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Returning 35 results for 'cement warding rest'.
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Monsters
Acquisitions Incorporated
Champion Challenge (Recharges after a Short or Long Rest). As a bonus action, Donaar causes each creature of his choice that he can see within 30 feet of him to make a DC 13 Wisdom saving throw. On a
, warding bond, zone of truthMultiattack. Donaar makes two attacks with his greatsword or his whip.
Greatsword. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction
Backgrounds
Guildmasters’ Guide to Ravnica
fervent desire to share the joy you have experienced with Ravnica. Along with the rest of the conclave, you are committed to resisting the ambitions of the other guilds — with military force if
member of the Selesnya Conclave, you can count on your guild mates to provide shelter and aid. You and your companions can find a place to hide or rest in any Selesnya enclave in the city, unless you have
Magic Items
Tasha’s Cauldron of Everything
The creations of the immortal hag Baba Yaga defy the laws of mortal magic. Among the notorious implements that cement her legend on countless worlds are the artifacts that propel her through the
that material. Once you use this action, you can't do so again until you finish a short or long rest.
You can also use the artifact as alchemist's supplies, brewer's supplies, cook's utensils, an
feats
that way when you fi nish a Long Rest.
You can also cast these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these
Spellcasting or Pact Magic class feature, the spells on the Mark of Warding Spells table are added to that feature’s spell list.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Mark of Warding Traits If you’re a dwarf with the Mark of Warding, you have this subrace, with the following traits. Ability Score Increase. Your Intelligence score increases by 1. Warder’s Intuition
again until you finish a long rest. Intelligence is your spellcasting ability for these spells, and you don’t need material components for them when you cast them with this trait. Spells of the Mark. If
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Dwarf Subrace: Mark of Warding If you’re a dwarf with the Mark of Warding, you have this subrace, with the following traits. Ability Score Increase. Your Intelligence score increases by 1. Warder’s
with it again until you finish a long rest. Intelligence is your spellcasting ability for these spells, and you don’t need material components for them when you cast them with this trait. Spells of the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Dwarf Subrace: Mark of Warding If you’re a dwarf with the Mark of Warding, you have this subrace, with the following traits. Ability Score Increase. Your Intelligence score increases by 1. Warder’s
with it again until you finish a long rest. Intelligence is your spellcasting ability for these spells, and you don’t need material components for them when you cast them with this trait. Spells of the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Mark of Warding Traits If you’re a dwarf with the Mark of Warding, you have this subrace, with the following traits. Ability Score Increase. Your Intelligence score increases by 1. Warder’s Intuition
again until you finish a long rest. Intelligence is your spellcasting ability for these spells, and you don’t need material components for them when you cast them with this trait. Spells of the Mark. If
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
rolled to the ability check. Guardian’s Shield. You can cast the shield spell once with this trait, and you regain the ability to cast it after you finish a long rest. Wisdom is your spellcasting ability
instead. Once you use this trait, you can’t do so again until you finish a long rest. Spells of the Mark. If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
number rolled to the ability check. Guardian’s Shield. You can cast the shield spell once with this trait, and you regain the ability to cast it after you finish a long rest. Wisdom is your spellcasting
attack instead. Once you use this trait, you can’t do so again until you finish a long rest. Spells of the Mark. If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
number rolled to the ability check. Guardian’s Shield. You can cast the shield spell once with this trait, and you regain the ability to cast it after you finish a long rest. Wisdom is your spellcasting
attack instead. Once you use this trait, you can’t do so again until you finish a long rest. Spells of the Mark. If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
rolled to the ability check. Guardian’s Shield. You can cast the shield spell once with this trait, and you regain the ability to cast it after you finish a long rest. Wisdom is your spellcasting ability
instead. Once you use this trait, you can’t do so again until you finish a long rest. Spells of the Mark. If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, noble, spy, thug Signature Spells: Mending (cantrip), Tenser’s floating disk (1st level), arcane lock (2nd level), glyph of warding (3rd level) Mammon’s greed overwhelms everything else. He deals with
after a Short or Long Rest). As a bonus action, this creature makes a Dexterity (Sleight of Hand) check contested by the Wisdom (Insight) check of a creature it can see within 15 feet of it. If this
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, noble, spy, thug Signature Spells: Mending (cantrip), Tenser’s floating disk (1st level), arcane lock (2nd level), glyph of warding (3rd level) Mammon’s greed overwhelms everything else. He deals with
after a Short or Long Rest). As a bonus action, this creature makes a Dexterity (Sleight of Hand) check contested by the Wisdom (Insight) check of a creature it can see within 15 feet of it. If this
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
is unusually small or faint. 2 Your dragonmark is exceptionally large. 3 Your dragonmark appears somewhere else on your body whenever you finish a long rest. 4 Your dragonmark emits dim light in a 5
Mark of Finding Mark of Handling Mark of Healing Mark of Hospitality Mark of Making Mark of Passage Mark of Scribing Mark of Sentinel Mark of Shadow Mark of Storm Mark of Warding
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
you don’t already know it. This cantrip doesn’t count against the number of cleric cantrips you know. Warding Flare Also at 1st level, you can interpose divine light between yourself and an attacking
uses when you finish a long rest. Channel Divinity: Radiance of the Dawn Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
), 11th level (3d10), and 17th level (4d10). You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Draconic
Resistance. You have resistance to the damage type associated with your Chromatic Ancestry. Chromatic Warding. Starting at 5th level, as an action, you can channel your draconic energy to protect
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Icehorn Mountains separate the Demon Wastes from the Eldeen Reaches. A series of canyons known as the Labyrinth further separate the Demon Wastes from the rest of Khorvaire. Due to ancient warding magic
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Icehorn Mountains separate the Demon Wastes from the Eldeen Reaches. A series of canyons known as the Labyrinth further separate the Demon Wastes from the rest of Khorvaire. Due to ancient warding magic
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
is unusually small or faint. 2 Your dragonmark is exceptionally large. 3 Your dragonmark appears somewhere else on your body whenever you finish a long rest. 4 Your dragonmark emits dim light in a 5
Mark of Finding Mark of Handling Mark of Healing Mark of Hospitality Mark of Making Mark of Passage Mark of Scribing Mark of Sentinel Mark of Shadow Mark of Storm Mark of Warding
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
), 11th level (3d10), and 17th level (4d10). You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Draconic
Resistance. You have resistance to the damage type associated with your Chromatic Ancestry. Chromatic Warding. Starting at 5th level, as an action, you can channel your draconic energy to protect
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
you don’t already know it. This cantrip doesn’t count against the number of cleric cantrips you know. Warding Flare Also at 1st level, you can interpose divine light between yourself and an attacking
uses when you finish a long rest. Channel Divinity: Radiance of the Dawn Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
of warding 20 1d4 intellect devourers Bugbears The bugbears are branded with the mark of a drow house, identifying them as slaves. They try to sneak up on the party and score an easy kill
hidden cave containing 1d4 mind flayers 5–6 A hidden cave in which the party can rest without having to worry about random encounters 7–8 A hidden cave containing 4d8 goblins and a goblin boss, who will
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
of warding 20 1d4 intellect devourers Bugbears The bugbears are branded with the mark of a drow house, identifying them as slaves. They try to sneak up on the party and score an easy kill
hidden cave containing 1d4 mind flayers 5–6 A hidden cave in which the party can rest without having to worry about random encounters 7–8 A hidden cave containing 4d8 goblins and a goblin boss, who will
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. Warding Maneuver At 7th level, you learn to fend off strikes directed at you, your mount, or other
these fighters leave their lives of comfort to embark on glorious adventure. Cavalier Features Fighter Level Feature 3rd Bonus Proficiency, Born to the Saddle, Unwavering Mark 7th Warding Maneuver
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate
location. Wisdom is your spellcasting ability for these spells. After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest. Vengeful Ancestors At 14th
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate
location. Wisdom is your spellcasting ability for these spells. After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest. Vengeful Ancestors At 14th
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. Warding Maneuver At 7th level, you learn to fend off strikes directed at you, your mount, or other
these fighters leave their lives of comfort to embark on glorious adventure. Cavalier Features Fighter Level Feature 3rd Bonus Proficiency, Born to the Saddle, Unwavering Mark 7th Warding Maneuver
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
). You regain all expended uses when you finish a Long Rest. Level 6: Improved Warding Flare You regain all expended uses of your Warding Flare when you finish a Short or Long Rest. In addition, whenever
plus your Cleric level on a failed save or half as much damage on a successful one.
Level 3: Warding Flare When a creature that you can see within 30 feet of yourself makes an attack roll, you can
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
). You regain all expended uses when you finish a Long Rest. Level 6: Improved Warding Flare You regain all expended uses of your Warding Flare when you finish a Short or Long Rest. In addition, whenever
plus your Cleric level on a failed save or half as much damage on a successful one.
Level 3: Warding Flare When a creature that you can see within 30 feet of yourself makes an attack roll, you can
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
barrels lie around and underneath them. Refuse covers the dried mud floor, in the middle of which are two 20-foot-diameter circular holes topped with crisscrossing wooden beams held in place by mud cement
wooden ledge and pepper intruders with arrows. Meanwhile, the wolves in area 3 begin barking and howling, which puts the rest of the den on alert. If the characters flee, Guh orders her hill giant mates
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
barrels lie around and underneath them. Refuse covers the dried mud floor, in the middle of which are two 20-foot-diameter circular holes topped with crisscrossing wooden beams held in place by mud cement
wooden ledge and pepper intruders with arrows. Meanwhile, the wolves in area 3 begin barking and howling, which puts the rest of the den on alert. If the characters flee, Guh orders her hill giant mates
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
flee to get help. Living Quarters Most creatures have a lair where they can rest, eat, and store their treasure. Living quarters commonly include beds (if the creatures sleep), possessions (both
areas tend to contain valuable equipment, their doors are often locked and sometimes even warded by Glyph of Warding spells and similar effects.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
spells at the paladin levels listed. Oath of the Crown Spells Paladin Level Spells 3rd command, compelled duel 5th warding bond, zone of truth 9th aura of vitality, spirit guardians 13th
advantage on death saving throws while within 30 feet of you. You have advantage on Wisdom saving throws, as do your allies within 30 feet of you. This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Divine Domain class feature for how domain spells work. Peace Domain Spells Cleric Level Spells 1st heroism, sanctuary 3rd aid, warding bond 5th beacon of hope, sending 7th aura of purity, Otiluke’s
this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Channel Divinity: Balm of Peace 2nd-level Peace Domain feature You can