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Returning 16 results for 'closing ward recovery'.
Other Suggestions:
causing world recovery
choosing world recovery
causing war recovery
choosing war recovery
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Monsters
Waterdeep: Dungeon of the Mad Mage
restrictions (see “Alterations to Magic”).
Arcane Recovery (1/Day). When he finishes a short rest, Halaster recovers all his spell slots of 5th level and lower.
Legendary Resistance (3
legendary actions at the start of his turn.
Cast Spell. Halaster casts a spell of 3rd level or lower.
Spell Ward (Costs 2 Actions). Halaster expends a spell slot of 4th level or lower and gains 5
classes
Basic Rules (2014)
, muttering a few words of power over them. Closing his eyes to see the visions more clearly, he nods slowly, then opens his eyes and points down the passage to his left.
Wizards are supreme magic-users
5th
6th
7th
8th
9th
1st
+2
Spellcasting, Arcane Recovery
3
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Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
your choice in that area regains 2d6 Hit Points. The damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6). Level 6: Natural Recovery You can cast one of the level 1
spell slots with this feature, you can’t do so again until you finish a Long Rest. Level 10: Nature’s Ward You are immune to the Poisoned condition, and you have Resistance to a damage type associated
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
your choice in that area regains 2d6 Hit Points. The damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6). Level 6: Natural Recovery You can cast one of the level 1
spell slots with this feature, you can’t do so again until you finish a Long Rest. Level 10: Nature’s Ward You are immune to the Poisoned condition, and you have Resistance to a damage type associated
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
became more withdrawn and secretive, closing Ghalasine to trade and failing to honor his alliances. A powerful spellcaster, Charmayne had become jealous of the king’s passion and warmth. Longing to
loyal captain returned to Ghalasine at once but found herself unable to enter the city. Charmayne had anticipated Naevys’s return and prepared accordingly by invoking a powerful ward that prevents
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
became more withdrawn and secretive, closing Ghalasine to trade and failing to honor his alliances. A powerful spellcaster, Charmayne had become jealous of the king’s passion and warmth. Longing to
loyal captain returned to Ghalasine at once but found herself unable to enter the city. Charmayne had anticipated Naevys’s return and prepared accordingly by invoking a powerful ward that prevents
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know. Natural Recovery Starting at 2nd level, you can regain some of your magical energy by
manipulated to impede movement, such those created by the entangle spell. Nature’s Ward When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know. Natural Recovery Starting at 2nd level, you can regain some of your magical energy by
manipulated to impede movement, such those created by the entangle spell. Nature’s Ward When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Recovery (1/Day). When he finishes a short rest, Halaster recovers all his spell slots of 5th level and lower.
Legendary Resistance (3/Day). If Halaster fails a saving throw, he can choose to
start of his turn.
Cast Spell. Halaster casts a spell of 3rd level or lower.
Spell Ward (Costs 2 Actions). Halaster expends a spell slot of 4th level or lower and gains 5 temporary hit points per level of the slot.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Recovery (1/Day). When he finishes a short rest, Halaster recovers all his spell slots of 5th level and lower.
Legendary Resistance (3/Day). If Halaster fails a saving throw, he can choose to
start of his turn.
Cast Spell. Halaster casts a spell of 3rd level or lower.
Spell Ward (Costs 2 Actions). Halaster expends a spell slot of 4th level or lower and gains 5 temporary hit points per level of the slot.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Recovery You can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a Long Rest before you do so again. In addition
level 1 spell slots. Once you recover spell slots with this feature, you can’t do so again until you finish a Long Rest. Level 10: Nature’s Ward You are immune to the Poisoned condition, and you have
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Recovery You can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a Long Rest before you do so again. In addition
level 1 spell slots. Once you recover spell slots with this feature, you can’t do so again until you finish a Long Rest. Level 10: Nature’s Ward You are immune to the Poisoned condition, and you have
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know. Natural Recovery Starting at 2nd level, you can regain some of your magical energy by
have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. Nature’s Ward When you reach 10th level, you can’t
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know. Natural Recovery Starting at 2nd level, you can regain some of your magical energy by
have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. Nature’s Ward When you reach 10th level, you can’t
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
purpose. The longer dragons stay with a lauth, the more wards they receive. Most hidecarved dragons have one of these wards plus an additional ward for each age category above wyrmling. You can roll for
these effects on the Hidecarved Wards table or choose effects as you wish. Hidecarved dragons adorn their scales with mystic words Hidecarved Wards d6 Ward Effect
1 Immutability. The
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
purpose. The longer dragons stay with a lauth, the more wards they receive. Most hidecarved dragons have one of these wards plus an additional ward for each age category above wyrmling. You can roll for
these effects on the Hidecarved Wards table or choose effects as you wish. Hidecarved dragons adorn their scales with mystic words Hidecarved Wards d6 Ward Effect
1 Immutability. The