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Returning 35 results for 'bow both dawn contain rest'.
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Magic Items
Dungeon Master’s Guide
When you nock an arrow on this bow, it whispers in Elvish, “Swift defeat to my enemies.” When you use this weapon to make a ranged attack, you can utter or sign the following command
words: “Swift death to you who have wronged me.” The target of your attack becomes your sworn enemy until it dies or until dawn 7 days later. You can have only one such sworn enemy at a time
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.
Magic Items
Dungeon Master’s Guide
’s blank pages, which fills with writing detailing the trapped creature’s widely known name and depravities. Once used, this action can’t be used again until the next dawn.
When you
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
Monsters
Forgotten Realms: Adventures in Faerûn
deep dragons demand tribute from these groups in the form of food or treasure.
Underdark explorers have many reasons to brave deep dragon lairs beyond treasure hunting; they might contain the only
creature finishes a Long Rest within 1 mile of the lair, the creature makes a DC 10 Constitution saving throw. On a failed save, the creature doesn’t reduce its Exhaustion level as a result of
Monsters
Forgotten Realms: Adventures in Faerûn
dragons demand tribute from these groups in the form of food or treasure.
Underdark explorers have many reasons to brave deep dragon lairs beyond treasure hunting; they might contain the only surviving
finishes a Long Rest within 1 mile of the lair, the creature makes a DC 10 Constitution saving throw. On a failed save, the creature doesn’t reduce its Exhaustion level as a result of finishing
Monsters
Forgotten Realms: Adventures in Faerûn
dragon lairs beyond treasure hunting; they might contain the only surviving copies of forgotten lore, fungal ingredients for cures or plagues, or maps to lost Underdark locales.Deep Dragon Lairs
Deep
’t be damaged by nonmagical means.
Restless Sleep. When a creature finishes a Long Rest within 1 mile of the lair, the creature makes a DC 10 Constitution saving throw. On a failed save, the
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
sap the body and mind. Creatures (excluding the vampire and its allies) that finish a Short or Long Rest while within 1 mile of the lair make a DC 15 Wisdom saving throw. On a failed save, a creature
Monsters
Forgotten Realms: Adventures in Faerûn
treasure hunting; they might contain the only surviving copies of forgotten lore, fungal ingredients for cures or plagues, or maps to lost Underdark locales.Deep Dragon Lairs
Deep dragons lair in fungus
nonmagical means.
Restless Sleep. When a creature finishes a Long Rest within 1 mile of the lair, the creature makes a DC 10 Constitution saving throw. On a failed save, the creature doesn’t
Magic Items
The Book of Many Things
This silver-and-black bow is engraved with the phases of the moon. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit with a ranged attack roll using this magic
bow, the target takes an extra 1d6 radiant damage. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack
Monsters
Waterdeep: Dragon Heist
":"damage","rollAction":"Oversized Longbow","rollDamageType":"piercing"} piercing damage.
Dreadful Aspect (Recharges after a Short or Long Rest). Ziraj exudes magical menace. Each enemy within 30 feet of
, ending the effect on itself on a success.Ziraj is a half-orc hunter who wields an oversized bow that shoots correspondingly large arrows. He is the Master of Assassination for the Black Network. If Ziraj
magic-items
charges. The sunwing bow regains 1 expended charge daily at dawn. If it is exposed to dawn’s light, it regains all expended charges instead.
OA: Solar Beam. As an action, you can expend 1 charge
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
Magic Items
Bigby Presents: Glory of the Giants
instant after it hits or misses a target.
The bow has 8 charges for the following properties, which you can use while wielding the bow. The bow regains 1d4 + 1 charges daily at dawn.
Curative Arrow
rolls made with this weapon. If you load no ammunition in the weapon, it produces its own, automatically creating one magic arrow when you pull back the string. The arrow created by the bow vanishes the
magic-items
charges. The sunwing bow regains 1 expended charge daily at dawn. If it is exposed to dawn’s light, it regains all expended charges instead.
OA: Solar Beam. As an action, you can expend 1 charge
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
magic-items
charges. The sunwing bow regains 1 expended charge daily at dawn. If it is exposed to dawn’s light, it regains all expended charges instead.
OA: Solar Beam. As an action, you can expend 1 charge
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
magic-items
charges. The sunwing bow regains 1 expended charge daily at dawn. If it is exposed to dawn’s light, it regains all expended charges instead.
OA: Solar Beam. As an action, you can expend 1 charge
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
Monsters
Mythic Odysseys of Theros
Short or Long Rest). The satyr fires an arrow that magically transforms into a flurry of missiles in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 17 (5d6
from a thornbearer's bow might rain down like a volley from a whole army.
While most satyrs are known for their high spirits, love of revels, and gregarious personalities, these outgoing people are
Oathbow
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
When you nock an arrow on this bow, it whispers in Elvish, "Swift defeat to my enemies." When you use this weapon to make a ranged attack, you can, as a command phrase, say, "Swift death to you who
have wronged me." The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can
magic-items
charges. The sunwing bow regains 1 expended charge daily at dawn. If it is exposed to dawn’s light, it regains all expended charges instead.
OA: Solar Beam. As an action, you can expend 1 charge
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
magic-items
charges. The sunwing bow regains 1 expended charge daily at dawn. If it is exposed to dawn’s light, it regains all expended charges instead.
OA: Solar Beam. As an action, you can expend 1 charge
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
magic-items
charges. The sunwing bow regains 1 expended charge daily at dawn. If it is exposed to dawn’s light, it regains all expended charges instead.
OA: Solar Beam. As an action, you can expend 1 charge
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
magic-items
charges. The sunwing bow regains 1 expended charge daily at dawn. If it is exposed to dawn’s light, it regains all expended charges instead.
OA: Solar Beam. As an action, you can expend 1 charge
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
magic-items
charges. The sunwing bow regains 1 expended charge daily at dawn. If it is exposed to dawn’s light, it regains all expended charges instead.
OA: Solar Beam. As an action, you can expend 1 charge
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
magic-items
charges. The sunwing bow regains 1 expended charge daily at dawn. If it is exposed to dawn’s light, it regains all expended charges instead.
OA: Solar Beam. As an action, you can expend 1 charge
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
magic-items
charges. The sunwing bow regains 1 expended charge daily at dawn. If it is exposed to dawn’s light, it regains all expended charges instead.
OA: Solar Beam. As an action, you can expend 1 charge
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
Monsters
The Book of Many Things
ritual, and the ritual can be performed only at night. The demons vanish at dawn.
Labyrinthine Recall. Brusipha can perfectly recall any path she has traveled.Multiattack. Brusipha makes two Eldritch
throw or be pushed up to 10 feet from Brusipha and have the prone condition.
Incite the Hunters (Recharges after a Short or Long Rest). Brusipha allows each ally within 30 feet of herself that has the
Magic Items
Icewind Dale: Rime of the Frostmaiden
) worth a total of 1 gp or less. The named objects magically appear in the chest, provided they can all fit inside it and the chest doesn’t contain anything else. For example, the chest can conjure a
24 hours. Gems and precious metals created by the chest disappear after 1 minute.
The chest regains 1d20 expended charges daily at dawn. If the item’s last charge is expended, roll a d20. On a 1, the chest loses its magic (becoming an ordinary chest), and its gemstones turn to dust.
Monsters
Guildmasters’ Guide to Ravnica
the target’s hit point maximum lasts until the target finishes a long rest.
Convene the Ghost Council. The ghost summons the other four members of the Obzedat. At the start of the ghost’s
saving throw or bow until the end of its next turn. Until this bow ends, the target can’t take actions or reactions, and its speed is 0 and can’t be increased.
Indentured Spirits (Costs 3
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
table presents some contents an animated coffin might contain when encountered.
Animated Coffin Contents
d6
Contents
1
1d4 swarm of bats
2
1d4 Skeleton;skeletons packed like
Monsters
The Wild Beyond the Witchlight
Long Rest). The brigganock accelerates the passage of time around itself, enabling it to accomplish up to 1 hour of work in a matter of seconds. This work can’t affect any creature other than the
wish stones, discarding the ones that contain wishes of ill intent and keeping those that hold good wishes. Brigganocks refine wish stones into gems and use them to decorate their architecture
Monsters
The Wild Beyond the Witchlight
","rollType":"roll","rollAction":"Witchlight watch"}; on a roll of 3 or 8, Witch can’t cast the spell again until the next dawn), messageWitch, who used to go by the name Naeryx Krumple, spent his
, without informing the rest of his family, Urmius bought a run-down carnival and persuaded Naeryx to help him operate it. Naeryx and Urmius—now calling themselves Mister Witch and Mister Light
Monsters
Bigby Presents: Glory of the Giants
succeed on a DC 13 Charisma saving throw or be cursed for the next 24 hours.
While cursed in this way, an affected creature gains no benefit from finishing a short or long rest. At the end of every hour
Ysgard: creatures slain on that plane return to life the next dawn. Thus, the giants’ incursion became a part of the eternal battle that rages across the plane. The trolls, whose fundamental
Backgrounds
The Wild Beyond the Witchlight
.
Feywild Visitor
Whenever you’re sound asleep or in a deep trance during a long rest, a spirit of the Feywild might pay you a visit, if the DM wishes it. Determine the spirit’s form by
with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at the DM’s discretion. Such conversations are always conducted in a language you can
monsters
Monster Manual
, creating the following effects:
Children of the Night. The vampire exerts influence over the animals in its domain. From dusk until dawn, Medium or smaller Beasts have the Charmed condition while
within 1 mile of the lair.
Looming Shadows. Shadows within 1 mile of the lair seem to move as if alive. Any creature (excluding the vampire and its allies) that finishes a Short Rest while within 1
magic-items
, randomly determined gemstones. Roll a d4 to determine each bow’s gemstone pairs: 1, diamonds; 2, emeralds; 3, rubies; 4, sapphires.
Rakshasa’s Revenge. You can use an action to imbue a piece of
.
Recharge. You can spend 1 minute replacing a pair of gemstones with diamonds, emeralds, rubies, or sapphires worth at least 100 gp each. So long as the gemstones are matching, then, at the next dawn, they sparkle with arcane power and can be used to imbue the bolts with the associated spells.
magic-items
, randomly determined gemstones. Roll a d4 to determine each bow’s gemstone pairs: 1, diamonds; 2, emeralds; 3, rubies; 4, sapphires.
Rakshasa’s Revenge. You can use an action to imbue a piece of
.
Recharge. You can spend 1 minute replacing a pair of gemstones with diamonds, emeralds, rubies, or sapphires worth at least 100 gp each. So long as the gemstones are matching, then, at the next dawn, they sparkle with arcane power and can be used to imbue the bolts with the associated spells.