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Returning 35 results for 'been bolt deception causing rest'.
Other Suggestions:
been body deception chasing rest
been body deception calling rest
been both deception chasing rest
been bond deception calling rest
been body deception coursing rest
Monsters
Monster Manual
":"Necrotic"} Necrotic damage. If the target is a creature, it is cursed. While cursed, the target can’t regain Hit Points, it gains no benefit from finishing a Long Rest, and its Hit Point
Sand. Trigger: The mummy is hit by an attack roll. Response: The mummy adds 2 to its AC against the attack, possibly causing the attack to miss, and the mummy teleports up to 60 feet to an unoccupied
Magic Items
Dungeon Master’s Guide
an attack while holding the weapon, you can take a Reaction to twirl the weapon around you, gaining a +5 bonus to your Armor Class against the triggering attack, potentially causing the attack to miss
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
Feats
Player’s Handbook
buy a nonmagical item, you receive a 20 percent discount on it.
Fast Crafting. When you finish a Long Rest, you can craft one piece of gear from the Fast Crafting table, provided you have the Artisan
’s Tools associated with that item and have proficiency with those tools. The item lasts until you finish another Long Rest, at which point the item falls apart.
Fast Crafting
Artisan's
Magic Items
Dungeon Master’s Guide
its normal casting time, and you can’t use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead
7, Lightning Bolt; on an 8, Phantasmal Force; on a 9, Polymorph; on a 10, Stinking Cloud.
51–55
You have the Stunned condition until the end of your next turn, believing something awesome
Magic Items
Dungeon Master’s Guide
rejects you but also places a curse on you, causing you to make D20 Test;D20 Tests with Disadvantage for 24 hours or until the curse is ended by a Remove Curse spell or similar magic. If you’re
minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. You can’t use this property again until you finish a Short or Long Rest.
96-99
Monsters
Heroes of the Borderlands
the damage type: 1, Acid;{"diceNotation":"2d6","rollType":"damage","rollAction":"Chaos Bolt: Acid","rollDamageType":"Acid"}; 2, Cold;{"diceNotation":"2d6","rollType":"damage","rollAction":"Chaos Bolt
: Cold","rollDamageType":"Cold"}; 3, Fire;{"diceNotation":"2d6","rollType":"damage","rollAction":"Chaos Bolt: Fire","rollDamageType":"Fire"}; 4, Lightning;{"diceNotation":"2d6","rollType":"damage
Magic Items
Bigby Presents: Glory of the Giants
Master’s Guide:
2 minor beneficial properties
1 major beneficial property
1 minor detrimental property
Master of Guile. While wearing the helm, you have advantage on Charisma (Deception) and
Wisdom (Insight) checks.
Arrow of Elemental Havoc. As a bonus action while wearing the helm, you can launch a bolt of searing elemental energy toward a creature you can see within 90 feet of yourself
Deathlock Wight
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Tales from the Yawning Portal
that rely on sight.Multiattack. The wight attacks twice with Grave Bolt.
Grave Bolt. Ranged Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Grave Bolt"} to hit, range 120 ft
., one target. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3","rollType":"damage","rollAction":"Grave Bolt","rollDamageType":"necrotic"} necrotic damage.
Life Drain. Melee Weapon Attack: +4;{"diceNotation
Oath of Devotion
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the
while causing the least amount of harm.
Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.
Monsters
Dragon of Icespire Peak
Relentless (Recharges after a Short or Long Rest). If Gorthok takes 27 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.Multiattack. Gorthok makes two melee
);{"diceNotation":"2d6","rollType":"damage","rollAction":"Thunder Hooves","rollDamageType":"thunder"} thunder damage.
Lightning Bolt (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction
Monsters
Vecna: Eve of Ruin
attacking and the ally doesn’t have the incapacitated condition.Multiattack. Glaive makes two Spiked Glaive attacks and two Serrated Bolt attacks.
Spiked Glaive. Melee Weapon Attack: +9
"} damage if Glaive is in overdrive.
Serrated Bolt. Ranged Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Serrated Bolt"} to hit, range 60 ft., one target. Hit: 13 (3d6 + 3
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
Magic Items
Mythic Odysseys of Theros
.
Whenever you finish a long rest while wearing the helm, you can pray to one of the gods listed on the Helm of the Gods table and store the listed spell in the helm, replacing any spell that is already stored
Athreos
protection from evil and good
Ephara
sanctuary
Erebos
inflict wounds
Heliod
guiding bolt
Iroas
heroism
Karametra
goodberry
Keranos
thunderous smite
magic-items
contains 7 petals. While holding it, you can use an action to pluck a petal to cast the guiding bolt spell (+5 to hit), dealing necrotic damage instead of radiant. The skull regrows 1d4 plucked petals daily
broken with remove curse or similar magic, you are unwilling to part with the skull, keeping it within reach at all times.
While cursed, whenever you finish a long rest, a black petal grows on your
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)