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Returning 35 results for 'ceases while rest'.
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Magic Items
Dungeon Master’s Guide
has Disadvantage on the attack roll. If you click your heels together again, you end the effect.
When you’ve used the boots’ property for a total of 10 minutes, the magic ceases to function for you until you finish a Long Rest.
Magic Items
Waterdeep: Dragon Heist
slots, nothing happens. Spell slots that are expended in this fashion are regained when the target finishes a long rest, as normal.
Master of Enchantment. When you cast an enchantment spell of 1st
the staff’s wishes, the staff ceases to function until it finds a worthy inheritor — someone whose loyalty to Waterdeep is beyond reproach.
Spirit Trap. When the Blackstaff dies, the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. When the boots’ property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. When the boots’ property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
creature that makes an Opportunity Attack against you has Disadvantage on the attack roll. If you click your heels together again, you end the effect. When you’ve used the boots’ property for a total of 10 minutes, the magic ceases to function for you until you finish a Long Rest.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
creature that makes an Opportunity Attack against you has Disadvantage on the attack roll. If you click your heels together again, you end the effect. When you’ve used the boots’ property for a total of 10 minutes, the magic ceases to function for you until you finish a Long Rest.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. When the boots’ property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. When the boots’ property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
creature that makes an Opportunity Attack against you has Disadvantage on the attack roll. If you click your heels together again, you end the effect. When you’ve used the boots’ property for a total of 10 minutes, the magic ceases to function for you until you finish a Long Rest.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
creature that makes an Opportunity Attack against you has Disadvantage on the attack roll. If you click your heels together again, you end the effect. When you’ve used the boots’ property for a total of 10 minutes, the magic ceases to function for you until you finish a Long Rest.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Threshold’s floating island ceases to rise. However, the rest of the city continues breaking apart and rising into the sky. Even if Belephaion is taken alive, he refuses to lower the city. The characters
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Threshold’s floating island ceases to rise. However, the rest of the city continues breaking apart and rising into the sky. Even if Belephaion is taken alive, he refuses to lower the city. The characters
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Conclusion Once Dae Won-Ha’s gwishin is reassured that she hasn’t been forgotten, the memory-affecting fog ceases to appear and the curse afflicting the people of Yeonido ends, restoring their
memories. The characters might have more work to do to finally lay the gwishin to rest, such as reminding the city of Dae Won-Ha’s historic role in the city’s ascent to prosperity. Kun Ahn-Jun can help the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Conclusion Once Dae Won-Ha’s gwishin is reassured that she hasn’t been forgotten, the memory-affecting fog ceases to appear and the curse afflicting the people of Yeonido ends, restoring their
memories. The characters might have more work to do to finally lay the gwishin to rest, such as reminding the city of Dae Won-Ha’s historic role in the city’s ascent to prosperity. Kun Ahn-Jun can help the
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
magical compulsion can get her to back down. The rest of the mutineers, however, are willing to listen to reasons why they shouldn’t overthrow their captain. Set the DC for succeeding at 15, and then
the sailors might just be DC 10, or it might even succeed automatically. Fight The adventurers are much more powerful than the sailors, even though they are outnumbered. If the characters defeat at least half the sailors, or Castisha and a quarter of the sailors, the mutiny ceases immediately.
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
magical compulsion can get her to back down. The rest of the mutineers, however, are willing to listen to reasons why they shouldn’t overthrow their captain. Set the DC for succeeding at 15, and then
the sailors might just be DC 10, or it might even succeed automatically. Fight The adventurers are much more powerful than the sailors, even though they are outnumbered. If the characters defeat at least half the sailors, or Castisha and a quarter of the sailors, the mutiny ceases immediately.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
mage) aids them. Shard of Darkness. Once the anhkolox is destroyed, a character who searches the cave finds the source of the fog: a rounded piece of broken black glass. The fog ceases if the glass
. Dalamar’s schemes don’t have ramifications for the rest of the adventure, and you can develop them as you please. After discovering the shard, Dalamar parts ways with the characters, returning to the elven encampment to plan his next move.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
mage) aids them. Shard of Darkness. Once the anhkolox is destroyed, a character who searches the cave finds the source of the fog: a rounded piece of broken black glass. The fog ceases if the glass
. Dalamar’s schemes don’t have ramifications for the rest of the adventure, and you can develop them as you please. After discovering the shard, Dalamar parts ways with the characters, returning to the elven encampment to plan his next move.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the
weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then
ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then
ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the
weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
character fails to leave the graveyard, that character must eventually make camp. When a character finishes a long rest in this haunted zone, the character gains 1 level of exhaustion, doesn’t gain
the benefits of the long rest, and exits the haunted zone. Ghostly Recital You’re seated in an ornate chair on the edge of a dimly lit parlor. Eight ghostly figures sit in identical chairs to either
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
collapses in on itself and ceases to exist the instant before it can shuffle off to some horrible afterlife. When this occurs, the spirit becomes a soulless wraith — a malevolent void trapped on the
a long rest. The target dies if this effect reduces its hit point maximum to 0.
Create Specter. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
character fails to leave the graveyard, that character must eventually make camp. When a character finishes a long rest in this haunted zone, the character gains 1 level of exhaustion, doesn’t gain
the benefits of the long rest, and exits the haunted zone. Ghostly Recital You’re seated in an ornate chair on the edge of a dimly lit parlor. Eight ghostly figures sit in identical chairs to either
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
collapses in on itself and ceases to exist the instant before it can shuffle off to some horrible afterlife. When this occurs, the spirit becomes a soulless wraith — a malevolent void trapped on the
a long rest. The target dies if this effect reduces its hit point maximum to 0.
Create Specter. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
invisible, arcane matrix. This magical essence extends from the containment chamber at the core of the vehicle to the binding struts, then through the rest of the vehicle’s hull. When a Khyber
be suppressed, causing its essence to flow back into the containment chamber and the matrix to disappear from view. A vehicle whose elemental is suppressed ceases to be propelled. Controlling the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
already expended all its spell slots, nothing happens. Spell slots that are expended in this fashion are regained when the target finishes a long rest, as normal. Master of Enchantment. When you cast an
no longer serves the staff’s wishes, the staff ceases to function until it finds a worthy inheritor — someone whose loyalty to Waterdeep is beyond reproach. Spirit Trap. When the Blackstaff dies, the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
already expended all its spell slots, nothing happens. Spell slots that are expended in this fashion are regained when the target finishes a long rest, as normal. Master of Enchantment. When you cast an
no longer serves the staff’s wishes, the staff ceases to function until it finds a worthy inheritor — someone whose loyalty to Waterdeep is beyond reproach. Spirit Trap. When the Blackstaff dies, the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
invisible, arcane matrix. This magical essence extends from the containment chamber at the core of the vehicle to the binding struts, then through the rest of the vehicle’s hull. When a Khyber
be suppressed, causing its essence to flow back into the containment chamber and the matrix to disappear from view. A vehicle whose elemental is suppressed ceases to be propelled. Controlling the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
mentioning their contents—if the servers are destroyed, the collective knowledge of an entire civilization dies with them. Destroying Aphelion. If three or more of the servers are destroyed, the rest begin
, after which time it must be charged at one of the plug-in terminals located throughout this level. If removed from the ship, the device ceases to function until returned. S64: Stasis Chamber (Green
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
mentioning their contents—if the servers are destroyed, the collective knowledge of an entire civilization dies with them. Destroying Aphelion. If three or more of the servers are destroyed, the rest begin
, after which time it must be charged at one of the plug-in terminals located throughout this level. If removed from the ship, the device ceases to function until returned. S64: Stasis Chamber (Green
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, only to reappear 24 hours later in the place where Nass died. The ghost is doomed to haunt the island until it acquires The Codicil of White, whereupon it achieves its final rest and ceases to exist
when its creator dies, but Zelennor has somehow formed a bond with Nass’s spectral undead form. If Nass’s ghost is destroyed, even temporarily, the weasel ceases to exist. Treasure. Characters who dig
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, only to reappear 24 hours later in the place where Nass died. The ghost is doomed to haunt the island until it acquires The Codicil of White, whereupon it achieves its final rest and ceases to exist
when its creator dies, but Zelennor has somehow formed a bond with Nass’s spectral undead form. If Nass’s ghost is destroyed, even temporarily, the weasel ceases to exist. Treasure. Characters who dig
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
return or until hunger forces them to abandon their post. H2. Crashed Skycoach You come to a thirty-foot-high cavern. In its center, the remains of a wooden ship hull rest on the floor.
If Professor
same conclusion as Professor Skant. The characters can punch a hole in the tower’s outer wall that’s big enough for them to crawl or walk through. Any character who takes a short rest in the tower