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Returning 35 results for 'both before deal connected regain'.
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both before death collected remain
both before death contested remain
both before death connect remain
both before deep collected remain
both before deep contested remain
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
Monsters
Dragonlance: Shadow of the Dragon Queen
can’t regain hit points until the start of the skeletal knight’s next turn.
Throwing Axe. Melee or Ranged Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction
blades deal lingering wounds that sap their victims’ life force and leave blackened scars even after magical healing.Poison
Equipment
Nunchaku are martial melee weapons composed of two hard batons connected to one another by a short chain or tether. They have the finesse, versatile (1d8), and Special: Flourish properties, and deal
roll you make this turn. On a failure, you deal bludgeoning damage to yourself equal to your proficiency bonus and gain no bonus from your flourishes this turn.
Spells
Xanathar's Guide to Everything
takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8
spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Magic Items
Guildmasters’ Guide to Ravnica
soul imprisoned in the dagger, your attacks with it deal an extra 1d4 necrotic damage on a hit. While the dagger is within 5 feet of you, your dreams are haunted by whispers from the trapped souls.
The
dagger has the following additional properties.
Siphon Vitality. As a bonus action, you can release any number of stored souls from the dagger to regain 1d10 hit points per soul released
Magic Items
Tyranny of Dragons
immunity to lightning damage. If you already have immunity to lightning damage from another source, whenever you are subjected to lightning damage, you take none of that damage and regain a number of hit
you fail a saving throw, you can choose to succeed instead.
Lingering Shock. If you deal lightning damage to a creature, it can’t take reactions until its next turn.
Magic Items
Tyranny of Dragons
cold damage. If you already have immunity to cold damage from another source, whenever you are subjected to cold damage, you take none of that damage and regain a number of hit points equal to half
, you can choose to succeed instead.
Winter’s Fury. While your current hit points are equal to or less than half your hit point maximum, you deal an extra 1d8 cold damage with your melee attacks.
Feats
Planescape: Adventures in the Multiverse
damage a creature you can see within 60 feet of yourself, you can also deal necrotic damage to it. The necrotic damage equals 1d6 + your proficiency bonus, and you regain a number of hit points equal to
this necrotic damage dealt. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Monsters
The Wild Beyond the Witchlight
Special Equipment. Ringlerun wields a staff of power. It has 20 charges when fully charged and regains 2d8 + 4;{"diceNotation":"2d8+4","rollType":"roll","rollAction":"Regain charges"} expended
rolls but loses its other properties; on a 20, it regains 1d8 + 2;{"diceNotation":"1d8+2","rollType":"roll","rollAction":"Regain Charges"} charges.Multiattack. Ringlerun makes three Staff of Power or
Monsters
Fizban's Treasury of Dragons
Strength deal half damage. On a successful save, the creature takes half as much damage and isn’t weakened.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell
intelligent creatures in the dragon’s territory, and desperate locals seek to find out what’s behind the dragon’s wrath.
Connected Creatures
Topaz dragons rarely tolerate any
Monsters
Mordenkainen Presents: Monsters of the Multiverse
poisoned. While poisoned in this way, the target can’t regain hit points, and it takes 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Bite","rollDamageType":"poison"} poison damage
, he negotiates as quickly as he can, usually closing a deal with little cost to the summoner. However, once the deal has been fulfilled, Hutijin repays the interruption with death.Fire, PoisonCold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Monsters
Tyranny of Dragons
, Rezmir can deal an extra 10 (3d6);{"diceNotation":"3d6","rollType":"roll","rollAction":"Dark Advantage"} damage when she hits with a weapon attack, provided Rezmir has advantage on the attack roll
, it can’t regain hit points for 1 minute. The target can make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect early on itself on a success.
Caustic Bolt
Magic Items
Tyranny of Dragons
source, whenever you are subjected to damage of that type, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type.
Draconic Majesty. While you are
saving throw, you can choose to succeed instead.
Dragon Fire (Red Dragon Mask Only). If you deal fire damage to a creature or flammable object, it starts burning. At the start of each of its turns, a
Magic Items
Tyranny of Dragons
with this magic weapon. If you aren’t attuned to Hazirawn, you deal an extra 1d6 necrotic damage when you hit with it.
Increased Potency. While you are attuned to this weapon, its bonus on
regain hit points for 1 minute. The target can make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect early on itself on a success.
Magic Items
Tasha’s Cauldron of Everything
your skin, you gain the following benefits:
When you hit a creature with a weapon attack, you can expend a charge to deal an extra 4d6 necrotic damage to the target, and you regain a number of hit
Monsters
Fizban's Treasury of Dragons
saving throws, and the creature’s weapon attacks that rely on Strength deal half damage. On a successful save, the creature takes half as much damage and isn’t weakened.
Spellcasting (Psionics
destroying the homes of all intelligent creatures in the dragon’s territory, and desperate locals seek to find out what’s behind the dragon’s wrath.
Connected Creatures
Topaz
Monsters
Fizban's Treasury of Dragons
creature’s weapon attacks that rely on Strength deal half damage. On a successful save, the creature takes half as much damage and isn’t weakened.
Spellcasting (Psionics). The dragon casts one
.
Connected Creatures
Topaz dragons rarely tolerate any company but their own, and they are usually indifferent at best even toward their own kind. Moreover, their unpredictability means that
Feats
Planescape: Adventures in the Multiverse
damage a creature you can see within 60 feet of yourself, you can deal an extra 1d8 force damage to the target, and it must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + the
restrained condition until the start of your next turn. These bindings manifest as chains or some other symbol of stasis. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Magic Items
Tyranny of Dragons
you already have immunity to fire damage from another source, whenever you are subjected to fire damage, you take none of that damage and regain a number of hit points equal to half the fire damage
succeed instead.
Dragon Fire. If you deal fire damage to a creature or flammable object, it starts burning. At the start of each of its turns, a creature burning in this way takes 1d6 fire damage. A creature that can reach the burning target can use an action to extinguish the fire.
Monsters
Fizban's Treasury of Dragons
’s weapon attacks that rely on Strength deal half damage. On a successful save, the creature takes half as much damage and isn’t weakened.
Spellcasting (Psionics). The dragon casts one of the
intent on destroying the homes of all intelligent creatures in the dragon’s territory, and desperate locals seek to find out what’s behind the dragon’s wrath.
Connected
Monsters
Fizban's Treasury of Dragons
treasures within to attract adventurers who can put the traps to the test.
Connected Creatures
Sapphire dragons are generally solitary creatures. On the rare occasion that one forms nonhostile
","rollAction":"Connected Creatures"}
Connected Creatures
1
An adult sapphire dragon lives adjacent to active purple worm tunnels, hoping the threat of the worm will deter treasure hunters
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Subrace Traits If your tiefling has a subrace, choose one of the following options — whichever one corresponds to the infernal being connected to the tiefling’s family. The traits of the chosen
subrace replace the tiefling’s Ability Score Increase and Infernal Legacy traits given in the Player’s Handbook. There is one exception: tieflings connected to Asmodeus. Those tieflings use the traits in
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
normal damage of an Unarmed Strike. In addition, when you deal this damage to a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways: Drain. You regain Hit
damage. Vampiric Bite. When you use your Unarmed Strike and deal damage, you can choose to bite with your fangs. You deal Piercing damage equal to 1d4 plus your Constitution modifier instead of the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest: Cloud’s Jaunt (Cloud Giant). As a Bonus Action, you magically teleport up to 30 feet to an
unoccupied space you can see.
Fire’s Burn (Fire Giant). When you hit a target with an attack roll and deal damage to it, you can also deal 1d10 Fire damage to that target.
Frost’s Chill (Frost
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest: Cloud’s Jaunt (Cloud Giant). As a Bonus Action, you magically teleport up to 30 feet to an unoccupied
space you can see.
Fire’s Burn (Fire Giant). When you hit a target with an attack roll and deal damage to it, you can also deal 1d10 Fire damage to that target.
Frost’s Chill (Frost Giant). When
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus
, and you regain all expended uses when you finish a long rest. This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
obscured by this smoky haze. Exposure to it is unhealthy; characters who take a long rest in a hazy location regain one fewer Hit Die than normal. A strong wind that lasts 1 minute or longer clears an
. The three levels of the fortress are connected by two mechanical elevators that are continually moving up and down their shafts, except for a 1-minute stop each time it arrives at a floor. One
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Obstacle 1 Antilife aura with a radius of 1d10 × 10 ft.; while in the aura, living creatures can’t regain hit points 2 Battering winds reduce speed by half, impose disadvantage on ranged attack rolls 3
Blade barrier blocks passage 4–8 Cave-in 9–12 Chasm 1d4 × 10 ft. wide and 2d6 × 10 ft. deep, possibly connected to other levels of the dungeon 13–14 Flooding leaves 2d10 ft. of water in the area; create
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
alliance. The lizardfolk hoped not only to expel the sahuagin and regain their home, but also to deal the sahuagin enough of a blow to discourage them from further aggression. After discovering the
adventurers to seek out the lizardfolk lair and deal with the threat. The adventurers journeyed to the lair, but they discovered that there was no threat to Saltmarsh — at least not from the lizardfolk. In fact
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
organization refuses to deal with you. 2 Dragonmarked House. One of the dragonmarked houses has sworn revenge against you. You avoid showing your face in their facilities. 3 Criminal. You exposed a criminal
lifetime by stealing it from another newspaper. Now that paper tries to undermine you at every turn. 6 Innocent Victim. You rashly published the name of a person you incorrectly thought was connected to a scandal, ruining their life.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
you deal damage to a creature, immediately spend 1 Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum 1). Comet (or 2
♦) As a bonus action, select one creature as your chosen foe. That creature has vulnerability to damage you deal and resistance to all other damage, and it has disadvantage on its attack rolls
Magic Items
Tasha’s Cauldron of Everything
vampire fang)
1 vampire
You can make a bite attack as an unarmed strike. On a hit, it deals 1d6 piercing damage plus 3d6 necrotic damage. You regain a number of hit points equal to the necrotic damage
dealt. While you are in sunlight, you can’t regain hit points.
12
Nightmares of Kaggash (twisted beholder tooth)
1 beholder
As an action, you can cast the eyebite spell from the tooth
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
abilities give the battle a logical flow and a cinematic arc: The first villain action is an opener, which shows the characters they’re not battling a typical creature. Openers generally deal some damage
control. It typically fires after the heroes have had a chance to respond once or twice, get into position, and surround the villain. This second action helps the villain regain the upper hand. Like an
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. Channel Divinity: Destructive Wrath
Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. The nightclub has three entrances. Two are connected to the outside: a main entrance guarded by a bouncer and a back door that is locked from inside. Another locked entrance is connected to a stair
-roller games (and more criminal meetings and illegal activities) are accessible from the casino floor. Boromar’s security and management offices are connected by a hallway to the casino floor, the secret






