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Returning 35 results for 'being both duplicate causing rest'.
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being both delicate calling read
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
Spells
Player’s Handbook
Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.
The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it
cast a spell until you finish a Long Rest, you take 1d10 Necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength score becomes 3
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
Mordenkainen Presents: Monsters of the Multiverse
creatures, using berbalangs to spy on their enemies and to watch over their creches on the Material Plane.Spectral Duplicate (Recharges after a Short or Long Rest). The berbalang creates one spectral
spying on the living to take knowledge from them as well. A berbalang can create a spectral duplicate of itself and send the duplicate out to gather information on other planes by watching places where
Magic Items
Spelljammer: Adventures in Space
statistics, except it is a Construct that doesn’t have a talarith of its own. The duplicate vanishes after 1 hour, or when it is reduced to 0 hit points. After summoning a duplicate, the reigar must finish a short or long rest before this property can be used again.
damage when it hits.
As an action, a reigar can use its talarith to summon a duplicate that looks just like the reigar. The duplicate obeys the reigar’s commands and uses the reigar;reigar's
Monsters
Spelljammer: Adventures in Space
, prestidigitation
2/day each: dimension door, phantasmal force
1/day each: mass suggestion, sending
Summon Duplicate (Recharges after a Short or Long Rest). The reigar uses their talarith to summon a
reduced to 0 hit points. After summoning a duplicate, the reigar must finish a short or long rest before this property can be used again.
Cloaker
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
throw is successful, the creature is immune to the cloaker's moan for the next 24 hours.
Phantasms (Recharges after a Short or Long Rest). The cloaker magically creates three illusory duplicates of
an area of bright light, the duplicates disappear.
Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine
Berbalang
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
Spectral Duplicate (Recharges after a Short or Long Rest). As a bonus action, the berbalang creates one spectral duplicate of itself in an unoccupied space it can see within 60 feet of it. While the
duplicate exists, the berbalang is unconscious. A berbalang can have only one duplicate at a time. The duplicate disappears when it or the berbalang drops to 0 hit points or when the berbalang
Monsters
Candlekeep Mysteries
Alternate Forms. The gingwatzim has two alternate forms, both of which are chosen by its creator when the gingwatzim comes into being. One form is an exact duplicate of a Tiny nonmagical object (such
exhaustion. When the target finishes a short or long rest, the target loses every level of exhaustion gained from this attack.
Change Shape. The gingwatzim changes from its true form—a 3-foot
Monsters
Tyranny of Dragons
", "rollDamageType":"bludgeoning"} bludgeoning damage when used with two hands.Illusory Self (Recharges after a Short or Long Rest). When a creature Rath can see makes an attack roll against him, he can
interpose an illusory duplicate between the attacker and himself. The attack automatically misses Rath, then the illusion dissipates.
Oath of Devotion
Legacy
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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.
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)
Demogorgon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
Gaze. Demogorgon turns his magical gaze toward one creature that he can see within 120 feet of him. That
following effects; Demogorgon can’t use the same effect two rounds in a row:
Demogorgon creates an illusory duplicate of himself, which appears in his own space and lasts until initiative count 20
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)
Monsters
Mordenkainen Presents: Monsters of the Multiverse
maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
Gaze. Demogorgon turns his
initiative count 20 of the next round.
Illusory Duplicate. Demogorgon creates an illusory duplicate of himself, which appears in his space and lasts until initiative count 20 of the next round. On his turn
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)