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Returning 35 results for 'blast been days cantrips rest'.
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Spells
Player’s Handbook
This spell puts you in contact with a god or a god’s servants. You ask one question about a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply, which might
finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.
Spells
Player’s Handbook
You blast the mind of a creature that you can see within range. The target makes an Intelligence saving throw.
On a failed save, the target takes 10d12 Psychic damage and can’t cast spells or
take the Magic action. At the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the Greater Restoration, Heal, or Wish spell.
On a successful save, the target takes half as much damage only.
Spells
Player’s Handbook
creature that has been dead for 365 days or longer taxes you. Until you finish a Long Rest, you can’t cast spells again, and you have Disadvantage on D20 Tests.
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
With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn’t Undead when it died.
The creature returns to life with 1 Hit Point. This spell also
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
.
Brew Potion. When you finish a Long Rest, you can use the cauldron to create a Potion of Healing (greater), which takes 1 minute. The potion lasts for 24 hours, then loses its magic if not consumed
) for at least 8 hours, the salt is consumed and the creature returns to life as if by Raise Dead at the next dawn. Once used, this property can’t be used again for 7 days.
Feats
Player’s Handbook
Origin Feat
You gain the following benefits.
Two Cantrips. You learn two cantrips of your choice from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting
ability for this feat’s spells (choose when you select this feat).
Level 1 Spell. Choose a level 1 spell from the same list you selected for this feat’s cantrips. You always have that
Feats
Player’s Handbook
Origin Feat
You gain the following benefits.
Two Cantrips. You learn two cantrips of your choice from the Cleric spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this
feat’s spells (choose when you select this feat).
Level 1 Spell. Choose a level 1 spell from the same list you selected for this feat’s cantrips. You always have that spell prepared. You
Feats
Player’s Handbook
Origin Feat
You gain the following benefits.
Two Cantrips. You learn two cantrips of your choice from the Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this
feat’s spells (choose when you select this feat).
Level 1 Spell. Choose a level 1 spell from the same list you selected for this feat’s cantrips. You always have that spell prepared. You
Monsters
Monster Manual
its Hit Points in 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Undead Restoration"} days unless a Wish spell is cast on its remains.Multiattack. The demilich makes three Necrotic Burst
presence, creating the following effects:
Enervating Domain. Whenever a creature other than the demilich or one of its allies finishes a Long Rest within 1 mile of the lair, the creature must succeed on a
Feats
Player’s Handbook
Origin Feat
You gain the following benefits.
Two Cantrips. You learn two cantrips of your choice from the Druid spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this
feat’s spells (choose when you select this feat).
Level 1 Spell. Choose a level 1 spell from the same list you selected for this feat’s cantrips. You always have that spell prepared. You
Monsters
Monster Manual
the gem is on the same plane of existence as it, the dracolich gains a new body in 1d20;{"diceNotation":"1d20", "rollType":"roll", "rollAction":"Soul Gem"} days, regaining all its Hit Points and
. The area within 1 mile of the lair is Lightly Obscured by pale fog. Whenever a creature other than the dracolich or one of its allies finishes a Long Rest in that area, it must succeed on a DC 15
Monsters
Monster Manual
Intelligence as the spellcasting ability (spell save DC 19): Augury, Find Familiar, Identify,Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast
Escape"} days. When the hag teleports away, each creature within 60 feet of the space it left is cursed. Until the curse ends, a creature has Disadvantage on ability checks and saving throws, and the
Monsters
Monster Manual
the gem is on the same plane of existence as it, the dracolich gains a new body in 1d20;{"diceNotation":"1d20", "rollType":"roll", "rollAction":"Soul Gem"} days, regaining all its Hit Points and
. The area within 1 mile of the lair is Lightly Obscured by pale fog. Whenever a creature other than the dracolich or one of its allies finishes a Long Rest in that area, it must succeed on a DC 15
Spells
Player’s Handbook
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
for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Wish ever again if you suffer this stress.
Classes
Player’s Handbook
them.
Once a pact is made, a Warlock’s thirst for knowledge and power can’t be slaked with mere study. Most Warlocks spend their days pursuing greater power and deeper knowledge, which
Eldritch Invocations
Cantrips
Prepared Spells
Spell Slots
Slot Level
1
+2
Eldritch Invocations, Pact Magic
1
2
2
1
1
2
+2
Magical Cunning
3
2
3
2
1
3
+2
Magic Items
Dungeon Master’s Guide
finish a Long Rest, if you and the Demonomicon are on the same plane of existence, one trapped creature within the book can attempt to possess you. You make a DC 20 Charisma saving throw. On a failed
successful save, the Fiend can’t try to possess you again for 7 days (but another Fiend trapped in the book can certainly try).
When the tome is discovered, it has 1d4 Fiends occupying its pages&mdash
Monsters
Tomb of Annihilation
spell attacks). She regains her expended spell slots when she finishes a short or long rest. She knows the following warlock spells:
Cantrips (at will): eldritch blast, mage hand
1st level (2 slots
Monsters
Out of the Abyss
two 2nd-level spell slots, which he regains after finishing a short or long rest, and knows the following warlock spells:
Cantrips (at will): eldritch blast, friends, poison spray
1st level: armor
(Perception) checks that rely on sight.Armor of Shadows (Recharges after a Short or Long Rest). Narrak casts mage armor on himself.
Shortsword. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType
Warlock of the Archfey
Legacy
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Monsters
Volo's Guide to Monsters
spells:
Cantrips (at will): dancing lights, eldritch blast, friends, mage hand, minor illusion, prestidigitation, vicious mockery
1st–5th level (3 5th-level slots): blink, charm person, dimension door
;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock
Monsters
Lost Laboratory of Kwalish
spells:
Cantrips (at will): chill touch, eldritch blast, mage hand
1st−3rd level (2 3rd-level slots): darkness, hex, hypnotic pattern, misty step, phantasmal force, unseen servantQuarterstaff
Special Equipment. Mary wears bracers of defense and a ring of protection, and carries a deck of several things (see appendix D).
Fey Presence (Recharges after a Short Rest). Mary can cause each
Warlock of the Fiend
Legacy
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Monsters
Volo's Guide to Monsters
long rest. It knows the following warlock spells:
Cantrips (at will): eldritch blast, fire bolt, friends, mage hand, minor illusion, prestidigitation, shocking grasp
1st–5th level (4 5th-level slots
): banishment, burning hands, flame strike, hellish rebuke, magic circle, scorching ray, scrying, stinking cloud, suggestion, wall of fire
Dark One's Own Luck (Recharges after a Short or Long Rest). When
Monsters
Phandelver and Below: The Shattered Obelisk
’t put him to sleep.
Sunlight Sensitivity. Nezznar has disadvantage on attack rolls while he or his target is in sunlight.Multiattack. Nezznar makes two Poison Blast attacks.
Poison Blast. Melee
or Ranged Spell Attack: +5;{"diceNotation":"1d20+5", "rollType":"spell", "rollAction":"Poison Blast"} to hit, reach 5 ft. or range 120 ft., one creature. Hit: 9 (2d8);{"diceNotation":"2d8", "rollType
Warlock of the Great Old One
Legacy
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Monsters
Volo's Guide to Monsters
following warlock spells:
Cantrips (at will): chill touch, eldritch blast, guidance, mage hand, minor illusion, prestidigitation, shocking grasp
1st–5th level (3 5th-level slots): armor of Agathys, arms of
, +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the
Xvart Warlock of Raxivort
Legacy
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Monsters
Volo's Guide to Monsters
attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
Cantrips (at will): eldritch blast, mage hand, minor illusion, poison spray
Deathlock
Legacy
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Monsters
Mordenkainen’s Tome of Foes
":"Spellcasting"} to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
Cantrips (at will): chill touch, eldritch
blast, mage hand
1st–3rd level (2 3rd-level slots): arms of Hadar, dispel magic, hold person, hunger of Hadar, invisibility, spider climb
Turn Resistance. The deathlock has advantage on saving throws
Mind Flayer Lich (Illithilich)
Legacy
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Monsters
Volo's Guide to Monsters
":"1d10","rollType":"roll","rollAction":"Rejuvenation"} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting. The lich is an 18th
the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost
1st level (4 slots): detect magic, magic missile, shield, thunderwave
2nd level (3 slots): acid
Mind Flayer Arcanist
Legacy
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Monsters
Monster Manual (2014)
":"Spellcasting"} to hit with spell attacks). The mind flayer arcanist has the following wizard spells prepared:
Cantrips (at will): blade ward, dancing lights, mage hand, shocking grasp
1st level (4 slots
Brain","rollDamageType":"piercing"} piercing damage. If this damage reduces the target to 0 hit points, the mind flayer arcanist kills the target by extracting and devouring its brain.
Mind Blast
The Celestial
Legacy
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Classes
Xanathar's Guide to Everything
desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world.
Celestial
Features
Warlock Level
Feature
1st
Expanded Spell List, Bonus Cantrips, Healing Light
6th
Radiant Soul
10th
Celestial Resilience
14th
Searing Vengeance
Monsters
Infernal Machine Rebuild
spells:
Cantrips (at will): chill touch, eldritch blast, guidance, mage hand, minor illusion, prestidigitation, shocking grasp
1st–5th level (3 5th-level slots): armor of Agathys, arms of Hadar
;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). He regains its expended spell slots when it finishes a short or long rest. He knows the following warlock
Feeblemind
Legacy
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Spells
Basic Rules (2014)
You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw
creature can, however, identify its friends, follow them, and even protect them.
At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.
The spell can also be ended by greater restoration, heal, or wish.
Alhoon
Legacy
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Monsters
Volo's Guide to Monsters
). The alhoon has the following wizard spells prepared:
Cantrips (at will): chill touch, dancing lights, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, disguise self
":"3d6","rollType":"damage","rollAction":"Chilling Grasp","rollDamageType":"cold"} cold damage.
Mind Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Mind Blast "}. The
Neogi Master
Legacy
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Monsters
Volo's Guide to Monsters
finishes a short or long rest. It knows the following warlock spells:
Cantrips (at will): eldritch blast (range 300 ft., +4 bonus to each damage roll), guidance, mage hand, minor illusion
","rollDamageType":"piercing"} piercing damage.
Enslave (Recharges after a Short or Long Rest). The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving
Gloom Weaver
Legacy
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Monsters
Mordenkainen’s Tome of Foes
:
Cantrips (at will): chill touch (3d8;{"diceNotation":"3d8","rollType":"roll"} damage), eldritch blast (3 beams, +4 bonus to each damage roll), minor illusion, prestidigitation
1st−5th level (3 5th-level
+8","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells
Monsters
The Book of Many Things
Blast attacks.
Eldritch Blast. Ranged Spell Attack: +5;{"diceNotation":"1d20+5", "rollType":"spell", "rollAction":"Eldritch Blast"} to hit, range 120 ft., one target. Hit: 8 (1d10 + 3);{"diceNotation
":"1d10+3", "rollType":"damage", "rollAction":"Eldritch Blast", "rollDamageType":"force"} force damage.
Gore. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Gore
Monsters
Waterdeep: Dungeon of the Mad Mage
short or long rest. Halaster has the following wizard spells prepared:
Cantrips (at will): dancing lights, fire bolt, light, mage hand, prestidigitation
1st level (4 slots): mage armor, magic missile
sight, and allows him to see invisible creatures and objects, as well as into the Ethereal Plane, out to a range of 120 feet.
Halaster wields a blast scepter (a very rare magic item that requires






