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Returning 35 results for 'dawn levels'.
Other Suggestions:
dawn level
down levels
dawn levers
Magic Items
Tasha’s Cauldron of Everything
Charisma check against a humanoid, you can roll a d10 and add the number rolled as a bonus to the result. The creature then becomes hostile to you at the next dawn.
7
The Donkey’s Dream
dawn. You gain the following flaw: “When I see wickedness in action, I must oppose it.”
8
Beyond the Rock of Bral (silver mind flayer tooth)
2 mind flayer;mind flayers
You gain
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Chapter 2: Creating a Multiverse When adventurers reach higher levels, their path extends to other dimensions of reality: the planes of existence that form the multiverse. The characters might be
world. Planar adventures offer unprecedented dangers and wonders. Adventurers walk on streets made of solid fire, or test their mettle on a battlefield where the fallen are resurrected with each dawn.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Chapter 2: Creating a Multiverse When adventurers reach higher levels, their path extends to other dimensions of reality: the planes of existence that form the multiverse. The characters might be
world. Planar adventures offer unprecedented dangers and wonders. Adventurers walk on streets made of solid fire, or test their mettle on a battlefield where the fallen are resurrected with each dawn.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
adventurers to travel there. As your character achieves greater power and higher levels, you might walk on streets made of solid fire or test your mettle on a battlefield where the fallen are resurrected with each dawn.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
adventurers to travel there. As your character achieves greater power and higher levels, you might walk on streets made of solid fire or test your mettle on a battlefield where the fallen are resurrected with each dawn.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
creatures that dwell there, communicate with their denizens, and allow adventurers to travel there. As your character achieves greater power and higher levels, you might undertake a quest to rescue a friend
from the horrific depths of the Abyss, or find yourself hoisting a tankard with the friendly giants of Ysgard. You might walk on streets made of solid fire or test your mettle on a battlefield where the fallen are resurrected with each dawn.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
creatures that dwell there, communicate with their denizens, and allow adventurers to travel there. As your character achieves greater power and higher levels, you might undertake a quest to rescue a friend
from the horrific depths of the Abyss, or find yourself hoisting a tankard with the friendly giants of Ysgard. You might walk on streets made of solid fire or test your mettle on a battlefield where the fallen are resurrected with each dawn.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
go, there always appear to be more levels below. Gravenhollow: General Features Not even the current librarians know who built Gravenhollow. All they know is that the library has existed since the dawn
wide walkway connecting the rooms dug into the surrounding wall. Bridges cross the well at regular intervals, and also connect to stairs to the levels above and below. No matter how far down visitors
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
go, there always appear to be more levels below. Gravenhollow: General Features Not even the current librarians know who built Gravenhollow. All they know is that the library has existed since the dawn
wide walkway connecting the rooms dug into the surrounding wall. Bridges cross the well at regular intervals, and also connect to stairs to the levels above and below. No matter how far down visitors
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the mark, as noted in the Scrivener’s Mark Effects table. Any character marked in this way must make a DC 20 Charisma saving throw every third dawn thereafter. On a failed save, the level of that
gains a new benefit (up to level 4) and a new drawback, in addition to retaining the ones from lower levels. A character can choose to fail the saving throw, and a character instantly becomes aware of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the mark, as noted in the Scrivener’s Mark Effects table. Any character marked in this way must make a DC 20 Charisma saving throw every third dawn thereafter. On a failed save, the level of that
gains a new benefit (up to level 4) and a new drawback, in addition to retaining the ones from lower levels. A character can choose to fail the saving throw, and a character instantly becomes aware of
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, light-reflecting stone, and art depicting legendary heroes make every sun temple a bright, inspiring space. The rites conducted in sun temples include marriages, ceremonies to honor heroes, dawn worship
for Heliod’s holy sites. Most ceremonies take place on the rooftop, which is surrounded by statues of heroic figures and magnificent gardens that bloom in the dawn light. Worshipers reach the top by
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, light-reflecting stone, and art depicting legendary heroes make every sun temple a bright, inspiring space. The rites conducted in sun temples include marriages, ceremonies to honor heroes, dawn worship
for Heliod’s holy sites. Most ceremonies take place on the rooftop, which is surrounded by statues of heroic figures and magnificent gardens that bloom in the dawn light. Worshipers reach the top by
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
any Exhaustion levels, finishing a Long Rest neither restores lost Hit Points nor reduces the creature’s Exhaustion level. Fighting the Contagion. Daily at dawn, an infected creature makes a DC 11
gains 1 Exhaustion level. Weakness. While the creature has any Exhaustion levels, it regains only half the normal number of Hit Points from spending Hit Point Dice. Restlessness. While the creature has
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
any Exhaustion levels, finishing a Long Rest neither restores lost Hit Points nor reduces the creature’s Exhaustion level. Fighting the Contagion. Daily at dawn, an infected creature makes a DC 11
gains 1 Exhaustion level. Weakness. While the creature has any Exhaustion levels, it regains only half the normal number of Hit Points from spending Hit Point Dice. Restlessness. While the creature has
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
this class. Human Fey Wanderer Fey Wanderer Magic 3rd-level Fey Wanderer feature You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table
. Feywild Gifts d6 Gift 1 Illusory butterflies flutter around you while you take a short or long rest. 2 Fresh, seasonal flowers sprout from your hair each dawn. 3 You faintly smell of cinnamon
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
this class. Human Fey Wanderer Fey Wanderer Magic 3rd-level Fey Wanderer feature You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table
. Feywild Gifts d6 Gift 1 Illusory butterflies flutter around you while you take a short or long rest. 2 Fresh, seasonal flowers sprout from your hair each dawn. 3 You faintly smell of cinnamon
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
any Exhaustion levels, finishing a Long Rest neither restores lost Hit Points nor reduces the creature’s Exhaustion level. Fighting the Contagion. Daily at dawn, an infected creature makes a DC 11
gains 1 Exhaustion level. Weakness. While the creature has any Exhaustion levels, it regains only half the normal number of Hit Points from spending Hit Point Dice. Restlessness. While the creature has
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
any Exhaustion levels, finishing a Long Rest neither restores lost Hit Points nor reduces the creature’s Exhaustion level. Fighting the Contagion. Daily at dawn, an infected creature makes a DC 11
gains 1 Exhaustion level. Weakness. While the creature has any Exhaustion levels, it regains only half the normal number of Hit Points from spending Hit Point Dice. Restlessness. While the creature has
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
your welcome.” Those who climb the mountainside to reach the cave must succeed on a DC 12 Constitution saving throw or arrive with 1d4 levels of exhaustion. Trying to get Hlam (see appendix B) to
. Each day at dawn, Meloon engages in a telepathic contest of wills with his magic axe, Azuredge (see appendix A), before leaving his room at the Yawning Portal. The axe wants a new wielder, but Meloon
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
your welcome.” Those who climb the mountainside to reach the cave must succeed on a DC 12 Constitution saving throw or arrive with 1d4 levels of exhaustion. Trying to get Hlam (see appendix B) to
. Each day at dawn, Meloon engages in a telepathic contest of wills with his magic axe, Azuredge (see appendix A), before leaving his room at the Yawning Portal. The axe wants a new wielder, but Meloon
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Upper Levels and Cellar The belfry tower rises above the main levels of the hermitage, and a secret cellar below the kitchen has become a refuge for the survivors of the undead assault. The following
. Miraculously, it missed our hiding place, though it kept scrabbling at the floor as if it could sense us below. But then as the first glow of dawn showed at the cleft in the wall there, it suddenly fled
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Upper Levels and Cellar The belfry tower rises above the main levels of the hermitage, and a secret cellar below the kitchen has become a refuge for the survivors of the undead assault. The following
. Miraculously, it missed our hiding place, though it kept scrabbling at the floor as if it could sense us below. But then as the first glow of dawn showed at the cleft in the wall there, it suddenly fled
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ranger Subclasses A Ranger subclass is a specialization that grants you features at certain Ranger levels, as specified in the subclass. This section presents the Beast Master, Fey Wanderer, Gloom
hair each dawn.
3 You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.
4 Your shadow dances while no one is looking directly at it.
5 Horns or antlers
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ranger Subclasses A Ranger subclass is a specialization that grants you features at certain Ranger levels, as specified in the subclass. This section presents the Beast Master, Fey Wanderer, Gloom
hair each dawn.
3 You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.
4 Your shadow dances while no one is looking directly at it.
5 Horns or antlers
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
locations of Wyllowwood’s gates and how to activate them (see areas 3b, 6i, and 9), as well as the passages leading down to levels 6 and 7. If the characters slay the cloakers north of her tower (in area 4
charges daily at dawn. If its last charge is expended, roll a d20. On a 1, the staff turns into black rose petals and is lost forever. 6g. Secret Room This room is hidden behind a locked secret door
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Cleric Subclasses A Cleric subclass is a specialization that grants you features at certain Cleric levels, as specified in the subclass. Each Cleric subclass is named after a domain of existence that
of the Dawn As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to emit a flash of light in a 30-foot Emanation originating from yourself. Any magical Darkness
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Cleric Subclasses A Cleric subclass is a specialization that grants you features at certain Cleric levels, as specified in the subclass. Each Cleric subclass is named after a domain of existence that
of the Dawn As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to emit a flash of light in a 30-foot Emanation originating from yourself. Any magical Darkness
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
locations of Wyllowwood’s gates and how to activate them (see areas 3b, 6i, and 9), as well as the passages leading down to levels 6 and 7. If the characters slay the cloakers north of her tower (in area 4
charges daily at dawn. If its last charge is expended, roll a d20. On a 1, the staff turns into black rose petals and is lost forever. 6g. Secret Room This room is hidden behind a locked secret door
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, drink, sleep, or breathe. The character’s hit point maximum is reduced by 1d4 at dawn each day, representing the physical decay of the body. No spell or effect can halt or counteract this decay. If the
later raised or resurrected loses all memory of being an undead creature, but it doesn’t lose any levels or XP gained while it was undead. Treasure The green hag keeps nothing of value in her hut
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, drink, sleep, or breathe. The character’s hit point maximum is reduced by 1d4 at dawn each day, representing the physical decay of the body. No spell or effect can halt or counteract this decay. If the
later raised or resurrected loses all memory of being an undead creature, but it doesn’t lose any levels or XP gained while it was undead. Treasure The green hag keeps nothing of value in her hut
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
emitted this gas, it can’t do so again until the next dawn. G18: Astral Reliefs This chamber is the lair of three Hostile Manticores that grudgingly serve the hags in the bog (area G15). During the day
that spends the entirety of a Short or Long Rest in this chamber gains the following benefits at the end of the rest: All Exhaustion levels are removed from the creature. The Poisoned condition ends on
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
emitted this gas, it can’t do so again until the next dawn. G18: Astral Reliefs This chamber is the lair of three Hostile Manticores that grudgingly serve the hags in the bog (area G15). During the day
that spends the entirety of a Short or Long Rest in this chamber gains the following benefits at the end of the rest: All Exhaustion levels are removed from the creature. The Poisoned condition ends on
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
succeed on a DC 10 Dexterity saving throw or take 22 (4d10) bludgeoning damage. K11. Laboratory This room consists of a ledge connected to the levels above and below by invisible staircases (see “Kolat
meld her form with that of a gargoyle, and imprisoned her. If the gargoyle travels with the party, roll a d10 each day at dawn. On a roll of 1, Lady Gondafrey’s alignment becomes chaotic evil for 24
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
succeed on a DC 10 Dexterity saving throw or take 22 (4d10) bludgeoning damage. K11. Laboratory This room consists of a ledge connected to the levels above and below by invisible staircases (see “Kolat
meld her form with that of a gargoyle, and imprisoned her. If the gargoyle travels with the party, roll a d10 each day at dawn. On a roll of 1, Lady Gondafrey’s alignment becomes chaotic evil for 24