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                        Returning 35 results for 'chief waking rest'.
                    
                
                        
                            
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                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     the dream perfectly upon waking.
If the target is awake when you cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep, at which point
                                                
                                            
                                                
                                                     saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up.
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.In
                                                
                                            
                                                
                                                     billowing clouds of fog lurk vampiric mists, the wretched remnants of vampire;vampires that were prevented from finding rest. Indistinguishable from the mists they lurk within, they strike unseen and
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    ","rollAction":"Magic Staff","rollDamageType":"force"} force damage.
Arcane Cataclysm (Recharges after a Long Rest). Sul Khatesh conjures orbs of magical energy that plummet to the ground at three
                                                
                                            
                                                
                                                     and revenge. By sharing her power in this way, the overlord perpetuates the image of the evil warlock, inciting fear that strengthens the Keeper of Secrets even more.
Sul Khatesh's chief agent among
                                                
                                            
                                        
                                                    Dream
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep
                                                
                                            
                                                
                                                     target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.
If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmastersâ Guide to Ravnica
                                                    
                                                
                                            
                                                     vast, sprawling rubblebelts of broken terrain that civilized folk have long abandoned. You can find a suitable place for you and your allies to hide or rest in these areas. In addition, you can find
                                                
                                            
                                                
                                                     Contacts table.
Gruul Contacts
d8
Contact
1
One of my parents is a renowned warrior in my clan.
2
My sibling has the ear of the clan chief.
3
I have cousins in a
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmastersâ Guide to Ravnica
                                                    
                                                
                                            
                                                    , you are connected to every other member in some way or another. Convinced that the rest of the world is out to get you, you find it easy to form close bonds with your guild mates, and harder to make
                                                
                                            
                                                
                                                    .
4
Roll an additional Golgari contact; you can decide if the contact is an ally or a rival.
5
I joined the Gruul in a battle against the Boros once, and the chief of that small clan thanks
                                                
                                            
                                        
                                                    Kobold
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     waking time is spent working, adversarial kobolds rarely have opportunities to exchange insults, let alone come to blows over their differences.
Kobolds choose mates primarily for convenience. Their
                                                
                                            
                                                
                                                     the hatchery. If a particularly important or respected member of a tribe dies, the hatchery is closely monitored. The next egg laid is immediately separated from the rest and carefully protected. Once
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    Whereâs Skabatha? All of Loomlurchâs denizens are aware of Granny Nightshadeâs daily routine, which is as follows: After waking from a long rest, she putters about in her garden (area L5) for 1d3
                                                
                                            
                                                
                                                    ), the textile mill (area L12), and the workshop (area L4). After the inspection, Granny Nightshade moves to her bedroom (area L16), miniaturizes herself, and takes a long rest inside the dollhouse
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     statistics they do in waking life. If a creature dies in the dream, it takes 3d6 psychic damage, returns to the waking world, and does not receive any benefit from the rest that just ended. The Nightingale
                                                
                                            
                                                
                                                     finishing a long rest in IâCath if they spend any part of that rest in Tsien Chiangâs dream. Characters with no levels of exhaustion wake from the dream after 6 hours. Characters with 1 or more levels of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    , creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking. If the target is awake when you
                                                
                                            
                                                
                                                     to the target. If you do so, the messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    , creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking. If the target is awake when you
                                                
                                            
                                                
                                                     to the target. If you do so, the messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     during a long rest, one of them experiences a waking vision that plays out like an ambient haunt. These nightmares gradually reveal details from the âStory Overview.â Relate these specifics to the
                                                
                                            
                                                
                                                     haunts occur throughout the house at this time. Waking the House The house reveals its full haunting at a dramatic moment. The adventure notes events that wake the house, many surrounding the events of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point
                                                
                                            
                                                
                                                     any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage. If you have a body part, lock of hair, clipping from a nail, or similar portion of the targetâs body, the target makes its saving throw with disadvantage.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point
                                                
                                            
                                                
                                                     any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage. If you have a body part, lock of hair, clipping from a nail, or similar portion of the targetâs body, the target makes its saving throw with disadvantage.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     big and awful.
 A female hill giant named Moog has barricaded herself in this lonely tower so that she can wallow in self-pity undisturbed. Chief Guh has taken Moogâs husband, Hruk, as her own
                                                
                                            
                                                
                                                     has to say. She also reveals why sheâs so unhappy. If the characters promise to reunite Moog with her husband, she is delighted and tries her best to help them in return. Moog knows where Chief Guh
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     creatures to pass through the cavern, so the Stonecloaks avoid this area. Casting a spell of 1st level or higher in this cavern has a chance of waking the mummy lord equal to the spellâs level Ă 10 percent
                                                
                                            
                                                
                                                     moldy skulls (a mix of dwarf and duergar). A few fallen skulls rest on the cavern floor.
 Shrine. A small chamber to the east contains a chipped stone altar with treasure piled around it. The wall
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     takes place after the characters rid Nightstone of its goblin infestation but before they have time to finish a long rest. Seven Zhentarim mercenaries arrive at the village on horseback. If the
                                                
                                            
                                                
                                                     Zhents or come to terms with them, allow the characters to take a long rest, if they wish, before continuing with the âEar Seekersâ event. Treasure. Xolkin wears a gold ring (worth 25 gp) emblazoned
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    Waking Nightmares As the work of preparing Kollema Hall winds down, six students complain about headaches and go to the infirmary. All these students are feeling the effects of the curse caused by
                                                
                                            
                                                
                                                    , Professor DeSantos is concerned by the sudden influx of patients but canât find anything wrong with them. She insists they rest in the sickroom until they feel better. Ten minutes later, these six
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                    ,â he says.) The mandolin has a name: Golden Axe. Halfling Robbers. The grave robbersâ names were Mackerel and Trout. Frodyâs waking spirit could hear the halflings talking to each other as they broke
                                                
                                            
                                                
                                                     characters slay Frody instead, he reappears 24 hours later as a neutral good ghost and haunts Toadhop until his spirit finds restâwhich happens only when Golden Axe is returned to Frodyâs grave.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    . These Druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circleâs wisest members preside as the chief priests of their communities. Level 3: Circle
                                                
                                            
                                                
                                                     of the Land Spells Whenever you finish a Long Rest, choose one type of land: arid, polar, temperate, or tropical. Consult the table below that corresponds to the chosen type; you have the spells
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     make a DC 15 Wisdom saving throw. On a failed save, terrifying nightmares haunt the characterâs sleep during his or her next long rest. The character derives no benefits from that rest and, upon waking
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    Vampiric Mist In billowing clouds of fog lurk vampiric mists, the wretched remnants of vampires that were prevented from finding rest. Indistinguishable from the mists they lurk within, they strike
                                                
                                            
                                                
                                                     discomfort to the victim, so vampiric mists can feed on sleepers without waking them. The more a mist feeds, the redder it gets, such that it turns pink, then red, and finally a deep scarlet hue that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Vampiric Mist In billowing clouds of fog lurk vampiric mists, the wretched remnants of vampires that were prevented from finding rest. Indistinguishable from the mists they lurk within, they strike
                                                
                                            
                                                
                                                     vampiric mists can feed on sleepers without waking them. The more a mist feeds, the redder it gets, such that it turns pink, then red, and finally a deep scarlet hue; when sated, it rains blood
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     support for an orc horde or a hobgoblin army. Another could serve as a hunting companion for a hill giant chief, or guard the entrance to a lamiaâs lair. The manticoresâ greatest territorial rivals
                                                
                                            
                                                
                                                     the manticore finishes a long rest.
 Actions
 Multiattack. The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes.
 Bite. Melee Weapon Attack: +5
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                    Yarana Born nearly one thousand years ago in Atagua, Yarana (neutral good, human scout) was the most talented of the elite Cababa warriors of ancient times. Days before becoming her peopleâs chief
                                                
                                            
                                                
                                                     characters for undertaking her mission. She shares the rest of the story she began when she first contacted the characters, along with any information in the âBackgroundâ section: The Sleeping Stone
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    The Temple of Elemental Evil The four elemental cults maintain their chief stronghold in the ancient dwarven citadel of Tyar-Besil beneath the Sumber Hills. Each cult controls a portion of the old
                                                
                                            
                                                
                                                     characters might be able to rest without attracting attention.) Groups sent up from lower levels of the dungeon include the following: Air cult: Howling Hatred priest and four kenku Water cult: Crushing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
                                                    
                                                
                                            
                                                     rest and recuperate on their journeys. Even during the dark times when Helm ceased showing signs to his faithful, the priests and people at Helmâs Hold kept their doors open and their eyes on the road
                                                
                                            
                                                
                                                     building where the Speakers of Helmâs Hold meet. The Speakers are the duly elected representatives of the hold, numbering eight in all, plus the Chief Speaker. The current Chief Speaker is Amarandine
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    2. Feasting Hall Chief Guh is found here, along with five male hill giants, four ogres, and six goblins. Oil lamps in iron sconces are mounted to thick wooden pillars that support rafters 30 feet
                                                
                                            
                                                
                                                     area 12). Chief Guh lies at the west end of the hall, slumped atop a four-wheeled, flatbed wagon that bends and creaks under her great bulk. The wagonâs axles are cracked and bowed, its wheels canted
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     rest in Death House Move through a haunted doorway (marked on map 5.1) Only one haunted zone manifests at a time. As long as at least one creature is in a haunted zone, any other creatures that enter a
                                                
                                            
                                                
                                                     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->Tomb of Annihilation
                                                    
                                                
                                            
                                                    , shields leap from the walls to protect him (see âFlying Shieldsâ below). During waking hours, Ras Nsi returns here only if heâs in danger. If the characters defeat Ras Nsi and question him, he reveals the
                                                
                                            
                                                
                                                    , reducing Ras Nsiâs bonus to AC by 2. When there are no more active shields, the effect ends, and Ras Nsi canât use this power again until he finishes a long rest. A detect magic or similar effect reveals
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     goal of the adventure is to defeat that monster. A dreaming character is incapable of waking communication â they might be comatose or possessed. The goal of the adventure is to communicate with the
                                                
                                            
                                                
                                                     from the rest and takes 3d6 psychic damage. If you want to establish more severe consequences, you can. A dreamer killed by a quori could be trapped in Dal Quor while the quori possesses their body, forcing their allies to try to rescue them from their nightmares.
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     matron is slain, the three others cease hostilities and cooperate with the characters by describing Chief Nosnraâs sanctum (areas 8, 9, and 10) and telling how to get there safelyâif they are allowed to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     experiences of other lives that are revisited during trance can be examined for lessons to be applied during oneâs waking life, signs from the gods, or ways to open an elfâs perspective to other points of
                                                
                                            
                                                
                                                     from Corellonâs blood and were allowed to stay in his company. Although most elder elves become more serene, these rare folk spend the rest of their lives throwing themselves into dangerous situations
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     elevated by the gods to the pinnacle of giantkind. Chief Guh Guh, a gluttonous hill giant chief, has raised an enormous timber steading in the hills northeast of Goldenfields, in the central Dessarin
                                                
                                            
                                                
                                                     Zalto has set his minions to the task of finding and unearthing fragments of a dragon-slaying colossus called the Vonindod (âtitan of deathâ). Pieces of it were lost in battle, while the rest was
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     followers of Yurtrus and Shargaas are relegated to the deep, dark recesses of the site, away from the rest of the tribe. At the center of the camp is the tribeâs war hearth. Once a war hearth is lit
                                                
                                            
                                                
                                                     their differences or engage in contests of strength. War Chiefâs Quarters Adjacent to the main chamber is the room where the war chief resides, holds council, and hands out blessings or punishments
                                                
                                            
                                        






