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Spells
Player’s Handbook
With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn’t Undead when it died.
The creature returns to life with 1 Hit Point. This spell also
integral for its survival—its head, for instance—the spell automatically fails.
Coming back from the dead is an ordeal. The target takes a −4 penalty to D20 Test;D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.
Spells
Player’s Handbook
With a touch, you revive a dead creature that has been dead for no more than a century, didn’t die of old age, and wasn’t Undead when it died.
The creature returns to life with all its
Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead
Raise Dead
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to
, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.
This spell
Resurrection
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its
removed prior to casting the spell, they afflict the target on its return to life.
This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead is an ordeal
Monsters
Icewind Dale: Rime of the Frostmaiden
feet of it and can use an action to pinpoint the location of any creature, object, or area in that range that bears magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler
":"Sledgehammer"} bludgeoning or force damage (tomb tapper's choice). If thrown, the hammer returns to the tomb tapper at the end of its turn, landing at the tomb tapper's feet if it doesn't have a hand
Backgrounds
Sword Coast Adventurer's Guide
and ruin. But for the last few generations, some bands among the tribes were tempted to settle, make peace, trade, and even to build towns. Perhaps this is why Uthgar chose to raise up the totems
homeland.
4
I am the last of my tribe, and it is up to me to ensure their names enter legend.
5
I suffer awful visions of a coming disaster and will do anything to prevent it.
6
It is my
Backgrounds
Guildmasters’ Guide to Ravnica
it was sabotage that destroyed my first laboratory and killed many of my friends, and I seek revenge against whoever did it.
4
I have the schematics for an invention that I hope to build one day
An Orzhov banker financed my laboratory’s current work and expects great returns.
8
I have a cousin in the Cult of Rakdos, and we get along quite well.
9
A former attendant from the
Druid
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
nature, coming face to face with a giant eagle or dire wolf and surviving the experience. Maybe your character was born during an epic storm or a volcanic eruption, which was interpreted as a sign that
? Perhaps your homeland was befouled by evil, and you took up an adventuring life in hopes of finding a new home or purpose.
QUICK BUILD
You can make a druid quickly by following these suggestions
Monsters
Fizban's Treasury of Dragons
sun and have no desire to get wet, beyond enjoying a bit of sea spray in the air. But they love being able to see the water, so they build their lairs on the heights of seaside cliffs or near perfect
sea spray in the air. But they love being able to see the water, so they build their lairs on the heights of seaside cliffs or near perfect sunbathing beaches where they can best accomplish this
Monsters
Fizban's Treasury of Dragons
above to build their lairs. Then, like gem cutters seeking the perfect diamond, they spend much of their lives refining, polishing, and enhancing the beauty of their lairs.
Crystal dragons&rsquo
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
Monsters
Fizban's Treasury of Dragons
seek out frigid, picturesque locations with clear views of the sky above to build their lairs. Then, like gem cutters seeking the perfect diamond, they spend much of their lives refining, polishing
made with advantage.
If the dragon dies, the animal population near the lair returns to normal levels over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days. The
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
you touch to life, provided that it has been dead no longer than 10 days. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. This
these aren’t first removed prior to casting the spell, they take effect when the creature returns to life. The spell can’t return an undead creature to life. This spell closes all mortal wounds, but it
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Whenever he returns to a community, though, he finds he has been forgotten. Semi-polite variations of “I thought you’d retired” ever torment him. Harkon believes he just needs to find the right act
, styling, or inspiration to finally cement him in the hearts of Kartakass’s people—and from there, take control of the nation. Although Harkon is unable to build his own fame, he has a peerless eye for
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Whenever he returns to a community, though, he finds he has been forgotten. Semi-polite variations of “I thought you’d retired” ever torment him. Harkon believes he just needs to find the right act
, styling, or inspiration to finally cement him in the hearts of Kartakass’s people—and from there, take control of the nation. Although Harkon is unable to build his own fame, he has a peerless eye for
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Whenever he returns to a community, though, he finds he has been forgotten. Semi-polite variations of “I thought you’d retired” ever torment him. Harkon believes he just needs to find the right act
, styling, or inspiration to finally cement him in the hearts of Kartakass’s people—and from there, take control of the nation. Although Harkon is unable to build his own fame, he has a peerless eye for
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
you touch to life, provided that it has been dead no longer than 10 days. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. This
these aren’t first removed prior to casting the spell, they take effect when the creature returns to life. The spell can’t return an undead creature to life. This spell closes all mortal wounds, but it
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
you touch to life, provided that it has been dead no longer than 10 days. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. This
these aren’t first removed prior to casting the spell, they take effect when the creature returns to life. The spell can’t return an undead creature to life. This spell closes all mortal wounds, but it
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
you touch to life, provided that it has been dead no longer than 10 days. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. This
these aren’t first removed prior to casting the spell, they take effect when the creature returns to life. The spell can’t return an undead creature to life. This spell closes all mortal wounds, but it
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
you touch to life, provided that it has been dead no longer than 10 days. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. This
these aren’t first removed prior to casting the spell, they take effect when the creature returns to life. The spell can’t return an undead creature to life. This spell closes all mortal wounds, but it
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
you touch to life, provided that it has been dead no longer than 10 days. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. This
these aren’t first removed prior to casting the spell, they take effect when the creature returns to life. The spell can’t return an undead creature to life. This spell closes all mortal wounds, but it
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn’t Undead when it died. The creature returns to life with 1 Hit Point. This spell also neutralizes any poisons
survival—its head, for instance—the spell automatically fails. Coming back from the dead is an ordeal. The target takes a −4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn’t Undead when it died. The creature returns to life with 1 Hit Point. This spell also neutralizes any poisons
survival—its head, for instance—the spell automatically fails. Coming back from the dead is an ordeal. The target takes a −4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn’t Undead when it died. The creature returns to life with 1 Hit Point. This spell also neutralizes any poisons
survival—its head, for instance—the spell automatically fails. Coming back from the dead is an ordeal. The target takes a −4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn’t Undead when it died. The creature returns to life with 1 Hit Point. This spell also neutralizes any poisons
survival—its head, for instance—the spell automatically fails. Coming back from the dead is an ordeal. The target takes a −4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn’t Undead when it died. The creature returns to life with 1 Hit Point. This spell also neutralizes any poisons
survival—its head, for instance—the spell automatically fails. Coming back from the dead is an ordeal. The target takes a −4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn’t Undead when it died. The creature returns to life with 1 Hit Point. This spell also neutralizes any poisons
survival—its head, for instance—the spell automatically fails. Coming back from the dead is an ordeal. The target takes a −4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
they influence and are influenced by the Material Plane. The intensity of this influence waxes and wanes; scholars often depict the planes as orbiting Eberron — sometimes coming close, other times far
not a plane is remote or coterminous at a given time depends entirely on the needs of your story. Manifest Zones At certain places in the Material Plane, the barriers between worlds are thin, and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
they influence and are influenced by the Material Plane. The intensity of this influence waxes and wanes; scholars often depict the planes as orbiting Eberron — sometimes coming close, other times far
not a plane is remote or coterminous at a given time depends entirely on the needs of your story. Manifest Zones At certain places in the Material Plane, the barriers between worlds are thin, and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
they influence and are influenced by the Material Plane. The intensity of this influence waxes and wanes; scholars often depict the planes as orbiting Eberron — sometimes coming close, other times far
not a plane is remote or coterminous at a given time depends entirely on the needs of your story. Manifest Zones At certain places in the Material Plane, the barriers between worlds are thin, and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Recurring NPCs NPCs who keep showing up over the course of a campaign build the sense that the world of the game is a living, breathing place. Whether these NPCs are allies, patrons, friends, or
at least coming up with a plausible way for the villain to return from death. After all, death is rarely the final word for adventurers, so it needn’t be for their opponents. Don’t Go Overboard
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Recurring NPCs NPCs who keep showing up over the course of a campaign build the sense that the world of the game is a living, breathing place. Whether these NPCs are allies, patrons, friends, or
at least coming up with a plausible way for the villain to return from death. After all, death is rarely the final word for adventurers, so it needn’t be for their opponents. Don’t Go Overboard
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Recurring NPCs NPCs who keep showing up over the course of a campaign build the sense that the world of the game is a living, breathing place. Whether these NPCs are allies, patrons, friends, or
at least coming up with a plausible way for the villain to return from death. After all, death is rarely the final word for adventurers, so it needn’t be for their opponents. Don’t Go Overboard
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, you revive a dead creature that has been dead for no more than a century, didn’t die of old age, and wasn’t Undead when it died. The creature returns to life with all its Hit Points. This spell also
neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
that has been dead for no more than a century, that didn’t die of old age, and that isn’t undead. If its soul is free and willing, the target returns to life with all its hit points. This spell
the spell, they afflict the target on its return to life. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target takes a −4 penalty
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
that has been dead for no more than a century, that didn’t die of old age, and that isn’t undead. If its soul is free and willing, the target returns to life with all its hit points. This spell
the spell, they afflict the target on its return to life. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target takes a −4 penalty






