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Returning 35 results for 'back been die cantrip regain'.
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Spells
Player’s Handbook
you cast it again or if you let go of the weapon.
Cantrip Upgrade. The damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6).
attacks using that weapon, and the weapon’s damage die becomes a d8. If the attack deals damage, it can be Force damage or the weapon’s normal damage type (your choice).
The spell ends early if
Spells
Player’s Handbook
Necrotic damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage.
Cantrip Upgrade. The damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12).
Spells
Player’s Handbook
Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can’t regain Hit Points until the end of your
next turn.
Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Magic Items
Dungeon Master’s Guide
When you drink this potion, it removes any Exhaustion levels you have and ends the Poisoned condition on you. For the next 24 hours, you regain the maximum number of Hit Points for any Hit Point Dice
;Hit Point Die you spend.
This potion’s crimson liquid regularly pulses with dull light, calling to mind a heartbeat.
Magic Items
Dungeon Master’s Guide
successful one.
Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores.
Spells
Player’s Handbook
With a touch, you revive a dead creature that has been dead for no more than a century, didn’t die of old age, and wasn’t Undead when it died.
The creature returns to life with all its
Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead
Feats
Player’s Handbook
Saving Throws.
Speedy Recovery. As a Bonus Action, you can expend one of your Hit Point Dice, roll the die, and regain a number of Hit Points equal to the roll.
Magic Items
Dungeon Master’s Guide
feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Immediately after hitting or missing, the weapon flies back
on a DC 17 Constitution saving throw or die.
Might of Giants. The Strength score bestowed by your Belt of Giant Strength or Gauntlets of Ogre Power increases by 4, to a maximum of 30.
Magic Items
Dungeon Master’s Guide
Resistance to all other damage. Shrinking the tower back down to statuette form doesn’t repair damage to the tower. Only a Wish spell can repair the tower (this use of the spell counts as replicating a spell of level 8 or lower). Each casting of Wish causes the tower to regain all its Hit Points.
Spells
Player’s Handbook
after yours and acts independently, focusing on protecting you.
Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind
1 mile (works only with you)
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Life Bond. When you regain Hit Points from a level 1+ spell, the steed regains the same number of Hit Points if
Magic Items
Dungeon Master’s Guide
to your head and remains there until you die. If the eye is ever removed, you die.
Properties of the Eye. While you are attuned to the eye, your alignment is Neutral Evil, and you gain the following
. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die.
Properties of the Hand. When you are attuned to the hand, your alignment is Neutral Evil
Magic Items
Dungeon Master’s Guide
disappears, your Attunement to it ends immediately, and you lose all benefits granted by it. If you die while attuned to the book, an entity of great evil claims your soul. You can’t be restored to life
damage unless the creature is a Fiend or an Undead.
Destroying the Book. The Book of Vile Darkness allows pages to be torn from it, but any evil lore contained on those pages finds its way back into the
Magic Items
Dungeon Master’s Guide
accepted by the weapon and try to attune to it, you become attuned to it instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade
time you throw the weapon, it flies back to your hand after the attack.
81-85
The Moonblade scores a Critical Hit on a roll of 19 or 20 on the d20.
86-95
You can take a Bonus Action to
Spells
Player’s Handbook
space that you can see on the ground.
Instant Health. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater
a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally’s failed
Feats
Astarion's Book of Hungers
Rest.
Sun’s Healing. As a Bonus Action while within sunlight, you can expend one of your Hit Point Dice, roll the die, and regain a number of Hit Points equal to the roll. Once you use this benefit, you can’t use it again until you finish a Short or Long Rest.
learn the Light spell and can cast it without Material components. If you already know that cantrip, you learn a different Cleric cantrip of your choice. The spell’s spellcasting ability is the
Feats
Astarion's Book of Hungers
. When you roll a Hit Point Die to regain Hit Points, you can treat any roll of 1 or 2 as a 3.
Sanguine Feast. Once per turn when you hit a Bloodied creature that isn’t a Construct or Undead
with an attack roll, you can expend a Hit Point Die, roll it, and regain a number of Hit Points equal to the number rolled plus your Constitution modifier.
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Feats
Forgotten Realms: Heroes of Faerûn
select this feat). You can also cast this cantrip as a Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
benefit if you have the Incapacitated condition.
Spellfire Flame. You learn the Sacred Flame cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you
Feats
Forgotten Realms: Heroes of Faerûn
gain Temporary Hit Points, increase the number of Temporary Hit Points you gain by 5.
Superior Recuperation. When you spend one or more Hit Point Dice to regain Hit Points, you can instead use the highest number possible for each die.
Feats
Eberron: Forge of the Artificer
Fortitude. When you use the Aberrant Fortitude benefi t of your Aberrant Dragonmark feat, you can roll 1d6 instead of 1d4. You also now regain your use of Aberrant Fortitude whenever you fi nish a Short or
Long Rest.
Mark of Inspiration. When you cast a cantrip, you can roll one or two of your unexpended Hit Point Dice. You gain a number of Temporary Hit Points equal to the number rolled plus your
Feats
Eberron: Forge of the Artificer
(Performance) check, you can roll 1d4 and add the number rolled to the ability check.
Shape Shadows. You know the Minor Illusion cantrip. You also always have the Invisibility spell prepared. You can cast
it 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 it using any spell slots you have of the appropriate level. Intelligence
Feats
Eberron: Forge of the Artificer
an ability check using Artisan’s Tools, you can roll 1d4 and add the number rolled to the ability check.
Spellsmith. You know the Mending cantrip. You also always have the Magic Weapon spell
prepared. You can cast it 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 it using any spell slots you have. Intelligence
Feats
Eberron: Forge of the Artificer
Long Rest.
Aberrant Magic. You know one cantrip of your choice from the Sorcerer spell list. Also, choose a level 1 spell from that spell list. You always have that spell prepared. You can cast it once
without a spell slot, and you regain the ability to cast it in that way when you finish a Short or Long Rest. You can also cast this spell using any spell slots you have. Constitution is your
Feats
Eberron: Forge of the Artificer
Thunderclap cantrip. When you reach character level 3, you also always have the Gust of Wind spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that
Periapt of Wound Closure
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
Monsters
Mythic Odysseys of Theros
":"1d10+4","rollType":"damage","rollAction":"Necrotic Touch","rollDamageType":"necrotic"} necrotic damage.
Chill Touch (Cantrip). Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit
target can't regain hit points until the start of the lampad's next turn. If the target is undead, it has disadvantage on attack rolls against the lampad until the end of the lampad's next turn.Lampad
Monsters
Princes of the Apocalypse
Action Surge (Recharges after a Short or Long Rest). Drannin takes an additional action on his turn.
Brute. A melee weapon deals one extra die of its damage when Drannin hits with it (included in
the new roll.
Second Wind (Recharges after a Short or Long Rest). Drannin can use a bonus action to regain 16 (1d10 + 11);{"diceNotation":"1d10+11","rollType":"roll","rollAction":"Second Wind"} hit
Magic Items
Fizban's Treasury of Dragons
can use an action to regain ki points equal to a roll of your Martial Arts die. You can’t use this action again until the next dawn.
Monsters
Icewind Dale: Rime of the Frostmaiden
missile*
2nd level (2 slots): invisibility, levitate, phantasmal force
*See “Actions” below.Shocking Grasp (Cantrip). Melee Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction
":"Shocking Grasp","rollDamageType":"lightning"} lightning damage, and the target can't take reactions until the start of its next turn.
Acid Splash (Cantrip). The simulacrum hurls a bubble of acid at one
Magic Items
Bigby Presents: Glory of the Giants
A black opal pendant hangs at the base of this pearlescent chain. The sacred rune is inscribed on the back of the pendant.
While wearing this item, you have resistance to necrotic damage
. Additionally, you can cast the spare the dying cantrip using either an action or a bonus action.
Invoking the Rune. When a creature you can see within 60 feet of you is reduced to 0 hit points as a result of
Martial Adept
Legacy
This doesn't reflect the latest rules and lore.
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Feats
Player’s Handbook (2014)
. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Strength or Dexterity modifier (your choice).
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers
Monsters
Icewind Dale: Rime of the Frostmaiden
slot level above 3rd.
Chill Touch (Cantrip). Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Chill Touch"} to hit, range 120 ft., one creature. Hit: 9 (2d8
);{"diceNotation":"2d8","rollType":"damage","rollAction":"Chill Touch","rollDamageType":"necrotic"} necrotic damage, and the target can’t regain hit points until the start of Vellynne’s next turn
Resurrection
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its
removed prior to casting the spell, they afflict the target on its return to life.
This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead is an ordeal
Magic Items
Descent into the Lost Caverns of Tsojcanth
, and it doesn’t impede bodily functions. Once you put it on, it can’t be removed unless you choose to do so or you die, at which point the pot reappears and the ichor flows back into it
Monsters
Icewind Dale: Rime of the Frostmaiden
, drink, or sleep.Chill Touch (Cantrip). Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Chill Touch"} to hit, range 120 ft., one creature. Hit: 13 (3d8);{"diceNotation
":"3d8","rollType":"damage","rollAction":"Chill Touch","rollDamageType":"necrotic"} necrotic damage, and the target can’t regain hit points until the start of the brain’s next turn. If the
Healer
Legacy
This doesn't reflect the latest rules and lore.
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Feats
Player’s Handbook (2014)
You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
When you use a healer's kit to stabilize a dying creature
creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.






