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Returning 35 results for 'some of rest diseases victory'.
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some of read disease victory
some of rest diseases victor
Resurrection
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Spells
Basic Rules (2014)
hit points.
This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't
. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Casting this
Raise Dead
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Spells
Basic Rules (2014)
life with 1 hit point.
This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases
.
Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Magic Items
Curse of Strahd
one.
Suffused with confidence born of righteous victory, Markovia advanced on Castle Ravenloft. A great battle raged from the catacombs to the parapets. In the end, Markovia never returned to Barovia
;s saintliness passed partly into her bones as the rest of her body decomposed. Her remaining thighbone is imbued with power that inflicts grievous injury on the undead.
Monsters
Mythic Odysseys of Theros
Short or Long Rest). The satyr fires an arrow that magically transforms into a flurry of missiles in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 17 (5d6
through endless games of skill. Once a threat is overcome, though, satyrs are quick to engage in their favorite part of battle: the victory celebration.
monsters
overrun by the dead. A cunning authoritarian, she believes any tactics—no matter how immoral—are permissible in the pursuit of victory. The Mists torment her by keeping her ever on the edge
Long Rest in the domain, roll 1d20. On a 1, the creature doesn’t remove any Exhaustion levels as a result of finishing that rest, and the creature gains 1 Exhaustion level.
If Drakov dies, these effects end immediately.
Magic Items
Tasha’s Cauldron of Everything
tooth expends 1 charge and casts revivify on you.
2
Duggle’s Surprising Day (human molar)
1 commoner
When you finish a long rest, the tooth casts sanctuary (DC 18) on you, and the spell
, you can use your reaction to cause them to be hit instead. You can’t use this reaction again until you finish a short or long rest.
4
The Mill Road Murders (halfling canine)
3 green hag
Monsters
Mordenkainen Presents: Monsters of the Multiverse
), a ki-rin can take one of the following lair actions, and it must finish a long rest before taking the chosen lair action again:
Create Comforts. The ki-rin conjures up one or more permanent objects
, diseases, and poisons on creatures are suppressed when those creatures are within 3 miles of the lair, unless the creatures are Aberrations, Fiends, or Undead.
Safe Descents. Within 3 miles of the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn’t, however, remove magical diseases, curses, and the like; if such effects aren’t removed prior to casting
to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. Casting this spell to restore life to a creature
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn’t, however, remove magical diseases, curses, and the like; if such effects aren’t removed prior to casting
to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. Casting this spell to restore life to a creature
Monsters
Fizban's Treasury of Dragons
"}
Trait
1
I often fixate on specific historical battles or wars and won’t rest until my hoard contains that conflict’s most significant artifacts.
2
I am constantly aware of a
unhappy. (Lawful)
5
Preparation. Justice and righteousness do not guarantee victory. Planning and tactics do. (Lawful)
6
Companionship. Sure, my hoard brings me great joy. But the real
Monsters
Fizban's Treasury of Dragons
or wars and won’t rest until my hoard contains that conflict’s most significant artifacts.
2
I am constantly aware of a call from beyond this world. I must prepare to answer that call
not guarantee victory. Planning and tactics do. (Lawful)
6
Companionship. Sure, my hoard brings me great joy. But the real treasures are the guests who stop by to see it. (Good
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn’t, however, remove magical diseases, curses, or similar effects; if
. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Diseases
A plague ravages the kingdom, setting the adventurers on a quest to find a cure. An adventurer emerges from an ancient tomb, unopened for centuries, and soon finds herself suffering
the specifics of how a disease works aren’t bound by a common set of rules. Diseases can affect any creature, and a given illness might or might not pass from one race or kind of creature to another
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn’t, however, remove magical diseases, curses, or similar effects; if
. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Monsters
Fizban's Treasury of Dragons
Dragon Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I often fixate on specific historical battles or wars and won’t rest until my
. (Any)
4
Order. An organized hoard makes me happy—and you don’t want to see me unhappy. (Lawful)
5
Preparation. Justice and righteousness do not guarantee victory. Planning and
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Completing the Mission Once the characters open Wheelwatch’s gates, Raven sends in her troops to clear out any remaining Dragon Army resistance. She suggests the characters rest and recuperate, then
return to Kalaman with a letter from Raven informing Marshal Vendri of their victory. Any Dragon Army soldier taken captive during the mission makes one of the following claims: Futile Victory. The
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Lay on Hands Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to
. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Lay on Hands Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to
. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
use this trait, you can’t do so again until you finish a long rest. Champion of Victory Piety 50+ Iroas trait You can increase your Strength or Charisma score by 2 and also increase your maximum for that score by 2.
justice. What’s more, the victory of the strong gives them glory, but the victory of the weak gives glory to Iroas. Why did Iroas seek you out as a champion? Perhaps you proved your courage even when
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Akros Only victory endures.
—Akroan motto
The walled polis of Akros stands defiantly atop a precipitous cliff. The unforgiving mountains around it serve as a shield between its holdings and the
rest of Theros. Few have ever dared to attack its famed fortress, the Kolophon, and no attack has ever breached its walls. To the residents of Theros, the Akroans hold near-mythical status: feared
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
later for each time they were delayed during the “Perils at Sea” section. This order influences events in the following sections. If the characters took a long rest or made a lengthy detour after Sytri
and Tol left Glorium, the characters arrive in Grakenok after their rivals have already defeated the threat there. Proceed with the “Victory at Grakenok” section.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Diseases The following diseases can affect giants and humanoids exploring the jungles of Chult. Remember that lesser restoration and similar magic can cure a disease. Blue Mist Fever A magical mist
encounter. Those who haven’t applied insect repellent since their previous long rest are exposed to the disease when they finish a long rest. A giant or humanoid exposed to the disease must succeed on a DC 11
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Sample Diseases The diseases here illustrate the variety of ways disease can work in the game. Feel free to alter the saving throw DCs, incubation times, symptoms, and other characteristics of these
diseases to suit your campaign. Cackle Fever This disease targets humanoids, although gnomes are strangely immune. While in the grips of this disease, victims frequently succumb to fits of mad
Goblin
Legacy
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Species
Volo's Guide to Monsters
cruel in victory, goblins are fawning and servile in defeat, just as in their own society lower castes must scrape before those of greater status and as goblin tribes bow before other goblinoids
lucky if their only punishment is demotion to the pariah caste. Sometimes another creature assumes control of a goblin tribe, by killing or subjugating the current boss and cowing most of the rest of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
characters enter the tavern, read the following: The pulquería’s walls are painted with murals that depict a series of armed conflicts, with locals celebrating victory at the end. A candlelit altar behind
characters who are hungry and has a spare room if anyone needs to rest. Characters who chat with Rufina learn the following: The mural was painted by Rufina and is an abstraction of San Citlán’s history
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
veterans. The arena matches are divided into three tiers, with victory in a tier granting access to the next one. Victory in a match goes to the side that reduces all combatants on the other side to 0
hit points. If the patrons’ team wins a match, each combatant on the team receives 100 talons. The matches have one-hour breaks between them, allowing participants to take a short rest in the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
her abbey. They confronted Markovia and were destroyed to a one. Suffused with confidence born of righteous victory, Markovia advanced on Castle Ravenloft. A great battle raged from the catacombs to
her remains linger there yet. The essence of Markovia’s saintliness passed partly into her bones as the rest of her body decomposed. Her remaining thighbone is imbued with power that inflicts grievous injury on the undead.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
of each match, and they have no time to rest between matches. Victory in a match goes to the side that reduces all combatants on the other side to 0 hit points. Match 1: Thrasher and Gnasher Two
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Cult of Zariel Goals: Conquest, glory in battle, fame and fortune derived from military victory Typical Cultist: Berserker, cult fanatic, cultist, gladiator, guard, knight, veteran Signature Spells
Maglubiyet and his priests. Zariel’s cultists can gain the Ferocious Surge trait. Cult leaders can also gain the Infernal Tactics trait. Ferocious Surge (Recharges after a Short or Long Rest). When this
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Personality Traits d8 Trait
1 I often fixate on specific historical battles or wars and won’t rest until my hoard contains that conflict’s most significant artifacts.
2 I am constantly aware of
themselves. (Any)
4 Order. An organized hoard makes me happy—and you don’t want to see me unhappy. (Lawful)
5 Preparation. Justice and righteousness do not guarantee victory. Planning and tactics
Monsters
Fizban's Treasury of Dragons
;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I often fixate on specific historical battles or wars and won’t rest until my hoard contains that conflict’s most
happy—and you don’t want to see me unhappy. (Lawful)
5
Preparation. Justice and righteousness do not guarantee victory. Planning and tactics do. (Lawful)
6
Companionship. Sure
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, either as a ghost or when in possession of a host, Fidelio’s ghost is laid to rest. “Victory at last!” says the ghost as it fades away. Afterward, Tyr bestows a blessing of protection (see
. Fidelio’s convictions are so strong, however, that his spirit cannot rest until it defeats Netherskull in battle. The ghost has confronted the death tyrant many times on its own, but these battles are
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Adirohit to reveal the following details: Long ago, Jijibisha Manivarshi made a deal with a wicked god to give her fiendish powers that would ensure her victory in the Shankha Trials. Adirohit was
Amanisha’s victory. While Adirohit is a captive now and has been used by Jijibisha, he was not when he sank Manivarsha. It’s up to the characters to determine whether or not they free Adirohit. Amanisha
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Hit Dice at the end of a long rest.
Actions
Head Butt. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Whether he stays with the party or not
his Healing Touch action to treat a character’s wounds and remove any poisons or diseases afflicting that character. Once a day, he can teleport himself and up to three willing party members to any
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. When the first character enters the room, Muiral becomes visible as he casts a wall of force spell, using the barrier to cut off that character from the rest of the party. He then engages the
. A few translations include the following:
"The Spider Queen blesses House Auvryndar! The battle to break House Freth’s hold on the passages below brings victory after victory. We have seized key