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Returning 35 results for 'body beyond damage continue rest'.
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body beyond damage continues rest
Equipment
Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
Spells
Player’s Handbook
question.
Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In
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
Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts.
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.
Casting this spell to revive a
Spells
Player’s Handbook
neutralizes any poisons that affected the creature at the time of death.
This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs
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.
Spells
Player’s Handbook
Astral Plane. The moment an astral form leaves that plane, the target’s body and possessions travel along the silver cord, causing the target to re-enter its body on the new plane.
Any damage or
You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane). Each target’s body is left
Spells
Player’s Handbook
until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.
involve anything that would obviously deal damage to the target or its allies. For example, you could say, “Fetch the key to the cult’s treasure vault, and give the key to me.” Or
Magic Items
Dungeon Master’s Guide
You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.
Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with
this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs
Monsters
Monster Manual
’s permission, no spell can observe the rakshasa remotely or detect its thoughts, creature type, or alignment.
Fiendish Restoration. If the rakshasa dies outside the Nine Hells, its body turns to
ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.Multiattack. The rakshasa makes three Cursed Touch attacks.
Cursed Touch. Melee Attack Roll: +10
Spells
Player’s Handbook
achievable and not involve anything that would obviously deal damage to any of the targets or their allies. For example, you could say, “Walk to the village down that road, and help the villagers
throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. Each Charmed target pursues the suggestion to the best of its ability. The suggested activity
Spells
Player’s Handbook
Wispy flames wreathe your body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
The flames provide you with a warm shield or a chill shield, as
you choose. The warm shield grants you Resistance to Cold damage, and the chill shield grants you Resistance to Fire damage.
In addition, whenever a creature within 5 feet of you hits you with a melee
Spells
Player’s Handbook
question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.
On a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.
Magic Items
Dungeon Master’s Guide
1,000 GP each appear at your feet.
Jester. You have Advantage on D20 Tests for the next 72 hours, or you can draw two additional cards beyond your declared draws.
Key. A Rare or rarer magic weapon with
a minimum score of 1). You can draw one additional card beyond your declared draws.
Rogue. An NPC of the DM’s choice becomes Hostile toward you. You don’t know the identity of this NPC
Magic Items
Dungeon Master’s Guide
damage. Crafting an amulet requires 1 week and costs 1,000 gp in components.
A shield guardian’s solitary focus is to protect the amulet’s wearer. The amulet’s wearer can command the
guardian to attack its enemies or to guard the wielder against attack. If an attack threatens to injure the wearer, the construct can magically absorb the blow into its own body, even at a distance.
Monsters
Monster Manual
damage since its last turn. The hydra regains 20 Hit Points when it grows new heads.
Reactive Heads. For each head the hydra has beyond one, it gets an extra Reaction that can be used only for
Hold Breath. The hydra can hold its breath for 1 hour.
Multiple Heads. The hydra has five heads. Whenever the hydra takes 25 damage or more on a single turn, one of its heads dies. The hydra dies if
Spells
Player’s Handbook
A cool light wreathes your body for the duration, emitting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
Until the spell ends, you have Resistance to Radiant damage, and
your melee attacks deal an extra 2d6 Radiant damage on a hit.
In addition, immediately after you take damage from a creature you can see within 60 feet of yourself, you can take a Reaction to force
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
appearing within 5 feet of the gem.
The gem is a Tiny object that has AC 20; HP 50; and Immunity to Necrotic, Poison, and Psychic damage. The gem regains all its Hit Points at the end of every turn, but
Spells
Player’s Handbook
), 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
can see. Failure: The target has the Frightened condition until the end of your next turn.
Fey Step (Fey Only; Recharges after a Long Rest). The steed teleports, along with its rider, to an unoccupied
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
other magical effects.
Undead Restoration. If destroyed, the mummy gains a new body in 24 hours if its heart is intact, reviving with all its Hit Points. The new body appears in an unoccupied space
Monsters
Monster Manual
Demonic Restoration. If the demon dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
Incorporeal
Movement. The demon can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Incorporeal Movement
Monsters
Monster Manual
(2d4 + 2);{"diceNotation":"2d4+2", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"Slashing"} Slashing damage.
Devour Intellect. Intelligence Saving Throw: DC 12, one creature the
intellect devourer can see within 5 feet. Failure: 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction":"Devour Intellect", "rollDamageType":"Psychic"} Psychic damage, and the target has the
Monsters
Monster Manual
Fiendish Restoration. If the nycaloth dies outside Gehenna, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in Gehenna.
Magic Resistance
;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Mercurial Axe"}, reach 10 ft. or range 30/90 ft. Hit: 18 (2d12 + 5);{"diceNotation":"2d12+5", "rollType":"damage", "rollAction":"Mercurial Axe
Monsters
Monster Manual
Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine
Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Claw"}, reach 10 ft. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4", "rollType":"damage", "rollAction":"Claw", "rollDamageType
Monsters
Monster Manual
Demonic Restoration. If the glabrezu dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
Magic
: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Pincer"}, reach 10 ft. Hit: 16 (2d10 + 5);{"diceNotation":"2d10+5", "rollType":"damage", "rollAction":"Pincer", "rollDamageType
Monsters
Monster Manual
Barbed Hide. At the start of each of its turns, the devil deals 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Barbed Hide", "rollDamageType":"Piercing"} Piercing damage to any
creature it is grapple;grappling or any creature grappling it.
Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body
Monsters
Monster Manual
Demonic Restoration. If the marilith dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
Magic
+5", "rollType":"damage", "rollAction":"Pact Blade", "rollDamageType":"Slashing"} Slashing damage plus 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Pact Blade", "rollDamageType
Spells
Player’s Handbook
repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you
directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain. The water continues to move in the direction you
Monsters
Monster Manual
damage only.Necrotic, PoisonAbsorb Body. Strength Saving Throw: DC 15, one Medium or Small creature the necrohulk can see within 5 feet. Failure: The target is pulled into the necrohulk’s space
+ 4);{"diceNotation":"1d10+4", "rollType":"damage", "rollAction":"Rotting Slam", "rollDamageType":"Bludgeoning"} Bludgeoning damage plus 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction
Spells
Player’s Handbook
damage on failed save or half as much damage on a successful one.
If the globe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1
, with the same effect as a normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 6.
Monsters
Monster Manual
Demonic Restoration. If the hezrou dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
Magic Resistance
", "rollType":"to hit", "rollAction":"Rend"}, reach 5 ft. Hit: 6 (1d4 + 4);{"diceNotation":"1d4+4", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage plus 9 (2d8
Magic Items
Dungeon Master’s Guide
+1 bonus to attack rolls and damage rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by
.
Moonblade Properties
1d100
Property
01-60
Increase the weapon’s bonus to attack rolls and damage rolls by 1, to a maximum of +3. Reroll if the Moonblade already has a +3 bonus.
61
Spells
Player’s Handbook
You step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration. You must touch the stone to do so. Nothing of
you entered it, which ends the spell. You otherwise can’t move.
Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent
Monsters
Monster Manual
Amphibious. The marid can breathe air and water.
Elemental Restoration. If the marid dies outside the Elemental Plane of Water, its body dissolves into brine, and it gains a new body in 1d4
.
Aquatic Lash. Melee Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Aquatic Lash"}, reach 15 ft. Hit: 15 (2d8 + 6);{"diceNotation":"2d8+6", "rollType":"damage
Monsters
Monster Manual
Fiendish Restoration. If the mezzoloth dies outside Gehenna, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in Gehenna.
Magic Resistance
Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Claws"}, reach 5 ft. Hit: 9 (2d4 + 4);{"diceNotation":"2d4+4", "rollType":"damage", "rollAction":"Claws", "rollDamageType
Magic Items
Dungeon Master’s Guide
your body, devours it, and then takes control of the body like a puppet. If that happens, you become an NPC under the DM’s control.
Eye of Vecna Spells
Spell
Charge Cost
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
Monsters
Monster Manual
Demonic Restoration. If the barlgura dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.Multiattack. The
. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4", "rollType":"damage", "rollAction":"Tormenting Bite", "rollDamageType":"Piercing"} Piercing damage plus 13 (2d12);{"diceNotation":"2d12", "rollType":"damage






