Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'currently regains gate to have resting'.
Other Suggestions:
current remain game to have resting
current regions game to have resting
current remains game to have resting
currently remain game to have relying
currently remain game to have restoring
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Shadow Escape. If the vampire drops to 0 Hit Points outside its resting place
, it teleports into its resting place unless it is in running water or sunlight. If it can’t teleport, it is destroyed. Once inside its resting place, it has the Paralyzed condition for 1 hour
Monsters
Monster Manual
, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it
Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. If the vampire drops to 0 Hit Points outside its resting place
Magic Items
Dungeon Master’s Guide
linked to planes determined by the DM.
The cube has 3 charges and regains 1d3 expended charges daily at dawn. As a Magic action, you can expend 1 of the cube’s charges to cast one of the
following spells using the cube.
Gate. Pressing one side of the cube, you cast Gate, opening a portal to the plane of existence keyed to that side.
Plane Shift. Pressing one side of the cube twice, you cast Plane Shift, transporting the targets to the plane of existence keyed to that side.
Magic Items
Dungeon Master’s Guide
;Woe.” The board comes with a heartshaped, wooden planchette. This planchette must be resting on the lettered side of the board for the board’s magic to function.
This board has 3 charges
and regains 1 expended charge daily at dawn. While touching the planchette, you can take 1 minute to cast one of the spells on the table below. The table indicates how many charges you must expend to
Monsters
Monster Manual
, each creature that isn’t currently affected by this breath in a 60-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Test;D20 Tests and subtracts 3 (1d6);{"diceNotation":"1d6
automatically.Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended
Monsters
Monster Manual
Weakening Breath. Strength Saving Throw: DC 24, each creature that isn’t currently affected by this breath in a 90-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Test;D20 Tests
following actions. The dragon regains all expended uses at the start of each of its turns.
Banish. Charisma Saving Throw: DC 24, one creature the dragon can see within 120 feet. Failure: 24 (7d6
Monsters
Waterdeep: Dungeon of the Mad Mage
within 2 hours or be destroyed. Once in his resting place, he reverts to his vampire form. He is then paralyzed until he regains at least 1 hit point. After spending 1 hour in his resting place with 0
to succeed instead.
Misty Escape. When he drops to 0 hit points outside his resting place, Zorak transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious
Monsters
Waterdeep: Dungeon of the Mad Mage
her resting place within 2 hours or be destroyed. Once in her resting place, she reverts to her vampire form. She is then paralyzed until she regains at least 1 hit point. After spending 1 hour in
her resting place with 0 hit points, she regains 1 hit point.
Regeneration. Keresta regains 20 hit points at the start of her turn if she has at least 1 hit point and isn't in sunlight or running water
Monsters
Ghosts of Saltmarsh
3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The statue regains spent legendary
actions at the start of its turn.
Bite. The statue makes one bite attack.
Blood Reaper. All creatures currently cursed by the statue and within 20 feet of it take 5 necrotic damage.
Move. The statue moves up to its speed without provoking opportunity attacks.Lightning, PoisonForce
Monsters
Icewind Dale: Rime of the Frostmaiden
.
Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from
.
Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
Sunlight Hypersensitivity. The vampire takes 20
Monsters
Baldur’s Gate: Descent into Avernus
, darkness
1/day each: dispel evil and good, gate, harm, telekinesis, teleport, wind walkMultiattack. Kostchtchie makes two melee attacks, only one of which can be a bite attack.
Bite. Melee Weapon Attack
option can be used at a time and only at the end of another creature's turn. Kostchtchie regains spent legendary actions at the start of his turn.
Attack. Kostchtchie makes one melee weapon attack.
Charge
Magic Items
Tasha’s Cauldron of Everything
charges). The crook regains 1d6 expended charges daily at dawn.
Absolute Banishment. While you are attuned to the crook and holding it, you can spend 10 minutes to banish all but the mightiest fiends
the years, this curse has spread within the crook, threatening to violently pervert its ancient magic. If this occurs, the Crook of Rao, as it is currently known, is destroyed, its magical matrix
Magic Items
Tasha’s Cauldron of Everything
you are attuned to the book: arcane gate, dimension door, gate, misty step, plane shift, teleportation circle, and word of recall. It functions as a spellbook for you.
While you are
holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following
Monsters
Vecna: Eve of Ruin
re-forms 1d8;{"diceNotation":"1d8", "rollType":"roll", "rollAction":"Bloodheart Stake"} hours later in the nearest unoccupied space to the stake and regains all its hit points. The impaler dies only
impaler regains spent legendary actions at the start of its turn.
Speed Spike. The impaler teleports up to 30 feet to an unoccupied space it can see. It can then make a Spike attack.
Deepen Wounds
Monsters
Tales from the Yawning Portal
Regeneration. Tloques-Popolocas regains 10 hit points at the start of his turn if it has at least 1 hit point and isn't in sunlight or running water. If Tloques-Popolocas takes radiant damage or
heart while it is incapacitated in his resting place.
Sunlight Hypersensitivity. Tloques-Popolocas takes 20 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on
Magic Items
Tasha’s Cauldron of Everything
familiar, gate, magic circle, planar binding, and summon elemental (appears in this book). It functions as a spellbook for you.
While you are holding the book, you can use it as a spellcasting
focus for your wizard spells. The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
If you spend 1 minute studying
Monsters
Candlekeep Mysteries
an extra 1d6;{"diceNotation":"1d6","rollType":"damage","rollAction":"Staff of Striking","rollDamageType":"force"} force damage.
Heal Self (Recharges after a Long Rest). Bak Mei regains 2d8 + 4
at a time and only at the end of another creature’s turn. Bak Mei regains spent legendary actions at the start of his turn.
Crane Dance. Bak Mei moves up to 20 feet. This movement does not
Magic Items
The Book of Many Things
action, you can expend 3 charges to cast the Arcane Gate spell from the deck. The deck vanishes, and fluttering cards create the spell’s portal rings. When the spell ends, the deck reappears in
you’re wearing or carrying, to that space. The card then vanishes and returns to the deck.
The deck regains 1d6 expended charges daily at dawn.
Monsters
Tales from the Yawning Portal
and only at the end of another creature's turn. The aboleth regains spent legendary actions at the start of its turn.
Detect. The aboleth makes a Wisdom (Perception) check.
Tail Swipe. The aboleth
":"psychic"} psychic damage, and the aboleth regains hit points equal to the damage the creature takes.Aboleths lair in subterranean lakes or the rocky depths of the ocean, often surrounded by the ruins of
Monsters
Bigby Presents: Glory of the Giants
damage, each creature within 20 feet of it takes that damage as well.
Regeneration. The mutate regains 10 hit points at the start of its turn. If the mutate takes acid or fire damage, this trait doesn
as much damage on a successful one.When exposed to corrupting alien energy, such as that found near a gate to the Far Realm or the strange magic that emanates through the Underdark, a regenerating
Monsters
Mordenkainen Presents: Monsters of the Multiverse
shift, silence
1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, gate, levitate (self only), suggestionThe drow can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The drow regains spent legendary actions at the start of her turn.
Demon Staff. The
Monsters
Icewind Dale: Rime of the Frostmaiden
actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Auril regains spent legendary actions at the start of
stat blocks presented here.
After finishing a long rest, Auril regains any of her forms that were destroyed, provided at least one form survives. When she transitions from one form to another, she
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Regeneration. Geryon regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Geryon dies only if he starts his turn
action option can be used at a time and only at the end of another creature’s turn. Geryon regains spent legendary actions at the start of his turn.
Infernal Glare. Geryon targets one creature he
Monsters
Icewind Dale: Rime of the Frostmaiden
the end of another creature’s turn. Auril regains spent legendary actions at the start of her turn.
Polar Ray. Auril uses Polar Ray.
Intensify Aura (Costs 2 Actions). Auril’s Frigid
, Auril is reborn at full strength during the next winter solstice, with divine power far beyond what is reflected in the stat blocks presented here.
After finishing a long rest, Auril regains any of
Backgrounds
Baldur’s Gate: Descent into Avernus
usually gain access to friendly military encampments and fortresses where your rank is recognized.
BALDUR’S GATE FEATURE: CITY GUARD
You may choose to currently serve in either the Flaming
Mercenaries, private guards, Watch soldiers, and members of the Flaming Fist number among just a few of the many soldiers on the streets of Baldur’s Gate.
War has been your life for as long as
Monsters
Icewind Dale: Rime of the Frostmaiden
bonus action to move up to half its speed and make a bite attack.
Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or
wearing perfume or carrying an open container of it.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Regeneration. Geryon regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Geryon dies only if he starts his turn
legendary action option can be used at a time and only at the end of another creature’s turn. Geryon regains spent legendary actions at the start of his turn.
Infernal Glare. Geryon targets one
Monsters
Eberron: Rising from the Last War
each: chain lightning, create undead, dream, hold monster, mass suggestion, scrying
1/day each: foresight, gate, power word kill, teleport
Legendary Resistance (3/Day). If Sul Khatesh fails a saving
form.Sul Khatesh can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Sul Khatesh regains
Monsters
Mordenkainen Presents: Monsters of the Multiverse
shift, silence
1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, gate, levitate (self only), suggestionThe drow can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The drow regains spent legendary actions at the start of her turn.
Compel Demon. An
Monsters
Tomb of Annihilation
additional 20 feet, or make the gem go dark.
Turn the dagger into a compass that, while resting on Artus’s palm, points north.
Cast dimension door from the dagger. Once this property is used
":"1d8+2","rollType":"damage","rollAction":"Longbow","rollDamageType":"piercing"} piercing damage.
Ring of Winter. The Ring of Winter has 12 charges and regains all its expended charges daily at dawn
Monsters
Icewind Dale: Rime of the Frostmaiden
from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Auril regains spent legendary actions at the start of her turn
solstice, with divine power far beyond what is reflected in the stat blocks presented here.
After finishing a long rest, Auril regains any of her forms that were destroyed, provided at least one
Monsters
Waterdeep: Dungeon of the Mad Mage
).Halaster can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Halaster regains spent
or an archway previously removed in this way.
Halaster deactivates or reactivates one of Undermountain’s magic gates. The gate must be within 120 feet of him.
Regional Effects
When Halaster
Magic Items
Vecna: Eve of Ruin
again until the next dawn.
Rod Pieces
Piece
Spell
Rod of Seven Parts (First Piece);First
Commune
Rod of Seven Parts (Second Piece);Second
Arcane Gate
Rod of Seven Parts
rolls made with it.
Rod Spellcasting. The Rod of Seven Parts has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the rod, you can use an action to expend 1 charge and cast
Magic Items
Acquisitions Incorporated
), demiplane (6 charges), gate (7 charges), plane shift (5 charges), or teleportation circle (3 charges). The orrery regains 1d4 + 4 expended charges daily at dawn.
Vampire Warrior
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in
its resting place with 0 hit points, it regains 1 hit point.
Regeneration. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running