Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'becomes blinded down cantrip regain'.
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
daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff ’s last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical
.
Spell Level
Rarity
Save DC
Attack Bonus
Cantrip
Uncommon
13
+5
1
Uncommon
13
+5
2
Rare
13
+5
3
Rare
15
+7
4
Very Rare
15
+7
5
Very Rare
17
+9
6
Legendary
17
+9
7
Legendary
18
+10
8
Legendary
18
+10
Spells
Player’s Handbook
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
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).
Monsters
Monster Manual
the target, which has the Blinded condition and is suffocation;suffocating while the darkmantle is attached in this way.
While attached to a target, the darkmantle can attack only the target but has
Advantage on its attack rolls. Its Speed becomes 0, it can’t benefit from any bonus to its Speed, and it moves with the target.
A creature can take an action to try to detach the darkmantle
Monsters
Monster Manual
", "rollDamageType":"Necrotic"} Necrotic damage, and the target has the Poisoned condition until the start of the necrohulk’s next turn. While Poisoned, the target can’t regain Hit Points. Success: Half
and becomes grafted to its body. The necrohulk can have only one target grafted at a time.
While grafted, the target has the Restrained condition and Disadvantage on Constitution saving throws. When
Monsters
Monster Manual
":"Necrotic"} Necrotic damage. If the target is a creature, it is cursed. While cursed, the target can’t regain Hit Points, it gains no benefit from finishing a Long Rest, and its Hit Point
space it can see. Each creature of its choice that it can see within 5 feet of its destination space has the Blinded condition until the end of the mummy’s next turn.Legendary Action Uses: 3 (4
Magic Items
Dungeon Master’s Guide
DC 15 Constitution saving throw or have the Blinded condition for 1 minute. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success.
Third Command
Word. You expend 5 charges and cause the gem to flare with intense light in a 30-foot Cone. Each creature in the Cone makes a saving throw as if struck by the beam created with the second command word.
When all of the gem’s charges are expended, the gem becomes a nonmagical jewel worth 50 GP.
Monsters
Monster Manual
the aboleth’s turn. Failure: The target is cursed. Until the curse ends, the target’s skin becomes slimy, the target can breathe air and water, and it can’t regain Hit Points unless
Magic Items
Dungeon Master’s Guide
regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one Swarm of Rats with each expended charge if
24 hours. On a failed save, the swarm is swayed by the pipes’ music and becomes Friendly to you and your allies for as long as you continue to play the pipes each round as a Magic action. A
Magic Items
Dungeon Master’s Guide
This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or
becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the DM determines randomly which among them are affected.
Regaining Charges. The wand regains 1d6 + 1 expended
Magic Items
Dungeon Master’s Guide
. 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
, and you gain the following benefits:
Great Strength. Your Strength becomes 20 unless it is already 20 or higher.
Icy Touch. Any melee spell attack you make with the hand and any melee attack made
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
cast a spell until you finish a Long Rest, you take 1d10 Necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength score becomes 3
Feats
Astarion's Book of Hungers
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
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.
Feats
Lorwyn: First Light
Origin Feat
You gain the following benefits.
Eyes of Eirdu. You and allies within 10 feet of you have Advantage on saving throws made to avoid or end the Blinded condition.
Faerie Fire. You learn
the Faerie Fire spell. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this feat). You can cast it once without a spell slot, and you regain the
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
Spells
Forgotten Realms: Heroes of Faerûn
Deathly power fills a 60-foot Emanation originating from you for the duration.
When you cast this spell, you can designate creatures to be unaffected by it. Any other creature can’t regain Hit
save only once per turn.
Casting as a Circle Spell. Casting this as a Circle spell requires a minimum of two secondary casters. If the spell is cast as a Circle spell, its duration becomes
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
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
spells
Player’s Handbook
Choose a creature within range that has 0 Hit Points and isn’t dead. The creature becomes Stable.
Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).
Star Spawn Larva Mage
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
saving throw or take 22 (5d8);{"diceNotation":"5d8","rollType":"damage","rollAction":"Plague of Worms","rollDamageType":"necrotic"} necrotic damage and be blinded and restrained by masses of swarming
only at the end of another creature's turn. The larva mage regains spent legendary actions at the start of its turn.
Cantrip (Costs 2 Actions). The larva mage casts one cantrip.
Slam (Costs 2 Actions
Feign Death
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Player’s Handbook (2014)
spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has
resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.
Magic Items
Tasha’s Cauldron of Everything
speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material
Rarity
Spellcasting Ability Mod.
Save DC
Attack Bonus
Spellwrought Tattoo, Cantrip;Cantrip
Common
+3
13
+5
Spellwrought Tattoo, 1st level;1st
Common
+3
13
+5
Spellwrought
Monsters
Icewind Dale: Rime of the Frostmaiden
attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Poison Spray (Cantrip). Grandolpha extends her hand toward a creature she can see within 10 feet of her and projects a puff of
at seduction. She has begun plotting with disenfranchised advisors and warriors in his ranks to overthrow him when the moment is right. Ironically, despite his paranoia, Xardorok is too blinded by his
Orc Nurtured One of Yurtrus
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
":"poison"} poison damage and becomes poisoned. On a success, the creature takes half as much damage and isn't poisoned. A creature poisoned by this effect can repeat the save at the end of each of
its turn, ending the effect on itself on a success. While poisoned by this effect, a creature can't regain hit points.
Nurtured One of Yurtrus. The orc has advantage on saving throws against poison and
Gem of Brightness
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The third command
the second command word.
When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp.
Monsters
Icewind Dale: Rime of the Frostmaiden
“Actions” below.Shocking Grasp (Cantrip). Melee Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Shocking Grasp"} to hit, reach 5 ft., one creature (the attack roll
target can’t take reactions until the start of his next turn.
Acid Splash (Cantrip). Dzaan hurls a bubble of acid at one creature he can see within 60 feet of it, or at two such creatures that
Monsters
Eberron: Rising from the Last War
Adamantine Plating. Any critical hit against the Lord of Blades becomes a normal hit.
Bladed Armor. A creature that grapples the Lord of Blades or is grappled by him takes 13 (3d8);{"diceNotation
, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d6 + 5);{"diceNotation":"1d6+5","rollType":"damage","rollDamageType":"slashing"} slashing damage.
Fire Bolt (Cantrip). Ranged Spell Attack: +10
Darkmantle
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
the attack roll, it attaches by engulfing the target’s head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way.
While attached to the target, the
darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle’s speed also becomes 0, it can’t benefit from any bonus to its speed, and 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
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
Spells
Xanathar's Guide to Everything
deal an extra 2d8 radiant damage on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration.
As a bonus action on your turn, you can dismiss this spell and cause the
damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.






