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Returning 35 results for 'memory sleep with only allows from for long'.
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Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Long Memory, Long Grudges Dwarves can live to be more than 400 years old, so the oldest living dwarves often remember a very different world. For example, some of the oldest dwarves living in Citadel
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Long Memory, Long Grudges Dwarves can live to be more than 400 years old, so the oldest living dwarves often remember a very different world. For example, some of the oldest dwarves living in Citadel
Magic Items
Dungeon Master’s Guide
As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.
Alarm. The weapon magically awakens each subject who is
sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep.
Supernatural Readiness. Each subject has Advantage on its Initiative rolls.
Magic Items
Dungeon Master’s Guide
This item functions as a Pole. While holding it, you can take a Magic action to collapse it into a 1-foot-long rod for ease of storage (the pole’s weight doesn’t change) or cause the 1-foot-long rod to revert to a Pole. The rod elongates only as far as the surrounding space allows.
Monsters
Monster Manual
Multiattack. The dragon makes three Rend attacks. It can replace two attacks with a use of Sleep Breath.
Rend. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Rend
", "rollType":"recharge", "rollAction":"Fire Breath"}. Dexterity Saving Throw: DC 14, each creature in a 40-foot-long, 5-foot-wide Line. Failure: 38 (11d6);{"diceNotation":"11d6", "rollType":"damage
Magic Items
Dungeon Master’s Guide
Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can
hold up to 60 Arrows, Bolts, or similar objects. The midsize compartment holds up to 18 Javelin;Javelins or similar objects. The longest compartment holds up to 6 long objects, such as bows
Monsters
Monster Manual
-foot-long, 5-foot-wide Line. Failure: 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Fire Breath", "rollDamageType":"Fire"} Fire damage. Success: Half damage.
Sleep Breath
Spells
Player’s Handbook
Incapacitated and has a Speed of 0.
If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the spell’s duration
the dream perfectly upon waking.
If the target is awake when you cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep, at which point
Magic Items
Dungeon Master’s Guide
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can
remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is
Magic Items
Dungeon Master’s Guide
) or a 10-foot pole, or reverting it a Quarterstaff; the weapon will elongate only as far as the surrounding space allows.
In certain forms, the weapon has the following additional properties
you. You can’t use this property again until you finish a Short or Long Rest.
Ranged Weapon (Quarterstaff Form Only). This weapon has the Thrown property with a normal range of 30 feet and a
Monsters
Monster Manual
use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray.
Rend. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"rend"}, reach 10 ft. Hit: 17 (2d10 + 6
", "rollDamageType":"Fire"} Fire damage.
Fire Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Fire Breath"}. Dexterity Saving Throw: DC 18, each creature in a 60-foot-long, 5
Monsters
Monster Manual
90-foot-long, 5-foot-wide Line. Failure: 58 (13d8);{"diceNotation":"13d8", "rollType":"damage", "rollAction":"Fire Breath", "rollDamageType":"Fire"} Fire damage. Success: Half damage.
Sleep Breath
use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray (level 3 version).
Rend. Melee Attack Roll: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Rend"}, reach 15 ft
Spells
Player’s Handbook
kind of creature, as long as the creature’s size is no larger than the object’s size and the creature has a Challenge Rating of 9 or lower. The creature is Friendly to you and your allies
on how you have treated it.
Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object’s
Feats
Player’s Handbook
with weapons allows you to use the mastery property of one kind of Simple or Martial weapon of your choice, provided you have proficiency with it. Whenever you finish a Long Rest, you can change the kind of weapon to another eligible kind.
Monsters
Monster Manual
Intelligence as the spellcasting ability (spell save DC 19): Augury, Find Familiar, Identify,Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast
spellcasting ability (spell save DC 22):
At Will: Detect Thoughts, Dimension Door,Dispel Magic, Hypnotic Pattern 2/Day Each: Mass Suggestion, Modify Memory, Plane Shift
Tongue Twister. The
Magic Items
Dungeon Master’s Guide
stone cracks and turns to powder if the book rests on it long enough.
Whenever a creature that isn’t a Fiend or an Undead attunes to the Book of Vile Darkness, that creature makes a DC 17
remains with you only as long as you strive to work evil in the world. If you fail to perform at least one evil act within the span of 10 days, or if you willingly perform a good act, the book
Monsters
Lorwyn: First Light
takes great slumbers bordering on hibernation. These giants sleep for so long that they fuse with the surrounding earth, imbuing them with the land’s ambient wild magic. The giants can mold and
Monsters
Forgotten Realms: Adventures in Faerûn
:
Preservation of Knowledge. Books and other written forms of communication with 1 mile of the lair become magically protected and can’t be damaged by nonmagical means.
Restless Sleep. When a
creature finishes a Long Rest within 1 mile of the lair, the creature makes a DC 10 Constitution saving throw. On a failed save, the creature doesn’t reduce its Exhaustion level as a result of
Monsters
Forgotten Realms: Adventures in Faerûn
:
Preservation of Knowledge. Books and other written forms of communication with 1 mile of the lair become magically protected and can’t be damaged by nonmagical means.
Restless Sleep. When a creature
finishes a Long Rest within 1 mile of the lair, the creature makes a DC 10 Constitution saving throw. On a failed save, the creature doesn’t reduce its Exhaustion level as a result of finishing
Feats
Eberron: Forge of the Artificer
Servant spells prepared. You can cast each spell once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast these spells using any spell
table are added to that feature’s spell list.
Mark of Hospitality Spells
Spell Level
Spells
1
Goodberry, Sleep
2
Aid, Enhance Ability
3
Create Food and Water, Leomund's Tiny Hut
4
Aura of Purity, Mordenkainen's Private Sanctum
5
Hallow
Monsters
Forgotten Realms: Adventures in Faerûn
nonmagical means.
Restless Sleep. When a creature finishes a Long Rest within 1 mile of the lair, the creature makes a DC 10 Constitution saving throw. On a failed save, the creature doesn’t
reduce its Exhaustion level as a result of finishing that Long Rest. Creatures with Immunity to the Poisoned condition are immune to this effect.
Verdant Growth. Vegetation and fungi within 1 mile of the
Monsters
Forgotten Realms: Adventures in Faerûn
’t be damaged by nonmagical means.
Restless Sleep. When a creature finishes a Long Rest within 1 mile of the lair, the creature makes a DC 10 Constitution saving throw. On a failed save, the
creature doesn’t reduce its Exhaustion level as a result of finishing that Long Rest. Creatures with Immunity to the Poisoned condition are immune to this effect.
Verdant Growth. Vegetation and
Monsters
Forgotten Realms: Adventures in Faerûn
inches long, it re-forms from that piece of chardalyn in 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Next of the Seven"} days, regaining all its Hit Points. The new body appears in the
through the accumulation of chardalyn from across Icewind Dale. Zlan’s affinity with chardalyn allows it to access information across the region and use chardalyn to corrupt those who could
Spells
Guildmasters’ Guide to Ravnica
memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.
Casting this spell while holding a thought strand allows you to instantly receive whatever
Putting a finger to your head, you pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the
Monsters
Quests from the Infinite Staircase
Memories", "rollDamageType":"psychic"} psychic damage and becomes memory drained until it finishes a long rest or the memory web is destroyed.
While memory drained, the target must roll a d4
Damage Transfer. While it is grapple;grappling a creature, the memory web takes only half the damage dealt to it, and the creature grappled by the web takes the other half.
False Appearance. If the
Equipment
Combat
Utility
Whimsy
13
16
14
Discovered by the wizard known as Karoglin the Sleepless, the sun shroom allows those who consume it to stay awake for long periods of time
. Overuse can lead to extended bouts of uncontrollable laughter and eventually deep restless sleep. Sun shroom has a briny taste and is most commonly consumed by mixing it in tea. Sun shrooms tend to
Magic Items
Waterdeep: Dungeon of the Mad Mage
When you drink this potion, you gain the following benefits for the next 8 hours: magic can’t put you to sleep, and you can remain awake during a long rest and still gain its benefits. This sweet, amber-colored brew has no effect on creatures that don’t require sleep, such as elves.
Monsters
Guildmasters’ Guide to Ravnica
","rollDamageType":"psychic"} psychic damage)
3/day each: blur, confusion, mirror image
1/day each: modify memory, Rary's telepathic bond
Legendary Resistance (3/Day). If Lazav fails a saving throw, he can
equipment he is wearing or carrying isn't transformed.
Psychic Defenses. Unless Lazav is incapacitated, he is immune to magic that allows other creatures to read his thoughts, determine whether he is
Monsters
Strixhaven: A Curriculum of Chaos
":"damage", "rollAction":"Scroll Bash", "rollDamageType":"thunder"} thunder damage.
Reduce to Memory (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Reduce to Memory
":"damage", "rollAction":"Reduce to Memory", "rollDamageType":"thunder"} thunder damage on a failed save, or half as much damage on a successful one. A Construct has disadvantage on the saving throw
Hydroloth
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
Magic Resistance. The hydroloth has advantage on saving throws against spells and other magical effects.
Magic Weapons. The hydroloth's weapon attacks are magical.
Secure Memory. The hydroloth is immune
":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.
Steal Memory (1/Day). The hydroloth targets one creature it can see within 60 feet of it. The target takes 4d6;{"diceNotation
Equipment
Proficiency with a Long Sword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Efficient Quiver
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold
up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows
Elder Oblex
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
","rollDamageType":"psychic"} psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, oozes, plants, and
undead succeed on the save automatically.
While memory drained, the target must roll a d4 and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory
Adult Oblex
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
);{"diceNotation":"4d8","rollType":"damage","rollAction":"Eat Memories","rollDamageType":"psychic"} psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the
greater restoration or heal spell. Constructs, oozes, plants, and undead succeed on the save automatically.
While memory drained, the target must roll a d4 and subtract the number rolled from any
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The hydroloth can breathe air and water.
Magic Resistance. The hydroloth has advantage on saving throws against spells and other magical effects.
Secure Memory. The hydroloth is immune
spellcasting ability (spell save DC 16):
At will: darkness, detect magic, dispel magic, invisibility (self only)
3/day each: control water, crown of madness, fear, suggestion
Steal Memory (1/Day






