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Returning 35 results for 'changing weakness rest'.
Other Suggestions:
changeling weakest rest
clanging weakness rest
charging weakness rest
chasing weakness rest
changing weakness read
Monsters
Monster Manual
, after which it regains 1 Hit Point.
Vampire Weakness. The vampire has these weaknesses:
Forbiddance. The vampire can’t enter a residence without an invitation from an occupant.Running Water. The
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
Monsters
The Wild Beyond the Witchlight
bludgeoning damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, Alagarthas can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet
. “To relent is to show weakness, and I shall not be seen as weak. It is my destiny to be king.”
Monsters
Waterdeep: Dungeon of the Mad Mage
.
Sunlight Weakness. While in sunlight, the assassin has disadvantage on attack rolls, ability checks, and saving throws.Multiattack. The assassin makes two Shadow Blade attacks.
Shadow Blade. Melee
1d4;{"diceNotation":"1d4","rollType":"roll"} each time it is hit by this attack. The target dies if its Strength is reduced to 0. The reduction lasts until the target finishes a short or long rest
Monsters
Tasha’s Cauldron of Everything
action.
Sunlight Weakness. While in sunlight, the reflections has disadvantage on attack rolls, ability checks, and saving throws.Strength Drain. Melee Weapon Attack: +4;{"diceNotation":"1d20+4
, the reduction lasts until the target finishes a short or long rest.
If a non-evil humanoid dies from this attack, a new reflections rises from the corpse 1d4;{"diceNotation":"1d4","rollType":"roll
Classes
Tasha’s Cauldron of Everything
death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a
final rest, violate the cycle and must be thwarted.
Circle of Spores Features
Druid Level
Feature
3rd
Circle Spells, Halo of Spores, Symbiotic Entity
6th
Fungal Infestation
10th
Spreading Spores
14th
Fungal Body
Monsters
Mythic Odysseys of Theros
(Recharges after a Short or Long Rest). The shepherd pulls twisted souls from the Underworld; 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Herd the Underworld"} shadow;shadows (without
Sunlight Weakness; see the Monster Manual) arise in unoccupied spaces within 20 feet of the shepherd. The shadows act right after the shepherd on the same initiative count and fight until they’re
Classes
Tasha’s Cauldron of Everything
death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a
final rest, violate the cycle and must be thwarted.
Circle of Spores Features
Druid Level
Feature
2nd
Circle Spells, Halo of Spores, Symbiotic Entity
6th
Fungal Infestation
10th
Spreading Spores
14th
Fungal Body
Monsters
Mordenkainen Presents: Monsters of the Multiverse
long rest. The target’s hit point maximum is reduced by an amount equal to half the poison damage taken. This reduction lasts until the poisoned condition is removed. The target dies if its hit
: alter self (can become Medium when changing his appearance), detect magic, ice storm, invisibility (self only), locate object, suggestion, wall of ice
1/day: banishment
Teleport. Geryon magically
Monsters
Mordenkainen Presents: Monsters of the Multiverse
long rest. The target’s hit point maximum is reduced by an amount equal to half the poison damage taken. This reduction lasts until the poisoned condition is removed. The target dies if its hit
: alter self (can become Medium when changing his appearance), detect magic, ice storm, invisibility (self only), locate object, suggestion, wall of ice
1/day: banishment
Teleport. Geryon magically
Monsters
The Wild Beyond the Witchlight
Boon of Immortality. Skabatha is immune to any effect that would age her, and she can’t die from old age.
Forgetfulness. The first creature that Skabatha sees after she finishes a long rest is
of her limbs. Skabatha roams Thither on her flying rocking horse (see chapter 3 for its stat block), which creaks horribly as it moves.
Skabatha’s Weakness
Skabatha always forgets the first
Monsters
Waterdeep: Dungeon of the Mad Mage
restrictions (see “Alterations to Magic”).
Arcane Recovery (1/Day). When he finishes a short rest, Halaster recovers all his spell slots of 5th level and lower.
Legendary Resistance (3
short or long rest. Halaster has the following wizard spells prepared:
Cantrips (at will): dancing lights, fire bolt, light, mage hand, prestidigitation
1st level (4 slots): mage armor, magic missile
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 26):
At will: alter self (can become Medium when changing her appearance), detect
her most loyal cultists. They can gain the Ferocious Surge trait, and her cult’s leaders can also gain the Infernal Tactics trait.
Ferocious Surge (Recharges after a Short or Long Rest). When
Monsters
Mordenkainen Presents: Monsters of the Multiverse
provoking opportunity attacks, then makes a Gore attack.Civilization is weakness and brutality is strength in the credo of Baphomet, the Horned King and the Prince of Beasts. He is worshiped by those who
after a Short or Long Rest). As an action, this creature allows each ally within 30 feet of it that has the Unerring Tracker trait to make one weapon attack as a reaction against the target of that
Monsters
Fizban's Treasury of Dragons
their lairs fiercely, ambushing intruders and plotting assaults against their rivals. The sonic pulse of their breath weapon sows weakness, leaving the victims unable to fight back.
Luminous Blue
"}
Trait
1
I often fixate on specific historical battles or wars and won’t rest until my hoard contains that conflict’s most significant artifacts.
2
I am constantly aware of a
Monsters
Fizban's Treasury of Dragons
their rivals. The sonic pulse of their breath weapon sows weakness, leaving the victims unable to fight back.
Luminous Blue
Sapphire dragons’ scales and wing membranes show varied shades of
or wars and won’t rest until my hoard contains that conflict’s most significant artifacts.
2
I am constantly aware of a call from beyond this world. I must prepare to answer that call
Backgrounds
Baldur’s Gate: Descent into Avernus
name.
FEATURE: RUSTIC HOSPITALITY
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners
The people who knew me when I was young know my shameful secret, so I can never go home again.
4
I have a weakness for the vices of the city, especially hard drink.
5
Secretly, I believe
Monsters
Fizban's Treasury of Dragons
breath weapon sows weakness, leaving the victims unable to fight back.
Luminous Blue
Sapphire dragons’ scales and wing membranes show varied shades of blue, ranging from the light tones of a
Dragon Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I often fixate on specific historical battles or wars and won’t rest until my
Monsters
Fizban's Treasury of Dragons
sapphire dragons. Militant and territorial, they defend their lairs fiercely, ambushing intruders and plotting assaults against their rivals. The sonic pulse of their breath weapon sows weakness, leaving
;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I often fixate on specific historical battles or wars and won’t rest until my hoard contains that conflict’s most
Shadow
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
.
Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.Strength Drain. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit
lasts until the target finishes a short or long rest.
If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4;{"diceNotation":"1d4","rollType":"roll"} hours
Triton
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
foes when they found them and drove the rest into hiding.
With their foes banished to the deepest reaches of the sea, tritons settled in to watch for any sign of their return. Over time, the tritons
have never been to the surface world. They struggle with the idea that they can’t easily move up and down out of water, and the changing of the seasons mystifies them.
Tritons also find the
Geryon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
Medium when changing his appearance), detect magic, geas, ice storm, invisibility (self only), locate object, suggestion, wall of ice
1/day each: divine word, symbol (pain only)
Legendary Resistance
become poisoned until it finishes a short or long rest. The target's hit point maximum is reduced by an amount equal to half the poison damage it takes. If its hit point maximum drops to 0, it dies
Geryon (Summoner Variant)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
Medium when changing his appearance), detect magic, geas, ice storm, invisibility (self only), locate object, suggestion, wall of ice
1/day each: divine word, symbol (pain only)
Legendary Resistance
become poisoned until it finishes a short or long rest. The target's hit point maximum is reduced by an amount equal to half the poison damage it takes. If its hit point maximum drops to 0, it dies
Equipment
features, such as changing the color of their skin, hair, and eyes and reshaping their ears and facial features. The balm doesn’t allow a creature to take on another specific creature’s
, and they have advantage on those checks. The effects of the balm last until the creature finishes a long rest.
A character who studies a sample of balm for 1 week and succeeds on a DC 18 Intelligence
Folk Hero
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Basic Rules (2014)
leadership and was commended for my heroism.
FEATURE: RUSTIC HOSPITALITY
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest
failure.
3
The people who knew me when I was young know my shameful secret, so I can never go home again.
4
I have a weakness for the vices of the city, especially hard drink.
5
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Strangers to the Surface Given their isolation, most tritons have never been to the surface world. They struggle with the idea that they can’t easily move up and down out of water, and the changing
for a triton to blame baffling social practices on what the triton perceives as the barbarism, weakness, or cowardice of surface folk.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Strangers to the Surface Given their isolation, most tritons have never been to the surface world. They struggle with the idea that they can’t easily move up and down out of water, and the changing
for a triton to blame baffling social practices on what the triton perceives as the barbarism, weakness, or cowardice of surface folk.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. Eye for Weakness At 17th level, you learn to exploit a
equipped to expose and end hidden evils. Inquisitive Features Rogue Level Feature 3rd Ear for Deceit, Eye for Detail, Insightful Fighting 9th Steady Eye 13th Unerring Eye 17th Eye for Weakness
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. Eye for Weakness At 17th level, you learn to exploit a
equipped to expose and end hidden evils. Inquisitive Features Rogue Level Feature 3rd Ear for Deceit, Eye for Detail, Insightful Fighting 9th Steady Eye 13th Unerring Eye 17th Eye for Weakness
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
spies for greater devils and archdevils. They are the eyes and ears of the Nine Hells, and even fiends that despise a spined devil’s weakness treat it with a modicum of respect. A spined devil’s body and
infernal legions as flying artillery, making up for their relative weakness by mobbing together to overwhelm their foes. Though they crave promotion and power, spined devils are craven by nature, and
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
darkness, the shadow can take the Hide action as a bonus action.
Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.
Actions
Strength
0. Otherwise, the reduction lasts until the target finishes a short or long rest.
If a non-evil Humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
darkness, the shadow can take the Hide action as a bonus action.
Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.
Actions
Strength
0. Otherwise, the reduction lasts until the target finishes a short or long rest.
If a non-evil Humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
spies for greater devils and archdevils. They are the eyes and ears of the Nine Hells, and even fiends that despise a spined devil’s weakness treat it with a modicum of respect. A spined devil’s body and
infernal legions as flying artillery, making up for their relative weakness by mobbing together to overwhelm their foes. Though they crave promotion and power, spined devils are craven by nature, and
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
as a bonus action.
Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.
Actions
Strength Drain. Melee Weapon Attack: +4 to hit
the target finishes a short or long rest.
If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
as a bonus action.
Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.
Actions
Strength Drain. Melee Weapon Attack: +4 to hit
the target finishes a short or long rest.
If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Weakness. While in sunlight, the assassin has disadvantage on attack rolls, ability checks, and saving throws.
Actions
Multiattack. The assassin makes two Shadow Blade attacks.
Shadow Blade. Melee
by 1d4 each time it is hit by this attack. The target dies if its Strength is reduced to 0. The reduction lasts until the target finishes a short or long rest.
If a non-evil humanoid dies from this attack, a shadow (see the Monster Manual) rises from the corpse 1d4 hours later.
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