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                        Returning 35 results for 'cantrip wielding regains'.
                    
                
                        
                            
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                                        cantrip willing regains
                                    
                                
                                    
                                        cantrips wielding regions
                                    
                                
                        
                    
                
                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Bound into this staff is a spell of level 8 or lower. The spell is determined when the staff is created and can be of any school of magic. The staff has 6 charges and regains 1d6 expended charges
                                                
                                            
                                                
                                                    .
Spell Level
Rarity
Save DC
Attack Bonus
Cantrip
Uncommon
13
+5
1
Uncommon
13
+5
2
Rare
13
+5
3
Rare
15
+7
4
Very Rare
15
+7
5
Very Rare
17
+9
6
Legendary
17
+9
7
Legendary
18
+10
8
Legendary
18
+10
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell.
The level of the spell bound into the armor determines the spell’s saving throw DC
                                                
                                            
                                                
                                                     and attack bonus, as well as the armor’s rarity, as shown in the following table.
Spell Level
Rarity
Save DC
Attack Bonus
Cantrip
Uncommon
13
+5
1
Uncommon
13
+5
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell.
The level of the spell bound into the weapon
                                                
                                            
                                                
                                                     determines the spell’s saving throw DC and attack bonus, as well as the weapon’s rarity, as shown in the following table.
Spell Level
Rarity
Save DC
Attack Bonus
Cantrip
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     at the end of another creature's turn. Muiral regains spent legendary actions at the start of his turn.
Cast Cantrip. Muiral casts a cantrip.
Lunging Attack (Costs 2 Actions). Muiral makes one
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     Resistance. Trenzia has advantage on saving throws against spells and other magical effects.
Rejuvenation. If Trenzia is destroyed, she regains all her hit points in 1 hour unless Holy Water (flask
                                                
                                            
                                                
                                                     following wizard spells prepared:
Cantrip (at will): mage hand
1st level (3 slots): magic missile, shield
2nd level (2 slots): blur, flaming sphere
3rd level (1 slot): lightning boltMultiattack. Trenzia uses
                                                
                                            
                                        
                                                     Magic Items
                                                    Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     you can see within 30 feet of you suffers a critical hit while you’re wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead.
The emblem regains all expended charges daily at dawn.
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    , reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d6 + 5);{"diceNotation":"1d6+5","rollType":"damage","rollDamageType":"slashing"} slashing damage.
Fire Bolt (Cantrip). Ranged Spell Attack: +10
                                                
                                            
                                                
                                                     take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Lord of Blades regains spent
                                                
                                            
                                        
                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                     regains spent legendary actions at the start of his turn.
Cantrip. Var casts a cantrip.
Paralyzing Touch. (Costs 2 Actions) Var uses Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). Var fixes his
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                    Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead.
Regeneration. The lich regains 10 hit points at the start of its turn. If the lich takes fire or
                                                
                                            
                                                
                                                     take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The lich regains spent legendary
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     regains spent legendary actions at the start of its turn.
Cantrip. The lich casts a cantrip.
Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing Touch.
Frightening Gaze (Costs 2 Actions
                                                
                                            
                                                
                                                     initiative ties), the lich can take a lair action to cause one of the following magical effects; the lich can’t use the same effect two rounds in a row:
The lich rolls a d8 and regains a spell
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     be used at a time and only at the end of another creature’s turn. Exethanter regains spent legendary actions at the start of his turn.
Cantrip. Exethanter casts a cantrip.
Paralyzing Touch
                                                
                                            
                                                
                                                    ; Exethanter can’t use the same effect two rounds in a row:
Exethanter rolls a d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Spell Slot Level"} and regains a spell slot of that level or
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     at least 1 hit point remaining, the nimblewright regains 1 hit point when a mending spell is cast on it.
Sure-Footed. The nimblewright has advantage on Strength and Dexterity saving throws made
                                                
                                            
                                                
                                                     must see the attacker and be wielding a melee weapon.Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     second creature regains 27 (6d8);{"diceNotation":"6d8","rollType":"roll","rollAction":"Warleader"} hit points.Parry. Aurelia adds 7 to her AC against one melee attack that would hit her. To do so
                                                
                                            
                                                
                                                    , Aurelia must see the attacker and be wielding a melee weapon.
Unyielding. When Aurelia is subjected to an effect that would move her, knock her prone, or both, she can use her reaction to be neither
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     creature's turn. Jarad regains spent legendary actions at the start of his turn.
Cantrip. Jarad casts one of his cantrips.
Noxious Touch (Costs 2 Actions). Jarad uses Noxious Touch.
Disrupt Life (Costs 3
                                                
                                            
                                                
                                                    .
Regeneration. Jarad regains 25 hit points at the start of his turn. If he takes fire or radiant damage, this trait doesn't function at the start of his next turn. He dies only if he starts its turn with 0
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     option can be used at a time and only at the end of another creature’s turn. Niv-Mizzet regains spent legendary actions at the start of his turn.
Cantrip. Niv-Mizzet casts one of his cantrips
                                                
                                            
                                                
                                                     speed.
Dracogenius (Costs 3 Actions). Niv-Mizzet regains a spell slot of 3rd level or lower.Fire, LightningCold, Psychic, Thunder
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to
                                                
                                            
                                                
                                                     each: darkness, faerie fire, levitate (self only)Parry. The drow adds 3 to its AC against one melee attack roll that would hit it. To do so, the drow must see the attacker and be wielding a melee
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     waterThe grim captains of the ferries on the River Styx, merrenoloths can navigate safely through the worst storms and always stay on course. Wielding fiery oars, merrenoloths strike fear into anyone
                                                
                                            
                                                
                                                    , increasing its speed by 30 feet until initiative count 20 on the next round.
Repair. The vessel regains 22 (4d10);{"diceNotation":"4d10","rollType":"heal","rollAction":"Repair"} hit points.
Regional
                                                
                                            
                                        
                                                     Magic Items
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     instant after it hits or misses a target.
The bow has 8 charges for the following properties, which you can use while wielding the bow. The bow regains 1d4 + 1 charges daily at dawn.
Curative Arrow
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    . The beneficiary of this warped reality instantly regains 10 hit points.Parry. The death knight adds 6 to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon.Necrotic, Poison
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                    Unarmored Defense. While Steel Crane is wearing no armor and wielding no shield, his AC includes his Wisdom modifier.Multiattack. Steel Crane makes three attacks.
Force Strike. Melee Weapon Attack
                                                
                                            
                                                
                                                     it to grapple a creature. Anytime on his turn, he can release a creature grappled by the whip (no action required).
Heal Self (Recharges after a Long Rest). Steel Crane regains 2d8 + 4
                                                
                                            
                                        
                                                     Magic Items
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     effects:
Breath of Life. The scale disappears, and you or a creature you touch regains 10d4 hit points.
Platinum Shield. For 1 hour or until you dismiss it (no action required), the scale becomes a
                                                
                                            
                                                
                                                     shield, +1; +1 shield, which you or another creature can use. A creature wielding the shield has immunity to radiant damage.
Radiant Hammer. For 1 hour or until you dismiss it (no action required), the
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is
                                                
                                            
                                                
                                                     be wielding a melee weapon.Plenty of blood drinkers haunt Ravnica's alleys and sewers, preying on those who are foolish enough to leave the relative safety of the crowds.
Orzhov Vampires. Vampires
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or
                                                
                                            
                                                
                                                     if another creature takes an action to shake it.Parry. Zress Orlezziir adds 3 to her AC against one melee attack that would hit her. To do so, the drow must see the attacker and be wielding a melee weapon.
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                    Unarmored Defense. While Jade Tigress is wearing no armor and wielding no shield, her AC includes her Wisdom modifier.Multiattack. Jade Tigress makes three attacks.
Force Strike. Melee Weapon Attack
                                                
                                            
                                                
                                                    , and the target must succeed on a DC 15 Constitution saving throw or gain 1 level of exhaustion.
Heal Self (Recharges after a Long Rest). Jade Tigress regains 2d8 + 2;{"diceNotation":"2d8+2
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     melee attack that would hit it. To do so, the githyanki must see the attacker and be wielding a melee weapon.The githyanki can take 3 legendary actions, choosing from the options below. Only one
                                                
                                            
                                                
                                                     legendary action option can be used at a time and only at the end of another creature’s turn. The githyanki regains spent legendary actions at the start of its turn.
Command Ally. The githyanki
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    , and only half damage if it fails. It can't use this trait if it's incapacitated.
Unarmored Defense. While the dolgaunt is wearing no armor and wielding no shield, its AC includes its Wisdom
                                                
                                            
                                                
                                                     saving throw. On a failed save, the target takes 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Vitality Drain","rollDamageType":"necrotic"} necrotic damage, and the dolgaunt regains a
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     only at the end of another creature’s turn. The giff regains spent legendary actions at the start of its turn.
Move. The giff moves up to its speed without provoking opportunity attack
                                                
                                            
                                                
                                                     rewards for valor.
Muskets and grenades are the specialties of many giff regiments. The bigger the boom, the brighter the flash, and the thicker the smoke it produces, the greater the glory for the one wielding the weapon.
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     the end of another creature’s turn. Illmarrow regains spent legendary actions at the start of her turn.
Cantrip. Illmarrow casts a cantrip.
Paralyzing Claw. Illmarrow uses her Paralyzing Claw
                                                
                                            
                                                
                                                    , prismatic spray
8th level (1 slot): incendiary cloud, maze
9th level (1 slot): power word kill, time stopChill Touch (Cantrip). Ranged Spell Attack: +15;{"diceNotation":"1d20+15","rollType":"to hit
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     Unarmed Strikes. Hlam's unarmed strikes are magical.
Unarmored Defense. While Hlam is wearing no armor and wielding no shield, his AC includes his Wisdom modifier.Multiattack. Hlam attacks three times
                                                
                                            
                                                
                                                    );{"diceNotation":"10d10","rollType":"damage","rollAction":"Quivering Palm","rollDamageType":"necrotic"} necrotic damage.
Wholeness of Body (Recharges after a Long Rest). Hlam regains 60 hit points.Deflect
                                                
                                            
                                        
                                                     Monsters
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    Regeneration. As long as the pledgemage has at least 1 hit point remaining, the pledgemage regains 5 hit points at the start of its turn.
Verdant Talisman. At the end of a 10-minute ritual, the
                                                
                                            
                                                
                                                     if it isn’t wearing armor or wielding a shield, and it has advantage on attack rolls against any creature missing hit points. This form lasts for 1 minute or until the pledgemage is reduced to 0 hit points.
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     creature. Hit: 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Vampiric Touch","rollDamageType":"necrotic"} necrotic damage, and Vellynne regains hit points equal to half the necrotic
                                                
                                            
                                                
                                                     slot level above 3rd.
Chill Touch (Cantrip). Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Chill Touch"} to hit, range 120 ft., one creature. Hit: 9 (2d8
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end of every turn, but it turns to dust if reduced to 0 hit points or when the giant dies. If
                                                
                                            
                                                
                                                    , tempest callers proudly claim a position at the pinnacle of that ranking—and few dare to challenge them. Wielding the power of rune magic in addition to the innate magic that courses through
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     and wielding no shield, his AC includes his Charisma modifier.
Sunlight Sensitivity. When not wearing his knave's eye patch, Jarlaxle has disadvantage on attack rolls, as well as on Wisdom (Perception
                                                
                                            
                                                
                                                     legendary action option can be used at a time and only at the end of another creature's turn. Jarlaxle regains spent legendary actions at the start of his turn.
Quick Step. Jarlaxle moves up to his
                                                
                                            
                                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    , and Drelnza regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A Humanoid slain in
                                                
                                            
                                                
                                                     be wielding a melee weapon.Drelnza is the vampire daughter of Iggwilv the Witch Queen;Iggwilv. She is the Witch Queen’s greatest treasure, an immortal warrior who guards some of her mother&rsquo
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    , fireball, fly
4th level (3 slots): banishment, fire shield
5th level (2 slots): Bigby's hand, Rary's telepathic bondFire Bolt (Cantrip). Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to
                                                
                                            
                                                
                                                     charges), or wall of ice (4 charges). The staff regains 1d6 + 4;{"diceNotation":"1d6+4","rollType":"roll","rollAction":"Staff of Frost"} charges daily at dawn. If its last charge is expended, roll a
                                                
                                            
                                        





