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Returning 35 results for 'before both dawn come regain'.
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before both down come remain
before both dark come remain
before both days come remain
before both down come region
before both dawn cold regain
Magic Items
Dungeon Master’s Guide
While this pearl is on your person, you can take a Magic action to regain one expended spell slot of level 3 or lower. Once you use the pearl, it can’t be used again until the next dawn.
Magic Items
Dungeon Master’s Guide
These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1 charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
Magic Items
Dungeon Master’s Guide
Sending Stones come in pairs, with each stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can cast Sending from it. The target is the bearer of the
be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
Magic Items
Dungeon Master’s Guide
spell. You increase the spell’s level by one for each additional charge you expend. The lenses regain all expended charges daily at dawn.
Magic Items
Dungeon Master’s Guide
While wearing this pendant, you can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property can’t be used again until the next dawn.
In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant.
Magic Items
Dungeon Master’s Guide
While wearing this armor, you have a Swim Speed equal to your Speed. In addition, if you start your turn underwater with 0 Hit Points, you immediately regain 1d4 Hit Points. The armor can’t heal anyone again until the next dawn.
The armor is decorated with fish and shell motifs.
Magic Items
Dungeon Master’s Guide
These pipes have 3 charges and regain 1d3 expended charges daily at dawn. You can take a Magic action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature of your
Magic Items
Dungeon Master’s Guide
regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one Swarm of Rats with each expended charge if
Magic Items
Dungeon Master’s Guide
4d6 Necrotic damage, and you regain a number of Hit Points equal to half that Necrotic damage. Once used, this property can’t be used again until the next dawn.
Paralyze. When you hit a creature
save at the end of each of its turns, ending the effect on a success. Once used, this property can’t be used again until the next dawn.
Terrify. While holding the rod, you can take a Magic action
Magic Items
Dungeon Master’s Guide
charges daily at dawn. If you control the orb, you can cast one of the spells on the following table from it. The table indicates how many charges you must expend to cast the spell.
Spell
Charge
action to cause the orb to issue a telepathic call that extends in all directions for 40 miles. Chromatic dragons in range feel compelled to come to the orb as soon as possible by the most direct
Magic Items
Dungeon Master’s Guide
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
with a weapon held by it deals an extra 2d8 Cold damage on a hit.
Spellcasting. The hand has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Hand of Vecna
Magic Items
Dungeon Master’s Guide
the devil’s allies and followers a few times before being able to confront the devil.
In the case of the Rogue card, the enmity is secret and should come from someone thought to be a friend or
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
Magic Items
Stranger Things: Welcome to the Hellfire Club
Speaking Stones come in pairs, with each stone carved to match the other.
While you touch one stone, you can take a Magic action to send a short message of 25 words or fewer to the bearer of the
either stone is used to send a message in this way, the stones can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
Monsters
Astarion's Book of Hungers
serve the vampire’s will. From dusk until dawn, Medium or smaller Beasts have the Charmed condition while within 1 mile of the lair.
Drained Essence. Grasping shadows within 1 mile of the lair
can’t spend Hit Point Dice at the end of the rest and doesn’t regain Hit Points, Hit Point Dice, or spell slots at the end of the rest.
Tenacious Lore. Within 1 mile of the lair, flame
Monsters
Waterdeep: Dragon Heist
Indomitable (2/Day). Tashlyn can reroll a saving throw that she fails. She must use the new roll.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, Tashlyn can regain 20 hit
City Guard. In that position, she watches over traffic that passes through the gate — and ensures that her associates in the Black Network can come and go freely.
Born to a well-off family in Calimshan
Sending Stones
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
Sending Stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it
, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
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
Eyes of Charming
Legacy
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Magic Items
Basic Rules (2014)
These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the charm person spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn.
Pearl of Power
Legacy
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Magic Items
Basic Rules (2014)
While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can't be used again until the next dawn.
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
tlincalli parents come to investigate.
Tlincallis eat what they kill, whether their hunt nets desert animals or a caravan, but when they have new mouths to feed, they are careful to take some of their prey
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain
ordinary rats and behave as such. If enough cranium rats come together to form a swarm, they merge their minds into a single intelligence with the accumulated memories of all the swarm’s
Pipes of Haunting
Legacy
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Magic Items
Basic Rules (2014)
saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.
Monsters
The Wild Beyond the Witchlight
Special Equipment. Kelek wears bracers of defense and carries a staff of striking with 10 charges. The staff regains 1d6 + 4;{"diceNotation":"1d6+4","rollType":"roll","rollAction":"Regain expended
charges"} expended charges daily at dawn. If its last charge is expended, roll a d20;{"diceNotation":"1d20","rollType":"roll","rollAction":"Last charge expended"}; on a 1, the staff becomes a nonmagical
Monsters
The Wild Beyond the Witchlight
Special Equipment. Ringlerun wields a staff of power. It has 20 charges when fully charged and regains 2d8 + 4;{"diceNotation":"2d8+4","rollType":"roll","rollAction":"Regain charges"} expended
charges daily at dawn. If its last charge is expended, roll a d20;{"diceNotation":"1d20","rollType":"roll","rollAction":"Last Charge Expended"}. On a 1, the staff retains its +2 bonus to attack and damage
Monsters
Icewind Dale: Rime of the Frostmaiden
);{"diceNotation":"2d8","rollType":"damage","rollAction":"Chill Touch","rollDamageType":"necrotic"} necrotic damage, and the target can’t regain hit points until the start of Vellynne’s next turn
"} 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
Acquisitions Incorporated
doubling your speed until the end of the turn. On a 4–6, you go forward in time to warn yourself of what is to come. The next time you fail a saving throw, attack roll, or ability check, you can
reroll the check and take either result. Once you use this feature of the chronolometer, it cannot be used again until the next dawn.
Fate Swap. As a reaction when a creature you can see within 30 feet
Magic Items
Tasha’s Cauldron of Everything
drum to regain one use of your Bardic Inspiration feature. This property of the drum can’t be used again until the next dawn.
Monsters
The Wild Beyond the Witchlight
Coven. People come to her to learn about their futures, which she spells out through grotesque theatrical pageants. As payment, she snatches away a portion of each client’s free will, preventing
, glibness, locate creature, mass suggestion.
Once a spell from this list has been cast, no member of the coven can cast that shared spell again until the next dawn, when the coven regains all of its shared spells.
Magic Items
Fizban's Treasury of Dragons
can use an action to regain ki points equal to a roll of your Martial Arts die. You can’t use this action again until the next dawn.
Magic Items
Tasha’s Cauldron of Everything
turns, you and any other creatures in the incense each regain 1d4 hit points. This property can’t be used again until the next dawn.
Monsters
Candlekeep Mysteries
succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6);{"diceNotation":"3d6
energy. Creatures within 60 feet of Valin, including ones behind barriers and around corners, can’t regain hit points until the end of Valin’s next turn.
Whirlwind of Sand (Costs 2 Actions
Cube of Force
Legacy
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Magic Items
Basic Rules (2014)
This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn.
You can use an
number of charges, resetting the duration.
If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as
Magic Items
Tasha’s Cauldron of Everything
Damage Absorption. When you take damage of the chosen type, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the
damage you would have taken. Once this reaction is used, it can’t be used again until the next dawn.
Magic Items
Bigby Presents: Glory of the Giants
maximum equal to your proficiency bonus. You then regain a number of hit points equal to the total roll plus your Constitution modifier.
Once the rune has been invoked, it can’t be invoked again until the next dawn.
magic-items
Gold Rings of Might have 5 charges, and regain 1 expended charge every day at dawn. If you expend the last charge, the item loses its enchantment and does not recharge. If a creature is wearing the






