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Returning 35 results for 'content waking rest'.
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contents wearing rest
contact wearing rest
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Spells
Player’s 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
Spelljammer: Adventures in Space
Advanced Telepathy. Flapjack can perceive the content of any telepathic communication used within 60 feet of it, and it can’t be surprised by creatures with any form of telepathy.
Prone
the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.
Spellcasting. Flapjack casts one of the following spells, requiring no material components and using Intelligence
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
The Wild Beyond the Witchlight
each of its turns, ending the effect on itself on a success.
Twin Sight (Recharges after a Short or Long Rest). In her mind’s eye, a Selenelion twin can see what the other twin sees for up to 1
the masks they wear; Gleam wears a crescent moon mask, and Glister wears a sun mask.
Blessed by Corellon, the twins can each change their sex at the end of a long rest, though one twin rarely does so
Monsters
Fizban's Treasury of Dragons
distinctive amethyst dragon characters.
Amethyst Dragon Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I am never so content as when
, ideally mountain lakes, where they take advantage of existing caves and tunnels. A lair behind a cascading waterfall is ideal, and often part of that lair is submerged, allowing the dragon to rest in the
Monsters
Fizban's Treasury of Dragons
I am never so content as when contemplating the beauty and wonders of the multiverse.
2
I am a sworn protector against the depredations of the Far Realm, and I will root out its corruption
tunnels. A lair behind a cascading waterfall is ideal, and often part of that lair is submerged, allowing the dragon to rest in the water and cultivate the fish that are their preferred food.
Amethyst
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon turtle can breathe air and water
Blessing of the Sea (Recharges after a Short or Long Rest). If the dragon turtle would be reduced to 0 hit points, its current hit point total
constructing a dragon turtle’s lair, you can simply take a coastal map and translate it to an underwater environment or use the map as-is if the dragon turtle is content to lair near the surface
Flumph
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Advanced Telepathy. The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can’t be surprised by creatures with any form of telepathy.
Prone
creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.Psychic
Dream
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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.
monsters
", "rollDamageType":"Poison"} Poison damage and has the Poisoned condition. While Poisoned, it can’t regain Hit Points. The target repeats the saving throw when it finishes a Long Rest, ending
. Success: Half damage only.
Waking Nightmare (Weasel Hag Head). Charisma Saving Throw: DC 18, one creature the abomination can see within 30 feet. Failure: 11 (2d10);{"diceNotation":"2d10", "rollType
monsters
no action required), or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell again.
Magic Resistance. The hag has Advantage on saving throws against spells and
/Deafness, Detect Magic, Ray of Enfeeblement
1/Day Each: Confusion, Dream
Waking Terrors (Recharge 5–6). Wisdom Saving Throw: DC 13, one creature the hag can see within 30 feet. If the hag
races
state of perpetual slumber for as long as necessary, outlasting the aftermath of the disaster that would wipe out the rest of their kind.
The plan worked. But living for so long within the world of
dreams had unforeseen consequences. Upon waking, the dreamers found that they could no longer differentiate between dreams and memories, with both fading quickly from their minds. The result was the
monsters
the following effect. Constitution Saving Throw: DC 15. Failure: The target is cursed until it finishes a Short or Long Rest. While cursed in this way, the creature makes Dexterity-based D20
start of its next turn.Far from the waking world and beyond the Dimension of Dreams sprawl the cold, windswept plains of Leng. There, the mysterious and malevolent denizens of Leng engage in abstruse
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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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->Van Richten’s Guide to Ravenloft
a mystery cartoon or a slasher movie? What content makes it scary? What do you not want to see in a horror story? These are all legitimate questions and ones you should have answers to before
distinct and real, even if they differ from your own. Before creating a character, ask your DM and the rest of the group the aforementioned questions, along with any others that come to mind. Chapter
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
a mystery cartoon or a slasher movie? What content makes it scary? What do you not want to see in a horror story? These are all legitimate questions and ones you should have answers to before
distinct and real, even if they differ from your own. Before creating a character, ask your DM and the rest of the group the aforementioned questions, along with any others that come to mind. Chapter
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Where’s Skabatha? All of Loomlurch’s denizens are aware of Granny Nightshade’s 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->The Wild Beyond the Witchlight
Where’s Skabatha? All of Loomlurch’s denizens are aware of Granny Nightshade’s 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 Richten’s 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 I’Cath if they spend any part of that rest in Tsien Chiang’s 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->Van Richten’s 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 I’Cath if they spend any part of that rest in Tsien Chiang’s 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->Mordenkainen's Tome of Foes
of their leaders. The bellicose githyanki terrorize the Astral Plane, raiding into other worlds to plunder the multiverse of its magic and riches. The githzerai live apart from the rest of the cosmos
, content within the confines of their fortresses floating through the chaos of Limbo. Although the two groups of gith despise each other, their hatred for the mind flayers from whom they escaped
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
of their leaders. The bellicose githyanki terrorize the Astral Plane, raiding into other worlds to plunder the multiverse of its magic and riches. The githzerai live apart from the rest of the cosmos
, content within the confines of their fortresses floating through the chaos of Limbo. Although the two groups of gith despise each other, their hatred for the mind flayers from whom they escaped
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->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->Player’s 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->Van Richten’s 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 “Story Overview.” 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->Van Richten’s 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 “Story Overview.” 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->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 target’s 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 target’s body, the target makes its saving throw with disadvantage.
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 target’s body, the target makes its saving throw with disadvantage.
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 target’s body, the target makes its saving throw with disadvantage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
12
Languages Understands Undercommon but can’t speak; telepathy 60 ft.
CR 1/8 (XP 25; PB +2)
Traits
Advanced Telepathy. The flumph perceives the content of any telepathic communication within
-foot Emanation originating from the coated target. The target can remove the stench on itself if it bathes during a Short or Long Rest.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
people will be content to abide by the terms of the treaty. Other goblins still hidden in the mountains—the enigmatic Heirs of Dhakaan (see chapter 4)—could pose a threat both to the goblins and the
rest of Khorvaire. Traditionally, the Ghaal’dar worshiped a form of the Dark Six. House Deneith introduced the Sovereign Host to the region, and some goblins have embraced this faith, especially the gods Dol Dorn, Dol Arrah, and Balinor.
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 spell’s level × 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->Dungeon Master’s Guide
becomes much less simple when the treasure is located in the midst of a raging battle! Natives of the Upper Planes also have roles to play in the Blood War. While most of them are content to watch evil feed
on itself, they still take steps to minimize the threat to the rest of the multiverse. Whenever the Blood War spills into a location outside the Abyss and the Nine Hells, angels and other emissaries of the gods—including mortals of exceptional valor—stand ready to intervene.