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Returning 35 results for 'claiming reduce grasping to have regain'.
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clanging reduce granting to have remain
clanging reduce granting to have retain
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clawing refuge grasping to have remain
Monsters
Monster Manual
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can’t regain Hit Points or gain
Temporary Hit Points.Swarm of Grasping Hands. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Swarm of Grasping Hands"}, reach 5 ft. Hit: 20 (4d8 + 2
Magic Items
Dungeon Master’s Guide
This item appears to be a sword hilt.
Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into existence or make the blade disappear
to expand or reduce its radius of Bright Light and Dim Light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Monsters
Van Richten’s Guide to Ravenloft
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny limb. The swarm can’t regain hit points or gain
temporary hit points.
Unusual Nature. The swarm doesn’t require air, food, drink, or sleep.Multiattack. The swarm makes one Undead Mass attack and one Grasping Limbs attack.
Undead Mass. Melee
Monsters
Ghosts of Saltmarsh
the end of its turn if it did not make an attack on that turn. This damage ignores resistance, and it cannot reduce the swarm to 0 hit points.
Swarm. The swarm can occupy another creature's space and
vice versa, and it can move through any opening large enough for a Tiny creature. The swarm can't regain hit points or gain temporary hit points.
Water Breathing. The swarm can breathe only
Monsters
Mythic Odysseys of Theros
., one creature. Hit: 13 (2d8 + 2);{"diceNotation":"2d8+2","rollType":"damage","rollAction":"Underworld Bolt","rollDamageType":"necrotic"} necrotic damage, and the target can’t regain hit points
.
Returned Masks. Adventurers who defeat Returned foes might marvel at their fortune in claiming such rich spoils after a battle. The mask of a Returned is worth approximately 100 gp, based on its
Monsters
Mythic Odysseys of Theros
"} to hit, range 120 ft., one creature. Hit: 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollAction":"Bolt of Ash","rollDamageType":"necrotic"} necrotic damage, and the target can't regain hit
Assault (Costs 2 Actions). The ashen rider makes an attack using its ashen blade or bolt of ash, and then its mount can use its reaction to make a melee weapon attack.
Reduce to Ash (Costs 3 Actions). The
Monsters
Mythic Odysseys of Theros
who defeat Returned foes might marvel at their fortune in claiming such rich spoils after a battle. The mask of a Returned is worth approximately 100 gp, based on its composition and craftsmanship
target can’t regain hit points until the start of the Returned’s next turn. If the target is missing any of its hit points, it instead takes 17 (2d12 + 2);{"diceNotation":"2d12+2","rollType":"damage","rollDamageType":"necrotic"} necrotic damage.
PoisonNecrotic
Monsters
Tales from the Yawning Portal
by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed
choose to be affected.
Pools of water within 90 feet of the aboleth surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 14 Strength saving
Monsters
Van Richten’s Guide to Ravenloft
Ectoplasmic Boon. When any creature starts its turn within 10 feet of the priest, the priest can reduce that creature’s speed by 10 feet until the start of the creature’s next turn, until
","rollDamageType":"necrotic"} necrotic damage, and the target can’t regain hit points until the start of the priest’s next turn.
Ectoplasmic Boon. As an action, the priest can use the
Monsters
Van Richten’s Guide to Ravenloft
","rollAction":"Necrotic Bolt","rollDamageType":"necrotic"} necrotic damage, and the target can’t regain hit points until the start of the priest’s next turn.Necromancers of deep evil, the
);Ectoplasmic. An otherworldly slime drips off the priest and fades away moments later, leaving a greenish stain. When any creature starts its turn within 10 feet of the priest, the priest can reduce that
Monsters
Van Richten’s Guide to Ravenloft
damage, and the target can’t regain hit points until the start of the priest’s next turn.Necromancers of deep evil, the priests of Osybus steal the souls of others to fuel the priests&rsquo
moments later, leaving a greenish stain. When any creature starts its turn within 10 feet of the priest, the priest can reduce that creature’s speed by 10 feet until the start of the creature&rsquo
Magic Items
Baldur’s Gate: Descent into Avernus
radius and dim light for an additional 15 feet, or reduce its glow to its normal intensity.
Random Properties. The sword has 2 minor beneficial properties, each determined by rolling on the Minor
sword simply by grasping it. She couldn’t bring herself to do so when she was an angel, but as an archdevil she has no compunction about ridding the multiverse of the weapon. The sword is also
Monsters
Van Richten’s Guide to Ravenloft
":"damage","rollAction":"Necrotic Bolt","rollDamageType":"necrotic"} necrotic damage, and the target can’t regain hit points until the start of the priest’s next turn.Necromancers of deep evil
);Ectoplasmic. An otherworldly slime drips off the priest and fades away moments later, leaving a greenish stain. When any creature starts its turn within 10 feet of the priest, the priest can reduce
Monsters
Van Richten’s Guide to Ravenloft
"} necrotic damage, and the target can’t regain hit points until the start of the priest’s next turn.Necromancers of deep evil, the priests of Osybus steal the souls of others to fuel the priests
away moments later, leaving a greenish stain. When any creature starts its turn within 10 feet of the priest, the priest can reduce that creature’s speed by 10 feet until the start of the
Monsters
Van Richten’s Guide to Ravenloft
(3d8 + 4);{"diceNotation":"3d8+4","rollType":"damage","rollAction":"Necrotic Bolt","rollDamageType":"necrotic"} necrotic damage, and the target can’t regain hit points until the start of the
, leaving a greenish stain. When any creature starts its turn within 10 feet of the priest, the priest can reduce that creature’s speed by 10 feet until the start of the creature’s next turn
Monsters
Fizban's Treasury of Dragons
DC 15 Constitution saving throw or be unable to reduce its levels of exhaustion or regain spent Hit Dice. Creatures resistant or immune to necrotic damage are immune to this regional effect.
Thriving
creation and growth, much as a forest fire clears dead wood, replenishes the soil, and allows the forest to regrow even healthier than before. To this end, topaz dragons use their power to reduce
Monsters
Fizban's Treasury of Dragons
throw or be unable to reduce its levels of exhaustion or regain spent Hit Dice. Creatures resistant or immune to necrotic damage are immune to this regional effect.
Thriving Wildlife. Giant squid are
, much as a forest fire clears dead wood, replenishes the soil, and allows the forest to regrow even healthier than before. To this end, topaz dragons use their power to reduce crumbling structures and
Sun Blade
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade
in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Aboleth
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
skin becomes translucent and slimy, the creature can’t regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher
aboleth surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 14 Strength saving throw or be pulled up to 20 feet into the water and knocked
Feats
Planescape: Adventures in the Multiverse
30 feet of you takes damage, you can use your reaction to reduce that damage by 1d10 + your proficiency bonus. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
through that day and are your best asset.
You gain the following benefits.
Instinct to Survive. When you take damage that would reduce you to 0 hit points, you can immediately regain hit points
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
fiddles with or occasionally breaks Tiny, nonmagical objects.
6 There’s a slight but noticeable delay between my movements and those of my shadow.
Grasping Shadow. You learn the mage hand
stretches and delivers the attack as if it were you. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Ominous Will
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
rest during which you slept in medium or heavy armor, you regain only one quarter of your spent Hit Dice (minimum of one die). If you have any levels of exhaustion, the rest doesn’t reduce your exhaustion level.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Sun Blade Weapon (longsword), rare (requires attunement) This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into
reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. Sun Blade
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Sun Blade Weapon (longsword), rare (requires attunement) This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into
reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Sun Blade Weapon (Longsword), Rare (Requires Attunement) This item appears to be a sword hilt. Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure
the blade persists, you can take a Magic action to expand or reduce its radius of Bright Light and Dim Light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. Conceptopolis, Ekaterina Burmak Sun Blade, Sword of Kas
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Manshoon A clone of the wizard Manshoon, one of the founders of the Zhentarim, is hiding in Waterdeep. He wants to rule the city, by claiming the cache of dragons and by using that wealth to bribe
the Masked Lords into making him the new Open Lord. He also wants to regain control of the Black Network. Manshoon lurks in Kolat Towers, a pair of wizards’ towers in the Trades Ward. This residence is
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Sun Blade Weapon (Longsword), Rare (Requires Attunement) This item appears to be a sword hilt. Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure
the blade persists, you can take a Magic action to expand or reduce its radius of Bright Light and Dim Light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
creature. The swarm can’t regain Hit Points or gain Temporary Hit Points.
Actions
Swarm of Grasping Hands. Melee Attack Roll: +4, reach 5 ft. Hit: 20 (4d8 + 2) Necrotic damage, or 11 (2d8 + 2) Necrotic
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
If you reach 0 Hit Points and don’t die instantly, you have the Unconscious condition (see the rules glossary) until you regain any Hit Points, and you now face making Death Saving Throws (see below
). Knocking Out a Creature
When you would reduce a creature to 0 Hit Points with a melee attack, you can instead reduce the creature to 1 Hit Point and give it the Unconscious condition. It then starts
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
If you reach 0 Hit Points and don’t die instantly, you have the Unconscious condition (see the Rules Glossary) until you regain any Hit Points, and you now face making Death Saving Throws (see below
). Knocking Out a Creature
When you would reduce a creature to 0 Hit Points with a melee attack, you can instead reduce the creature to 1 Hit Point and give it the Unconscious condition. It then starts
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
damage, you can use your reaction to roll a d6. Add your proficiency bonus to the number rolled, and reduce the damage you take by an amount equal to that total (minimum of 0 damage). You can use this
trait a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest: Cloud’s Jaunt (Cloud Giant). As a Bonus Action, you magically teleport up to 30 feet to an
Giant). When you hit a target with an attack roll and deal damage to it, you can also deal 1d6 Cold damage to that target and reduce its Speed by 10 feet until the start of your next turn.
Hill’s
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest: Cloud’s Jaunt (Cloud Giant). As a Bonus Action, you magically teleport up to 30 feet to an unoccupied
you hit a target with an attack roll and deal damage to it, you can also deal 1d6 Cold damage to that target and reduce its Speed by 10 feet until the start of your next turn.
Hill’s Tumble (Hill