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Returning 35 results for 'both blessing daily chomp returns'.
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both blasting daily chomp returns
Monsters
Forgotten Realms: Adventures in Faerûn
GrowthSwanmays are members of a reclusive order of wilderness defenders. Each bears a primal blessing that allows them to transform into a swan to watch over the lakes and woods they call home. Swanmays get
-Shifting;shape-shifts into a Small swan, or it returns to its true humanoid form. Its game statistics are the same in each form, except where noted. Any equipment it is wearing or carrying isn’t transformed.
Magic Items
Monstrous Compendium Vol. 2: Dragonlance Creatures
attuned to Nightbringer:
Blessing of the Dragon Queen. You are immune to the charmed and frightened conditions, and you gain immunity to one of the following damage types (choose when you attune to the
weapon has 6 charges. When you hit a creature with an attack using this weapon, you can expend one charge to force the creature to make a DC 20 Constitution saving throw. On a failed save, the creature is blinded until the start of your next turn. The weapon regains 1d6 expended charges daily at dawn.
Magic Items
The Book of Many Things
you’re wearing or carrying, to that space. The card then vanishes and returns to the deck.
The deck regains 1d6 expended charges daily at dawn.
wearing or carrying, appearing in the closest unoccupied space to the card. After you teleport in this way, or after 8 hours, the card returns to the deck, and the mark on it fades.
Riffling Portal. As an
Monsters
Tomb of Annihilation
":"1d8+2","rollType":"damage","rollAction":"Longbow","rollDamageType":"piercing"} piercing damage.
Ring of Winter. The Ring of Winter has 12 charges and regains all its expended charges daily at dawn
returns to normal at a rate of 10 degrees per minute.
Artus can cast one of the following spells from the ring (spell save DC 17) by expending the necessary number of charges: Bigby's hand (2
Magic Items
Mythic Odysseys of Theros
this spear, the target takes an extra 2d8 radiant damage.
Blessing of the Sun. If you are a worshiper of Heliod, you gain all the following benefits for which you have the required piety:
Piety 3
charges, targeting the tip of the spear only), sunbeam (6 charges). The spear regains 1d6+4 expended charges daily at dawn.
Destroying the Spear. If taken to Erebos’s palace in Tizerus, and used to
Orc
Legacy
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races
Volo's Guide to Monsters
, injury, or age) often join these cults instead of facing daily humiliation, exile, or death.
Serving as the bridge between the two parts of the tribe are the priestesses of Luthic, the orc goddess who
battle or illness, but an orc can live to about 40, remaining healthy almost up until the end. Luthic’s divine blessing can further extend an orc’s life, though Gruumsh is never happy when
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
unoccupied space within 60 feet of yourself and teleport, along with any equipment you’re wearing or carrying, to that space. The card then vanishes and returns to the deck. The deck regains 1d6 expended charges daily at dawn.
hours, the card returns to the deck, and the mark on it fades. Riffling Portal. As an action, you can expend 3 charges to cast the Arcane Gate spell from the deck. The deck vanishes, and fluttering
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
unoccupied space within 60 feet of yourself and teleport, along with any equipment you’re wearing or carrying, to that space. The card then vanishes and returns to the deck. The deck regains 1d6 expended charges daily at dawn.
hours, the card returns to the deck, and the mark on it fades. Riffling Portal. As an action, you can expend 3 charges to cast the Arcane Gate spell from the deck. The deck vanishes, and fluttering
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
unoccupied space within 60 feet of yourself and teleport, along with any equipment you’re wearing or carrying, to that space. The card then vanishes and returns to the deck. The deck regains 1d6 expended charges daily at dawn.
hours, the card returns to the deck, and the mark on it fades. Riffling Portal. As an action, you can expend 3 charges to cast the Arcane Gate spell from the deck. The deck vanishes, and fluttering
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Sun. This spear grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using this spear, the target takes an extra 2d8 radiant damage. Blessing of the Sun. If you are a
(save DC 18) from it: guiding bolt (1 charge), daylight (3 charges, targeting the tip of the spear only), sunbeam (6 charges). The spear regains 1d6+4 expended charges daily at dawn. Destroying the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Sun. This spear grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using this spear, the target takes an extra 2d8 radiant damage. Blessing of the Sun. If you are a
(save DC 18) from it: guiding bolt (1 charge), daylight (3 charges, targeting the tip of the spear only), sunbeam (6 charges). The spear regains 1d6+4 expended charges daily at dawn. Destroying the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Sun. This spear grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using this spear, the target takes an extra 2d8 radiant damage. Blessing of the Sun. If you are a
(save DC 18) from it: guiding bolt (1 charge), daylight (3 charges, targeting the tip of the spear only), sunbeam (6 charges). The spear regains 1d6+4 expended charges daily at dawn. Destroying the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
/deafness, scorching ray
3rd
fireball, stinking cloud
4th
fire shield, wall of fire
5th
flame strike, hallow
Dark One’s Blessing Starting at 1st level, when you reduce a hostile creature to 0
. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience. Once you use this feature, you can’t use it again until you finish a long rest.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, scorching ray 3rd fireball, stinking cloud 4th fire shield, wall of fire 5th flame strike, hallow Dark One’s Blessing Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain
turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience. Once you use this feature, you can’t use it again until you finish a long rest.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
/deafness, scorching ray
3rd
fireball, stinking cloud
4th
fire shield, wall of fire
5th
flame strike, hallow
Dark One’s Blessing Starting at 1st level, when you reduce a hostile creature to 0
. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience. Once you use this feature, you can’t use it again until you finish a long rest.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, scorching ray 3rd fireball, stinking cloud 4th fire shield, wall of fire 5th flame strike, hallow Dark One’s Blessing Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain
turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience. Once you use this feature, you can’t use it again until you finish a long rest.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
/deafness, scorching ray
3rd
fireball, stinking cloud
4th
fire shield, wall of fire
5th
flame strike, hallow
Dark One’s Blessing Starting at 1st level, when you reduce a hostile creature to 0
. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience. Once you use this feature, you can’t use it again until you finish a long rest.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, scorching ray 3rd fireball, stinking cloud 4th fire shield, wall of fire 5th flame strike, hallow Dark One’s Blessing Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain
turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience. Once you use this feature, you can’t use it again until you finish a long rest.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Iroas’s Champions Iroas’s champions are his generals, through whom he can deliver death blows to his enemies. On a daily basis, Iroas serves the causes of justice and honor. The weak are to be
, and he proudly bestows his blessing on them. Every subsequent engagement only enhances the characters’ reputation as skilled, steadfast warriors without peer. Their actions inevitably lead to a
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Iroas’s Champions Iroas’s champions are his generals, through whom he can deliver death blows to his enemies. On a daily basis, Iroas serves the causes of justice and honor. The weak are to be
, and he proudly bestows his blessing on them. Every subsequent engagement only enhances the characters’ reputation as skilled, steadfast warriors without peer. Their actions inevitably lead to a
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Iroas’s Champions Iroas’s champions are his generals, through whom he can deliver death blows to his enemies. On a daily basis, Iroas serves the causes of justice and honor. The weak are to be
, and he proudly bestows his blessing on them. Every subsequent engagement only enhances the characters’ reputation as skilled, steadfast warriors without peer. Their actions inevitably lead to a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the extent to which you strive against those aims. Level 3: Dark One’s Blessing When you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma modifier plus your
Incapacitated condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space. Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the extent to which you strive against those aims. Level 3: Dark One’s Blessing When you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma modifier plus your
Incapacitated condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space. Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
crescent moon, seasons, or momentous events. Weretigers often view their abilities as a blessing or a family honor, and they use their shape-shifting abilities to defend something with historic
end of this movement, the weretiger can take the Hide action.
Shape-Shift. The weretiger shape-shifts into a Large tiger-humanoid hybrid or a Large tiger, or it returns to its true humanoid form
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the extent to which you strive against those aims. Level 3: Dark One’s Blessing When you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma modifier plus your
Incapacitated condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space. Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.
Magic Items
Tomb of Annihilation
regains all its expended charges daily at dawn. While wearing the ring, you can expend the necessary number of charges to activate one of the following properties:
You can expend 1 charge as an action
point the temperature in the area returns to normal at a rate of 10 degrees per minute.
You can cast one of the following spells from the ring (spell save DC 17) by expending the necessary number of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, Javor reminds the characters of promises they made (see the “Treasure” section). In exchange, the Uthgardt don’t bother the surviving Nettlebees. If Javor is slain before Wiggan or Bertram are, he returns
burial hall. Those who do receive a supernatural charm (see “Other Rewards” in chapter 7, “Treasure,” of the Dungeon Master’s Guide), which is a spiritual blessing that mimics a potion or spell of your
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, Javor reminds the characters of promises they made (see the “Treasure” section). In exchange, the Uthgardt don’t bother the surviving Nettlebees. If Javor is slain before Wiggan or Bertram are, he returns
burial hall. Those who do receive a supernatural charm (see “Other Rewards” in chapter 7, “Treasure,” of the Dungeon Master’s Guide), which is a spiritual blessing that mimics a potion or spell of your
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, Javor reminds the characters of promises they made (see the “Treasure” section). In exchange, the Uthgardt don’t bother the surviving Nettlebees. If Javor is slain before Wiggan or Bertram are, he returns
burial hall. Those who do receive a supernatural charm (see “Other Rewards” in chapter 7, “Treasure,” of the Dungeon Master’s Guide), which is a spiritual blessing that mimics a potion or spell of your
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
wisps of the same light that transformed her, and are infused with a blessing of health (see “Other Rewards” in chapter 7 of the Dungeon Master’s Guide). Returned to her full celestial glory, Zariel
are freed from infernal bondage. The planetar imprisoned within the Companion raises the city out of the Nine Hells and returns it to Faerûn (see “The Planetar’s Power”). Zariel accompanies the city
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
wisps of the same light that transformed her, and are infused with a blessing of health (see “Other Rewards” in chapter 7 of the Dungeon Master’s Guide). Returned to her full celestial glory, Zariel
are freed from infernal bondage. The planetar imprisoned within the Companion raises the city out of the Nine Hells and returns it to Faerûn (see “The Planetar’s Power”). Zariel accompanies the city
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
wisps of the same light that transformed her, and are infused with a blessing of health (see “Other Rewards” in chapter 7 of the Dungeon Master’s Guide). Returned to her full celestial glory, Zariel
are freed from infernal bondage. The planetar imprisoned within the Companion raises the city out of the Nine Hells and returns it to Faerûn (see “The Planetar’s Power”). Zariel accompanies the city
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, then mutters, “Nothing. There’s no Dragon’s Blessing here.” If the characters press the scholar on this, Zhong Yin brushes off their questions, encouraging the party to complete its investigation and
were actually searching for a magical substance called Dragon’s Blessing, which is of great importance to Secretary Wei. Zhong Yin doesn’t know more than that and urges the characters to question the
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
roll using it, the target takes an additional 4d4 radiant damage.
If you have an evil alignment, you also gain the following benefits when attuned to Nightbringer:
Blessing of the Dragon Queen
attack using this weapon, you can expend one charge to force the creature to make a DC 20 Constitution saving throw. On a failed save, the creature is blinded until the start of your next turn. The weapon regains 1d6 expended charges daily at dawn.
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
roll using it, the target takes an additional 4d4 radiant damage.
If you have an evil alignment, you also gain the following benefits when attuned to Nightbringer:
Blessing of the Dragon Queen
attack using this weapon, you can expend one charge to force the creature to make a DC 20 Constitution saving throw. On a failed save, the creature is blinded until the start of your next turn. The weapon regains 1d6 expended charges daily at dawn.