Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'beast barrier diffusing constructs restore'.
Other Suggestions:
beast berries diffusing construct restore
beast barriers diffusing constructed resort
beast barrier diffusing construct restore
beast barren diffusing constructed resort
beast barrier diffusing construct restored
Spells
Player’s Handbook
An aura extends from you in a 10-foot Emanation for the duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast
spells or make attacks with Ranged or Reach weapons through the barrier.
If you move so that an affected creature is forced to pass through the barrier, the spell ends.
Spells
Player’s Handbook
You create a simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that
simulacrum can’t gain levels, and it can’t take Short or Long Rests.
If the simulacrum takes damage, the only way to restore its Hit Points is to repair it as you take a Long Rest, during
Antilife Shell
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the
duration.
The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.
If you move so that an affected creature is forced to pass through the barrier, the spell ends.
Mass Heal
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range
. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.
Narzugon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
original body can restore it to life. Constructs and devils are immune to this effect.
Infernal Command. Each ally of the narzugon within 60 feet of it can't be charmed or frightened until the end of the
Spells
Xanathar's Guide to Everything
You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your
choice).
Until the spell ends, whenever you or a creature you can see moves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6
Myconid Sovereign
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
/Day). The myconid targets one corpse of a humanoid or a Large or smaller beast within 5 feet of it and releases spores at the corpse. In 24 hours, the corpse rises as a spore servant. The corpse
aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
creature isn’t revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature’s original body can restore it to life. Constructs and devils are immune
Hellfire Engine
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
restore it to life. Constructs and devils are immune to this effect.Fire, PoisonCold, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Fear Aura. Any Beast or Humanoid that starts its turn within 10 feet of the meenlock must succeed on a DC 11 Wisdom saving throw or be frightened until the start of the creature’s next turn
’s control. Only a wish spell or divine intervention can restore a transformed creature to its former state.Shadow Teleport (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction
Monsters
The Wild Beyond the Witchlight
save DC 14):
At will: light, mage hand, prestidigitation
1/day each: dominate beast, fly, mirror image, webArcane Defense (3/Day). When he is hit by an attack, Kelek protects himself with an invisible
barrier of magical force. Until the end of his next turn, he gains a +5 bonus to AC, including against the triggering attack.Kelek is a greedy, narcissistic sociopath who revels in chaos but is a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
wish spell or killing the lemure and casting true resurrection on the creature’s original body can restore it to life. Constructs and devils are immune to this effect.Hellfire engines are
Monsters
Curse of Strahd
"} hit points and is freed from any curse, disease, poison, blindness, or deafness.
Change Shape. The Abbot magically polymorphs into a humanoid or beast that has a challenge rating equal to or less
nameless holy figure, whom others call the Abbot, was drawn to the abbey after Saint Markovia died by Strahd's hand. He sought to restore the abbey after it fell to corruption, but was himself
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from
Antilife Shell 5th-level abjuration Casting Time: 1 action Range: Self (10-foot radius) Components: V, S Duration: Concentration, up to 1 hour A shimmering barrier extends out from you in a 10-foot
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from
Antilife Shell 5th-level abjuration Casting Time: 1 action Range: Self (10-foot radius) Components: V, S Duration: Concentration, up to 1 hour A shimmering barrier extends out from you in a 10-foot
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from
Antilife Shell 5th-level abjuration Casting Time: 1 action Range: Self (10-foot radius) Components: V, S Duration: Concentration, up to 1 hour A shimmering barrier extends out from you in a 10-foot
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from
Antilife Shell 5th-level abjuration Casting Time: 1 action Range: Self (10-foot radius) Components: V, S Duration: Concentration, up to 1 hour A shimmering barrier extends out from you in a 10-foot
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from
Antilife Shell 5th-level abjuration Casting Time: 1 action Range: Self (10-foot radius) Components: V, S Duration: Concentration, up to 1 hour A shimmering barrier extends out from you in a 10-foot
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from
Antilife Shell 5th-level abjuration Casting Time: 1 action Range: Self (10-foot radius) Components: V, S Duration: Concentration, up to 1 hour A shimmering barrier extends out from you in a 10-foot
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast spells or make attacks with Ranged or Reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast spells or make attacks with Ranged or Reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast spells or make attacks with Ranged or Reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast spells or make attacks with Ranged or Reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast spells or make attacks with Ranged or Reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast spells or make attacks with Ranged or Reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, whenever you or a creature you
can see moves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, whenever you or a creature you
can see moves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, whenever you or a creature you
can see moves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Mass Heal 9th-level evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous A flood of healing energy flows from you into injured creatures around you. You restore up
to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Mass Heal 9th-level evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous A flood of healing energy flows from you into injured creatures around you. You restore up
to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Mass Heal 9th-level evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous A flood of healing energy flows from you into injured creatures around you. You restore up
to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Mass Heal 9th-level evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous A flood of healing energy flows from you into injured creatures around you. You restore up
to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Lay on Hands Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to
your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Lay on Hands Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to
your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Lay on Hands Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to
your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool






