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Returning 35 results for 'before bonus dice cantrip restore'.
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Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Bonus Cantrip (pg. 68) The following sentence has been added to the end of this paragraph: “This cantrip doesn’t count against the number of druid cantrips you know.”
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Bonus Cantrip (pg. 61) The following sentence has been added to the end of this paragraph: “This cantrip doesn’t count against the number of cleric cantrips you know.”
Monsters
Monster Manual
, or if the erinyes dies. If the rope is damaged or destroyed, the erinyes can fully restore it when finishing a Short or Long Rest.Multiattack. The erinyes makes three Withering Sword attacks and can
":"damage", "rollAction":"Entangling Rope", "rollDamageType":"Force"} Force damage, and the target has the Restrained condition until the rope is destroyed, the erinyes uses a Bonus Action to release
Feats
Player’s Handbook
creature can expend one of its Hit Point Dice, and you then roll that die. The creature regains a number of Hit Points equal to the roll plus your Proficiency Bonus.
Healing Rerolls. Whenever you roll a
die to determine the number of Hit Points you restore with a spell or with this feat’s Battle Medic benefit, you can reroll the die if it rolls a 1, and you must use the new roll.
Magic Items
Dungeon Master’s Guide
’s saving throw DC and attack bonus, as well as the scroll’s rarity, as shown in the following table.
Spell Scroll
Spell Level
Rarity
Save DC
Attack Bonus
Spell Scroll
(Cantrip);Cantrip
Common
13
+5
Spell Scroll (Level 1);1st
Common
13
+5
Spell Scroll (Level 2);2nd
Uncommon
13
+5
Spell Scroll (Level 3);3rd
Uncommon
15
+7
Spell Scroll
Magic Items
Dungeon Master’s Guide
.
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
Quarterstaff.
The level of the spell bound into the staff determines the spell’s saving throw DC and attack bonus, as well as the staff’s rarity, as shown in the following table
Magic Items
Dungeon Master’s Guide
and attack bonus, as well as the armor’s rarity, as shown in the following table.
Spell Level
Rarity
Save DC
Attack Bonus
Cantrip
Uncommon
13
+5
1
Uncommon
13
+5
Magic Items
Dungeon Master’s Guide
determines the spell’s saving throw DC and attack bonus, as well as the weapon’s rarity, as shown in the following table.
Spell Level
Rarity
Save DC
Attack Bonus
Cantrip
Spells
Player’s Handbook
. On a hit, the target takes 1d8 Fire damage.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Feats
Player’s Handbook
finish a Long Rest.
Recover Vitality. You have a pool of ten d10s. As a Bonus Action, you can expend dice from the pool, roll those dice, and regain a number of Hit Points equal to the roll’s total. You regain all the expended dice when you finish a Long Rest.
Spells
Player’s Handbook
statistics, but the target retains its creature type; Hit Points; Hit Point Dice; alignment; ability to communicate; and Intelligence, Wisdom, and Charisma scores. The target’s actions are
target gains a number of Temporary Hit Points equal to the Hit Points of the first form into which it shape-shifts. These Temporary Hit Points vanish if any remain when the spell ends. The transformation lasts for the duration or until the target ends it as a Bonus Action.
Feats
Player’s Handbook
Saving Throws.
Speedy Recovery. As a Bonus Action, you can expend one of your Hit Point Dice, roll the die, and regain a number of Hit Points equal to the roll.
Spells
Player’s Handbook
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).
Spells
Player’s Handbook
number of Hit Dice [d10s] equal to the spell’s level)
Speed 60 ft., Fly 60 ft. (requires level 4+ spell)
Mod
Save
STR
18
+4
+4
DEX
12
+1
+1
CON
1 mile (works only with you)
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Life Bond. When you regain Hit Points from a level 1+ spell, the steed regains the same number of Hit Points if
Feats
Player’s Handbook
. You can prepare enough of this food for a number of creatures equal to 4 plus your Proficiency Bonus. At the end of the Short Rest, any creature who eats the food and spends one or more Hit Dice to
regain Hit Points regains an extra 1d8 Hit Points.
Bolstering Treats. With 1 hour of work or when you finish a Long Rest, you can cook a number of treats equal to your Proficiency Bonus if you have
Feats
Astarion's Book of Hungers
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.
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
Feats
Eberron: Forge of the Artificer
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
Constitution modifier, and one creature of your choice within 30 feet of you (not including you) takes Force damage equal to the number rolled. Those dice are then expended.
You can use this benefit a
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
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
spellcasting ability for this spell.
Aberrant Surge. When you cast the level 1 spell from this feat, you can expend one of your Hit Point Dice and roll it. If you roll an even number, you gain a number of
Feats
Eberron: Forge of the Artificer
feat to cast Cure Wounds without using a spell slot a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Additionally, when you cast Cure
Wounds and roll dice to determine the number of Hit Points restored, you can treat any 1 or 2 on a roll as a 3.
Magic Items
Guildmasters’ Guide to Ravnica
.
While wearing the bracers, whenever you cast a cantrip, you can use a bonus action on the same turn to cast that cantrip a second time.
Monsters
Locathah Rising
target also gains 1 temporary hit point per die spent. Amble regains all expended dice when they finish a long rest.
Hidden Paths (4/Day). (As a Bonus Action) Amble may teleport up to 60 feet to an
blocks the sphere.
While within the sphere, Amble and their allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere isn’t
Magic Items
Tasha’s Cauldron of Everything
DCs of your artificer spells. The bonus is determined by the tool’s rarity.
As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any
Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it.
While holding this tool, you gain a bonus to the spell attack rolls and the saving throw
Monsters
Eberron: Rising from the Last War
Illumination. The soldier magically sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The soldier can extinguish or restore this light as a bonus action.
Turn Resistance
Monsters
Tyranny of Dragons
step
War Magic. When Dralmorrer uses his action to cast a cantrip, he can also take a bonus action to make one weapon attack.
Weapon Bond. Provided his longsword is on the same plane, Dralmorrer can
take a bonus action to teleport it to his hand.Multiattack. Dralmorrer attacks twice, either with his longsword or dagger.
Longsword. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit
Devourer
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
hit points, immediately recharges Soul Rend, and gains an additional action on its next turn. Additionally, at the start of its next turn, the devourer regurgitates the slain creature as a bonus action
, and the creature becomes an undead. If the victim had 2 or fewer Hit Dice, it becomes a zombie. If it had 3 to 5 Hit Dice, it becomes a ghoul. Otherwise, it becomes a wight. A devourer can imprison
Leucrotta
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
Keen Smell. The leucrotta has advantage on Wisdom (Perception) checks that rely on smell.
Kicking Retreat. If the leucrotta attacks with its hooves, it can take the Disengage action as a bonus action
leucrotta reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make an attack with its hooves.Multiattack. The leucrotta makes
Star Spawn Larva Mage
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
attacks). It can innately cast the following spells, requiring no material components:
At will: eldritch blast (3 beams, +3 bonus to each damage roll), minor illusion
3/day: dominate monster
1/day
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
Monsters
Candlekeep Mysteries
Shocking Grasp (Cantrip). Melee Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"spell","rollAction":"Shocking Grasp"} to hit (with advantage if the target is wearing armor made of metal), reach
magical force that protects it. Until the start of its next turn, the sage has a +5 bonus to AC, including against the triggering attack, and it takes no damage from magic missile.Candlekeep’s
Monsters
Candlekeep Mysteries
Shocking Grasp (Cantrip). Melee Spell Attack: +8;{"diceNotation":"1d20+8","rollType":"spell","rollAction":"Shocking Grasp"} to hit (with advantage if the target is wearing armor made of metal), reach
invisible barrier of magical force that protects it. Until the start of its next turn, the sage has a +5 bonus to AC, including against the triggering attack, and it takes no damage from magic
Orc Red Fang of Shargaas
Legacy
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Monsters
Volo's Guide to Monsters
Cunning Action. On each of its turns, the orc can use a bonus action to take the Dash, Disengage, or Hide action.
Hand of Shargaas. The orc deals an 2 extra dice of damage when it hits a target with
Bard
Legacy
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Monsters
Volo's Guide to Monsters
","rollAction":"Song of Rest"} hit points if it spends any Hit Dice to regain hit points at the end of that rest. The bard can confer this benefit on itself as well.
Taunt (2/Day). The bard can use a bonus action
Healer
Legacy
This doesn't reflect the latest rules and lore.
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Feats
Player’s Handbook (2014)
, that creature also regains 1 hit point.
As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the
creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.
Monsters
Guildmasters’ Guide to Ravnica
Focus. As a bonus action, the giant can target a creature it can see within 30 feet of it and make that creature its focus. The target remains the giant’s focus for 1 minute, or until either
","rollType":"damage","rollAction":"Greataxe","rollDamageType":"slashing"} slashing damage. If the Orzhov giant scores a critical hit, it rolls the damage dice three times, instead of twice.
Rock. Ranged
Gynosphinx
Legacy
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Monsters
Basic Rules (2014)
;s choice), but never any younger than 1 year old. A greater restoration spell can restore a creature’s age to normal.
The flow of time within the lair is altered such that everything within
use lair actions, but it can return to its lair as a bonus action on its turn, taking up to seven creatures with it.
PsychicBludgeoning, Piercing, and Slashing from Nonmagical Attacks






