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Returning 35 results for 'back blade device class regain'.
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Magic Items
Dungeon Master’s Guide
Initiative rolls.
Blade of Defense. When you take an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor Class instead. The adjusted bonuses remain in
blood. If the sword doesn’t taste blood on its blade within 1 minute of being drawn from its scabbard, its wielder makes a DC 15 Charisma saving throw. On a successful save, the wielder takes
Magic Items
Dungeon Master’s Guide
an attack while holding the weapon, you can take a Reaction to twirl the weapon around you, gaining a +5 bonus to your Armor Class against the triggering attack, potentially causing the attack to miss
long range of 120 feet. Immediately after you make a ranged attack with the weapon, it flies back to your hand.
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.
Magic Items
Dungeon Master’s Guide
push a different button or until you push the same button again, which causes the rod to revert to its normal form:
Button 1. A fiery blade sprouts from the end opposite the rod’s flanged head
. The flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet, and the blade functions as a magic Longsword or Shortsword (your choice) that deals an extra 2d6 Fire damage
Magic Items
Dungeon Master’s Guide
Stone of Protection;Protection (Rare). You gain a +1 bonus to Armor Class while this dusty-rose prism orbits your head.
Ioun Stone of Regeneration;Regeneration (Legendary). You regain 15 Hit Points at
Magic Items
Forgotten Realms: Adventures in Faerûn
While inactive, the mobility wonder resembles a metal turtle shell with straps. It is designed to be worn on your back or flank, depending on your anatomy. Once wound, the mobility wonder transforms
into a personal transport device and remains active for 24 hours. While active, the mobility wonder increases your Speed to 30 feet. Other creatures can’t remove your mobility wonder from you unless you allow it.
Feats
Eberron: Forge of the Artificer
) check, you can roll 1d4 and add the number rolled to the ability check.
Guardian’s Shield. You always have the Shield spell prepared. You can cast it once without a spell slot, and you regain
hit by the attack instead. You can use this feature a number of times equal to your Proficiency Bonus and regain all expended uses when you finish a Long Rest.
Spells of the Mark. If you have the
Magic Items
Forgotten Realms: Adventures in Faerûn
.
Mobility Wonder (Common). While inactive, the mobility wonder resembles a metal turtle shell with straps. It is designed to be worn on your back or flank, depending on your anatomy. Once wound, the
mobility wonder transforms into a personal transport device and remains active for 24 hours. While active, the mobility wonder increases your Speed to 30 feet. Other creatures can’t remove your mobility wonder from you unless you allow it.
Feats
Eberron: Forge of the Artificer
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
, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this feat).
Spells of the Mark.If you have the Spellcasting or Pact Magic class feature, the spells on the Mark
Feats
Eberron: Forge of the Artificer
. 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, Wisdom, or
Charisma is your spellcasting ability for this spell (choose when you select this feat).
Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of
Feats
Eberron: Forge of the Artificer
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, Wisdom, or Charisma is your spellcasting
. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Finding Spells table are added to that feature’s spell list.
Mark of Finding Spells
Spell Level
Feats
Eberron: Forge of the Artificer
Servant spells prepared. You can cast each spell 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 these spells using any spell
always have the Calm Emotions spell prepared and can cast it the same way
Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Hospitality Spells
Feats
Eberron: Forge of the Artificer
spell 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 these spells using any spell slots you have. Intelligence, Wisdom, or
Friendship or Speak with Animals if the creature’s Intelligence score is 3 or lower.
Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of
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
when you select this feat).
Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Storm Spells table are added to that feature’s spell list
Feats
Eberron: Forge of the Artificer
each spell 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 these spells using any spell slots you have of the appropriate
prepared and can cast it the same way.
Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Warding Spells table are added to that feature’s
Magic Items
Forgotten Realms: Heroes of Faerûn
resembles a metal turtle shell with straps. It is designed to be worn on your back or flank, depending on your anatomy. Once wound, the mobility wonder transforms into a personal transport device and
Feats
Eberron: Forge of the Artificer
.
Magical Detection. You always have the Detect Magic and Detect Poison and Disease spells prepared. You can cast each spell once without a spell slot, and you regain the ability to cast it in that way when
or Pact Magic class feature, the spells on the Mark of Detection Spells table are added to that feature’s spell list.
Mark of Detection Spells
Spell Level
Spells
1
Detect
Feats
Eberron: Forge of the Artificer
, 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, Wisdom, or Charisma is your
.
Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Healing Spells table are added to that feature’s spell list.
Mark of Healing Spells
Feats
Eberron: Forge of the Artificer
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
, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this feat).
Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the
Feats
Forgotten Realms: Heroes of Faerûn
the ability increased by this feat and your Proficiency Bonus.
You can use this benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest
failed save, the creature has the Stunned condition until the end of its next turn.
14-17
You gain a +2 bonus to Armor Class;AC for 1 minute, potentially turning the triggering spell into a miss
Monsters
Dragonlance: Shadow of the Dragon Queen
three Enervating Blade or Throwing Axe attacks in any combination.
Enervating Blade. Melee Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Enervating Blade"} to hit, reach
5 ft., one target. Hit: 15 (3d6 + 5);{"diceNotation":"3d6+5", "rollType":"damage", "rollAction":"Enervating Blade", "rollDamageType":"necrotic"} necrotic damage, and if the target is a creature, it
Monsters
Spelljammer: Adventures in Space
Mercane Telepathy. The mercane can communicate telepathically with any other mercane it knows, regardless of the distance between them.Multiattack. The mercane makes three Psi-Imbued Blade attacks
.
Psi-Imbued Blade. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Psi-Imbued Blade"} to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3);{"diceNotation":"2d6+3
Deva
Legacy
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Monsters
Basic Rules (2014)
its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice).
In a new form, the deva
capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Magic Items
Icewind Dale: Rime of the Frostmaiden
hold. The largest mythallars are 150 feet in diameter.
The Ythryn mythallar is a relatively small device—a mere 50 feet in diameter. To attune to this mythallar, a creature must finish a short
;s Guide. If a ninth creature tries to attune to the mythallar, nothing happens.
All creatures attuned to the Ythryn mythallar can sense when the device is being used. A creature attuned to the device
Monsters
Planescape: Adventures in the Multiverse
Resistance. The kolyarut has advantage on saving throws against spells and other magical effects.Multiattack. The kolyarut makes four Unerring Blade attacks.
Unerring Blade. Melee Weapon Attack
: automatic hit, reach 5 ft., one target. Hit: 24 force damage plus one of the following effects (choose one or roll a d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Unerring Blade"}):
1&ndash
Monsters
Mythic Odysseys of Theros
spellcasting ability is Wisdom (spell save DC 18). The rider can innately cast the following spells, requiring no material components:
At will: command, compelled duel
1/day each: banishment, blade barrier
rider makes three attacks with its ashen blade or two attacks with its bolt of ash.
Ashen Blade. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Ashen Blade"} to hit
Couatl
Legacy
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Monsters
Basic Rules (2014)
equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice).
In a
statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form.Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksRadiant
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.
Species
Wayfinder's Guide to Eberron
Caerys held her double blade in the falcon guard, level with her shoulders and spreading out like wings. “I came in search of legends. Ten thousand years ago Daealyth of Taeri stood this
his flail flashed in the firelight. The chain wrapped around Caerys’ blade but she twisted away. The flail flew into the darkness. She spun forward, her double blade weaving a circle of fire as
Monsters
Acquisitions Incorporated
beast form, Walnut can use a bonus action to expend one spell slot and regain 1d8;{"diceNotation":"1d8","rollType":"roll"} hit points per level of the spell slot expended.
Spellcasting. Walnut is a 7th
druid spells prepared:
Cantrips (at will): druidcraft, produce flame, thorn whip
1st level (4 slots): cure wounds, entangle, thunderwave
2nd level (3 slots): flame blade, moonbeam, pass without trace
Magic Items
Tyranny of Dragons
This mask of glossy crimson has swept-back horns and spiked cheek ridges. The mask reshapes to fit the face and head of a wearer attuned to it. While you are wearing the mask and attuned to it, you
you already have immunity to fire damage from another source, whenever you are subjected to fire damage, you take none of that damage and regain a number of hit points equal to half the fire damage
Monsters
Waterdeep: Dungeon of the Mad Mage
(spell save DC 20). The planetar can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil
initiative count 20 on the next round. No creature within 120 feet of the planetar can regain hit points until the effect ends.
Fazrian's eyes become smoldering black voids until initiative count 20
Monsters
Acquisitions Incorporated
than her own, or back into her true form. Any equipment she is wearing or carrying is absorbed or borne by the new form (her choice). In a new form, Portentia retains her game statistics and ability to
speak, but her AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and she gains any statistics and capabilities (except class features, legendary
Magic Items
Fizban's Treasury of Dragons
This magic sword’s blade is fashioned from a horn or spine from a crystal dragon. When you hit with an attack roll using this sword, the target takes an extra 1d8 radiant damage.
The sword has
3 charges and regains 1d3 expended charges daily at dawn. When you hit a creature with an attack roll using the sword, you can expend 1 charge to regain a number of hit points equal to the extra
Monsters
The Wild Beyond the Witchlight
Special Equipment. Kelek wears bracers of defense and carries a staff of striking with 10 charges. The staff regains 1d6 + 4;{"diceNotation":"1d6+4","rollType":"roll","rollAction":"Regain expended
Defense to bolster his low Armor Class whenever possible, and his challenge rating is a reflection of the likelihood that he will use Fiery Explosion as often as he can. If one or more of his allies






