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Returning 35 results for 'changeling wounds rare'.
Other Suggestions:
changelings wounds rare
Magic Items
Dungeon Master’s Guide
from Evil and Good, plus the spells listed for the particular instrument
Anstruth harp
Very Rare
Cure Wounds (level 5), Ice Storm, Wall of Thorns
Canaith mandolin
Rare
Cure Wounds (level
3), Dispel Magic, Protection from Energy (Lightning damage only)
Cli lyre
Rare
Stone Shape, Wall of Fire, Wind Wall
Doss lute
Uncommon
Animal Friendship, Protection from Energy (Fire
Magic Items
The Book of Many Things
Spells
Sage's Signet (Bear);Bear
Very rare
Enlarge/Reduce, Polymorph
Sage's Signet (Hart);Hart
Very rare
Aura of Vitality, Mass Cure Wounds
Sage's Signet (Lion);Lion
Very rare
Destructive Wave, Fireball
Sage's Signet (Serpent);Serpent
Rare
Fear, Hex
Sage's Signet (Songbird);Songbird
Rare
Charm Person, Hypnotic Pattern
Sage's Signet (Wolf);Wolf
Very rare
Freedom of Movement, Pass without Trace
Changeling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Eberron: Rising from the Last War
?
Masks and Personas
In their true form, changelings are pale, with colorless eyes and silver-white hair. It is rare to see a changeling in that form, for a typical changeling changes their shape the way
be. And so it remains. Though the children are shunned by all, the gift of the Traveler protects them still.
—Chance, changeling priest
Changelings can shift their forms with a thought. Many
Monsters
Acquisitions Incorporated
with spell attacks). He has the following paladin spells prepared:
1st level (4 slots): command, compelled duel, cure wounds, wrathful smite
2nd level (2 slots): aid, branding smite, lesser restoration
of his clan bear — a stylish tail that is rare and often considered a deformity among dragonborn.
As with his tail, an odd quirk of heritage makes Donaar's acid breath more of a signature vomiting
Monsters
Planescape: Adventures in the Multiverse
the far-flung past and inscrutable future of the multiverse. Many of these rare scholars of the profane seek to manipulate reality on a grand scale, while others unleash horrific experiments on the
wounded foes alive, sometimes indefinitely, to prolong their suffering. Even striking against a baernaloth brings misery—they can cause an attacker’s old wounds to painfully reopen. All the
Instrument of the Bards
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
Control weather, cure wounds (5th level), wall of thorns
Canaith mandolin
Rare
Cure wounds (3rd level), dispel magic, protection from energy (lightning only)
Cli lyre
Spells
All
—
Fly, invisibility, levitate, protection from evil and good, plus the spells listed for the particular instrument
Anstruth harp
Very rare
races
Mordenkainen Presents: Monsters of the Multiverse
, their features almost devoid of detail. It is rare to see a changeling in that form, for a typical changeling changes their shape the way others might change clothes. A casual shape—one created
With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face is only a disguise. For
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Masks and Personas In their true form, changelings are pale, with colorless eyes and silver-white hair. It is rare to see a changeling in that form, for a typical changeling changes their shape the
identity helps a changeling pinpoint a particular skill or emotion. A changeling adventurer might have personas for many situations, including negotiation, investigation, and combat. Personas can be
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Masks and Personas In their true form, changelings are pale, with colorless eyes and silver-white hair. It is rare to see a changeling in that form, for a typical changeling changes their shape the
identity helps a changeling pinpoint a particular skill or emotion. A changeling adventurer might have personas for many situations, including negotiation, investigation, and combat. Personas can be
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
faded, their features almost devoid of detail. It is rare to see a changeling in that form, for a typical changeling changes their shape the way others might change clothes. A casual shape—one created
Changeling With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face is only a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
faded, their features almost devoid of detail. It is rare to see a changeling in that form, for a typical changeling changes their shape the way others might change clothes. A casual shape—one created
Changeling With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face is only a
Paladin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
shines from her hands, the man’s wounds knit closed, and his eyes open wide with amazement.
A dwarf crouches behind an outcrop, his black cloak making him nearly invisible in the night, and watches
has taken him or her away from adventuring for a time, every paladin lives on the front lines of the cosmic struggle against evil. Fighters are rare enough among the ranks of the militias and armies
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, Levitate, Protection from Evil and Good, plus the spells listed for the particular instrument
Anstruth harp Very Rare Cure Wounds (level 5), Ice Storm, Wall of Thorns
Canaith mandolin
Rare Cure Wounds (level 3), Dispel Magic, Protection from Energy (Lightning damage only)
Cli lyre Rare Stone Shape, Wall of Fire, Wind Wall
Doss lute Uncommon Animal Friendship
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
and good, plus the spells listed for the particular instrument Anstruth harp Very rare Control weather, cure wounds (5th level), wall of thorns Canaith mandolin Rare Cure wounds (3rd level), dispel
magic, protection from energy (lightning only) Cli lyre Rare Stone shape, wall of fire, wind wall Doss lute Uncommon Animal friendship, protection from energy (fire only), protection from poison
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Staff of Healing Staff, rare (requires attunement by a bard, cleric, or druid) This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the
following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Staff of Healing Staff, rare (requires attunement by a bard, cleric, or druid) This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the
following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Staff of Healing Staff, Rare (Requires Attunement by a Bard, Cleric, or Druid) This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using
your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Cure Wounds 1 charge per spell level (maximum 4 for a level 4 spell
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
and good, plus the spells listed for the particular instrument Anstruth harp Very rare Control weather, cure wounds (5th level), wall of thorns Canaith mandolin Rare Cure wounds (3rd level), dispel
magic, protection from energy (lightning only) Cli lyre Rare Stone shape, wall of fire, wind wall Doss lute Uncommon Animal friendship, protection from energy (fire only), protection from poison
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, Levitate, Protection from Evil and Good, plus the spells listed for the particular instrument
Anstruth harp Very Rare Cure Wounds (level 5), Ice Storm, Wall of Thorns
Canaith mandolin
Rare Cure Wounds (level 3), Dispel Magic, Protection from Energy (Lightning damage only)
Cli lyre Rare Stone Shape, Wall of Fire, Wind Wall
Doss lute Uncommon Animal Friendship
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Staff of Healing Staff, rare (requires attunement by a bard, cleric, or druid) This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the
following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Staff of Healing Staff, rare (requires attunement by a bard, cleric, or druid) This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the
following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Staff of Healing Staff, Rare (Requires Attunement by a Bard, Cleric, or Druid) This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using
your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Cure Wounds 1 charge per spell level (maximum 4 for a level 4 spell
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Staff of Healing Staff, Rare (Requires Attunement by a Bard, Cleric, or Druid) This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using
your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Cure Wounds 1 charge per spell level (maximum 4 for a level 4 spell
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Staff of Healing Staff, Rare (Requires Attunement by a Bard, Cleric, or Druid) This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using
your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Cure Wounds 1 charge per spell level (maximum 4 for a level 4 spell
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Sword of Wounding Weapon (any sword), rare (requires attunement) Hit points lost to this weapon’s damage can be regained only through a short or long rest, rather than by regeneration, magic, or any
for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Sword of Wounding Weapon (any sword), rare (requires attunement) Hit points lost to this weapon’s damage can be regained only through a short or long rest, rather than by regeneration, magic, or any
for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Sword of Wounding Weapon (any sword), rare (requires attunement) Hit points lost to this weapon’s damage can be regained only through a short or long rest, rather than by regeneration, magic, or any
for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Sword of Wounding Weapon (any sword), rare (requires attunement) Hit points lost to this weapon’s damage can be regained only through a short or long rest, rather than by regeneration, magic, or any
for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
required. Healer’s Kit Dependency A character can’t spend any Hit Dice after finishing a short rest until someone expends one use of a healer’s kit to bandage and treat the character’s wounds. Healing
rare. As an action, a character can use a healing surge and spend up to half his or her Hit Dice. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
required. Healer’s Kit Dependency A character can’t spend any Hit Dice after finishing a short rest until someone expends one use of a healer’s kit to bandage and treat the character’s wounds. Healing
rare. As an action, a character can use a healing surge and spend up to half his or her Hit Dice. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Necklace of Prayer Beads Wondrous Item, Rare (Requires Attunement by a Cleric, Druid, or Paladin) This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many
again until the next dawn. 1d20 Bead Spell 1–6 Bead of Blessing Bless 7–12 Bead of Curing Cure Wounds (level 2 version) 13–16 Bead of Favor Greater Restoration 17–18 Bead of Smiting Shining Smite 19 Bead of Summons Guardian of Faith 20 Bead of Wind Walking Wind Walk
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
someone to cast a relatively common spell of 1st or 2nd level, such as cure wounds or identify, is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material
might ask for a service instead of payment — the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster-infested wilderness to deliver something important to a distant settlement.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Helm of the Gods Wondrous item, rare (requires attunement) While wearing this helm, you know whether there is a celestial or fiend within 30 feet of you, as well as where the creature is located
charges daily at dawn. Helm of the Gods God Spell
Athreos protection from evil and good
Ephara sanctuary
Erebos inflict wounds
Heliod guiding bolt
Iroas heroism
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Necklace of Prayer Beads Wondrous item, rare (requires attunement by a cleric, druid, or paladin) This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many
Bead of… Spell 1–6 Blessing Bless 7–12 Curing Cure wounds (2nd level) or lesser restoration 13–16 Favor Greater restoration 17–18 Smiting Branding smite 19 Summons Planar ally 20 Wind walking Wind walk
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
— Sacred Flame Evocation — Thaumaturgy Transmutation — Toll the Dead Necromancy — Level 1 Cleric Spells (Slots: 4) Spell School Special* Bless (always prepared) Enchantment C, M Cure Wounds (always
Herbalism Kit
Bedroll
Book (philosophy)
Lamp
Oil (3 flasks)
Traveler’s Clothes
Niko’s Mace Weapon (Mace), Very Rare (Requires Attunement by a Spellcaster) This Mace has 6 charges and regains