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Returning 35 results for 'dawn more allow'.
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Magic Items
Dungeon Master’s Guide
. Their magic has been warped over the centuries. Their primary purpose of calling dragons still functions, but they also allow some measure of control over dragons.
Each orb contains the essence of
charges daily at dawn. If you control the orb, you can cast one of the spells on the following table from it. The table indicates how many charges you must expend to cast the spell.
Spell
Charge
Magic Items
Dungeon Master’s Guide
cast that spell again from it until the next dawn.
Vile Lore. You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil, such as
, foul rites that allow one to transform into a death knight or lich, or long-lost spells crafted by beings so evil their names ought never to be spoken aloud.
Vile Speech. While the book is on your
Magic Items
Storm King's Thunder
designated by the item’s creator at the time the uvar rune is inscribed on the conch. It doesn’t allow teleportation to any other destination. Once its spell is cast, the conch can’t be used again until the next dawn.
Magic Items
Eberron: Rising from the Last War
. The lungs allow you to breathe normally, even in an antimagic field, and their breathing function can’t be suppressed by magic.
Outside an antimagic field or any other effect that suppresses
magic, these lungs allow you to breathe normally in any environment (including a vacuum), and you have advantage on saving throws against harmful gases such as those created by a cloudkill spell, a
Magic Items
Acquisitions Incorporated
more potent, making it a rare magic item. When you give out a business card stored in your portfolio keeper, you can choose to have the card allow its recipient to contact you through your sending
sending stone to cast sending and contact anyone who has one of your business cards. Once you use this feature of the stone, you cannot use it again until dawn seven days later.
Charming Introduction
Magic Items
The Wild Beyond the Witchlight
causes the henge to cast shadows, and these shadows allow the watch’s owner to track the passage of time.
Carnival Setup and Takedown. The creature attuned to the watch can use an action to
invisibility spell is cast, roll a d8; on a roll of 3 or 8, the watch can’t be used to cast this spell again until the next dawn.
The creature attuned to the watch gains 30 pounds. This extra weight
Orb of Dragonkind
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons.
Each orb contains the
property
1 major detrimental property
Spells
The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast
Eye and Hand of Vecna
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
would allow him to live on as a lich. Beyond death, he became the greatest of all liches. Even though his body gradually withered and decayed, Vecna continued to expand his evil dominion. So formidable
), dominate monster (5 charges), or eyebite (4 charges). The eye regains 1d4 + 4 expended charges daily at dawn. Each time you cast a spell from the eye, there is a 5 percent chance that Vecna tears your soul
Magic Items
Infernal Machine Rebuild
can’t be used until the next dawn.
Destructive Ruin. You can cast the disintegrate spell from the weapon, but can target only a nonmagical object or a creation of magical force. Once used, this
property of the weapon can’t be used until dawn seven days later.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
lungs, they replace the lungs in your chest, which disappear. The lungs allow you to breathe normally, even in an antimagic field, and their breathing function can’t be suppressed by magic. Outside an
antimagic field or any other effect that suppresses magic, these lungs allow you to breathe normally in any environment (including a vacuum), and you have advantage on saving throws against harmful
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
lungs, they replace the lungs in your chest, which disappear. The lungs allow you to breathe normally, even in an antimagic field, and their breathing function can’t be suppressed by magic. Outside an
antimagic field or any other effect that suppresses magic, these lungs allow you to breathe normally in any environment (including a vacuum), and you have advantage on saving throws against harmful
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. Throughout the adventure, highlight how the Feywild has influenced the land, with vegetation and animals demonstrating friendly or capricious behavior, the sun rising amid a psychedelic dawn, or characters
fraying planar boundaries might also allow glimpses into other planes or ghostly appearances of strange figures. Let Atagua’s place between the real and surreal inspire your descriptions.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. Throughout the adventure, highlight how the Feywild has influenced the land, with vegetation and animals demonstrating friendly or capricious behavior, the sun rising amid a psychedelic dawn, or characters
fraying planar boundaries might also allow glimpses into other planes or ghostly appearances of strange figures. Let Atagua’s place between the real and surreal inspire your descriptions.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
demons and angels, and the dominions of the gods. Many spells and magic items can draw energy from these planes, summon the 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 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)
demons and angels, and the dominions of the gods. Many spells and magic items can draw energy from these planes, summon the 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 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->Storm King's Thunder
all damage types until the end of your next turn. This property can be used three times. The claw regains all expended uses at the next dawn. Wyrm Shield. While the claw is displayed on your person
the spell being off target. Anyone teleported by the conch appears in a specific location designated by the item’s creator at the time the uvar rune is inscribed on the conch. It doesn’t allow
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
all damage types until the end of your next turn. This property can be used three times. The claw regains all expended uses at the next dawn. Wyrm Shield. While the claw is displayed on your person
the spell being off target. Anyone teleported by the conch appears in a specific location designated by the item’s creator at the time the uvar rune is inscribed on the conch. It doesn’t allow
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
to employ a servant or two, or they endeavor to appear as such. For the best experience in the North Ward, go there just before dawn, buy a broadsheet, and settle in at a café with a view of the
most luxurious taverns and inns of Waterdeep stand along this space, boasting terraces and balconies that allow one to take in the beautiful sight of the countryside to the east. Yet you need not pay
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
weapon (DC 15). Once used, this property of the weapon can’t be used until the next dawn. Destructive Ruin. You can cast the disintegrate spell from the weapon, but can target only a nonmagical object or
a creation of magical force. Once used, this property of the weapon can’t be used until dawn seven days later. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
to employ a servant or two, or they endeavor to appear as such. For the best experience in the North Ward, go there just before dawn, buy a broadsheet, and settle in at a café with a view of the
most luxurious taverns and inns of Waterdeep stand along this space, boasting terraces and balconies that allow one to take in the beautiful sight of the countryside to the east. Yet you need not pay
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
weapon (DC 15). Once used, this property of the weapon can’t be used until the next dawn. Destructive Ruin. You can cast the disintegrate spell from the weapon, but can target only a nonmagical object or
a creation of magical force. Once used, this property of the weapon can’t be used until dawn seven days later. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
destroyed or faded into legend, and only three are thought to survive. Their magic has been warped over the centuries. Their primary purpose of calling dragons still functions, but they also allow some
orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can cast one of the spells on the following table from it. The table indicates how many charges you
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
dream, they could allow those caught within to escape. (See “The Dream of I’Cath” later in this domain for details.) Darklord Tsien Chiang and her daughters dwell at the heart of both these worlds
about the border between dreams and reality. The characters must infiltrate the palace, find the information they need, and escape before Tsien Chiang returns at dawn.
9 A desperate veteran
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
of calling dragons still functions, they also allow some measure of control over dragons. Orb of Dragonkind Each orb contains the essence of an evil dragon, a presence that resents any attempt to
and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: cure wounds
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
until the next dawn), message
Bonus Actions
Blessing of the Raven Queen (1/Day). Witch magically teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied
. This light causes the henge to cast shadows, and these shadows allow the watch’s owner to track the passage of time. Carnival Setup and Takedown. The creature attuned to the watch can use an action to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
into the top chamber through the crack in the ceiling. Small holes in the sides of the top chamber allow steam to vent into the cave, keeping it warm and moist. Treasure. One spirit naga has a rod of
rulership coiled in its tail at all times. The rod’s magic has been spent for the day and can’t be called upon again until the next dawn. The chest is unlocked and contains 500 pp, 330 gp, a silver
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
into the top chamber through the crack in the ceiling. Small holes in the sides of the top chamber allow steam to vent into the cave, keeping it warm and moist. Treasure. One spirit naga has a rod of
rulership coiled in its tail at all times. The rod’s magic has been spent for the day and can’t be called upon again until the next dawn. The chest is unlocked and contains 500 pp, 330 gp, a silver
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
of calling dragons still functions, they also allow some measure of control over dragons. Orb of Dragonkind Each orb contains the essence of an evil dragon, a presence that resents any attempt to
and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: cure wounds
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
the Big Top just before dawn to find out!” Aside from those scheduled events, a variety of entertainers perform here. Colorful orbs of light dance in the lofts of the tent while magic spotlights
sharing a bottle of pear cider. They allow only performers and other Witchlight hands to pass through the curtain but are so distracted by their arguing that any character can slip past them unseen
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
cultists (NE male and female humans of various ethnicities). The cultists try to enter the tower while their nine giant vultures remain outside. The vultures allow only members of the cult to ride them
cultists and the invisible stalker, urging them to leave at once and never return. If the characters allow the cultists to speak to Zephyros, they offer him the pouch of faerie dust as a gift and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
destroyed or faded into legend, and only three are thought to survive. Their magic has been warped over the centuries. Their primary purpose of calling dragons still functions, but they also allow some
1d4 + 3 expended charges daily at dawn. If you control the orb, you can cast one of the spells on the following table from it. The table indicates how many charges you must expend to cast the spell
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
characters try to leave, the ghost-children attempt to possess them. If one of the ghosts possesses a character, allow the player to retain control of the character, but assign the character one of the
dungeon below it. Both ghosts can be intimidated into leaving their hosts with a successful DC 11 Charisma (Intimidation) check made as an action. A ghost reduced to 0 hit points can reform at dawn
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
characters try to leave, the ghost-children attempt to possess them. If one of the ghosts possesses a character, allow the player to retain control of the character, but assign the character one of the
dungeon below it. Both ghosts can be intimidated into leaving their hosts with a successful DC 11 Charisma (Intimidation) check made as an action. A ghost reduced to 0 hit points can reform at dawn