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                        Returning 35 results for 'can’t were resting'.
                    
                
                        
                            
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     it is in running water or sunlight. If it can’t teleport, it is destroyed. Once inside its resting place, it has the Paralyzed condition for 1 hour, after which it regains 1 Hit Point.
 Vampire
                                                
                                            
                                                
                                                     Lair). If the vampire fails a saving throw, it can choose to succeed instead.
 Shadow Escape. If the vampire drops to 0 Hit Points outside its resting place, it teleports into its resting place unless
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     compass that, while resting on your palm, points north. Cast dimension door from the dagger. Once this property is used, it can’t be used again until the next dawn. Cast compulsion (save DC 15) from the
                                                
                                            
                                                
                                                     dagger. The range of the spell increases to 90 feet, but it targets only spiders that are beasts. Once this property is used, it can’t be used again until the next dawn.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    Strahd Dies When Strahd is reduced to 0 hit points, he turns to mist and retreats to his coffin (see the Misty Escape feature in the vampire stat block). The vampire must be in his resting place to
                                                
                                            
                                                
                                                     be utterly destroyed. If the characters finish off Strahd in his coffin, read: Strahd can’t hide his surprise as death takes him into the black abyss. Surprise turns to rage, and the Pillarstone of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     mist (no action required). If it can’t use Shape-Shift, it is destroyed.
 While it has 0 Hit Points in mist form, it can’t return to its vampire form, and it must reach its resting place within 2
                                                
                                            
                                                
                                                     in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
 Misty Escape. If the vampire drops to 0 Hit Points outside its resting place, the vampire uses Shape-Shift to become
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each
                                                
                                            
                                                
                                                     side of the wall (your choice which side). Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by dispel magic. A disintegrate spell destroys the wall
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     on your capabilities until you reach 0 Hit Points. If you have half your Hit Points or fewer, you’re Bloodied, which has no game effect on its own but which might trigger other game effects. Resting
                                                
                                            
                                                
                                                    
 Adventurers can’t spend every hour adventuring. They need rest. Any creature can take hour-long Short Rests in the midst of a day and an 8-hour Long Rest to end it. Regaining Hit Points is one of the main benefits of a rest. The Rules Glossary provides the rules for Short and Long Rests.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid
                                                
                                            
                                                
                                                     choose which side). Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each
                                                
                                            
                                                
                                                     side of the wall (your choice which side). Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by dispel magic. A disintegrate spell destroys the wall
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
                                                    
                                                
                                            
                                                     to help the party. If the characters inquire further, Sartell informs them the contact is a giff named Commodore Krux, but she can’t tell them more than that since she knows Krux only by reputation
                                                
                                            
                                                
                                                    . Enough time passes for the characters to take a long rest. When they’re not resting, the characters are assigned miscellaneous chores. During the voyage, the characters are free to ask Sartell or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     the accompanying table. To decipher and use the manual, you must be a spellcaster with at least two level 5 spell slots. A creature that can’t use a Manual of Golems and attempts to read it takes 6d6
                                                
                                            
                                                
                                                     Psychic damage. To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can’t use a manual of golems and attempts to read it takes 6d6 psychic damage.  d20 Golem Time
                                                
                                            
                                                
                                                     interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies. Once you finish creating the golem, the book is consumed in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    7. Vampire Haven These chambers once served as a true vampire’s lair. The Undertakers use the crypt to hide from the dungeon denizens they can’t rob or kill. Characters who find the secret door
                                                
                                            
                                                
                                                     wooden coffin resting on a 2-foot-high block of gray stone. The coffin is intact and has an obvious 1-inch-diameter hole bored into its foot panel. The coffin’s lid is unlocked. A thin layer of grave
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     rows. Resting in six of them are wounded drow (three females and three males), each with 1d12 hit points remaining. They are still clad in armor, and they keep their weapons within arm’s reach
                                                
                                            
                                                
                                                     against being charmed, and magic can’t put them to sleep. They have darkvision out to a range of 120 feet. They can innately cast dancing lights at will, and darkness and faerie fire each once per day
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     male fire giant uses a massive hammer and anvil to pound a heated iron fragment into a rounded shape.
 Fire Beetles. Resting on the floor next to the oversized anvil is an iron cage containing
                                                
                                            
                                                
                                                    -Halaster. Hrossk is currently crafting a piece of what will become one of the construct’s eyes. The fire beetles can’t harm anyone while confined to their cage. Unlatching the cage door requires an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can’t use a manual of golems and attempts to read it takes 6d6 psychic damage.    Manual of Clay
                                                
                                            
                                                
                                                    , you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies. Once
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     on your capabilities until you reach 0 Hit Points. If you have half your Hit Points or fewer, you’re Bloodied, which has no game effect on its own but which might trigger other game effects. Resting
                                                
                                            
                                                
                                                    
 Adventurers can’t spend every hour adventuring. They need rest. Any creature can take hour-long Short Rests in the midst of a day and an 8-hour Long Rest to end it. Regaining Hit Points is one of the main benefits of a rest. The rules glossary provides the rules for Short and Long Rests.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid
                                                
                                            
                                                
                                                     choose which side). Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     the accompanying table. To decipher and use the manual, you must be a spellcaster with at least two level 5 spell slots. A creature that can’t use a Manual of Golems and attempts to read it takes 6d6
                                                
                                            
                                                
                                                     Psychic damage. To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     action required). If it can’t use Shape-Shift, it is destroyed.
 While it has 0 Hit Points in mist form, it can’t return to its vampire form, and it must reach its resting place within 2 hours or be
                                                
                                            
                                                
                                                    :
 Forbiddance. The vampire can’t enter a residence without an invitation from an occupant.
 Running Water. The vampire takes 20 Acid damage if it ends its turn in running water.
 Stake to the Heart
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                    , the statue breathes the next three times someone moves into or through the warded area. After four breaths, the statue retreats to its room and the door closes. (The statue’s resting place is
                                                
                                            
                                                
                                                     without triggering the glyph, someone can discover the secret door here with a successful DC 20 Wisdom (Perception) check. The door can’t be opened from the outside, however.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Keen Senses. You have proficiency in the Perception skill. Fey Ancestry. You have advantage on saving
                                                
                                            
                                                
                                                     throws against being charmed, and magic can’t put you to sleep. Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     section examines fates and features of the Underworld, including how the living and the dead might interact with this grim land and its inhabitants. Methods of escaping this supposedly final resting
                                                
                                            
                                                
                                                     reanimates at the start of its next turn with 1 hit point per Hit Die it possesses, and it gains one level of exhaustion that can’t be removed unless the soul returns to life, at which point all
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Keen Senses. You have proficiency in the Perception skill. Fey Ancestry. You have advantage on saving
                                                
                                            
                                                
                                                     throws against being charmed, and magic can’t put you to sleep. Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     indifferent to a creature with a key card and anyone accompanying them, unless attacked. Detention drones don’t carry key cards and can’t open locked doors, but they can travel through maintenance
                                                
                                            
                                                
                                                     shafts (see the “Maintenance Shaft” section). After 2d4 days of service, a detention drone must spend 24 hours resting in a rewinding station (such as those in area 7) before it can resume service
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     minute upon activation. Creatures peering through the open gate can see the destination beyond as though they are looking through an open doorway into that location. A gate can’t open within the area of
                                                
                                            
                                                
                                                     feet tall and spaced 10 feet apart, with a stone lintel resting horizontally atop them to form a rectangular opening. Because the gate is freestanding, one can pass through it from either direction
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     walls are two 10-foot-square rafts made of zurkhwood logs lashed together with thick spiderwebs. Resting nearby are six 10-foot poles that the drow use to guide the rafts up and down the river. 13b
                                                
                                            
                                                
                                                     Common and Infernal, but can’t speak. It plies the River Sargauth in whichever direction its riders want to go. When the characters reach their destination, the tiefling extends a bony hand, expecting a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     Yawning Portal. Three months ago, out of boredom, Meloon accompanied a fledgling band of adventurers on an expedition to Undermountain. There, his luck ran out. While resting in the dungeon, the
                                                
                                            
                                                
                                                     9 (5,000 XP)
 Special Equipment. Meloon wields Azuredge (see appendix A) but can’t attune to it, and thus gains none of its benefits.
 Indomitable (2/Day). Meloon can reroll a saving throw that he
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     waves in your direction as if telling you to remain where you are. “What a deal! Patience is a virtue! Can’t keep the boss waiting!” He runs off into one of the trash structures.
 Moments later he
                                                
                                            
                                                
                                                     hanging in front of them. Resting on each shoulder are red-eyed ravens that scrutinize your group. Behind her, a hulking creature built of disparate fiendish parts trudges, moaning and hopping as it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     in one corner, and flickering lanterns resting here and there. Five performers occupy the room. Two of them pace nervously while the others weep.
 The actors here perform their roles reluctantly and
                                                
                                            
                                                
                                                     telling a gruesome or depressing story on her stage—that’s what we’re all trying to do.” “Storms provide the lightning that Bitter End needs to power her contraptions. Without them, the show can’t go on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Prisoner 13
                                                    
                                                
                                            
                                                    . Prison Guards. The prison has a garrison of 75 guards (use the veteran stat block) who work eight-hour shifts. Two-thirds of the garrison is off duty and resting in area R19 at any given time. While on
                                                
                                            
                                                
                                                     hoodless robe without pockets, leather slippers without laces, and cloth undergarments. While outside their cells, prisoners wear manacles on their wrists and ankles. While manacled, a prisoner’s walking speed can’t exceed 10 feet.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                    . Prison Guards. The prison has a garrison of 75 guards (use the veteran stat block) who work eight-hour shifts. Two-thirds of the garrison is off duty and resting in area R19 at any given time. While on
                                                
                                            
                                                
                                                     hoodless robe without pockets, leather slippers without laces, and cloth undergarments. While outside their cells, prisoners wear manacles on their wrists and ankles. While manacled, a prisoner’s walking speed can’t exceed 10 feet.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can’t use reactions until the start of your next turn. The injury heals if you
                                                
                                            
                                                
                                                     receive magical healing or if you spend ten days doing nothing but resting. 8–10 Broken Ribs. This has the same effect as Internal Injury above, except that the save DC is 10. 11–13 Horrible Scar. You
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     characters are paid off in silver and thanked for their service. If they performed well, they’re told they can find work with these shippers any time in the future. Characters can’t waste much time
                                                
                                            
                                                
                                                     day resting their horses at a stable on the north side of Waterdeep. Other wagons are already there, covertly carrying treasure from all over the Sword Coast to the collection point. During the day
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     characters are paid off in silver and thanked for their service. If they performed well, they’re told they can find work with these shippers any time in the future. Characters can’t waste much time
                                                
                                            
                                                
                                                     spot by nightfall. Azbara Jos remains with the cultists during this time, and Jamna expresses her desire to stick with them until they uncover the treasure’s destination. The cultists spend a day resting
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     in relief. Behind the sarcophagus, resting atop a marble pedestal, is an ornate crystal box with a small humanoid skull floating inside it.
 If the characters enter this tomb from the secret passage
                                                
                                            
                                                
                                                     mind to blank out the details of her plight. The first character to enter the tomb hears Nepartak call out telepathically: The voice of a young girl echoes in your mind: “What’s happening? Why can’t I
                                                
                                            
                                        





