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Returning 35 results for 'blasting before designed causing rest'.
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blessing before destined chasing rest
blessing before defined chasing rest
blessing before design chasing rest
blessing before destined calling rest
blessing before destined 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
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
Quests from the Infinite Staircase
android must see the attacker.Androids are synthetic humanoids built to assist their creators with highly specialized tasks. They are designed to be compliant and typically have friendly demeanors.
Every
can wear down an android’s critical faculties, causing it to behave erratically.Cold, PoisonAcid, Fire
Monsters
Spelljammer: Adventures in Space
uses an action to reattach the arm.
15–16: “Who Turned Out the Lights?” The autognome’s head falls off and deactivates, causing the autognome to be blinded and deafened until
was designed for.
No two autognomes are necessarily made of the same materials; magic is what gives them their intelligence. Most autognomes are programmed to obey the following three directives
magic-items
This item attaches to the body of a warforged, and is designed to serve as one of the following tools that weighs 10 pounds or less: an Artisan’s Tool, Forgery Kit, Herbalism Kit, Poisoner's
, remaining in contact with it for the whole hour; this can be done over a Short or Long Rest.
While you’re alive, the tool can’t be removed from your body against your will. Though the tool has
Oath of Devotion
Legacy
This doesn't reflect the latest rules and lore.
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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.
Monsters
Adventure Atlas: The Mortuary
"} piercing damage at the start of each of its turns. The animated coffin can grapple only one creature at a time.Animated coffins are heavy, macabre Constructs designed to ferry the dead to places of rest
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
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)
monsters
or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.
Ninth Life (Recharges after a Short or Long Rest). If the rakshasa would be reduced to
redirect magic, causing its foes to strike one another.
Vindictive and Vicious. Like their cousins, pygmy rakshasa are evil spirits embroiled in mortal, feline flesh. If killed on the Material Plane, a
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)