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Returning 35 results for 'broken before distance complete regains'.
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Magic Items
Dungeon Master’s Guide
elements you create), during which time you must remain in the Cube, and requires Concentration. If your Concentration is broken or you leave the Cube before the work is done, all the painted elements
reveals they’re made from paste, cookies, or some other worthless material.
If you paint a form of energy such as fire or lightning, the energy dissipates as soon as you complete the painting, doing no harm.
Monsters
Monster Manual
Regeneration. The revenant regains 10 Hit Points at the start of each of its turns. If the revenant takes Fire or Radiant damage, this trait doesn’t function at the start of its next turn. Its
curses one creature it can see within 30 feet of itself. The revenant knows the distance to and direction of the cursed target, even if it is on a different plane of existence. The curse ends on the target if the revenant uses this Bonus Action on a different creature.
Monsters
Monster Manual
it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet’s wearer, half of any damage the wearer takes (round up) is transferred to
the guardian.
Regeneration. The guardian regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point.
Spell Storing. A spellcaster who wears the guardian’s amulet can
Magic Items
Dungeon Master’s Guide
distance from you. The wand can sense the presence of Hostile creatures that are Invisible, ethereal, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand
.
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Spells
Player’s Handbook
the Prone condition, and its Concentration is broken.
You can also cause the effects below.
Fissures. A total of 1d6 fissures open in the spell’s area at the end of the turn you cast it. You
0 Hit Points, it collapses.
A creature within a distance from a collapsing structure equal to half the structure’s height makes a Dexterity saving throw. On a failed save, the creature takes
Monsters
Monster Manual
telepathically with each other over any distance.
The target repeats the save whenever it takes damage as well as after every 24 hours it spends at least 1 mile away from the aboleth, ending the effect on
itself on a success.Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the aboleth can expend a use to take one of the following actions. The aboleth regains all
Spells
Player’s Handbook
feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered
surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common
Spells
Player’s Handbook
) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the
a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common
Monsters
Forgotten Realms: Adventures in Faerûn
automatically.Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the
magically raises broken, ancient ruins in a 20-foot-radius, 60-foot-high Cylinder centered on a point it can see within 120 feet. Ground in the Cylinder becomes Difficult Terrain. Each creature in the
Monsters
Forgotten Realms: Adventures in Faerûn
actions. The dragon regains all expended uses at the start of each of its turns.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Shattering Wave. The dragon uses
Spellcasting to cast Thunderwave (level 2 version).
Unearth Ruins. The dragon magically raises broken, ancient ruins in a 20-foot-radius, 60-foot-high Cylinder centered on a point it can see within 120 feet
Monsters
Storm King's Thunder
Amphibious. Hekaton can breathe air and water.Multiattack. Hekaton makes two attacks with his broken chains.
Broken Chain. Melee Weapon Attack: +14;{"diceNotation":"1d20+14","rollType":"to hit
","rollAction":"Broken Chain"} to hit, reach 15 ft., one target. Hit: 19 (3d6 + 9);{"diceNotation":"3d6+9","rollType":"damage","rollAction":"Broken Chain","rollDamageType":"bludgeoning"} bludgeoning damage
Magic Items
Vecna: Eve of Ruin
to while it is broken. While holding one piece of the broken rod, you know the general location of the next consecutive piece, as the rod yearns to be a complete artifact. Multiple rod pieces can be
assembled into one piece or disassembled again, each requiring an action, although a partially complete rod doesn’t gain any other abilities.
Additionally, while holding one piece of the broken
Wand of Enemy Detection
Legacy
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Magic Items
Basic Rules (2014)
within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if
you stop holding the wand.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Monsters
Phandelver and Below: The Shattered Obelisk
Creature Sense. The refraction is aware of creatures within 100 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one
":"damage", "rollAction":"Dissonant Claw", "rollDamageType":"psychic"} psychic damage. If the target is a creature concentrating on a spell, its concentration is broken.
Mind Blast (Recharge 5–6
Monsters
Tomb of Annihilation
. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.
The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking
damage and instead regains a number of hit points equal to the lightning damage dealt.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons
Shield Guardian
Legacy
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Monsters
Basic Rules (2014)
travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to
the guardian.
Regeneration. The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point.
Spell Storing. A spellcaster who wears the shield guardian's amulet can
Monsters
Mordenkainen Presents: Monsters of the Multiverse
successful save, a creature takes half as much damage and isn’t stunned.A steel predator is a merciless machine with one purpose: to locate and kill its target regardless of distance and
bounds away in search of its prey. It senses the location of its target across planar boundaries, but such detection is accurate only to within a thousand yards; to close the remaining distance, the steel
Monsters
Spelljammer: Adventures in Space
spectral copy of itself across a vast distance with the help of a deity or another powerful celestial entity. The apparition lasts only as long as its services are needed to complete the task at hand
Revenant
Legacy
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Monsters
Monster Manual (2014)
Regeneration. The revenant regains 10 hit points at the start of its turn. If the revenant takes fire or radiant damage, this trait doesn’t function at the start of the revenant’s next
. After 24 hours, the soul inhabits and animates another humanoid corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul
Monsters
Baldur’s Gate: Descent into Avernus
Regeneration. Gideon regains 10 hit points at the start of each of his turns. If he takes radiant damage, this trait doesn't function at the start of his next turn. Gideon is destroyed only if he
Elturel. He sees his cause as a noble one — fighting the demons whose chaos marks the end of all things. But his mind is broken and filled with hatred for those who refuse to follow his commands.Necrotic, PoisonBludgeoning, Piercing, and Slashing from Nonmagical AttacksRadiant
Monsters
Strixhaven: A Curriculum of Chaos
daemogoth dies, or the pact is broken by any effect that can remove a curse.
The daemogoth chooses one spell from the necromancy or enchantment school that is 3rd level or lower. The bound creature can
);{"diceNotation":"2d10", "rollType":"damage", "rollAction":"Agonizing Burst", "rollDamageType":"force"} force damage. If the target is a creature, the daemogoth regains 5 hit points.
Terrify (Recharge 4–6
Monsters
Strixhaven: A Curriculum of Chaos
creature it touches throughout the ritual. The creature becomes bound by the pact until it dies, the titan dies, or the pact is broken by a wish spell.
The titan chooses one spell from the
(3d6 + 7);{"diceNotation":"3d6+7", "rollType":"damage", "rollAction":"Agonizing Burst", "rollDamageType":"force"} force damage. If the target is a creature, the titan regains 5 hit points.
Teleport
Monsters
Vecna: Eve of Ruin
;{"diceNotation":"1d100", "rollType":"roll", "rollAction":"Undying"} years. Vecna’s new body appears within 100 miles of where he was slain. When the new body is complete, Vecna regains all his hit
master plan is almost complete. He has funneled a significant amount of his energy into weaving his ritual. Therefore, when the characters finally confront Vecna and try to save the multiverse, he is
Monsters
Curse of Strahd
Regeneration. Vladimir regains 10 hit points at the start of its turn. If Vladimir takes fire or radiant damage, this trait doesn't function at the start of Vladimir next turn. Vladimir body is
on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return.
Special Equipment
Zaratan
Legacy
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Monsters
Mordenkainen’s Tome of Foes
becomes difficult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 25 Constitution saving throw or the creature’s concentration is broken.
The shock
distance of the structure’s height must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 17 (5d6);{"diceNotation":"5d6","rollType":"damage","rollAction":"Earth-Shaking
Monsters
Mordenkainen Presents: Monsters of the Multiverse
regains spent legendary actions at the start of its turn.
Stomp. The zaratan makes one Stomp attack.
Move. The zaratan moves up to its speed.
Spit (Costs 2 Actions). The zaratan makes one Spit Rock
action, it must take its Revitalize or Emerge action.
Revitalize (Costs 2 Actions). The zaratan can use this option only if it is retracted in its shell. It regains 52 (5d20);{"diceNotation":"5d20
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Hilt of a broken sword
3
Piece of stained glass from a shrine
4
Clay figurine of a ki-rin or another Celestial
5
Torch carved so that a hand appears to be holding the flame
6
Circlet of woven reeds
7
Scrimshawed bone
8
Vessel such as a cup, a jug, an urn, or an amphora
Healing Light (2/Day). The war priest or one creature of its choice within 60 feet of it regains 12 (2d8 + 3);{"diceNotation":"2d8+3", "rollType":"heal", "rollAction":"Healing Light"} hit points.
Glyph of Warding
Legacy
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Spells
Basic Rules (2014)
where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your
another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common
Symbol
Legacy
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Spells
Basic Rules (2014)
; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible, requiring an Intelligence
stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most
Earthquake
Legacy
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Spells
Basic Rules (2014)
Constitution saving throw. On a failed save, the creature's concentration is broken.
When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area
and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is
Neogi Master
Legacy
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Monsters
Volo's Guide to Monsters
spellcasting ability is Charisma (spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). It regains its expended spell slots when it
, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Magic Items
Tasha’s Cauldron of Everything
tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If
your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Ghostly Form. The tattoo has 3 charges, and it regains all expended charges daily at dawn. As a bonus
Magic Items
Curse of Strahd
feet of it. The staff has 10 charges and regains 1d6 + 4 of its expended charges daily at dusk.
If the staff is broken or burned to ashes, its wood releases a terrible, inhuman scream that can be
Monsters
Icewind Dale: Rime of the Frostmaiden
);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Invisibility"}. Xardorok magically turns invisible until he attacks, he casts a spell, he uses his Enlarge, or his concentration is broken (as if
his two surviving sons, and seven partially broken-off spires representing his seven dead children), a suit of chain mail, and a spiked gauntlet.
While in the Deep Duerra’s Temple (X29
Magic Items
Tasha’s Cauldron of Everything
, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to
the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Bloodthirsty Strikes. The tattoo has 10 charges, and it regains all expended charges daily at dawn. While this tattoo is on






