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Returning 35 results for 'built barely defusing construct restore'.
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Spells
Player’s Handbook
is the same size as that creature, and the pile turns into the simulacrum, which is a creature. It uses the game statistics of the original creature at the time of casting, except it is a Construct
simulacrum can’t gain levels, and it can’t take Short or Long Rests.
If the simulacrum takes damage, the only way to restore its Hit Points is to repair it as you take a Long Rest, during
Monsters
Eberron: Rising from the Last War
Platforms. The warforged titan has two platforms built into its chassis. One Medium or smaller creature can ride on each platform without squeezing. To make a melee attack against a target within 5
":"3d8+6","rollType":"damage","rollDamageType":"slashing"} slashing damage on a failed save, or half as much damage on a successful one.Warforged titans are hulking constructs built to wreak paths of
Mending
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
Monsters
Curse of Strahd
, drink, or sleep.
The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use
or value to anyone.
Baba Lysaga built a hut atop the rotting stump of a giant tree that was felled long ago. It was only after she embedded a magic gemstone in the hut that the whole thing was imbued
Monsters
Mordenkainen Presents: Monsters of the Multiverse
for the spell), webThe retriever is a potent, spider-like Construct conceived and built by Underdark followers of Lolth for one original purpose—to prowl the Abyss and capture demons for these
Half-Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as
.
EXCELLENT AMBASSADORS
Many half-elves learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and
Monsters
Curse of Strahd
live on the fringes of civilization in ruins, deserted buildings, or other places that other humanoid races once lived in or built. They tend to be timid and skittish outside their homes and fiercely
wild or while standing guard outside their lairs. Until it is seen, a camouflaged mongrelfolk has advantage on Stealth checks made to hide.
Horrific Offspring. It’s possible to restore a
Charlatan
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Player’s Handbook (2014)
-colored liquid will surely cure that unseemly rash, this ointment — nothing more than a bit of fat with a sprinkle of silver dust — can restore youth and vigor, and there’s a bridge in the
Characteristics
Charlatans are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe, and how they see the
Species
Spelljammer: Adventures in Space
Autognomes are mechanical beings built by rock gnomes. Sometimes, because of a malfunction or a unique circumstance, an autognome becomes separated from its creator and strikes out on its own.
An
treated by your creator, so you ran away from home.
5
You were built to complete a special mission.
6
You felt trapped in the role for which you were built and abandoned your creator
Backgrounds
Baldur’s Gate: Descent into Avernus
more than a bit of fat with a sprinkle of silver dust — can restore youth and vigor, and there’s a bridge in the city that just happens to be for sale. These marvels sound implausible, but
.
Suggested Characteristics
Charlatans are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe
Species
Mordenkainen Presents: Monsters of the Multiverse
psionic powers and built a great city called Tu’narath. They have since spread throughout the multiverse, starting in outposts outside the Astral Plane, called creches, where time passes and their
in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some
Monsters
Fizban's Treasury of Dragons
mountain in a local range, transforming it into a series of gleaming spires. Though visitors are rare, the dragon has built a roadway that ascends the mountain to encourage travel to and from the lair
sanctuary of ice and snow. Trusted guests might be invited into this part of the lair.
Central Spire. The central grand spire is hollow, and built into its upper recesses are several icy perches where
Monsters
Fizban's Treasury of Dragons
has spent considerable time shaping the pinnacle of the tallest mountain in a local range, transforming it into a series of gleaming spires. Though visitors are rare, the dragon has built a roadway
hollow, and built into its upper recesses are several icy perches where the dragon keeps the greatest treasures. As with everything in the lair, nothing is truly off-limits to visitors, as long as they
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Warforged Titan Warforged titans are hulking constructs built to wreak paths of destruction through enemy armies. Some of the most feared combatants of the Last War, warforged titans are barely
sentient, with just enough intelligence to follow commands. Legacy of Giants. In the Age of Giants, giant artificers built mindless war golems to aid them in their war against the quori. Millennia later
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Warforged Titan Warforged titans are hulking constructs built to wreak paths of destruction through enemy armies. Some of the most feared combatants of the Last War, warforged titans are barely
sentient, with just enough intelligence to follow commands. Legacy of Giants. In the Age of Giants, giant artificers built mindless war golems to aid them in their war against the quori. Millennia later
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Warforged Titan Warforged titans are hulking constructs built to wreak paths of destruction through enemy armies. Some of the most feared combatants of the Last War, warforged titans are barely
sentient, with just enough intelligence to follow commands. Legacy of Giants. In the Age of Giants, giant artificers built mindless war golems to aid them in their war against the quori. Millennia later
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the
can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the
can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level
. Channel Divinity: Preserve Life Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level
. Channel Divinity: Preserve Life Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the
can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level
. Channel Divinity: Preserve Life Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
around an ancient monument to an elven ranger. Residences and the village temple are built into the upper boughs of the forest. The elves string rope bridges between these sites and construct circular
Investigation at Altand Altand is primarily a wood elf settlement, blending almost seamlessly into the forest around it. The village exists on two levels, with a few structures built on the ground
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
around an ancient monument to an elven ranger. Residences and the village temple are built into the upper boughs of the forest. The elves string rope bridges between these sites and construct circular
Investigation at Altand Altand is primarily a wood elf settlement, blending almost seamlessly into the forest around it. The village exists on two levels, with a few structures built on the ground
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
pigments used to paint the tomb’s murals. The muralists drain him with tools crafted from the beaks of stirges, keeping him barely alive with healing magic. Nolzur is too weak to escape on his own, but
vulnerability to magic potions and salves that restore hit points (see “Who Dwells Here?” in chapter 4). Manipulating Time Having a mechanical guide spend 1 charge in this area causes one of the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
around an ancient monument to an elven ranger. Residences and the village temple are built into the upper boughs of the forest. The elves string rope bridges between these sites and construct circular
Investigation at Altand Altand is primarily a wood elf settlement, blending almost seamlessly into the forest around it. The village exists on two levels, with a few structures built on the ground
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
around an ancient monument to an elven ranger. Residences and the village temple are built into the upper boughs of the forest. The elves string rope bridges between these sites and construct circular
Investigation at Altand Altand is primarily a wood elf settlement, blending almost seamlessly into the forest around it. The village exists on two levels, with a few structures built on the ground
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
around an ancient monument to an elven ranger. Residences and the village temple are built into the upper boughs of the forest. The elves string rope bridges between these sites and construct circular
Investigation at Altand Altand is primarily a wood elf settlement, blending almost seamlessly into the forest around it. The village exists on two levels, with a few structures built on the ground
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
around an ancient monument to an elven ranger. Residences and the village temple are built into the upper boughs of the forest. The elves string rope bridges between these sites and construct circular
Investigation at Altand Altand is primarily a wood elf settlement, blending almost seamlessly into the forest around it. The village exists on two levels, with a few structures built on the ground






