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Returning 35 results for 'commands dawn'.
Magic Items
Dungeon Master’s Guide
possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it
as a Bonus Action. The bowl can’t be used this way again until the next dawn.
The bowl is about 1 foot in diameter and half as deep. It holds about 3 gallons.
Magic Items
Dungeon Master’s Guide
languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The brazier can’t be used this way again until the next dawn.
Magic Items
Dungeon Master’s Guide
, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The censer can’t be used this way again until the next dawn.
Magic Items
Dungeon Master’s Guide
your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The stone can’t be used this way again until the next dawn.
Magic Items
Dungeon Master’s Guide
regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one Swarm of Rats with each expended charge if
Friendly swarm obeys your commands. If you issue no commands to a Friendly swarm, it defends itself but otherwise takes no actions. If a Friendly swarm starts its turn more than 30 feet away from you, your
Magic Items
Dungeon Master’s Guide
unoccupied spaces within 300 feet of you and obey your commands until they are destroyed or until the next dawn, when they collapse into inanimate piles of bones and rotting corpses. Once you use this
Armor Class while holding the wand.
Spells. The wand has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the wand, you can cast one of the spells on the following table
Magic Items
Stranger Things: Welcome to the Hellfire Club
continue to play the pipes each round as a Magic action. While Friendly, the swarm is under your control, obeys your commands, and takes no action other than to defend itself if you issue it no commands
. Once your control ends, the swarm vanishes, and the pipes can’t be used again until the next dawn.
Magic Items
Netheril’s Fall
an unoccupied space as close to you as possible. The eddy is Friendly to you and your allies, and it obeys your commands. If you fail to command it, the eddy defends itself against attackers but takes
no other actions. It takes its turn immediately after you on your Initiative count. The eddy disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The fork can’t be used this way again until the next dawn.
Monsters
Waterdeep: Dungeon of the Mad Mage
charges)
wall of ice (4 charges).
It regains 1d6 + 4;{"diceNotation":"1d6+4","rollType":"roll"} expended charges daily at dawn. If the staff expends its last charge, roll a d20. On a 1, the staff turns
can issue commands to it, which the creature does its best to obey. The creature can repeat the saving throw each time it takes damage, ending the effect on itself on a success. A creature that
Monsters
Mordenkainen Presents: Monsters of the Multiverse
hunting dogs. They race in pursuit of their prey, running it down until it’s too exhausted to fight back. Only the threat of dawn drives the pack back into hiding.
A pack of yeth hounds can be
created by powerful Fey such as the Queen of Air and Darkness. Each pack’s master can telepathically communicate with their yeth hounds to give the pack commands from afar. If a pack’s
Monsters
Candlekeep Mysteries
charges are expended, but it regains 1d3 expended charges daily at dawn and glows again once it has 1 or more charges.Stone golems are magical constructs cut and chiseled from stone to appear as tall
.
The disk can be removed to reveal the glowing sapphire only when the golem receives a command to use its power from someone whose commands it obeys. Otherwise, the sapphire remains hidden. The
Orcus
Legacy
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Monsters
Out of the Abyss
charges). The wand regains 1d4 + 3;{"diceNotation":"1d4+3","rollType":"roll","rollAction":"Wand of Orcus"} charges daily at dawn.
While holding the wand, Orcus can use an action to conjure undead
creatures whose combined average hit points don’t exceed 500. These undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Orcus and obey his commands
Monsters
Tomb of Annihilation
, it can’t be used again until the next dawn.
Cast compulsion (save DC 15) from the dagger. The range of the spell increases to 90 feet, but the spell targets only spiders that are beasts. Once
this property is used, it can’t be used again until the next dawn.
Multiattack. Artus makes three attacks with Bookmark or his longbow.
Bookmark (+3 Dagger). Melee Weapon Attack: +8
Pipes of the Sewers
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Magic Items
Basic Rules (2014)
swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended charges daily at dawn.
Whenever a swarm of rats that isn't under
long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If
Lightbringer
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Magic Items
Lost Mine of Phandelver
You have a +1 bonus to attack and damage rolls made with this magic weapon.
This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made
of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures.
Magic Items
Phandelver and Below: The Shattered Obelisk
You have a +1 bonus to attack and damage rolls made with this magic weapon.
This weapon, known as Lightbringer, was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped
like a sunburst and is made of solid brass. The mace glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to Undead creatures.
Magic Items
The Book of Many Things
by you); if you don’t issue any commands, the spirit takes the Dodge action and uses its movement to avoid danger.
Once this bonus action is used, it can’t be used again until the next dawn.
.
The spirit is an ally to you and your companions. In combat, the spirit shares your initiative count but takes its turn immediately after yours. The spirit obeys your commands (no action required
Monsters
Mordenkainen Presents: Monsters of the Multiverse
creatures whose combined average hit points don’t exceed 500. These creatures magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Orcus and obey his commands
of which require charges; the wand has 7 charges to fuel these spells, and it regains 1d4 + 3;{"diceNotation":"1d4 + 3", "rollType":"roll", "rollAction":"Charges regained"} charges daily at dawn:
At
Magic Items
Lost Laboratory of Kwalish
This finely carved pipe blows odorless bubbles instead of smoke when used. The pipe has 3 charges, and it regains all spent charges daily at dawn. While you hold the pipe, you can expend charges to
charges). The mephit is friendly to you, obeys your verbal commands, and acts on its own turn in the initiative order. It disappears in a harmless puff of steam after 1 minute or if it ends its turn more than 60 feet from the pipe.
Magic Items
Fizban's Treasury of Dragons
’t be used this way again until the next dawn.
Gold Dragon Form. While you are missing half or more of your hit points, you can speak a different command word and the figurine becomes an
commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each form. At the end of the duration, the creature reverts to
Monsters
The Wild Beyond the Witchlight
in an unoccupied space within 5 feet of Bavlorna, obeys her commands, and takes its turn immediately after hers. A lornling lasts for 1 hour, until it or Bavlorna dies, or until Bavlorna dismisses it
dawn, when the coven regains all of its shared spells.
Swallow. Bavlorna swallows a Small or smaller creature she is grappling, ending the grapple on it. The swallowed creature is blinded and
Wand of Orcus
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Magic Items
Dungeon Master’s Guide (2014)
(4 charges), or speak with dead (1 charge). The wand regains 1d4 + 3 expended charges daily at dawn.
While attuned to the wand, Orcus or a follower blessed by him can cast each of the wand’s
can divide 500 hit points among, each undead having average hit points. The undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of you and obey your commands
Monsters
Curse of Strahd
","rollType":"roll","rollAction":"Children of the Night"} rounds, acting as allies of Strahd and obeying his spoken commands. The beasts remain for 1 hour, until Strahd dies, or until he dismisses
heart absorbs damage that reduces it to 0 hit points, it is destroyed, and Strahd takes any leftover damage. The Heart of Sorrow has 50 hit points and is restored to that number of hit points each dawn
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
space as close to the brazier as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour
, when it dies, or when you dismiss it as a Bonus Action. The brazier can’t be used this way again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
close to the censer as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies
, or when you dismiss it as a Bonus Action. The censer can’t be used this way again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
appears in an unoccupied space as close to the bowl as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental
disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The bowl can’t be used this way again until the next dawn. The bowl is about 1 foot in diameter and half as deep. It holds about 3 gallons.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
space as close to the brazier as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour
, when it dies, or when you dismiss it as a Bonus Action. The brazier can’t be used this way again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
close to the censer as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies
, or when you dismiss it as a Bonus Action. The censer can’t be used this way again until the next dawn. Conceptopolis, Zuzanna Wuzyk Censer of Controlling Air Elementals, Charlatan’s Die, Cauldron of Rebirth
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
unoccupied space you choose within 30 feet of yourself, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The stone can’t be used this way again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
unoccupied space you choose within 30 feet of yourself, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The stone can’t be used this way again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
appears in an unoccupied space as close to the bowl as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental
disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The bowl can’t be used this way again until the next dawn. The bowl is about 1 foot in diameter and half as deep. It holds
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
Eddy (see appendix B). The eddy appears in an unoccupied space as close to you as possible. The eddy is Friendly to you and your allies, and it obeys your commands. If you fail to command it, the eddy
defends itself against attackers but takes no other actions. It takes its turn immediately after you on your Initiative count. The eddy disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The fork can’t be used this way again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
daily at dawn. While you hold the pipe, you can expend charges to gain access to the following properties: You can cast fog cloud as an action (1 charge). You can cast misty step as a bonus action (2
charges). You can summon a steam mephit as an action (3 charges). The mephit is friendly to you, obeys your verbal commands, and acts on its own turn in the initiative order. It disappears in a harmless puff of steam after 1 minute or if it ends its turn more than 60 feet from the pipe.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
equal to the necrotic damage the target takes. Once this property is used, it can’t be used again until the next dawn. Comet. As an action, you can hold this card aloft and call down a fiery meteor to
bludgeoning damage and 6d6 fire damage, or half as much damage on a successful save. Once this property is used, it can’t be used again until the next dawn. Donjon. As an action, you can brandish this
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
threaten or harm them. The pipes have 3 charges and regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one
Friendly swarm obeys your commands. If you issue no commands to a Friendly swarm, it defends itself but otherwise takes no actions. If a Friendly swarm starts its turn more than 30 feet away from you






