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Returning 35 results for 'dawn stunned'.
Magic Items
Dungeon Master’s Guide
This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can take a Magic action and expend 1 charge to cause the garment to display a shifting pattern of
on attack rolls against you. Any creature in the Bright Light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or have the Stunned condition until the effect ends.
Magic Items
Dungeon Master’s Guide
feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Immediately after hitting or missing, the weapon flies back
to your hand. The weapon regains 1d4 + 1 expended charges daily at dawn.
Giant’s Bane. While you are attuned to the weapon and wearing either a Belt of Giant Strength or Gauntlets of Ogre Power
Magic Items
Dungeon Master’s Guide
is used, it can’t be used again until the next dawn.
Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 Lightning damage (no action
DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn.
Thunder and Lightning. Immediately after you hit with a melee attack using the staff, you can take a
Magic Items
Dungeon Master’s Guide
Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 20 Constitution saving throw or have the Stunned
condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Once used, this property can’t be used again until the next dawn
Magic Items
Dungeon Master’s Guide
charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed.
Wand of Wonder Effects
1d100
Effect
01–20
You cast
, Stinking Cloud.
21–25
Nothing happens at the chosen point of origin. Instead, you have the Stunned condition until the start of your next turn, believing something awesome just happened
Divine Word
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a
minutes
30 hit points or fewer: blinded, deafened, and stunned for 1 hour
20 hit points or fewer: killed instantly
Regardless of its current hit points, a celestial, an elemental, a fey, or a
Magic Items
Phandelver and Below: The Shattered Obelisk
only. At the end of each of its turns, a stunned creature can repeat the saving throw, ending the stunned condition on itself on a success.
Once this bonus action is used, it can’t be used again until the next dawn.
make a DC 15 Intelligence saving throw. On a failed save, a creature takes 5d8 psychic damage and has the stunned condition for 1 minute. On a successful save, the creature takes half as much damage
Robe of Scintillating Colors
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling
rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.
Magic Items
Keys from the Golden Vault
cut yourself with the shard and are poisoned until the next dawn.
2
You experience a vision of an ancient calamity—a beautiful city threatened by crumbling mountains and erupting volcanoes
—and are stunned until the end of your next turn.
3
For a few seconds, the ground shakes under you. You and each creature within 10 feet of you must succeed on a DC 16 Dexterity saving throw
Hammer of Thunderbolts
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn.
Magic Items
Bigby Presents: Glory of the Giants
stunned condition until the start of your next turn.
Once the rune has been invoked, it can’t be invoked again until the next dawn.
Magic Items
The Wild Beyond the Witchlight
can’t be blinded, deafened, petrified, or stunned.
While carrying the vane, the creature attuned to it can cast the dancing lights, polymorph, or ray of frost spell as an action, requiring no
spell components and using Charisma as the spellcasting ability. After the vane’s polymorph spell is cast, roll a d8; on a roll of 3 or 8, the vane can’t be used to cast this spell again until the next dawn.
Staff of Thunder and Lightning
Legacy
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Magic Items
Basic Rules (2014)
, it can't be used again until the next dawn.
Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.
Thunder. When you hit with
a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned
Whelm
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you
creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. On a successful save, the creature takes half as much damage only. At the end of each of its turns, a stunned creature can repeat the saving throw, ending the stunned condition on itself on a success. Once this bonus action is used, it can’t be used again until the next dawn.
psychic energy in a 60-foot cone. Each creature in that area must make a DC 15 Intelligence saving throw. On a failed save, a creature takes 5d8 psychic damage and has the stunned condition for 1 minute
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Robe of Scintillating Colors Wondrous Item, Very Rare (Requires Attunement) This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can take a Magic action
for an additional 30 feet, and creatures that can see you have Disadvantage on attack rolls against you. Any creature in the Bright Light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or have the Stunned condition until the effect ends.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Robe of Scintillating Colors Wondrous item, very rare (requires attunement) This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and
an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Robe of Scintillating Colors Wondrous Item, Very Rare (Requires Attunement) This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can take a Magic action
for an additional 30 feet, and creatures that can see you have Disadvantage on attack rolls against you. Any creature in the Bright Light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or have the Stunned condition until the effect ends.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Divine Word 7th-level evocation Casting Time: 1 bonus action Range: 30 feet Components: V Duration: Instantaneous You utter a divine word, imbued with the power that shaped the world at the dawn of
hit points: 50 hit points or fewer: deafened for 1 minute 40 hit points or fewer: deafened and blinded for 10 minutes 30 hit points or fewer: blinded, deafened, and stunned for 1 hour 20 hit points
Magic Items
Tomb of Annihilation
(History) checks is doubled.
You can’t be blinded, charmed, deafened, frightened, petrified, or stunned.
Undead with a challenge rating of 2 or lower will neither threaten nor attack you unless
regains 1d4 + 3 expended charges daily at dawn. While holding the staff, you can use an action to expend 1 charge and target one creature you can see within 60 feet of you. The target must succeed on
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Divine Word 7th-level evocation Casting Time: 1 bonus action Range: 30 feet Components: V Duration: Instantaneous You utter a divine word, imbued with the power that shaped the world at the dawn of
hit points: 50 hit points or fewer: deafened for 1 minute 40 hit points or fewer: deafened and blinded for 10 minutes 30 hit points or fewer: blinded, deafened, and stunned for 1 hour 20 hit points
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
lasts, no other shard misfortunes befall you. Shard Misfortunes d6 Misfortune 1 You accidentally cut yourself with the shard and are poisoned until the next dawn. 2 You experience a vision of an
ancient calamity—a beautiful city threatened by crumbling mountains and erupting volcanoes—and are stunned until the end of your next turn. 3 For a few seconds, the ground shakes under you. You and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the
end of your next turn. Immediately after hitting or missing, the weapon flies back to your hand. The weapon regains 1d4 + 1 expended charges daily at dawn. Giant’s Bane. While you are attuned to the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn.
Wand of Wonder
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
determines which ones are affected. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed
.
d100
Effect
01-05
You cast slow.
06-10
You cast faerie fire.
11-15
You are stunned until the start of your next turn, believing something awesome just happened.
16-20
You
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the
end of your next turn. Immediately after hitting or missing, the weapon flies back to your hand. The weapon regains 1d4 + 1 expended charges daily at dawn. Giant’s Bane. While you are attuned to the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the ground within 60 feet of that point must succeed on a DC 20 Constitution saving throw or have the Stunned condition for 1 minute. A creature repeats the save at the end of each of its turns
, ending the effect on itself on a success. Once used, this property can’t be used again until the next dawn. Supernatural Awareness. While you are holding the weapon, it alerts you to the location of any
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
island. At high tide, three of the wrecks (the ***** Queen, the Carcerius, and the Sea Mare) are submerged, while the others (the Dawn Avenger, the Dirty Dastard, and the Virago) are at least partially
(Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
It can use its action to make two bite attacks, one with each head.
It has a challenge rating of 4 (1,100 XP).
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
following additional properties. When one of these properties is used, it can’t be used again until the next dawn. Lightning. When you hit with a melee attack using the staff, you can cause the
succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn. Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff’s tip in a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
has the following additional properties. Once one of these properties is used, it can’t be used again until the next dawn. Lightning. When you hit with a melee attack using the staff, you can cause the
feet (no action required). The target you hit must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Thunder and Lightning. Immediately after you
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
following additional properties. When one of these properties is used, it can’t be used again until the next dawn. Lightning. When you hit with a melee attack using the staff, you can cause the
succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn. Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff’s tip in a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
has the following additional properties. Once one of these properties is used, it can’t be used again until the next dawn. Lightning. When you hit with a melee attack using the staff, you can cause the
feet (no action required). The target you hit must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Thunder and Lightning. Immediately after you
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the
and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Hand +5
Damage Vulnerabilities lightning
Damage Resistances necrotic
Condition Immunities blinded, deafened, petrified, stunned
Senses darkvision 60 ft., passive Perception 13
Languages Common
or 8, Light can’t cast the spell again until the next dawn), ray of frost
Bonus Actions
Blessing of the Raven Queen (1/Day). Light magically teleports, along with any equipment he is wearing or