (Recharges after a Long Rest). Ezmerelda targets one creature
":"Curse","rollDamageType":"psychic"} psychic damage.
Evil Eye (Recharges after a Short or Long Rest). Ezmerelda targets one creature that she can see within 10 feet of her and casts one of the
Raise Dead
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
.
Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Monsters
Princes of the Apocalypse
Flaming Weapon (Recharges after a Short or Long Rest). As a bonus action, the guard can wreath one melee weapon it is wielding in flame. The guard is unharmed by this fire, which lasts until the end
of the guard’s next turn. While wreathed in flame, the weapon deals an extra 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Flaming Weapon","rollDamageType":"fire"} fire damage
Magic Items
The Book of Many Things
Over the centuries since the first Deck of Many Things was created, many have sought and failed to replicate it. But some have created new cards. These forty-four additional cards are known
collectively as the Deck of Many More Things. (More information on creating new cards for this deck appears in chapter 2.)
Like the Deck of Many Things, the Deck of Many More Things manifests differently on
Deva
Legacy
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Monsters
Basic Rules (2014)
Angelic Weapons. The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8;{"diceNotation":"4d8","rollType":"damage","rollAction":"Angelic Weapons
its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice).
In a new form, the deva
Healer
Legacy
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Feats
Player’s Handbook (2014)
You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
When you use a healer's kit to stabilize a dying creature
creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.






