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Returning 35 results for 'glow rest'.
Other Suggestions:
glory rest
good rest
grow rest
gold rest
gloom rest
Magic Items
Dungeon Master’s Guide
This fearsome steel helm makes your eyes glow red and hides the rest of your face in shadow while you wear it.
Monsters
Bigby Presents: Glory of the Giants
titanic sauropod often likened to a walking mountain, with craggy spines, patterns of elemental energy that glow in its hide like streams of lava, and eight massive legs the size of ancient trees. It
their being and manifests in colorful, scar-like lines on their towering bodies. Some of these ancient dinosaurs persist in timeless jungles, hidden enclaves, and other lands untouched by the rest of the world.
Monsters
Bigby Presents: Glory of the Giants
,” a regisaur is an enormous predator large enough to swallow a giant whole. Fiery veins of elemental energy course through its skin and glow in its eyes and nostrils.
Dinosaurs
When Annam
untouched by the rest of the world.Swallow. Melee Weapon Attack: +13;{"diceNotation":"1d20+13", "rollType":"to hit", "rollAction":"Swallow"} to hit, reach 5 ft., one Huge or smaller creature grappled by
Monsters
Fizban's Treasury of Dragons
, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline
crystals scattered about their lairs glow with gathered starlight, and caves or tunnels beneath the ice and snow provide protected areas for their hoards. They use their burrowing ability to dig
Monsters
Fizban's Treasury of Dragons
in desolate, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or
snow structures reminiscent of castles but open to the sky. Glittering crystals scattered about their lairs glow with gathered starlight, and caves or tunnels beneath the ice and snow provide protected
Backgrounds
Guildmasters’ Guide to Ravnica
animate dead, plant growth
4th
giant insect, grasping vine
5th
cloudkill, insect plague
Golgari magic is often accompanied by a sickly green glow and a rotting
, you are connected to every other member in some way or another. Convinced that the rest of the world is out to get you, you find it easy to form close bonds with your guild mates, and harder to make
Magic Items
Baldur’s Gate: Descent into Avernus
This longsword belonged to the angel Zariel before her fall from grace. Fashioned from celestial steel, it gives off a faint glow and hum. The weapon chooses who can attune to it and who can’t
. It desires a wielder who embodies bravery and heroism.
Attunement. The sword allows you to attune to it immediately, without having to take a short rest. The first time you attune to the sword, you
Monsters
Fizban's Treasury of Dragons
the dragon is fully mature, their scales resemble rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of an ancient dragon resemble
, ideally mountain lakes, where they take advantage of existing caves and tunnels. A lair behind a cascading waterfall is ideal, and often part of that lair is submerged, allowing the dragon to rest in the
Monsters
Fizban's Treasury of Dragons
vibrant and translucent. When the dragon is fully mature, their scales resemble rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of
tunnels. A lair behind a cascading waterfall is ideal, and often part of that lair is submerged, allowing the dragon to rest in the water and cultivate the fish that are their preferred food.
Amethyst
Monsters
Fizban's Treasury of Dragons
place a warm, cozy glow. (The lanterns might be magical or maintained by minions.) The floors are covered with plush sand-colored carpets.
Hoard Chamber. A small chamber in the upper left corner of
veins of topaz gemstones, particularly underground.
Negative Energy. When a creature finishes a long rest within 6 miles of the lair, the creature must first succeed on a DC 15 Constitution saving
Monsters
Fizban's Treasury of Dragons
from the ceiling, giving the place a warm, cozy glow. (The lanterns might be magical or maintained by minions.) The floors are covered with plush sand-colored carpets.
Hoard Chamber. A small chamber in
plentiful crystal formations and veins of topaz gemstones, particularly underground.
Negative Energy. When a creature finishes a long rest within 6 miles of the lair, the creature must first succeed on a
Cleric
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
Arms and eyes upraised toward the sun and a prayer on his lips, an elf begins to glow with an inner light that spills out to heal his battle-worn companions.
Chanting a song of glory, a dwarf swings
Channel Divinity (1/rest), Divine Domain Feature
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Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Dread Helm Wondrous Item, Common This fearsome steel helm makes your eyes glow red and hides the rest of your face in shadow while you wear it.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Dread Helm Wondrous Item, Common This fearsome steel helm makes your eyes glow red and hides the rest of your face in shadow while you wear it.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Dread Helm Wondrous Item, Common While you’re wearing this fearsome steel helm, your eyes glow red and the rest of your face is hidden in shadow.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Dread Helm Wondrous Item, Common While you’re wearing this fearsome steel helm, your eyes glow red and the rest of your face is hidden in shadow.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Dread Helm Wondrous Item, Common This fearsome steel helm makes your eyes glow red and hides the rest of your face in shadow while you wear it.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Dread Helm Wondrous Item, Common This fearsome steel helm makes your eyes glow red and hides the rest of your face in shadow while you wear it.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
following riddle in Common before vanishing: A crown festooned my dwarven brow.
I rest beneath the mountain now.
Who am I? The answer is “Melair,” the dwarf king who is buried on level 6. The characters
can use divination magic to determine the correct answer if they can’t work it out. Speaking Melair’s name aloud while standing in the room causes the symbols on the pillars to glow bright colors
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
following riddle in Common before vanishing: A crown festooned my dwarven brow.
I rest beneath the mountain now.
Who am I? The answer is “Melair,” the dwarf king who is buried on level 6. The characters
can use divination magic to determine the correct answer if they can’t work it out. Speaking Melair’s name aloud while standing in the room causes the symbols on the pillars to glow bright colors
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
1. Entrance The narrow corridor from the West Cleft opens into a long cavern lined with stalactites and stalagmites. Whater drips from the stalactites, forming small pools on the floor. The glow of
the Lucky feat (see chapter 6, “Customization Options,” in the Player’s Handbook) until the start of his or her next long rest. If the character already has the Lucky feat, he or she gains an extra 3
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
of Barovia is visible far below. There is peacefulness here. Rest has come to the valley for the first time anyone can remember.
A light flashes behind you. Wheeling around, you see a stately man—a
those of Strahd, yet subtly different.
His voice is calm and peaceful. “My name is Sergei von Zarovich.” He turns to Ireena. “Tatyana, the time is at hand to rest. Come, my love and wife.” He stretches
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
of Barovia is visible far below. There is peacefulness here. Rest has come to the valley for the first time anyone can remember.
A light flashes behind you. Wheeling around, you see a stately man—a
those of Strahd, yet subtly different.
His voice is calm and peaceful. “My name is Sergei von Zarovich.” He turns to Ireena. “Tatyana, the time is at hand to rest. Come, my love and wife.” He stretches
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, yellowish glow. Earth genasi hair can appear carved of stone or crystal or resemble strands of spun metal. As an earth genasi, you have the following traits. Creature Type. You are a Humanoid. Size. You
proficiency bonus, regaining all expended uses when you finish a long rest. Starting at 5th level, you can cast the pass without trace spell with this trait, without requiring a material component. Once you
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
1. Entrance The narrow corridor from the West Cleft opens into a long cavern lined with stalactites and stalagmites. Whater drips from the stalactites, forming small pools on the floor. The glow of
the Lucky feat (see chapter 6, “Customization Options,” in the Player’s Handbook) until the start of his or her next long rest. If the character already has the Lucky feat, he or she gains an extra 3
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, yellowish glow. Earth genasi hair can appear carved of stone or crystal or resemble strands of spun metal. As an earth genasi, you have the following traits. Creature Type. You are a Humanoid. Size. You
proficiency bonus, regaining all expended uses when you finish a long rest. Starting at 5th level, you can cast the pass without trace spell with this trait, without requiring a material component. Once you
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
1,000 feet. They glow with bright light in a 100-foot radius and dim light for another 100 feet. Any creature that can see the lure lights must succeed on a DC 14 Wisdom saving throw or be charmed by the
or long rest while under this effect. After 24 hours, the charmed creature gains one level of exhaustion and must repeat the saving throw if it is within line of sight of the lights, ending the effect
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
1,000 feet. They glow with bright light in a 100-foot radius and dim light for another 100 feet. Any creature that can see the lure lights must succeed on a DC 14 Wisdom saving throw or be charmed by the
or long rest while under this effect. After 24 hours, the charmed creature gains one level of exhaustion and must repeat the saving throw if it is within line of sight of the lights, ending the effect
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
glow with gathered starlight, and caves or tunnels beneath the ice and snow provide protected areas for their hoards. They use their burrowing ability to dig blinds and secret passages throughout
outlined in the glow. Attack rolls made against an outlined creature have advantage, and the creature can’t hide or benefit from being invisible. The starlight and the glow around any creature fades on
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
glow with gathered starlight, and caves or tunnels beneath the ice and snow provide protected areas for their hoards. They use their burrowing ability to dig blinds and secret passages throughout
outlined in the glow. Attack rolls made against an outlined creature have advantage, and the creature can’t hide or benefit from being invisible. The starlight and the glow around any creature fades on
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
to the touch and sometimes glow (though this doesn’t produce useful illumination). A dragonmark can’t be removed—even if a limb bearing a dragonmark is cut away, the mark eventually manifests on
is unusually small or faint. 2 Your dragonmark is exceptionally large. 3 Your dragonmark appears somewhere else on your body whenever you finish a long rest. 4 Your dragonmark emits dim light in a 5
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
to the touch and sometimes glow (though this doesn’t produce useful illumination). A dragonmark can’t be removed—even if a limb bearing a dragonmark is cut away, the mark eventually manifests on
is unusually small or faint. 2 Your dragonmark is exceptionally large. 3 Your dragonmark appears somewhere else on your body whenever you finish a long rest. 4 Your dragonmark emits dim light in a 5
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
muscles as the glow softens to reveal the interior of a sun-kissed cathedral. How light passes through the scab and into the stained glass windows is a mystery only magic can answer.
Pillars line a
between the time the characters last saw her and now. The holy power of the citadel restores the characters, and they gain the benefits of a long rest. If a creature gained a flaw from a blood pool or
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
prevent the beacon’s light from reaching Castle Ravenloft directly, Strahd can see the light’s glow in the sky to the west. The beacon can be seen in Vallaki (chapter 5), Krezk (chapter 8), and Berez
creatures that oppose Strahd gain a +1 bonus to AC and saving throws for as long as they remain in Barovia. Revenants at Rest. Vladimir Horngaard and the other revenants that haunt Barovia see the light as
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
muscles as the glow softens to reveal the interior of a sun-kissed cathedral. How light passes through the scab and into the stained glass windows is a mystery only magic can answer.
Pillars line a
between the time the characters last saw her and now. The holy power of the citadel restores the characters, and they gain the benefits of a long rest. If a creature gained a flaw from a blood pool or