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Long rest bonuses
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A list of bonus features that last until the next Long Rest.
Spells[edit | edit source]
| Name | Level | Effect |
|---|---|---|
| Aid | 2 | Increase max HP by 5, plus 5 per upcast level. |
| Armour of Agathys | 1 | Gain 5 temporary hit points and reflect 5Cold back to melee attackers per spell slot level. The effect ends early if the temporary hit points are depleted. |
| Create Undead | 6 | Raise an undead mummy that fights for you. |
| Darkvision | 2 | See in the dark up to 12 m / 40 ft away. |
| Daylight | 3 | Enchant the target's weapon to emit sunlight in a 15 m / 50 ft radius. If cast directly on an object, it only lasts for 20 turns. |
| Death Ward | 4 | When taking damage that would down you, drop to 1 HP instead. This effect ends after it is triggered. |
| Disguise Self | 1 | Change your appearance to any race and bodytype combination. This lets you access some race specific dialogue options and use race specific items. |
| False Life | 1 | Gain temporary hit points equal to 2 + 5 per spell slot level. |
| Freedom of Movement | 4 | Movement speed cannot be reduced by Difficult Terrain, spells, or magical effects and become immune to Paralysed and Restrained. |
| Heroes' Feast | 6 | Increase max HP by 12, gain immunity to frighten, disease, and poison effects, and gain Advantage on Wisdom saving throw. |
| Light | Cantrip | Enchant an item to emit light in a 7.5 m / 25 ft radius. |
| Longstrider | 1 | Increase movement speed by 3 m / 10 ft. |
| Mage Armour | 1 | Increase base Armour Class from 10 to 13 while unarmoured. |
| Protection from Poison | 2 | Grant Advantage on Saving throws against being poisoned and Resistance to Poison damage.\ |
| See Invisibility | 2 | Detect Invisible creatures within 9 m / 30 ft and possibly reveal them if they fail a Dexterity saving throw. |
| Seeming | 5 | Disguise up to 4 party members. |
| Speak with Animals | 1 | Can talk with animals, unlocking numerous conversation opportunities. |
| Speak with Dead | 3 | Can interrogate corpses. After casting the spell, corpses that can be questioned will be highlighted. The spell can be recast at-will. |
| Warding Bond | 2 | Resistance to all damage, and a +1 bonus to Armour Class and Saving throws. |
| Name | Level | Effect |
|---|---|---|
| Barkskin | 2 | Set minimum Armour Class to 16. |
| Detect Thoughts | 2 | Focus your mind to read the thoughts of certain creatures while talking to them. |
| Enhance Ability | 2 | Grant Advantage on ability checks with the chosen ability. |
| Expeditious Retreat | 1 | Gain Dash immediately and as a bonus action on each of your turns until this spell ends. |
| Gaseous Form | 3 | Turn into a gas cloud that can fly and fit through small openings. |
| Magic Weapon | 2 | Increase enchantment bonus of a weapon by 1, 2, or 3 when cast with a spell slot of level 2 to 3, 4 to 5, or 6 respectively. |
| Pass Without Trace | 2 | Grant a +10 bonus to Stealth checks to all nearby allies. |
| Protection from Energy | 3 | Grant Resistance to the chosen elemental damage. |
| Protection from Evil and Good | 2 | Protects against Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. |
| Shield of Faith | 1 | Increase Armour Class by 2. |
| Stoneskin | 4 | Grant Resistance to physical damage. |
| Wind Walk | 6 | Turn all nearby party members into gas clouds that can fly and fit through small openings. |
| Name | Level | Effect |
|---|---|---|
| Hex | 1 | Make your attacks deal an additional 1d6Necrotic damage to the target and give it Disadvantage on an Ability of your choosing. |
| Hunter's Mark | 1 | Mark a creature as your quarry to deal an additional 1d6Weapon damage whenever you hit it with a weapon attack. |
Elixirs[edit | edit source]
Main article: Elixirs
Elixirs grant persistent bonuses that last until the next long rest after they are consumed. Only one elixir effect can be active at once and drinking a second elixir will overwrite the effect of the first.