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Returning 35 results for 'core waking rest'.
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core wearing rest
core waiting rely
core waiting resort
core working rely
core working resort
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
The Book of Many Things
Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit
"} necrotic damage, and its Charisma score is reduced by 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Drink Breath"}. This reduction lasts until the target finishes a short or long rest. If this
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
Mordenkainen Presents: Monsters of the Multiverse
fragments that make up the island’s core are also located. Sections of the lair and its center might be kept dry to better protect and preserve collected objects and creatures, but most of the lair
being watched, even when they aren’t.
Lost Possessions. Each time a creature that has been on the island for less than a year finishes a short or long rest, it must make a DC 10 Intelligence
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.
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
Bugbear
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
wandering children unless they clearly have something to gain by doing so. From the viewpoint of the rest of the world, their aggression and savagery are thankfully offset by their rarity and lethargy
indolence offers no clue to how vicious the creatures are. Bugbears are capable of bouts of incredible ferocity, using their muscular bodies to exact swift and ruthless violence. At their core
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
Morkoth
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
core of the warren, where the pearly matter of the island is also located. Sections of the lair and its center might be kept dry to better protect and preserve collected objects and creatures, but most
watched, even when they aren't.
Each time a creature that has been on the island for less than a year finishes a short or long rest, it must make a DC 10 Intelligence (Investigation) check. On a
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->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->Dragonlance: Shadow of the Dragon Queen
Running the Adventure To run the adventure, you need the fifth edition core rulebooks (Player’s Handbook, Dungeon Master’s Guide, and Monster Manual). Text that appears in a box like this is meant to
most of the creatures encountered in this adventure. The rest can be found in appendix B. Spells and equipment mentioned in the adventure are described in the Player’s Handbook unless the text points
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Running the Adventure To run the adventure, you need the fifth edition core rulebooks (Player’s Handbook, Dungeon Master’s Guide, and Monster Manual). Text that appears in a box like this is meant to
most of the creatures encountered in this adventure. The rest can be found in appendix B. Spells and equipment mentioned in the adventure are described in the Player’s Handbook unless the text points
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Shape of Sharn Sharn is the largest city in Khorvaire, with a population of half a million people. Humans make up about a third of that number, and dwarves are a sixth of it; the rest is a blend
At the hub of each of these quarters is a cluster of enormous core towers. A web of bridges and platforms connects many of these vast spires, and smaller turrets sprout from the edges of the core
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Shape of Sharn Sharn is the largest city in Khorvaire, with a population of half a million people. Humans make up about a third of that number, and dwarves are a sixth of it; the rest is a blend
At the hub of each of these quarters is a cluster of enormous core towers. A web of bridges and platforms connects many of these vast spires, and smaller turrets sprout from the edges of the core
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->Wayfinder's Guide to Eberron
keep. We’ve got those, and lots of ‘em. But the foundation of the city is the core towers. The walls of these towers are so thick, you could fit your lord’s entire castle in one.
You’ve got your
outside districts where you get the open air, built on the bridges and platforms that connect the core towers together. You’ve got the little turrets, built on the core tower walls and the bridges
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->Icewind Dale: Rime of the Frostmaiden
Running the Adventure To run the adventure, you need the fifth edition core rulebooks (Player’s Handbook, Dungeon Master’s Guide, and Monster Manual). Text that appears in a box like this is meant to
most of the creatures encountered in this adventure. The rest can be found in appendix C. When a creature’s name appears in bold type, that’s a visual cue pointing you to its stat block as a way of
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
keep. We’ve got those, and lots of ‘em. But the foundation of the city is the core towers. The walls of these towers are so thick, you could fit your lord’s entire castle in one.
You’ve got your
outside districts where you get the open air, built on the bridges and platforms that connect the core towers together. You’ve got the little turrets, built on the core tower walls and the bridges
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->Icewind Dale: Rime of the Frostmaiden
Running the Adventure To run the adventure, you need the fifth edition core rulebooks (Player’s Handbook, Dungeon Master’s Guide, and Monster Manual). Text that appears in a box like this is meant to
most of the creatures encountered in this adventure. The rest can be found in appendix C. When a creature’s name appears in bold type, that’s a visual cue pointing you to its stat block as a way of
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->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