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Returning 15 results for 'can't waking required'.
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no action required), or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell again.
Magic Resistance. The hag has Advantage on saving throws against spells and
/Deafness, Detect Magic, Ray of Enfeeblement
1/Day Each: Confusion, Dream
Waking Terrors (Recharge 5–6). Wisdom Saving Throw: DC 13, one creature the hag can see within 30 feet. If the hag
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Zone To leave a haunted zone, a character must perform the task specified in the haunted zone’s “Correct Exit” section. The “Failed Exit” section describes how creatures that don’t perform the required
waking from a dream. Roll on the Emergence from a Haunted Zone table below to determine where the characters appear when they leave a haunted zone, or choose one of the locations listed. Emergence from a
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Zone To leave a haunted zone, a character must perform the task specified in the haunted zone’s “Correct Exit” section. The “Failed Exit” section describes how creatures that don’t perform the required
waking from a dream. Roll on the Emergence from a Haunted Zone table below to determine where the characters appear when they leave a haunted zone, or choose one of the locations listed. Emergence from a
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
dreams of Gormadraug waking and devouring the land.
These prophecies besiege Apocalypse Sorcerers, plaguing and empowering in equal measure. Some find relief in putting these revelations into writing
save. If this damage reduces a creature to 0 Hit Points, the creature can be revived only by a True Resurrection or a Wish spell. Once you use this feature, you can’t do so again until you finish a Long Rest unless you spend 6 Sorcery Points (no action required) to restore your use of it.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
trait can tell the passage isn’t natural and was constructed using magic (no check required). I2: Hall of Histories Bright murals cover the walls of this broad, pillared hall, depicting people through
Izel’s plan to collect offerings and cast them into volcanoes across the region, waking dozens of other tlexolotls. It can also relate any other detail of the Izel’s plot from the adventure’s background
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
they recognize is “might makes right.” Priests and Rites. Grolantor’s priests often boast of having experienced a personal interaction with their god—a dream, waking vision, or even an encounter with
in Annam’s absence, but to most of them, he is but a steward, an inadequate substitute for the All-Father. They offer the required prayers and sacrifices (a scattering of fragrant herbs and incense
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
trait can tell the passage isn’t natural and was constructed using magic (no check required). I2: Hall of Histories Bright murals cover the walls of this broad, pillared hall, depicting people through
Izel’s plan to collect offerings and cast them into volcanoes across the region, waking dozens of other tlexolotls. It can also relate any other detail of the Izel’s plot from the adventure’s background
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
any ship upon which he stands to heave to one side or the other. All other creatures standing on the ship must succeed on a DC 10 Dexterity saving throw or be knocked prone. Development Upon waking
a desk drawer. Tholtz has the key in his possession, but the lock on the drawer is easily broken and can be just as easily picked using thieves’ tools (no ability check required). The spellbook
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
they recognize is “might makes right.” Priests and Rites. Grolantor’s priests often boast of having experienced a personal interaction with their god—a dream, waking vision, or even an encounter with
in Annam’s absence, but to most of them, he is but a steward, an inadequate substitute for the All-Father. They offer the required prayers and sacrifices (a scattering of fragrant herbs and incense
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
any ship upon which he stands to heave to one side or the other. All other creatures standing on the ship must succeed on a DC 10 Dexterity saving throw or be knocked prone. Development Upon waking
a desk drawer. Tholtz has the key in his possession, but the lock on the drawer is easily broken and can be just as easily picked using thieves’ tools (no ability check required). The spellbook
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
DC 8 Dexterity (Stealth) checks for characters to enter this room without waking her, as well as when the characters do anything else that might make enough noise to rouse her. Any loud noise wakes her
, all sized for giants. There are four great swords (two-handed with respect to human-sized creatures), two huge iron maces (Strength 17 required to lift), and a sheaf of 6-foot-long spears that the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
DC 8 Dexterity (Stealth) checks for characters to enter this room without waking her, as well as when the characters do anything else that might make enough noise to rouse her. Any loud noise wakes her
, all sized for giants. There are four great swords (two-handed with respect to human-sized creatures), two huge iron maces (Strength 17 required to lift), and a sheaf of 6-foot-long spears that the
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t
Focus. This illusory instrument dissipates if you move 10 feet away from it or choose to end the spell (no action required by you). As a Bonus Action, you can command your instrument to create one of the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
(Athletics) check. If the characters fasten ropes to the boulder, the centaurs offer to help haul it down for them (no check required). Freeing the boulder clears a path through the rubble. Climbing Out
of the pentacle imprisoning them, they gain the effects of a Levitate spell for 1 minute, with no concentration required. Escaping the Hall. To escape the hall, the characters must overcome their
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
(Athletics) check. If the characters fasten ropes to the boulder, the centaurs offer to help haul it down for them (no check required). Freeing the boulder clears a path through the rubble. Climbing Out
of the pentacle imprisoning them, they gain the effects of a Levitate spell for 1 minute, with no concentration required. Escaping the Hall. To escape the hall, the characters must overcome their