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Returning 34 results for 'before bonus diffusing combatant recovery'.
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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.
Classes
Player’s Handbook
Features table. See the multiclassing rules to determine your available spell slots.
Wizard Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Class Features
Cantrips
Prepared Spells
1
2
3
4
5
6
7
8
9
1
+2
Spellcasting, Ritual Adept, Arcane Recovery
3
4
2
—
—
—
—
—
—
&mdash
Feats
Astarion's Book of Hungers
General Feat (Prerequisite: Level 4+)
You gain the following benefits.
Ability Score Increase. Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
Powerful Recovery
with an attack roll, you can expend a Hit Point Die, roll it, and regain a number of Hit Points equal to the number rolled plus your Constitution modifier.
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Magic Items
Tasha’s Cauldron of Everything
spells. The bonus is determined by the book’s rarity.
You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard
Classes
Xanathar's Guide to Everything
incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.
A drunken
of the Drunken Master Features
Monk Level
Feature
3rd
Bonus Proficiencies, Drunken Technique
6th
Tipsy Sway
11th
Drunkard’s Luck
17th
Intoxicated Frenzy
Classes
Xanathar's Guide to Everything
incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.
A drunken
of the Drunken Master Features
Monk Level
Feature
3rd
Bonus Proficiencies, Drunken Technique
6th
Tipsy Sway
11th
Drunkard’s Luck
17th
Intoxicated Frenzy
Monsters
Mordenkainen Presents: Monsters of the Multiverse
star spawn hulk;star spawn hulks. Not only is a hulk a powerful combatant, but when a seer deals psychic damage to a hulk, the hulk isn’t hurt, and the effect ricochets off and expands to assault
effect as normal.
Cult of Tharizdun, the Chained God
Tharizdun’s Spark (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Tharizdun's Spark"}. As a bonus action, the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Boon of Recovery You can use a bonus action to regain a number of hit points equal to half your hit point maximum. Once you use this boon, you can’t use it again until you finish a long rest.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Death 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.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book’s rarity. You can use this book as a spellbook. In
addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Boon of Recovery Epic Boon Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30. Last Stand. When
until you 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.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Epic Boon Boon of Fortitude Epic Boon Boon of Irresistible Offense Epic Boon Boon of Recovery Epic Boon Boon of Skill Epic Boon Boon of Speed Epic Boon Boon of Spell Recall Epic Boon Boon of the Night
Training General Medium Armor Master General Moderately Armored General Mounted Combatant General Musician Origin Observant General Piercer General Poisoner General Polearm Master General Protection
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
Recovery. When you roll a Hit Point Die to regain Hit Points, you can treat any roll of 1 or 2 as a 3. Sanguine Feast. Once per turn when you hit a Bloodied creature that isn’t a Construct or Undead
with an attack roll, you can expend a Hit Point Die, roll it, and regain a number of Hit Points equal to the number rolled plus your Constitution modifier. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the Roll When a character makes an attack roll, the two most common modifiers to the roll are an ability modifier and the character's proficiency bonus. When a monster makes an attack roll, it uses
spellcaster. Proficiency Bonus. You add your proficiency bonus to your attack roll when you attack using a weapon with which you have proficiency, as well as when you attack with a spell. Rolling 1 or 20
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
dragonfly wings for neutrality. Unearthly Recovery At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you
arbitrary. There should be a bat angel!
Divine Soul Features Sorcerer Level Feature 1st Divine Magic, Favored by the Gods 6th Empowered Healing 14th Otherworldly Wings 18th Unearthly Recovery
Monsters
Fizban's Treasury of Dragons
the lair returns to normal levels over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days. The increased Hit Die recovery ends immediately. The existing abundance of
statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.
Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it.
Monsters
Fizban's Treasury of Dragons
increased Hit Die recovery ends immediately. The existing abundance of quartz crystals remains, but new crystals form at a normal rate.Cold, RadiantChange Shape. The dragon magically transforms into
any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.
Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Sahuagin Priest Sahuagin priests serve the will of Sekolah or other fiendish masters. They direct and support other sahuagin, and they consider every combatant that falls in battle—whether enemy or
the spellcasting ability (spell save DC 12):
At Will: Thaumaturgy
2/Day Each: Hold Person, Tongues
Bonus Actions
Fiendish Aid (2/Day). The sahuagin casts Bless or Healing Word, using the same spellcasting ability as Spellcasting.
Compendium
- Sources->Dungeons & Dragons->Thieves’ Gallery
fearsome combatant when her ire is up, Holga wields anything that comes to hand—from weapons to snacks. Her unwavering loyalty makes her a fierce defender of allies, particularly her best friend
passive Perception 13
Languages Common, Halfling
Challenge 5 (1,800 XP) Proficiency Bonus +3
Reckless. At the start of her turn, Holga can gain advantage on melee weapon attack rolls during that
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
present what seems like an incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and
, masterful foe. Way of the Drunken Master Features Monk Level Feature 3rd Bonus Proficiencies, Drunken Technique 6th Tipsy Sway 11th Drunkard’s Luck 17th Intoxicated Frenzy Bonus Proficiencies When
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
your spellbook: burning hands, charm person, feather fall, mage armor, magic missile, and sleep. The Wizard
— Spell Slots per Spell Level —
Level
Proficiency Bonus
Features
Cantrips Known
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+2
Spellcasting, Arcane Recovery
3
2
—
—
—
—
—
—
—
—
2nd
+2
Arcane Tradition
3
3
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
ability modifier and the character’s proficiency bonus. When a monster makes an attack roll, it uses whatever modifier is provided in its stat block. Ability Modifier. The ability modifier used for a melee
roll. The ability modifier used for a spell attack depends on the spellcasting ability of the spellcaster, as explained in chapter 10. Proficiency Bonus. You add your proficiency bonus to your attack
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
sleep. Level
Proficiency
Bonus
Features
Cantrips
Known
— Spell Slots per Spell Level —
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+2
Spellcasting, Arcane Recovery
3
2
—
—
—
—
—
—
—
—
2nd
+2
Arcane Tradition
3
3
—
—
—
—
—
—
—
—
3rd
+2
—
3
4
2
—
—
—
—
—
—
—
4th
+2
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the +2 bonus for using a light or finesse weapon only once. In the case of spellcasting, apply only the modifier from the highest-level spell. Apply any modifiers for bonus actions to that creature’s
turn, remembering never to apply the same modifier twice. For instance, a paladin casts a 2nd-level spell as a bonus action and then attacks with a shortsword. The paladin takes a -2 penalty for the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
melee combatant. She is more dangerous when she can use magic from a safe distance. She can also use her faerie fire spell to make foes easier for her allies to hit. Skylla
Medium Humanoid (Human
XP) Proficiency Bonus +2
Special Equipment. Skylla carries an eldritch staff (see appendix A) with 10 charges. The staff regains 1d6 + 4 expended charges daily at dawn. If its last charge is
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
your choice in that area regains 2d6 Hit Points. The damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6). Level 6: Natural Recovery You can cast one of the level 1
there for 1 minute or until you have the Incapacitated condition or die. You and your allies have Half Cover while in that area, and your allies gain the current Resistance of your Nature’s Ward while there. As a Bonus Action, you can move the Cube up to 60 feet to ground within 120 feet of yourself.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites. Bonus Cantrip When you choose this circle at 2nd level, you learn one
additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know. Natural Recovery Starting at 2nd level, you can regain some of your magical energy by
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
——Spell Slots per Spell Level—— Level Proficiency Bonus Class Features Cantrips Prepared Spells 1 2 3 4 5 6 7 8 9 1 +2 Spellcasting, Ritual Adept, Arcane Recovery 3 4 2 — — — — — — — — 2 +2 Scholar 3 5 3
Recovery You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
——Spell Slots per Spell Level—— Level Proficiency Bonus Class Features Cantrips Prepared Spells 1 2 3 4 5 6 7 8 9 1 +2 Spellcasting, Ritual Adept, Arcane Recovery 3 4 2 — — — — — — — — 2 +2 Scholar 3 5 3
Recovery You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites. Bonus Cantrip When you choose this circle at 2nd level, you learn one
additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know. Natural Recovery Starting at 2nd level, you can regain some of your magical energy by
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Recovery You can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a Long Rest before you do so again. In addition
allies gain the current Resistance of your Nature’s Ward while there. As a Bonus Action, you can move the Cube up to 60 feet to ground within 120 feet of yourself. Circle of the Moon Adopt Animal
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
(Recharge 6). As a bonus action, the cultist touches a simple or martial weapon or a natural weapon, if it has one. The next creature hit by the touched weapon must succeed on a DC 15 Wisdom saving throw or
, the cultist has telepathy with a range of 30 feet, and it can teleport as a bonus action up to 30 feet to an unoccupied space it can see. In addition, every creature that starts its turn within 5 feet
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
healing. The number of dice in the pool equals 1 plus your Warlock level.
As a Bonus Action, you can heal yourself or one creature you can see within 60 feet of yourself, expending dice from the pool
mind and the mind of another. As a Bonus Action, choose one creature you can see within 30 feet of yourself. You and the chosen creature can communicate telepathically with each other while the two of
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Level 1: Arcane Recovery You can regain some of your magical
, determined by rolling on the following table. Any spell you cast from the hat uses your spell save DC and spell attack bonus. 1d100 Effect 01–50 You cast a random spell determined by rolling 1d10: on a






