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Returning 35 results for 'Life Transference (p. 160)'.
Spells
Xanathar's Guide to Everything
You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, which can’t be reduced in any way, and one creature of your choice that you can see
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Life Transference (p. 160) In the second sentence, “You take 4d8 necrotic damage,” has changed to “You take 4d8 necrotic damage, which can’t be reduced in any way,”.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Life Transference (p. 160) In the second sentence, “You take 4d8 necrotic damage,” has changed to “You take 4d8 necrotic damage, which can’t be reduced in any way,”.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Life Transference 3rd-level necromancy Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous You sacrifice some of your health to mend another creature’s injuries. You take
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Life Transference 3rd-level necromancy Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous You sacrifice some of your health to mend another creature’s injuries. You take
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Earth Cell (p. 160) In the first paragraph of the “Trap” subsection, “DC 15 Dexterity check” has been replaced with “DC 15 Dexterity saving throw.” At the end of this sentence, “check” has been replaced with “save.”
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Earth Cell (p. 160) In the first paragraph of the “Trap” subsection, “DC 15 Dexterity check” has been replaced with “DC 15 Dexterity saving throw.” At the end of this sentence, “check” has been replaced with “save.”
Aasimar
Legacy
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Species
Mordenkainen Presents: Monsters of the Multiverse
wounds, and unleash the fury of the heavens. Aasimar can arise among any population of mortals.
They resemble their parents, but they live for up to 160 years and often have features that hint at their
doesn’t work on a Construct or an Undead.
Life Span
The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Cleric Spells Cantrips (0 Level)
Toll the dead (necromancy)
Word of radiance (evocation)
1st Level
Ceremony (abjuration, ritual)
3rd Level
Life transference (necromancy)
5th Level
Dawn (evocation)
Holy weapon (evocation)
7th Level
Temple of the gods (conjuration)
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Cleric Spells Cantrips (0 Level)
Toll the dead (necromancy)
Word of radiance (evocation)
1st Level
Ceremony (abjuration, ritual)
3rd Level
Life transference (necromancy)
5th Level
Dawn (evocation)
Holy weapon (evocation)
7th Level
Temple of the gods (conjuration)
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Will-o’-Wisp (p. 301) Invisibility: the reference to “Life Drain” is now to “Consume Life.”
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Will-o’-Wisp (p. 301) Invisibility: the reference to “Life Drain” is now to “Consume Life.”
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
)
Warding wind (evocation)
3rd Level
Catnap (enchantment)
Enemies abound (enchantment)
Erupting earth (transmutation)
Flame arrows (transmutation)
Life transference (necromancy)
Melf’s
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
)
Warding wind (evocation)
3rd Level
Catnap (enchantment)
Enemies abound (enchantment)
Erupting earth (transmutation)
Flame arrows (transmutation)
Life transference (necromancy)
Melf’s
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Lich (p. 202) Disrupt Life: “living creature” is now “non-undead creature.” Skills: Arcana +19 [was +18].
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Lich (p. 202) Disrupt Life: “living creature” is now “non-undead creature.” Skills: Arcana +19 [was +18].
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Banshee (p. 23) Saving throws: Cha +5 [was +4]. Detect Life: “living creatures up to 5 miles away” is now “creatures up to 5 miles away that aren’t undead or constructs.”
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Banshee (p. 23) Saving throws: Cha +5 [was +4]. Detect Life: “living creatures up to 5 miles away” is now “creatures up to 5 miles away that aren’t undead or constructs.”
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Dohwar (p. 19) The description of the dohwar has been updated as follows: Dohwars are short, pudgy, flightless avians that look and move like penguins. Dohwars migrate from the Feywild to Wildspace
rainbow spectrum. This color can change at unpredictable times in the dohwar’s life, often in response to the dohwar experiencing an overwhelming emotion. Instead of wings, it has arms and tiny hands
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Dohwar (p. 19) The description of the dohwar has been updated as follows: Dohwars are short, pudgy, flightless avians that look and move like penguins. Dohwars migrate from the Feywild to Wildspace
rainbow spectrum. This color can change at unpredictable times in the dohwar’s life, often in response to the dohwar experiencing an overwhelming emotion. Instead of wings, it has arms and tiny hands
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
campaign inspired by the works of H. P. Lovecraft or Clark Ashton Smith? Or do you envision a world of muscled barbarians and nimble thieves, along the lines of the classic sword-and-sorcery books by
from ordinary backgrounds, but something impels them into an adventuring life. The adventurers are the “heroes” of the campaign, but they might not be truly heroic, instead pursuing this life for
Compendium
- Sources->Dungeons & Dragons->Misplaced Monsters: Volume One
Misplaced Monsters: Volume One In support of D&D Extra Life This bestiary provides game statistics and lore for a selection of monsters suitable for any Dungeons & Dragons campaign. Using the
Miracle Network Hospitals. We hope you find a suitable place for these monsters in your game! D&D Misplaced Monsters, Vol. 1 was created in partnership with Extra Life©, a fundraising program of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
campaign inspired by the works of H. P. Lovecraft or Clark Ashton Smith? Or do you envision a world of muscled barbarians and nimble thieves, along the lines of the classic sword-and-sorcery books by
from ordinary backgrounds, but something impels them into an adventuring life. The adventurers are the “heroes” of the campaign, but they might not be truly heroic, instead pursuing this life for
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
amassed in life is in the scorched chest (see the “Treasure” section). No longer corporeal, he cannot touch or possess the wealth he enjoyed in life. This building served as a guesthouse for visiting
wraith first rises up from the floor, it says, “Your presence is offensive to me, your life forfeit. My treasures are mine alone, not yours to plunder!” If the characters make no attempt to reason with
Compendium
- Sources->Dungeons & Dragons->Misplaced Monsters: Volume One
Misplaced Monsters: Volume One In support of D&D Extra Life This bestiary provides game statistics and lore for a selection of monsters suitable for any Dungeons & Dragons campaign. Using the
Miracle Network Hospitals. We hope you find a suitable place for these monsters in your game! D&D Misplaced Monsters, Vol. 1 was created in partnership with Extra Life©, a fundraising program of the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
amassed in life is in the scorched chest (see the “Treasure” section). No longer corporeal, he cannot touch or possess the wealth he enjoyed in life. This building served as a guesthouse for visiting
wraith first rises up from the floor, it says, “Your presence is offensive to me, your life forfeit. My treasures are mine alone, not yours to plunder!” If the characters make no attempt to reason with
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
rendered the derro irrevocably insane. They cooperate with each other only out of necessity and when riled up by a charismatic leader. Life of Attrition. Derro can live to be one hundred and fifty
except that it has half the range (40/160 feet) and doesn’t have the loading property. It automatically reloads after firing until it runs out of ammunition. Reloading the cartridge takes an action
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
rendered the derro irrevocably insane. They cooperate with each other only out of necessity and when riled up by a charismatic leader. Life of Attrition. Derro can live to be one hundred and fifty
except that it has half the range (40/160 feet) and doesn’t have the loading property. It automatically reloads after firing until it runs out of ammunition. Reloading the cartridge takes an action
Compendium
- Sources->Dungeons & Dragons->Monster Manual
two destroy one another. These terrors leave a wake of ashes, floods, storms, and broken earth. But after these disasters recede, the land is imbued with new life or environmental changes. Roll on or
Elemental (Titan), Chaotic Neutral
AC 20 Initiative +18 (28)
HP 370 (20d20 + 160)
Speed 60 ft., Burrow 60 ft., Fly 80 ft. (hover), Swim 80 ft.
Ability Score Mod Save Str 26 +8 +8 Dex 19 +4 +11
Compendium
- Sources->Dungeons & Dragons->Monster Manual
two destroy one another. These terrors leave a wake of ashes, floods, storms, and broken earth. But after these disasters recede, the land is imbued with new life or environmental changes. Roll on or
Elemental (Titan), Chaotic Neutral
AC 20 Initiative +18 (28)
HP 370 (20d20 + 160)
Speed 60 ft., Burrow 60 ft., Fly 80 ft. (hover), Swim 80 ft.
Ability Score Mod Save Str 26 +8 +8 Dex 19 +4 +11
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
keeps her greatclub close by so that she can bop creatures on the noggin. She is a hill giant with the following changes: She has 160 hit points and a speed of 0 feet. Her Dexterity is 1 (-5), giving
, instead ordering her servants to attack. If her underlings are defeated, she trades the conch for her life. The male hill giants are slumped against the tables and walls, tired from having scoured the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
keeps her greatclub close by so that she can bop creatures on the noggin. She is a hill giant with the following changes: She has 160 hit points and a speed of 0 feet. Her Dexterity is 1 (-5), giving
, instead ordering her servants to attack. If her underlings are defeated, she trades the conch for her life. The male hill giants are slumped against the tables and walls, tired from having scoured the
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Senses darkvision 60 ft., passive Perception 9
Languages understands all languages it knew in life but can’t speak
Challenge 1/4 (50 XP)
Actions
Shortsword. Melee Weapon Attack: +4 to hit
target. Hit: 1 slashing damage.
Shortbow. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Senses darkvision 60 ft., passive Perception 9
Languages understands all languages it knew in life but can’t speak
Challenge 1/4 (50 XP)
Actions
Shortsword. Melee Weapon Attack: +4 to hit
target. Hit: 1 slashing damage.
Shortbow. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
with gemstones (see “Treasure”). “Guarding” the throne on either side are two life-size statues of cloud giants — one male, one female — standing at attention, wearing tall helmets with feather
. The dragon is bleeding from multiple wounds and has 160 hit points when the characters find him. A knock spell can unlock the shackles around one of the dragon’s legs or unlock the dragon’s muzzle or






