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Returning 35 results for 'being book down check regain'.
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Magic Items
Dungeon Master’s Guide
cast that spell again from it until the next dawn.
Vile Lore. You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil, such as
lore about demons. When you do so, you have Advantage on that check.
At the DM’s discretion, the book might reveal secrets no mortal should know, such as the true names of powerful Fiends
Magic Items
Dungeon Master’s Guide
) check related to the Abyss. When you do so, you gain Advantage on the check.
Containment. The first ten pages of the Demonomicon are blank. As a Magic action while holding the book, you can target a
. The tome recounts both the oldest and most current profanities of the Abyss and demons. Demons have attempted to censor the text, and while sections have been ripped from the book’s spine, the
Monsters
Monster Manual
Spider Climb. If the swarm has a Climb Speed, the swarm can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Swarm. The swarm can occupy another creature
’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain Hit Points or gain Temporary Hit Points.Bites. Melee Attack Roll
Monsters
Monster Manual
", "rollDamageType":"Necrotic"} Necrotic damage, and the target has the Poisoned condition until the start of the necrohulk’s next turn. While Poisoned, the target can’t regain Hit Points. Success: Half
of the necrohulk can take an action to make a DC 15 Strength (Athletics) check. On a successful check, the target is no longer grafted and moves to an unoccupied space within 5 feet of the necrohulk.
Spells
Player’s Handbook
You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10
.
The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.
When you inscribe the glyph, you set its trigger and choose which effect the
Spells
Player’s Handbook
You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest
spell ends without being triggered.
The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.
When you inscribe the glyph, you set
Feats
Eberron: Forge of the Artificer
Dragonmark Feat (Prerequisite: Eberron Campaign, Can’t Have Another Dragonmark Feat)
You gain the following benefits.
Artisan’s Intuition.When you make an Intelligence (Arcana) check or
an ability check using Artisan’s Tools, you can roll 1d4 and add the number rolled to the ability check.
Spellsmith. You know the Mending cantrip. You also always have the Magic Weapon spell
Feats
Eberron: Forge of the Artificer
) check or an ability check using Navigator's Tools, you can roll 1d4 and add the number rolled to the ability check.
Storm’s Boon. You have Resistance to Lightning damage.
Storm Magic. You know the
Thunderclap cantrip. When you reach character level 3, you also always have the Gust of Wind spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that
Feats
Eberron: Forge of the Artificer
) check or an ability check using Thieves' Tools, you can roll 1d4 and add the number rolled to the ability check.
Wards and Seals. You always have the Alarm and Mage Armor spells prepared. You can cast
each spell once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest.
You can also cast these spells using any spell slots you have of the appropriate
Feats
Eberron: Forge of the Artificer
Dragonmark Feat (Prerequisite: Eberron Campaign, Can’t Have Another Dragonmark Feat)
You gain the following benefits.
Ever Hospitable. When you make a Charisma (Persuasion) check or an
ability check using Brewer's Supplies or Cook's Utensils, you can roll 1d4 and add the number rolled to the ability check.
Innkeeper’s Magic. You always have the Purify Food and Drink and Unseen
Feats
Eberron: Forge of the Artificer
) check, you can roll 1d4 and add the number rolled to the ability check.
Guardian’s Shield. You always have the Shield spell prepared. You can cast it once without a spell slot, and you regain
hit by the attack instead. You can use this feature a number of times equal to your Proficiency Bonus and regain all expended uses when you finish a Long Rest.
Spells of the Mark. If you have the
Magic Items
Netheril’s Fall
enough for the magen to move to and attack, the magen attacks an object. The magen remains berserk until it disappears, or until a creature holding the handbell takes an Influence action and succeeds on a DC 15 Charisma (Persuasion) check to regain control of the magen.
Feats
Eberron: Forge of the Artificer
. When you make a Strength (Athletics) or Dexterity (Acrobatics) check, you can roll 1d4 and add the number rolled to the ability check.
Magical Passage. You always have the Misty Step spell prepared
. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have. Intelligence, Wisdom, or
Monsters
Candlekeep Mysteries
succeed on a DC 15 Wisdom (Perception) check to discern that the swarm is animate.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening
large enough for a 1-foot-tall, 8-inch-wide, 2-inch-thick object. The swarm can’t regain hit points or gain temporary hit points.Book Club. Melee Weapon Attack: +3;{"diceNotation":"1d20+3
Feats
Eberron: Forge of the Artificer
) check, you can roll 1d4 and add the number rolled to the ability check.
Finder’s Magic. You always have the Hunter's Mark spell prepared. You can cast it once without a spell slot, and you
regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting
Feats
Eberron: Forge of the Artificer
Handling) check, you can roll 1d4 and add the number rolled to the ability check.
Primal Connection. You always have the Animal Friendship and Speak with Animals spells prepared. You can cast each
spell once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast these spells using any spell slots you have. Intelligence, Wisdom, or
Feats
Eberron: Forge of the Artificer
Dragonmark Feat (Prerequisite: Eberron Campaign, Can’t Have Another Dragonmark Feat)
You gain the following benefits.
Medical Intuition. When you make a Wisdom (Medicine) check or an ability
check using a Herbalism Kit, you can roll 1d4 and add the number rolled to the ability check.
Healing Touch. You always have the Cure Wounds spell prepared. You can cast it once without a spell slot
Feats
Eberron: Forge of the Artificer
You gain the following benefits.
Deductive Intuition. When you make an Intelligence (Investigation) or Wisdom (Insight) check, you can roll 1d4 and add the number rolled to the ability check
.
Magical Detection. You always have the Detect Magic and Detect Poison and Disease spells prepared. You can cast each spell once without a spell slot, and you regain the ability to cast it in that way when
Feats
Eberron: Forge of the Artificer
(Performance) check, you can roll 1d4 and add the number rolled to the ability check.
Shape Shadows. You know the Minor Illusion cantrip. You also always have the Invisibility spell prepared. You can cast
it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have of the appropriate level. Intelligence
Monsters
Candlekeep Mysteries
succeed on a DC 15 Wisdom (Perception) check to discern that the library is animate.Multiattack. The library makes two attacks.
Chained Book. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType
":"to hit","rollAction":"Chained Book"} to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2);{"diceNotation":"1d8+2","rollType":"damage","rollAction":"Chained Book","rollDamageType":"bludgeoning
Equipment
This book describes various mundane techniques and theories related to foiling magic traps. If you spend 48 hours studying this book, you learn how to overcome certain types of magic traps with your
thieves’ tools.
If a trap’s magic can be dispelled or suppressed by a dispel magic spell, you can make a Dexterity check using thieves’ tools to achieve the same result. The DC of
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
Book of Vile Darkness
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
can’t use this property again until the next dawn.
Dark Lore. You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil
, such as lore about demons. When you do so, double your proficiency bonus on that check.
Dark Speech. While you carry the Book of Vile Darkness and are attuned to it, you can use an action to recite
Magic Items
Tasha’s Cauldron of Everything
book. The new spell must be of the illusion school.
When a creature you can see makes an Intelligence (Investigation) check to discern the true nature of an illusion spell you cast, or makes a saving
To you, this book is a magical spellbook. To anyone else, the book appears to be a volume of verbose romance fiction. As an action, you can change the book’s appearance and alter the plot of
Magic Items
Keys from the Golden Vault
property again until the next dawn.
Dark Lore. You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil, such as lore about
demons. When you do so, double your proficiency bonus on that check.
Dark Speech. While you carry the Book of Vile Darkness and are attuned to it, you can use an action to recite words from its pages in a
Equipment
Written by Bloodlord Varrox, Battle Master’s Compendium is a military treatise. Each of its thirteen chapters covers a different skill related to military strategy and tactics. The book’s
detailed analysis covers military units, weapons, strategy, rank, discipline, and much more.
When you study a chapter in the book for 1 hour during a short or long rest, you learn interesting
Swarm of Insects (Spiders)
Legacy
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Monsters
Basic Rules (2014)
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit
points.
Spider Climb. The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the swarm knows the
Bearded Devil
Legacy
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Monsters
Basic Rules (2014)
":"piercing"} piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat
":"Glaive"}. Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.Fire, PoisonCold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Monsters
Vecna: Eve of Ruin
, the afflicted target can’t regain hit points.
Flight of the Damned (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Flight of the Damned"}. Vecna conjures a torrent of
has no effect. If the spell is 5th level or higher, Vecna makes an Intelligence check (DC 10 plus the spell’s level). On a successful check, the spell fails and has no effect. Whatever the spell
Demonomicon of Iggwilv
Legacy
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Magic Items
Tasha’s Cauldron of Everything
do so, you can add double your proficiency bonus to the check.
Fiendish Scourging. Your magic causes pain to fiends. While carrying the book, when you make a damage roll for a spell you cast against
recounts both the oldest and most current profanities of the Abyss and demons. Demons have attempted to censor the text, and while sections have been ripped from the book’s spine, the general
Blue Slaad (control gem variant)
Legacy
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Monsters
Monster Manual (2014)
remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10);{"diceNotation":"4d10
phage. While infected, the target can't regain hit points, and its hit point maximum is reduced by 10 (3d6);{"diceNotation":"3d6","rollType":"roll","rollAction":"Claw"} every 24 hours. If the disease
Bearded Devil (Summoner Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
":"piercing"} piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat
":"Glaive"}. Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Summon Devil (1/Day). The
Pipes of the Sewers
Legacy
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Magic Items
Basic Rules (2014)
swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended charges daily at dawn.
Whenever a swarm of rats that isn't under
another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as
Magic Items
Candlekeep Mysteries
while wearing these gloves, you can use the gloves to deal an extra 2d10 force damage to the target, and you regain a number of hit points equal to the force damage dealt. Alternatively, instead of
regaining hit points in this way, you can choose to gain advantage on one attack roll, ability check, or saving throw you make before the end of your next turn.
Monsters
Strixhaven: A Curriculum of Chaos
the target is a creature, it can’t regain hit points until the start of the Y’demi’s next turn.
Blood Boil (Recharge 4–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction
(Athletics) check or a DC 13 Dexterity (Acrobatics) check, ending the restrained condition on itself on a success.






