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Returning 35 results for 'before back deals cause return'.
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Magic Items
Dungeon Master’s Guide
you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon.
After the hovering weapon attacks for the fourth time, it flies back to you and
. The weapon uses your attack roll and adds your ability modifier to damage rolls.
While the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of
Magic Items
Dungeon Master’s Guide
This 50-foot coil of rope can repair itself when cut into any number of smaller pieces. As a Magic action, you can cause all pieces of the rope that are in contact with each other and not otherwise
in use to knit back together. A Rope of Mending is forever shortened if a section of it is lost or destroyed.
Magic Items
Dungeon Master’s Guide
attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand.
Spells
Player’s Handbook
effect based on its current Hit Points, as shown in the Divine Word Effects table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to
its plane of origin (if it isn’t there already) and can’t return to the current plane for 24 hours by any means short of a Wish spell.
Divine Word Effects
Hit Points
Effect
Magic Items
Dungeon Master’s Guide
While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius
and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.
Equipment
one. A Valenar blade in the hands of a non-elf is generally assumed to have been stolen or looted from a fallen foe, and a Valenar elf might feel entitled to demand its return or challenge the bearer
to prove they’re worthy to wield it.
Special. If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
Magic Items
Dungeon Master’s Guide
This item appears to be a sword hilt.
Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into existence or make the blade disappear
+2 bonus to attack rolls and damage rolls made with this weapon, which deals Radiant damage instead of Slashing damage. When you hit an Undead with it, that target takes an extra 1d8 Radiant damage
Magic Items
Dungeon Master’s Guide
As a Magic action, you can place this 1-inch adamantine statuette on the ground and, using a command word, cause it to grow rapidly into a square adamantine tower. Repeating the command word causes
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
deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a creature of the Giant type. Immediately after hitting or missing, the weapon flies back to your hand.
Blessings of
, and they threw back their enemies and enjoyed an era of prosperity. This young dwarf is remembered as the First King. When he became old, he passed the weapon, which had become his badge of office
Magic Items
Dungeon Master’s Guide
You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.
While holding this weapon, you can cause it to emit green Dim Light out to 10 feet, either as a Bonus Action or
long range of 120 feet. Immediately after you make a ranged attack with the weapon, it flies back to your hand.
Spells
Player’s Handbook
the Prone condition, and its Concentration is broken.
You can also cause the effects below.
Fissures. A total of 1d6 fissures open in the spell’s area at the end of the turn you cast it. You
. The tremor deals 50 Bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the end of each of your turns until the spell ends. If a structure drops to
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy
appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the
Magic Items
Dungeon Master’s Guide
While you are attuned to this magic weapon, your Strength is 20 unless your Strength is already equal to or greater than that score. The weapon deals an extra 1d8 Thunder damage to any creature it
saving throw, or its Concentration is broken. In addition, you can cause a 30-foot-deep, 10-foot-wide fissure to open up on the ground anywhere in the area. Any creature on a spot where the fissure
Monsters
Monster Manual
, the vampire uses Shape-Shift to become mist (no action required). If it can’t use Shape-Shift, it is destroyed.
While it has 0 Hit Points in mist form, it can’t return to its vampire form
water. Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire’s heart while the vampire has the Incapacitated condition in its resting place, the vampire has the
Magic Items
Dungeon Master’s Guide
of 3d6. Reroll if the Moonblade already deals an extra 3d6 Force damage on a hit.
76-80
The Moonblade gains the Thrown property with a normal range of 20 feet and a long range of 60 feet. Each
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
Magic Items
Dungeon Master’s Guide
die. If an ally of yours deals damage to the avatar, that ally summons another Avatar of Death. The new avatar appears in an unoccupied space as close to that ally as possible and targets only that
guard the place. While your soul is trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A Wish spell can’t return your soul to your body, but the spell reveals the location of the object that holds your soul. You draw no more cards.
Feats
Astarion's Book of Hungers
roll that deals Necrotic damage, you can cause one creature taking that damage to have the Poisoned condition until the start of your next turn. Once you use this benefit, you can’t use it again until you finish a Short or Long Rest.
Monsters
Lorwyn: First Light
Siege Monster. The noggle deals double damage to objects and structures.Sabotaging Swipe. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Sabotaging Swipe"}, reach
roughly translates to “that’s mine!” Noggles are found only in Shadowmoor, where they roam and cause chaos.Nimble Escape. The noggle takes the Disengage or Hide action.
Feats
Astarion's Book of Hungers
damage roll that deals Radiant damage, you can cause one Huge or smaller creature taking the damage to have the Prone condition. Once you use this benefit, you can’t use it again until you finish a Short or Long Rest.
Monsters
Lorwyn: First Light
Bloodied Wild Magic. While Bloodied, the noggle has a Fly Speed of 30 feet and it can choose for any damage it deals to be Force damage.Multiattack. The noggle makes two attacks, using Noggling Stick
Sylvan expression that roughly translates to “that's mine!” Noggles are found only in Shadowmoor, where they roam and cause chaos.
Magic Items
Stranger Things: Welcome to the Hellfire Club
using the Shield against a target within 5 feet of yourself. Apply your Proficiency Bonus and Strength modifier to the attack roll. On a hit, the Shield deals Piercing damage equal to 2d6 plus your
Strength modifier.
Spike Salvo. As a Magic action, you can cause spikes to erupt from the Shield in a 30-foot Cone. Each creature in the Cone makes a DC 13 Dexterity saving throw, taking 3d6 Piercing
Monsters
Astarion's Book of Hungers
, the vampire uses Shape-Shift to become mist (no action required). If it can’t use Shape-Shift, it is destroyed.
While it has 0 Hit Points in mist form, it can’t return to its vampire form
.
Running Water. The vampire takes 20 Acid damage if it ends its turn in running water.
Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire’s heart while the
Spells
Xanathar's Guide to Everything
You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target
takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.
The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Divine Word
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a wish spell.
Monsters
Journeys through the Radiant Citadel
mountain heights and alpine vales against trespassers. A wynling rarely engages a threat directly, preferring to deter intruders by harassing them with thefts and pranks. Many travelers return from lands
, lured by high-spirited music and sweet foods. Away from their open, wild homes, wynlings cause all manner of mysterious accidents.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
hound in the Border Ethereal can return to the Material Plane as an action.
Telepathic Bond. While the yeth hound is on the same plane of existence as its master, it can magically convey what it senses
hunting dogs. They race in pursuit of their prey, running it down until it’s too exhausted to fight back. Only the threat of dawn drives the pack back into hiding.
A pack of yeth hounds can be
Gynosphinx
Legacy
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Monsters
Basic Rules (2014)
mortals.
Lair Actions
On initiative count 20 (losing initiative ties), the sphinx can take a lair action to cause one of the following magical effects; the sphinx can’t use an effect again until it
moves up to 10 years forward or backward (sphinx’s choice). Only the sphinx is immediately aware of the time change. A wish spell can return the caster and up to seven other creatures designated by
Raise Dead
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to
, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.
This spell
Rope of Mending
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Xanathar's Guide to Everything
You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in
Astral Projection
Legacy
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Spells
Basic Rules (2014)
enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new
plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.
The spell ends for you and
Magic Items
Princes of the Apocalypse
javelin is also proficient with this weapon. On a hit, the boomerang deals 1d4 bludgeoning damage and 3d4 thunder damage, and the target must succeed on a DC 10 Constitution saving throw or be stunned until
the end of its next turn. On a miss, the boomerang returns to the thrower’s hand.
Once the boomerang deals thunder damage to a target, the weapon loses its ability to deal thunder damage and
Magic Items
Bigby Presents: Glory of the Giants
using this weapon, it deals an extra 1d8 damage or, if the target is a Giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.
Revenant
Legacy
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Monsters
Monster Manual (2014)
to go to the afterlife and not return.
Turn Immunity. The revenant is immune to effects that turn undead.
Vengeful Tracker. The revenant knows the distance to and direction of any creature against
throw. On a failure, the target is paralyzed until the revenant deals damage to it, or until the end of the revenant’s next turn. When the paralysis ends, the target is frightened of the revenant
Treant
Legacy
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Monsters
Basic Rules (2014)
False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.
Siege Monster. The treant deals double damage to objects and structures.Multiattack. The treant
until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.Bludgeoning, PiercingFire
Monsters
Curse of Strahd
on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return.
Special Equipment
","rollDamageType":"slashing"} slashing damage. Against Strahd, Vladimir deals an extra 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"2 Greatsword","rollDamageType":"slashing






