Greater Restoration
You touch a creature and magically remove one of the following effects from it:
- 1 Exhaustion level
- The Charmed or Petrified condition …
You touch a creature and magically remove one of the following effects from it:
Level 5 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Action Range: Touch Components: V, S, M (diamond dust worth 100+ GP, which the spell consumes) Duration: Instantaneous You touch a creature and magically remove one of the following effects from it:
Restoration druids tend to the life-forms of the world, celebrating birth and growth in search of order and harmony. Where there is decay and devastation, these druids bring rejuvenation and regrowth. Life, in their view, needs not only protection, but also nourishment. To that end, they bond with living and growing things, seeking inspiration from the flower’s bloom, the seed’s sprout, the…
Shaman who specialize in restoration find a serene affinity for the restorative properties of water. They feel a profound spiritual connection with the source from which all mortal life takes root, and they wield that power to restore vitality to their allies. These shaman balance this healing focus with a command of the other elements, finding harmony in nature and purifying their allies as a…
You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned. Spell Tags: Healing Available For: Bard (Legacy), Cleric (Legacy), Druid (Legacy), Paladin (Legacy), Ranger (Legacy), Artificer (Legacy), Bard, Cleric, Druid, Paladin, Ranger, Artificer, Warlock (Legacy) - The Celestial (Legacy), Cleric - Life Domain, Paladin - Oath of the Guardian, Sorcerer -…
Like a dragon’s visage, a druid’s beast form reflects something of their true nature. ——Chromie
Wield Raw Magic Your innate power stems from the source of magic itself: the Weave. This connection manifests as a rare ability known as spellfire, and you surge with radiant bursts of this raw magic. Your talent with spellfire allows you to heal allies, sear enemies, and absorb powerful spells. Wielders of spellfire tend to have a penchant for wandering. Many travel between cosmopolitan…
Supernatural Gift (Charm) This Charm has 3 charges. You can expend some of its charges to cast one of the following spells: Greater Restoration (2 charges) or Lesser Restoration (1 charge). Once all its charges have been expended, the Charm vanishes from you.
Slime, water, blood—fluids are the purest essence of life. We begin as a drop of liquid, and in the end we return to it. Drink the bounty of the Bile Lord. Heed the voice of the Lurker Within, for it's already part of you. Follow our teachings, and after death, you'll find eternal peace in the whispering choir. The daelkyr Kyrzin deals in living liquids and foul fluids. It is infamous as the…
| Spell | School | Special |
|---|---|---|
| Animate Objects | Transmutation | C |
| Bigby’s Hand | Evocation | C … |
Dragonmark Feat (Prerequisite: Eberron Campaign, Can’t Have Another Dragonmark Feat) You gain the following benefits. Medical Intuition. When you make a Wisdom (Medicine) check or an ability check using a Herbalism Kit, you can roll 1d4 and add the number rolled to the ability check. Healing Touch. You always have the Cure Wounds spell prepared. You can cast it once without a spell slot, and…
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Aid, Bless, Cure Wounds, Lesser Restoration |
| 5 | Mass Healing Word, Revivify … |
Exposure to mental stress can cause prolonged effects. Consider the following possibilities. Short-Term Effects. The character has the Frightened, Incapacitated, or Stunned condition for 1d10 minutes. This condition might be accompanied by alarming behavior or hallucinations. These effects can be suppressed with the Calm Emotions spell or removed by the Lesser Restoration spell. Long-Term…
Through theological study, or perhaps an induction into a secretive cabal, Daemonologists have learned to cast divine magic without the need for faith or bargains. Their spellbooks are scribed with prayer fragments and blasphemous hymns, enabling them to siphon scraps of power from both Arch Seraphs and Arch Daemons. From their heretical research, they've come to believe such otherworldly beings…
Level 13 Bastion Facility Prerequisite: Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus Space: Cramped Hirelings: 1 Order: Harvest This vault holds sacred objects. Reliquary Charm. After spending a Long Rest in your Bastion, you gain a magical Charm (see “ Supernatural Gifts ” in chapter 3) that lasts for 7 days or until you use it. The Charm allows you to cast Greater…
Three Will-o’-Wisps haunt the burial mound to the south, luring unsuspecting tomb robbers into the barrow where a Basilisk nests. As the characters look for the burial mound the hooded figures were headed toward, they notice glimmers of light along the southern trail. During the day, the will-o’-wisps play tricks of light, casting silhouettes of humanoids. At night, they pose as lanterns heading…
Level 2 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Bonus Action Range: Touch Components: V, S Duration: Instantaneous You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.
Fractal Lepidoptera transform reality around them, manifesting the following effect: Quantum Entanglement. Creatures taking a long rest within 1 mile of the lepidoptera must succeed on a DC 17 Charisma saving throw or gain a pattern effect. Creatures can repeat the saving throw at the end of each Long Rest once they are outside the range of Quantum Entanglement. Casting Lesser Restoration or…
Anaya tearfully recounts her story to the party, revealing her falling out with her father as she discovered he was being controlled by some evil being. She had seen signs of his strange behavior, muttering to himself under his breath, snapping at her in ways that didn’t make sense, not sleeping and speaking more obsessively about their deity and the absolution they were going to visit upon…
“Thank you, mortals. I shall act as your instrument of destruction before I return to the Emerald Dream.” Old Ironbark is a Friendly Ancient of War that has the Petrified condition. If freed, he helps the characters defeat Alzzin the Wildshaper. Attempts to end the Petrified condition on him (such as with a Greater Restoration spell) fail unless Zevrim Thornhoof is slain first.
Toward the end of the fungal path, a masonry structure juts out from the cavern wall, a door at its center. The structure served as a waypoint where the Children of Belcorra could converse with their Ghost Queen through the wisps. They abandoned this building when they left the eastern fungus garden. A character who investigates the area and makes a successful DC 20 Intelligence (Investigation…
The mischievous imp Szek locked Belcorra’s arena administrator, Chafkhem, into his own room. This proved to be a better prank than the troublesome imp intended, as Chafkhem was a skilled wizard and had warded his personal chamber against teleportation magic. The wizard couldn’t escape and didn’t have the proper arcane materials on hand to eliminate his own ward. In the frantic weeks before he…
Potion, uncommon You regain 4d4 + 4 Hit Points when you drink this potion. Whatever its potency, the potion’s red liquid glimmers when agitated.
Magical Contagion Skitter Plague was created by the hag Stonoga Blackstinger, and it spreads through the bites of her grotesque centipedes. A creature bitten by any kind of centipede under Stonoga’s control must succeed on a DC 12 Constitution saving throw or suffer the following effects 1d4 hours after infection: Fever. The creature gains 1 Exhaustion level that can’t be removed until the…
Carcharodontosaurus was a Cretaceous (99-94 million years ago) theropod dinosaur and one of the largest theropods in the fossil record. Design Philosophy Life is diverse. We find that the current 5e system of normal, proficiency, and expertise for saves/skills/attacks/etc. calculations based on one chosen stat is insufficient to express that diversity. To give us more granularity in our designs…
You can cast Lesser Restoration and Greater Restoration on a willing creature without expending spell slots and without Material components, but the target takes 1d6 Fire damage for each level of the spell slot immediately after you cast it. This damage ignores Resistance and Immunity.
Wondrous Item, very rare (requires attunement) This mourning veil is imbued with alien power. The Weeping Widow wore the veil to hide her permanently tear-stained face, and rumors circulate that the widow used it to hide the otherworldly corruption writhing within her eyes. While wearing the veil, you gain a bonus to Wisdom checks and Wisdom saving throws determined by the veil’s rarity, and you…
| 1d100 | Property |
|---|---|
| 01–09 | You can’t attune to other magic items while you’re attuned to the Artifact. When you become attuned to the Artifact, your Attunement to other magic items ends immediately. |
| 10–18 | When you become attuned to the Artifact, a random one of your ability scores is reduced by 2, to a minimum of 3. A Greater Restoration spell restores the ability. … |
Potion, rare You regain 6d4+6 Hit Points and one expended level 1–3 spell slot when you drink this potion. You choose the spell slot you regain. The potion’s magenta liquid glows faintly from within.
This spell is part of the Player’s Handbook. You can unlock it by purchasing the book in our marketplace.