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Returning 35 results for 'comforts wind rest'.
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comfort wind rest
Magic Items
Dungeon Master’s Guide
pounds while flying at its maximum speed (16 miles per hour for a maximum of 144 miles per day, with a 1-hour rest for every 3 hours of flying) or 1,000 pounds at half that speed. The bird disappears
toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a strong wind. This wind can fill the sails of one ship, increasing its
Magic Items
Dungeon Master’s Guide
its normal casting time, and you can’t use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead
rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself); on a
Monsters
Princes of the Apocalypse
the new roll.
Second Wind (Recharges after a Short or Long Rest). Drannin can use a bonus action to regain 16 (1d10 + 11);{"diceNotation":"1d10+11","rollType":"roll","rollAction":"Second Wind"} hit
Action Surge (Recharges after a Short or Long Rest). Drannin takes an additional action on his turn.
Brute. A melee weapon deals one extra die of its damage when Drannin hits with it (included in
Magic Items
Storm King's Thunder
property, you can’t use it again until you finish a short or long rest.
Wind Walker. While you are attuned to this rune, you can cast levitate as a bonus action. Once you use this property, you can
’t use it again until you finish a short or long rest.
Gift of Wind. You can transfer the pennant’s magic to a nonmagical item — a suit of armor, a pair of boots, or a cloak &mdash
Monsters
Princes of the Apocalypse
Guiding Wind (Recharges after a Short or Long Rest). As a bonus action, the initiate gains advantage on the next ranged attack roll it makes before the end of its next turn.
Hold Breath. The
Monsters
Waterdeep: Dragon Heist
use the new roll.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, Meloon can regain 20 hit points.Multiattack. Meloon makes four attacks with Azuredge.
Azuredge. Melee Attack: +9
Monsters
Waterdeep: Dragon Heist
Special Equipment. Jalester carries a badge of the Watch.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, Jalester can regain 16 (1d10 + 11);{"diceNotation":"1d10+11","rollType
":"roll","rollAction":"Second Wind"} hit points.Multiattack. Jalester makes two weapon attacks.
Longsword. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Longsword
Monsters
Waterdeep: Dragon Heist
Dwarven Resilience. Ahmaergo has advantage on saving throws against being poisoned.
Indomitable (2/Day). Ahmaergo can reroll a saving throw that he fails. He must use the new roll.
Second Wind
(Recharges after a Short or Long Rest). As a bonus action, Ahmaergo can regain 20 hit points.Multiattack. Ahmaergo makes three attacks with his greataxe.
Greataxe. Melee Weapon Attack: +9;{"diceNotation
Monsters
Waterdeep: Dungeon of the Mad Mage
Indomitable (2/Day). Derrion rerolls a failed saving throw.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, Derrion can regain 20 hit points.Multiattack. Derrion makes three
Monsters
Tomb of Annihilation
Indomitable (2/Day). Sekelok rerolls a failed saving throw.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, Sekelok can regain 20 hit points.
Magic Resistance. Sekelok has
Monsters
Waterdeep: Dungeon of the Mad Mage
Indomitable (2/Day). The champion rerolls a failed saving throw.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, the champion can regain 20 hit points.Multiattack. The champion
Monsters
Waterdeep: Dragon Heist
Indomitable (2/Day). Tashlyn can reroll a saving throw that she fails. She must use the new roll.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, Tashlyn can regain 20 hit
Monsters
Waterdeep: Dungeon of the Mad Mage
Indomitable (2/Day). Thwad rerolls a failed saving throw.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, Thwad can regain 20 hit points.
Dwarven Resilience. Thwad has
Monsters
Mythic Odysseys of Theros
: cone of cold
1/day each: fog cloud, gust of wind, wind wall
Summon Water Weird (Recharges after a Short or Long Rest). As a bonus action, the triton magically summons 1d4;{"diceNotation":"1d4
Monsters
Bigby Presents: Glory of the Giants
frozen statues with a touch or blast enemies with frigid wind. Achieving vengeance is not always enough to grant these creatures rest; often, their hatred and loathing of the living is sufficient to
Monsters
The Wild Beyond the Witchlight
in a 40-foot radius and dim light for an additional 40 feet.
Second Wind (Recharges after a Short or Long Rest). Warduke regains 13 hit points.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
and white
12
Black anvil cracked down the middle on an orange field
Second Wind (Recharges after a Short or Long Rest). The champion regains 20 hit points.
Monsters
Icewind Dale: Rime of the Frostmaiden
turn.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, Gunvald can regain 15 hit points.Multiattack. Gunvald makes three melee attacks.
Battleaxe. Melee Weapon Attack: +8
Monsters
Princes of the Apocalypse
, requiring no material components:
At will: gust of wind, invisibility, lightning bolt
2/day each: chain lightning, cloudkill, haste
Legendary Resistance (3/Day). If Yan-C-Bin fails a saving throw, he
Long Rest). Yan-C- Bin unleashes a terrible thundercrack in a 100-foot-radius sphere centered on himself. All other creatures in the area must succeed on a DC 24 Constitution saving throw or take 31 (9d6
Monsters
Mordenkainen Presents: Monsters of the Multiverse
), a ki-rin can take one of the following lair actions, and it must finish a long rest before taking the chosen lair action again:
Create Comforts. The ki-rin conjures up one or more permanent objects
: banishment, calm emotions, create food and water, greater restoration, plane shift, protection from evil and good, revivify, wind walkThe ki-rin can take 3 legendary actions, choosing from the options
Monsters
Icewind Dale: Rime of the Frostmaiden
(Recharges after a Short or Long Rest). When the werebear takes damage, it reduces the damage taken by 10 (1d12 + 4);{"diceNotation":"1d12+4","rollType":"roll","rollAction":"Stone"}.Goliath legends speak of
a creature that prowls the far reaches of Icewind Dale, known as Oyaminartok the Winter Walker. She can take the form of either a polar bear or a hulking, bipedal shape obscured by wind and blowing
Monsters
The Wild Beyond the Witchlight
","rollType":"roll","rollAction":"Feint"} damage of the weapon’s type.
Second Wind (Recharges after a Short or Long Rest). Elkhorn regains 12 hit points.
Monsters
Bigby Presents: Glory of the Giants
, it must succeed on a DC 20 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest
spectral cloud emits intensely cold wind in a 60-foot line that is 10 feet wide. Each creature in that area must make a DC 20 Constitution saving throw. On a failed save, a creature takes 38 (7d10
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
The region containing Geryon’s lair is warped by his magic, creating one or more of the following effects:
Chilling Wind. Freezing strong winds howl around the area within 1 mile of the lair
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Intelligence as the spellcasting ability (spell save DC 16):
At will: fog cloud, gust of wind, sleet stormFrigid Rebuke. When the eladrin takes damage from a creature the eladrin can see within 60 feet
, while others run through the emotional spectrum each week.
Changeable Natures
Whenever one of the eladrin presented here finishes a long rest, they can associate themself with a different season
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
Effects
The region containing Geryon’s lair is warped by his magic, creating one or more of the following effects:
Chilling Wind. Freezing strong winds howl around the area within 1 mile of
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
aarakocra. To be grounded, trapped underground, or imprisoned by the cold, unyielding earth is a torment few aarakocra can withstand. Even when perched on a high branch or at rest in their mountaintop
have historical ties to the Wind Dukes of Aaqa. Exceptional individuals honor that connection and might seek out the missing pieces of the Rod of Seven Parts, the remains of an artifact fashioned by
Backgrounds
Guildmasters’ Guide to Ravnica
stench.
Suggested Characteristics
Members of the Golgari Swarm are unmistakably products of the undercity, ill at ease amid the comforts of civilization. They bring about the same discomfort in others
, 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
Backgrounds
Guildmasters’ 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
’t survive away from the comforts of the city.
4
Don’t tell me I’m not allowed to do something.
5
Laws are for people who are afraid to face their inner beasts.
6
I
Monsters
Vecna: Eve of Ruin
action), Gust of Wind, Mirror Image, Nondetection
1/day each: Greater Invisibility, Polymorph, Scrying (as an action)Strahd can take 3 legendary actions, choosing from the options below. Only one
the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A Humanoid slain in this way and then buried rises the following night as a vampire spawn under Strahd&rsquo
Monsters
Curse of Strahd
, sleep
2nd level (3 slots): detect thoughts, gust of wind, mirror image
3rd level (3 slots): animate dead, fireball, nondetection
4th level (3 slots): blight, greater invisibility, polymorph
5th level
reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A humanoid slain in this way and then buried in the ground rises the following night as a
Monsters
Mordenkainen's Fiendish Folio Volume 1
). The killmoulis targets up to eight creatures within 100 feet of it that it can see. The next time a target finishes a long rest, it regains all spent Hit Dice and gains 10 temporary hit points.
Curse
of Poor Hospitality (1/day). The killmoulis targets up to eight creatures within 100 feet of it that it can see. The next time a target completes a long rest, it does not regain spent Hit Dice.A
Champion
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
Indomitable (2/Day). The champion rerolls a failed saving throw.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, the champion can regain 20 hit points.Multiattack. The champion
Eladrin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Mordenkainen’s Tome of Foes
finishing a long rest, any eladrin can change their season. An eladrin might choose the season that is present in the world or perhaps the season that most closely matches the eladrin’s current
your own needs.
3
There are no simple meals, only lavish feasts.
4
You stock up on fine food and drink. You hate going without such comforts.
d4
Autumn Flaw
1
feats
Your exposure to the great wind spirit has changed you. You gain the following benefits:
When you move on your turn, you can choose to conjure tiny clouds below your feet, allowing you to move
to fall as normal.
You learn the Fog Cloud and Gust of Wind spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you