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Returning 35 results for 'been boots device certain rest'.
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Magic Items
Dungeon Master’s Guide
has Disadvantage on the attack roll. If you click your heels together again, you end the effect.
When you’ve used the boots’ property for a total of 10 minutes, the magic ceases to function for you until you finish a Long Rest.
While you wear these boots, you can take a Bonus Action to click the boots’ heels together. If you do, the boots double your Speed, and any creature that makes an Opportunity Attack against you
Magic Items
Dungeon Master’s Guide
) or a 10-foot pole, or reverting it a Quarterstaff; the weapon will elongate only as far as the surrounding space allows.
In certain forms, the weapon has the following additional properties
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
Spells
Player’s Handbook
the steed’s creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block.
Combat. The steed is an ally to you and your allies. In combat, it shares your
), Psychic (Fey), or Necrotic (Fiend) damage.
Bonus Actions
Fell Glare (Fiend Only; Recharges after a Long Rest). Wisdom Saving Throw: DC equals your spell save DC, one creature within 60 feet the steed
Magic Items
Storm King's Thunder
a short or long rest.
Gift of Frost. You can transfer the shard’s magic to a nonmagical item — a cloak or a pair of boots — by tracing the ise rune there with your finger. The
finish a short or long rest.
Frost Friend. You have resistance to fire damage.
Icy Mantle. As an action, you can touch yourself or another creature with water on your finger. The water creates an icy
Magic Items
Storm King's Thunder
’t use it again until you finish a short or long rest.
Gift of Wind. You can transfer the pennant’s magic to a nonmagical item — a suit of armor, a pair of boots, or a cloak &mdash
property, you can’t use it again until you finish a short or long rest.
Wind Walker. While you are attuned to this rune, you can cast levitate as a bonus action. Once you use this property, you can
Magic Items
Storm King's Thunder
;t use it again until you finish a short or long rest.
Gift of Stone. You can transfer the orb’s magic to a nonmagical item — a shield or a pair of boots — by tracing the stein rune
attacks.
Boots. The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you have advantage on Strength saving throws, and you can use your reaction to avoid being knocked prone.
Monsters
Waterdeep: Dragon Heist
Special Equipment. Durnan wields a greatsword of sharpness called Grimvault. He wears boots of striding and springing, elven chain, and a ring of spell turning.
Indomitable (Recharges after a Long
Rest). Durnan can reroll a saving throw that he fails. He must use the new roll.
Spell Turning. While wearing his ring of spell turning, Durnan has advantage on saving throws against any spell that
Magic Items
Icewind Dale: Rime of the Frostmaiden
hold. The largest mythallars are 150 feet in diameter.
The Ythryn mythallar is a relatively small device—a mere 50 feet in diameter. To attune to this mythallar, a creature must finish a short
rest within 30 feet of it, meditating on the mythallar. Up to eight creatures can be attuned to it at one time; otherwise, the Ythryn mythallar follows the attunement rules in the Dungeon Master&rsquo
Monsters
The Wild Beyond the Witchlight
them from taking certain courses of action in their lives. Her petitioners often learn of a dreadful fate that awaits them but find themselves unable to prevent it due to the cursed terms of their
deal.
Endelyn’s obsession with tragedy and hopelessness extends to her own life; she has foreseen her own demise during a solar eclipse. In the depths of her castle, a lightning-powered device
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollDamageType":"necrotic"} necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest
worshipers expect treachery—the Spider Queen encourages it, after all. A certain amount of backstabbing and double-crossing can be managed, but too much can undermine an entire community. To keep some
Equipment
Lord Syuul;Lord Syuul's psionic enucleator can be used to modify the body of any creature inside its tank. The device must be operated by another creature who can manifest a psionic power or who has
manifest a power. Once they become invisible in this way, they can’t do so again until they finish a long rest.
Redundant Organs. The creature gains an extra heart, liver, spleen, or other
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollDamageType":"necrotic"} necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest
, true seeingLolth’s worshipers expect treachery—the Spider Queen encourages it, after all. A certain amount of backstabbing and double-crossing can be managed, but too much can undermine an
Monsters
Mordenkainen Presents: Monsters of the Multiverse
(Hybrid Form Only; Recharges after a Short or Long Rest). The deep scion emits a terrible scream audible within 300 feet. Creatures within 30 feet of the deep scion must succeed on a DC 13 Wisdom saving
certain, but when it works, the magic transforms an air-breathing person into a shapeshifter that can take on an aquatic form.
A deep scion emerges from the depths in service to their underwater master
Monsters
Quests from the Infinite Staircase
; 3–4, purple blossom; or 5–6, snapper saw. This form determines certain traits in this stat block.
False Appearance. If the horrid plant is motionless at the start of combat, it has
damage taken, and the horrid plant regains hit points equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Detect Thoughts
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you
detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.
Monsters
Acquisitions Incorporated
Champion Challenge (Recharges after a Short or Long Rest). As a bonus action, Donaar causes each creature of his choice that he can see within 30 feet of him to make a DC 13 Wisdom saving throw. On a
carries an actual toothbrush (named Percival) and actual floss at all times.
Those who know Donaar quickly come to recognize that the braggadocio that defines him involves a certain amount of artifice
Backgrounds
Van Richten’s Guide to Ravenloft
corpse. Ever since, other spectral clients have sought you out to help them find rest.
4
You revealed that the monsters terrorizing your home were illusions created by a cruel mage. The magic-user
suffered, even while still being pursued by the law.
6
You survived the destructive use of a magic device that wiped out your home. Members of a secret organization found you. You now work with them
Magic Items
Tasha’s Cauldron of Everything
conjecture than fact, often referring to otherworldly beings, the mysterious Barrier Peaks in Oerth, and the supposedly related device known as the Machine of Lum the Mad. The best details on the device
’s origins and operation can be found in the Mind of Metal, a tome of artificer’s secrets that connects the device to the traditions of the lost Olman people, and which was written by Lum the
races
Player’s Handbook
to rest. In that state, they remain aware of their surroundings while immersing themselves in memories and meditations.
An environment subtly transforms elves after they inhabit it for a millennium or
more, and it grants them certain kinds of magic. Drow, high elves, and wood elves are examples of elves who have been transformed thus.
Drow
Drow typically dwell in the Underdark and have been
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. When the boots’ property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.
Boots of Speed Wondrous item, rare (requires attunement) While you wear these boots, you can use a bonus action and click the boots’ heels together. If you do, the boots double your walking speed
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
creature that makes an Opportunity Attack against you has Disadvantage on the attack roll. If you click your heels together again, you end the effect. When you’ve used the boots’ property for a total of 10 minutes, the magic ceases to function for you until you finish a Long Rest.
Boots of Speed Wondrous Item, Rare (Requires Attunement) While you wear these boots, you can take a Bonus Action to click the boots’ heels together. If you do, the boots double your Speed, and any
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. When the boots’ property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.
Boots of Speed Wondrous item, rare (requires attunement) While you wear these boots, you can use a bonus action and click the boots’ heels together. If you do, the boots double your walking speed
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
creature that makes an Opportunity Attack against you has Disadvantage on the attack roll. If you click your heels together again, you end the effect. When you’ve used the boots’ property for a total of 10 minutes, the magic ceases to function for you until you finish a Long Rest.
Boots of Speed Wondrous Item, Rare (Requires Attunement) While you wear these boots, you can take a Bonus Action to click the boots’ heels together. If you do, the boots double your Speed, and any
Species
Mordenkainen Presents: Monsters of the Multiverse
Material Plane to forge their own destinies.
Once shadar-kai were Fey like the rest of their elven kin; now they exist in a state between life and death, thanks to being transformed by the Shadowfell
of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.
Life Span
The typical life span of a player character in the D&D
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
). You regain this ability after you finish a short or long rest. Gift of Frost. You can transfer the shard’s magic to a nonmagical item—a cloak or a pair of boots—by tracing the ise rune there with your
you use this property, you can’t use it again until you finish a short or long rest. Frost Friend. You have resistance to fire damage. Icy Mantle. As an action, you can touch yourself or another
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wearing and Wielding Items Using a magic item’s properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on feet, gloves on hands
Kind You can’t wear more than one of certain magic items. You can’t normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
to inspire and strengthen the side of good or to rescue heroes from certain death.
Ki-rins are attracted to the worship of deities of courage, loyalty, selflessness, and truth, as well as to the
), a ki-rin can take one of the following lair actions, and it must finish a long rest before taking the chosen lair action again:
Create Comforts. The ki-rin conjures up one or more permanent objects
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Wearing and Wielding Items Using a magic item's properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on the feet, gloves on the
exceptions exist. If the story suggests a good reason for an item to fit only creatures of a certain size or shape, you can rule that it doesn't adjust. For example, drow-made armor might fit elves only
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
its form occupies the periphery of viewers’ attention no matter which direction they look. Mount Makab is not a natural feature, but rather part of a colossal, illithid-designed device. Its purposes
remain largely mysterious to outsiders, but one thing is certain: it amplifies psionic energy, allowing Bluetspur’s mind flayers to project their thoughts into other Domains of Dread.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Wearing and Wielding Items Using a magic item’s properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on feet, gloves on hands
Kind You can’t wear more than one of certain magic items. You can’t normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Once you use this property, you can’t use it again until you finish a short or long rest. Gift of Wind. You can transfer the pennant’s magic to a nonmagical item—a suit of armor, a pair of boots, or
damage from the fall. Once you use this property, you can’t use it again until you finish a short or long rest. Wind Walker. While you are attuned to this rune, you can cast levitate as a bonus action
Monsters
Mordenkainen Presents: Monsters of the Multiverse
ocean to the void of the Astral Plane. Anything on or within a certain distance of a morkoth’s isle is drawn with it in its journey through the planes. Thus, people from lost civilizations and
being watched, even when they aren’t.
Lost Possessions. Each time a creature that has been on the island for less than a year finishes a short or long rest, it must make a DC 10 Intelligence
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
you use this property, you can’t use it again until you finish a short or long rest. Gift of Stone. You can transfer the orb’s magic to a nonmagical item—a shield or a pair of boots—by tracing the
weapon attacks.
Boots. The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you have advantage on Strength saving throws, and you can use your reaction to avoid being knocked prone.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
to determine what random trinkets the characters find in certain locations on the spaceship. None of the trinkets requires an energy cell. Spaceship Trinkets d100 Trinket 01–02 Disembodied robot
arm with a mind of its own 03–04 Wearable blanket with sleeves and a hood 05–06 Small, rectangular device that can record and play back audio of up to 1 minute in length 07–08 Glow-in-the-dark ink
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Long Rest. You can also use any spell slots you have to cast the spell.
Rock Gnome. You know the Mending and Prestidigitation cantrips. In addition, you can spend 10 minutes casting Prestidigitation
to create a Tiny clockwork device (AC 5, 1 HP), such as a toy, fire starter, or music box. When you create the device, you determine its function by choosing one effect from Prestidigitation; the






