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Returning 35 results for 'before barrier devising common regains'.
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Magic Items
Dungeon Master’s Guide
This ornate wooden board has the letters of the Common alphabet printed on one side, alongside the words “Yes” and “No” and symbols representing “Weal” and &ldquo
and regains 1 expended charge daily at dawn. While touching the planchette, you can take 1 minute to cast one of the spells on the table below. The table indicates how many charges you must expend to
Magic Items
Dungeon Master’s Guide
attack rolls and damage rolls made with this magic weapon. If you hit an Undead with this weapon, you take 1d10 Necrotic damage, and the target regains 1d10 Hit Points. If this Necrotic damage reduces you
. Blackrazor is a sentient Chaotic Neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and Darkvision out to 120 feet.
The weapon speaks Common and can communicate
Magic Items
Dungeon Master’s Guide
Armor Class while holding the wand.
Spells. The wand has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the wand, you can cast one of the spells on the following table
Darkvision out to 120 feet.
The wand communicates telepathically with its wielder and speaks Abyssal and Common.
Personality. The wand’s purpose is to help satisfy Orcus’s desire to slay
Magic Items
Dungeon Master’s Guide
benefits:
Truesight. You have Truesight out to 240 feet.
Spellcasting. The eye has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Eye of Vecna Spells table
minute. To you, solid objects within that radius appear transparent and don’t prevent light from passing through themselves. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to
Magic Items
Dungeon Master’s Guide
until 7 days have passed, when it regains all expended charges.
Goat of Travail. This figurine can become a Giant Goat for up to 3 hours. Once it has been used, it can’t be used again until 30
has an Intelligence of 8 and can speak Common. It also has Blindsight with a range of 60 feet. Once it has been used, it can’t be used again until 7 days have passed.
Figurine of Wondrous
Monsters
Forgotten Realms: Adventures in Faerûn
take one of the following actions. Valindra regains all expended uses at the start of each of her turns.
Disrupt Life. Constitution Saving Throw: DC 20, each creature that isn’t Undead in a 20
pallor common to liches, she prefers to maintain a magical disguise that allows her to appear as the high elf she was in life. Ever the schemer, Valindra doesn’t use this disguise out of nostalgia
Magic Items
Forgotten Realms: Adventures in Faerûn
A wizard named Damara created this orb while devising a way to become a dragon. Aided by a mysterious magician (actually an aspect of Tiamat in disguise), Damara eventually created an Artifact that
and regains 1d4 + 2;{"diceNotation":"1d4 + 2", "rollType":"roll", "rollAction":"Spellcasting"} expended charges daily at dawn. While attuned to the orb, you can cast one of the spells on the following
Cube of Force
Legacy
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Magic Items
Basic Rules (2014)
This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn.
You can use an
charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1
Message
Legacy
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Spells
Basic Rules (2014)
spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood
Planetar
Legacy
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Monsters
Basic Rules (2014)
(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
":"Greatsword","rollDamageType":"radiant"} radiant damage.
Healing Touch (4/Day). The planetar touches another creature. The target magically regains 30 (6d8 + 3);{"diceNotation":"6d8+3","rollType":"heal
Solar
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Monsters
Basic Rules (2014)
DC 25). It 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 and good
/Day). The solar touches another creature. The target magically regains 40 (8d8 + 4);{"diceNotation":"8d8+4","rollType":"heal","rollAction":"Healing Touch"} hit points and is freed from any curse
Monsters
Dragonlance: Shadow of the Dragon Queen
, thaumaturgy
1/day each: blade barrier, dispel magic, flame strike, lesser restoration, revivifyHigh Master Kansaldi Fire-Eyes leads the Red Dragon Army’s offensive in Solamnia. A fanatical adherent
can see within 60 feet of herself magically regains 17 (2d12 + 4);{"diceNotation":"2d12+4", "rollType":"heal", "rollAction":"Dragon Queen's Favor"} hit points.
Magic Items
Phandelver and Below: The Shattered Obelisk
1 minute. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks this projection. If you project your voice while speaking a language the listening
creatures don’t understand, you can make the creatures understand what you’re saying. You must be able to see the creatures to make them understand. The ring regains 1d6 expended charges daily at dawn.
Monsters
Mythic Odysseys of Theros
hydra dies.
At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for
wild places of the world, being common foes for heroes seeking to test their mettle against terrors worthy of the gods’ notice. Most ironscale hydras inhabit lakes and boggy caverns, from which
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
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
Zariel
Legacy
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Monsters
Mordenkainen’s Tome of Foes
), detect evil and good, fireball, invisibility (self only), wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Legendary Resistance (3/Day). If Zariel fails a saving throw
, she can choose to succeed instead.
Magic Resistance. Zariel has advantage on saving throws against spells and other magical effects.
Regeneration. Zariel regains 20 hit points at the start of her
Monsters
Baldur’s Gate: Descent into Avernus
appearance), detect evil and good, fireball, invisibility (self only), wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Legendary Resistance (3/Day). If Zariel fails a saving
throw, she can choose to succeed instead.
Magic Resistance. Zariel has advantage on saving throws against spells and other magical effects.
Regeneration. Zariel regains 20 hit points at the start of
Magic Items
Waterdeep: Dragon Heist
defense against the axe, which passes through that spell’s barrier of magical force.
When you hit a fiend or an undead with the axe, cold blue flames erupt from its blade and deal an extra 2d6
regains all expended charges daily at dawn.
Illumination. While holding the axe, you can use an action to cause the axe to glow blue or to quench the glow. This glow sheds bright light in a 30-foot
Magic Items
Tyranny of Dragons
A sentient (neutral evil) greatsword, Hazirawn is capable of speech in Common and Netherese. Even if you aren’t attuned to the sword, you gain a +1 bonus on attack rolls and damage rolls made
), or detect thoughts (2 charges). Each night at midnight, Hazirawn regains 1d4 expended charges.
Wounding. While you are attuned to the weapon, any creature that you hit with Hazirawn can’t
Monsters
Journeys through the Radiant Citadel
dim light for an additional 30 feet.
Regeneration. The tlexolotl regains 10 hit points at the start of its turn. If the tlexolotl takes cold damage or is immersed in water, this trait doesn&rsquo
destructive prowess, the land around its volcano is often naturally abundant. It’s common for those who live nearby to honor the tlexolotl as a protector of the land, as the ash it creates rejuvenates the soil and encourages life to flourish.Fire, Poison
Monsters
Bigby Presents: Glory of the Giants
damage, each creature within 20 feet of it takes that damage as well.
Regeneration. The mutate regains 10 hit points at the start of its turn. If the mutate takes acid or fire damage, this trait doesn
troll undergoes strange mutations. Among the most common mutations are wings, stretchable bodies, resistance to magic, and a strange reflective psychic property. Many troll mutates also have small
Adult Red Dragon
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Monsters
Basic Rules (2014)
one.The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains
earthquakes are common within 6 miles of the dragon’s lair.
Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
Rocky fissures within 1 mile of the dragon’s
Monsters
Mordenkainen Presents: Monsters of the Multiverse
and using Charisma as the spellcasting ability (spell save DC 20):
At will: command, dancing lights, detect magic, thaumaturgy
2/day each: banishment, blade barrier, cure wounds, hold person, plane
below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The drow regains spent legendary actions at the start of her turn.
Demon Staff. The
Ancient Red Dragon
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Monsters
Basic Rules (2014)
regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon
earthquakes are common within 6 miles of the dragon’s lair.
Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
Rocky fissures within 1 mile of the dragon
Adult Red Dracolich
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Monsters
Monster Manual (2014)
legendary action option can be used at a time and only at the end of another creature's turn. The dracolich regains spent legendary actions at the start of its turn.
Detect. The dracolich makes a Wisdom
following effects:
Small earthquakes are common within 6 miles of the dracolich's lair.
Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
Rocky fissures within 1 mile
Drow Matron Mother
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Monsters
Mordenkainen’s Tome of Foes
slots): blade barrier, harm
7th level (2 slots): divine word, plane shift
8th level (1 slot): holy aura
9th level (1 slot): gate
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on
the end of another creature's turn. The drow regains spent legendary actions at the start of her turn.
Demon Staff. The drow makes one attack with her demon staff.
Compel Demon (Costs 2 Actions). An
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
the end of another creature's turn. The rider regains spent legendary actions at the start of its turn.
Attack. The ashen rider makes an attack using its ashen blade or bolt of ash.
Coordinated
Monsters
Icewind Dale: Rime of the Frostmaiden
ice troll has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The ice troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this
cold damage, the target must succeed on a DC 15 Constitution saving throw or have disadvantage on its attack rolls until the end of its next turn.Ice trolls have all the meanness and hunger of common
Monsters
Spelljammer: Adventures in Space
the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The horror regains spent legendary actions at the start of its turn
they have certain qualities in common. Each one is roughly 100 feet long or tall, and its physical form is a seemingly impossible conglomeration of eyes, mouths, wings, tentacles, and less recognizable organs and appendages.Acid, Poison
Monsters
Acquisitions Incorporated
actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The ancient deep crow regains spent legendary actions at the
of volcanic rock the creatures prize as roosts are common in such places, whose ambient warmth provides constant temperature regulation for the creature's eggs.
Regional Effects
The region containing
Monsters
Candlekeep Mysteries
Bound to Candlekeep. Miirym can’t leave Candlekeep and is immune to any effect that would place her in a location outside it, including an extradimensional space. If she dies, Miirym regains
.
Regeneration. Miirym regains 40 hit points at the start of her turn. If Miirym takes damage from a magic weapon or a spell, this trait doesn’t function at the start of Miirym’s next turn. Miirym
Magic Items
Tales from the Yawning Portal
detection. It regains all of its expended charges at dawn and isn’t at risk of crumbling if its last charge is used.
Sentience. Waythe is a sentient weapon of neutral good alignment, with an
Intelligence of 12, a Wisdom of 2, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet.
The weapon can speak and understand Giant and Common, and it can communicate telepathically
Monsters
Mordenkainen Presents: Monsters of the Multiverse
below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The ki-rin regains spent legendary actions at the start of its turn.
Move. The ki
of evil. Having one horn is most common, but a particularly fierce ki-rin might have two horns or a set of antlers like those of a great stag.
In many lands, common folk view ki-rins as heralds of
Monsters
Van Richten’s Guide to Ravenloft
can choose to succeed instead.
Regeneration. The loup garou regains 10 hit points at the start of each of its turns. If the loup garou takes damage from a silver weapon, this trait doesn’t
used at a time, and only at the end of another creature’s turn. The loup garou regains spent legendary actions at the start of its turn.
Swipe. The loup garou makes one Claws attack (dire wolf
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Resistance. Zariel has advantage on saving throws against spells and other magical effects.
Regeneration. Zariel regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn
evil and good, fireball, invisibility (self only), major image, wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Teleport. Zariel teleports, along with any equipment






