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Returning 35 results for 'have of hours missing'.
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Magic Items
Dungeon Master’s Guide
has the Restrained condition until you take a Bonus Action to issue a command that releases it. Doing so or missing with the attack causes the bands to contract and become a sphere once more.
A
Restrained creature is freed. On a failed check, any further attempts made by that creature automatically fail until 24 hours have elapsed.
Once the bands are used, they can’t be used again until the next dawn.
Magic Items
Dungeon Master’s Guide
cases, made notations and additions to existing text. There are places where pages are missing, torn, or covered so completely with ink, blood, and scratches that the original text can’t be
book must spend 80 hours reading and studying it to digest its contents and use its Adjusted Ability Scores, Tireless Form, Spells, Vile Lore, and Vile Speech properties.
The Book of Vile Darkness
Monsters
Planescape: Adventures in the Multiverse
succeed on a DC 13 Charisma saving throw or become cursed for 24 hours. A creature missing any of its hit points has disadvantage on this saving throw. While cursed in this way, the bloodhound can sense
Monsters
Journeys through the Radiant Citadel
, Piercing, and Slashing from Nonmagical AttacksShared Sorrow. The haint targets one creature it can see within 60 feet of itself that is missing any hit points, sharing its own torment with this
. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the haint’s Shared Sorrow for the next 24 hours.
Iron Bands of Binding
Legacy
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Magic Items
Basic Rules (2014)
hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once
the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.
Once the bands are used, they can't be used again until the next dawn.
Iron Bands of Bilarro
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once
the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.
Once the bands are used, they can't be used again until the next dawn.
magic-items
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
weapon to yourself in its place. If you do, the weapon changes and reforms to match the missing limb. You can add your Proficiency Bonus to any Strength (Athletics) check you make using the limb; your
magic-items
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
weapon to yourself in its place. If you do, the weapon changes and reforms to match the missing limb. You can add your Proficiency Bonus to any Strength (Athletics) check you make using the limb; your
magic-items
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
weapon to yourself in its place. If you do, the weapon changes and reforms to match the missing limb. You can add your Proficiency Bonus to any Strength (Athletics) check you make using the limb; your
magic-items
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
weapon to yourself in its place. If you do, the weapon changes and reforms to match the missing limb. You can add your Proficiency Bonus to any Strength (Athletics) check you make using the limb; your
magic-items
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
weapon to yourself in its place. If you do, the weapon changes and reforms to match the missing limb. You can add your Proficiency Bonus to any Strength (Athletics) check you make using the limb; your
magic-items
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
weapon to yourself in its place. If you do, the weapon changes and reforms to match the missing limb. You can add your Proficiency Bonus to any Strength (Athletics) check you make using the limb; your
magic-items
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
weapon to yourself in its place. If you do, the weapon changes and reforms to match the missing limb. You can add your Proficiency Bonus to any Strength (Athletics) check you make using the limb; your
magic-items
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
weapon to yourself in its place. If you do, the weapon changes and reforms to match the missing limb. You can add your Proficiency Bonus to any Strength (Athletics) check you make using the limb; your
magic-items
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
weapon to yourself in its place. If you do, the weapon changes and reforms to match the missing limb. You can add your Proficiency Bonus to any Strength (Athletics) check you make using the limb; your
magic-items
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
weapon to yourself in its place. If you do, the weapon changes and reforms to match the missing limb. You can add your Proficiency Bonus to any Strength (Athletics) check you make using the limb; your
magic-items
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
weapon to yourself in its place. If you do, the weapon changes and reforms to match the missing limb. You can add your Proficiency Bonus to any Strength (Athletics) check you make using the limb; your
magic-items
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
weapon to yourself in its place. If you do, the weapon changes and reforms to match the missing limb. You can add your Proficiency Bonus to any Strength (Athletics) check you make using the limb; your
magic-items
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
weapon to yourself in its place. If you do, the weapon changes and reforms to match the missing limb. You can add your Proficiency Bonus to any Strength (Athletics) check you make using the limb; your
magic-items
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
weapon to yourself in its place. If you do, the weapon changes and reforms to match the missing limb. You can add your Proficiency Bonus to any Strength (Athletics) check you make using the limb; your
magic-items
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
weapon to yourself in its place. If you do, the weapon changes and reforms to match the missing limb. You can add your Proficiency Bonus to any Strength (Athletics) check you make using the limb; your
magic-items
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
weapon to yourself in its place. If you do, the weapon changes and reforms to match the missing limb. You can add your Proficiency Bonus to any Strength (Athletics) check you make using the limb; your
magic-items
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
weapon to yourself in its place. If you do, the weapon changes and reforms to match the missing limb. You can add your Proficiency Bonus to any Strength (Athletics) check you make using the limb; your
magic-items
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
weapon to yourself in its place. If you do, the weapon changes and reforms to match the missing limb. You can add your Proficiency Bonus to any Strength (Athletics) check you make using the limb; your
magic-items
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
weapon to yourself in its place. If you do, the weapon changes and reforms to match the missing limb. You can add your Proficiency Bonus to any Strength (Athletics) check you make using the limb; your
magic-items
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
weapon to yourself in its place. If you do, the weapon changes and reforms to match the missing limb. You can add your Proficiency Bonus to any Strength (Athletics) check you make using the limb; your
magic-items
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
weapon to yourself in its place. If you do, the weapon changes and reforms to match the missing limb. You can add your Proficiency Bonus to any Strength (Athletics) check you make using the limb; your
Magic Items
Fizban's Treasury of Dragons
creature. The two forms are as follows:
Giant Canary Form. The figurine becomes a giant canary for up to 8 hours and can be ridden as a mount. Once the figurine has become a giant canary, it can
’t be used this way again until the next dawn.
Gold Dragon Form. While you are missing half or more of your hit points, you can speak a different command word and the figurine becomes an
Book of Vile Darkness
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
and additions to existing text. There are places where pages are missing, torn, or covered so completely with ink, blood, and scratches that the original text can’t be divined.
Nature can’t
powder if the book rests on it long enough.
A creature attuned to the book must spend 80 hours reading and studying it to digest its contents and reap its benefits. The creature can then freely modify
Aarakocra
Legacy
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races
Elemental Evil Player's Companion
distinct tribal variations.
Sky Wardens
Nowhere are the aarakocra more comfortable than in the sky. They can spend hours in the air, and some go as long as days, locking their wings in place and
have historical ties to the Wind Dukes of Aaqa. Exceptional individuals honor that connection and might seek out the missing pieces of the Rod of Seven Parts, the remains of an artifact fashioned by
magic-items
Dungeon Master’s Guide
deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a creature of the Giant type. Immediately after hitting or missing, the weapon flies back to your hand.
Blessings of
immediately after you on your Initiative count. The elemental disappears after 24 hours, when it dies, or when you dismiss it as a Bonus Action. You can’t use this property again until the next
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Delegation to Kalaman Soon after arriving on shore, the character with the highest passive Wisdom (Perception) score realizes two prominent villagers are missing: Lord Bakaris and his son, Bakaris
the Younger. If the characters ask around, a villager who reached the shore before them mentions that Lord Bakaris and his son headed to Kalaman hours ago, intent on addressing the city’s leaders, but
Magic Items
Keys from the Golden Vault
and additions to existing text. There are places where pages are missing, torn, or covered so completely with ink, blood, and scratches that the original text can’t be divined.
Nature can’t
powder if the book rests on it long enough.
A creature attuned to the book must spend 80 hours reading and studying it to digest its contents and reap its benefits. The creature can then freely modify
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
on them. 9 Unattended tools often go missing, only to reappear 1d4 hours later in another part of the ship. 10 A creature seated in the ship’s spelljamming helm hears faint spacefaring chanteys in its mind except when the ship is under attack.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
continuous slope. The entire journey takes about 14 hours if the characters walk at normal speed. Random Encounters After each hour the characters spend in the tunnel, roll 1d20 and consult the Tunnel
for a missing tribe member who’s been acting strangely. 8 1d6 troglodytes and a barlgura are looking for a fight. 9 A patch of 2d4 shriekers blocks the way ahead; if they shriek, roll 1d8 on this table to see what creatures come to investigate. 10–20 No encounter.