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Returning 35 results for 'before being down can’t return'.
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Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
surroundings as if you were in the container’s space. You can’t move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your
good or magic circle spell can’t be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target’s body, and the target’s soul becomes trapped in the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
surroundings as if you were in the container’s space. You can’t move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your
good or magic circle spell can’t be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target’s body, and the target’s soul becomes trapped in the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
The Domain’s Downfall Once you know what your domain and Darklord are, think ahead to the climax of your adventures. A Darklord likely can’t be defeated by combat alone, so what is their weakness? In
circumstances might they return? What happens to their domain? Does a new Darklord rise? Does the domain permanently dissolve? Can the adventurers escape the domain? Do the adventurers return home or travel to another domain?
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
other plane can’t perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane. You return to the other plane at the start of your next turn and when the spell
you left, which is cast in shades of gray, but you can’t see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
other plane can’t perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane. You return to the other plane at the start of your next turn and when the spell
you left, which is cast in shades of gray, but you can’t see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
plane of existence. Once outside its lair, the sphinx can’t use lair actions, but it can return to its lair as a bonus action on its turn, taking up to seven creatures with it.
(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 finishes a short or long rest: The flow of time
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target
fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
senses, but it can’t move and it is Incapacitated. While possessing a body, you can take a Magic action to return from the host body to the container if it is within 100 feet of you, returning the
the container’s space. You can’t move or take Reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. Gwyn Oresong tells the characters more about these locations in the “Return to Phandalin” section. The characters can’t enter the crypt without passing through Talhundereth, but they might approach Gibbet Crossing before or after they explore the temple and crypt.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
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 closes all mortal wounds, but it
Raise Dead 5th-level necromancy Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth at least 500 gp, which the spell consumes) Duration: Instantaneous You return a dead creature
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target
fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
senses, but it can’t move and it is Incapacitated. While possessing a body, you can take a Magic action to return from the host body to the container if it is within 100 feet of you, returning the
the container’s space. You can’t move or take Reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Chapter 16: Mission to Thay Early during his rise to power, Severin enlisted the aid of a group of Thayan exiles in his scheme to return Tiamat to the world. He needs the Red Wizards’ expertise in
the rituals that will open the portal between Tiamat’s home on Avernus and the Well of Dragons. Without the Red Wizards, Severin’s plan can’t succeed.
The Red Wizards enlisted by Severin are among
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
acquire boats. Shuushar wishes to return to his own people in hopes of guiding them to the enlightenment he has achieved. Stool can’t navigate and has no knowledge of the local area, but it desperately
characters to go to Gracklstugh to acquire better equipment, and out of a desire to return to his people. He also intends to murder the characters one by one along the way, believing them to be divine
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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 closes all mortal wounds, but it
Raise Dead 5th-level necromancy Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth at least 500 gp, which the spell consumes) Duration: Instantaneous You return a dead creature
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
you use the cloak, and each time thereafter, you must make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to 0 hit points, and you can’t
willingly return to normal form. If you ever remain in hell hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Chapter 16: Mission to Thay Early during his rise to power, Severin enlisted the aid of a group of Thayan exiles in his scheme to return Tiamat to the world. He needs the Red Wizards’ expertise in
the rituals that will open the portal between Tiamat’s home on Avernus and the Well of Dragons. Without the Red Wizards, Severin’s plan can’t succeed. The Red Wizards enlisted by Severin are among the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can’t be undead. The spell fails if the corpse was the target of this spell within the
repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can’t be undead. The spell fails if the corpse was the target of this spell within the
repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
it the following traits: Plane Locked. The creature’s creature type changes to Celestial or Fiend (DM’s choice), and the creature can’t leave the Outer Planes. Portals or magic that allow transport
beyond the Outer Planes don’t affect this creature.
Soul Shape. A dead petitioner can be returned to life only by the true resurrection spell or the wish spell. If affected by these spells, a petitioner chooses whether to return in its original mortal form or as a petitioner.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Potion of Aqueous Form Potion, rare When you drink this potion, you transform into a pool of water. You return to your true form after 10 minutes or if you are incapacitated or die. You’re under the
also have advantage on Strength, Dexterity, and Constitution saving throws. Limitations. You can’t talk, attack, cast spells, or activate magic items. Any objects you were carrying or wearing meld into
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
straight home to alert the town. The characters can’t convince Fef to return to the bodies, but they can follow his tracks through the snow easily enough. The fox (see appendix C) in Fef’s trap is rattled
Getting the Quest If the characters offer to retrieve the stolen casks, the locals can’t reward them with much more than free lodging and drink for a tenday. If the characters accept these terms
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
range of 60 feet. He has advantage on saving throws against being charmed, and magic can’t put him to sleep. Treasure. If the characters return his original heart to him, Octavian reciprocates by giving
, but when it came time for him to pay up, Octavian refused to give Bavlorna what she wanted in return: Octavian’s still-beating heart. As punishment, Bavlorna took what she wanted by force, switching out
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
child to return to her. Children sequestered in this fashion are beyond the reach of everyone else and can’t be located or scried upon using magic.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is
can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything there more than 60 feet away. You can only affect and be affected by other creatures on the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, his knees buckle and he collapses with the book pressed underneath him.
The dwarf, Buron Sternmettle, is dead—the victim of a sudden heart attack. Because his soul doesn’t want to return, spells
such as revivify and raise dead can’t restore him to life. Buron Sternmettle was a quiet Avowed acolyte who also belonged to a secret cult called the Livestock. In the cult, Buron was known by the alias
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
or fewer: killed instantly Regardless of its current hit points, a celestial, an elemental, a fey, or a 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.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is
can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything there more than 60 feet away. You can only affect and be affected by other creatures on the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
movement costs an extra foot. You can perceive the plane you left, which looks gray, and you can’t see anything there more than 60 feet away. While on the Ethereal Plane, you can affect and be affected
only by creatures, objects, and effects on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive or interact with you unless a feature gives them the ability to do so. When the spell
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 60 feet away. While on the
Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special ability or
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 60 feet away. While on the
Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special ability or
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
or fewer: killed instantly Regardless of its current hit points, a celestial, an elemental, a fey, or a 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.






