Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'condition roll greater to her regain'.
Magic Items
D&D Free Rules (2024)
You regain Hit Points when you drink this potion. The number of Hit Points depends on the potion’s rarity, as shown in the table below.
Whatever its potency, the potion’s red liquid
glimmers when agitated.
Potion
HP Regained
Rarity
Potion of Healing
2d4 + 2
Common
Potion of Healing (Greater)
4d4 + 4
Uncommon
Potion of Healing (Superior)
8d4 + 8
Rare
Potion of Healing (Supreme)
10d4 + 20
Very Rare
Spells
Player’s Handbook
of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell
Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (DM’s choice).
8
Special. The target is struck by two rays. Roll twice, rerolling any 8.
Monsters
Monster Manual
Fetid Aura. Constitution Saving Throw: DC 12, any creature that starts its turn in a 10-foot Emanation originating from the swarm. Failure: The target has the Poisoned condition until the start of
space and vice versa, and the swarm can move through any opening large enough for a Small creature. The swarm can’t regain Hit Points or gain Temporary Hit Points.Multiattack. The swarm makes two
Spells
Player’s Handbook
You tap into your life force to heal yourself. Roll one or two of your unexpended Hit Point Dice, and regain a number of Hit Points equal to the roll’s total plus your spellcasting ability
modifier. Those dice are then expended.
Using a Higher-Level Spell Slot. The number of unexpended Hit Dice you can roll increases by one for each spell slot level above 2.
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 raven. The swarm can’t regain Hit Points or gain
Temporary Hit Points.Beaks. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Beaks"}, reach 5 ft. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2", "rollType":"damage
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 Proboscises. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Swarm of Proboscises"}, reach 5 ft. Hit: 14 (2d10 + 3);{"diceNotation
Monsters
Monster Manual
Shielded Mind. The couatl’s thoughts can’t be read by any means, and other creatures can communicate with it telepathically only if it allows them.Bite. Melee Attack Roll: +7
, and the target has the Poisoned condition until the end of the couatl’s next turn.
Constrict. Strength Saving Throw: DC 15, one Medium or smaller creature the couatl can see within 5 feet
Monsters
Monster Manual
Magic Resistance. The dragon has Advantage on saving throws against spells and other magical effects.Bite. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite
, each creature in a 15-foot Cone. Failure: The target has the Incapacitated condition until the end of its next turn and uses all its movement on its turn to move in a random direction.
Spellcasting
Monsters
Monster Manual
", "rollAction":"Enervation Ray", "rollDamageType":"Necrotic"} Necrotic damage, and the target has the Poisoned condition until the end of its next turn. While Poisoned, the target can’t regain Hit
save, the zombie drops to 1 Hit Point instead.Multiattack. The zombie uses Eye Rays twice.
Bite. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft
Equipment
have a feature that lets you use it.
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Proficiency with a Maul allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must
Equipment
must have a feature that lets you use it.
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Proficiency with a Trident allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you
Monsters
Monster Manual
", "rollAction":"Failure", "rollDamageType":"Poison"} Poison damage, and the target has the Poisoned condition until the end of its next turn. While Poisoned, the target can’t regain Hit Points
Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Bite"}, reach 5 feet. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4", "rollType":"damage", "rollAction":"Bite", "rollDamageType
Magic Items
D&D Free Rules (2024)
When you drink this potion, it removes any Exhaustion levels you have and ends the Poisoned condition on you. For the next 24 hours, you regain the maximum number of Hit Points for any Hit Point Dice
Monsters
Monster Manual
Magic Resistance. The worg has Advantage on saving throws against spells and other magical effects.Multiattack. The worg makes three Bite attacks.
Bite. Melee Attack Roll: +10;{"diceNotation":"1d20
(2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Poison"} Poison damage, and the target has the Poisoned condition until the start of the worg’s next turn
Monsters
Monster Manual
Multiattack. The cultist makes three attacks, using Dread Scythe or Deathly Ray in any combination.
Dread Scythe. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction
":"2d10", "rollType":"damage", "rollAction":"Dread Scythe", "rollDamageType":"Necrotic"} Necrotic damage, and the target can’t regain Hit Points until the end of its next turn.
Deathly Ray. Ranged
Spells
Player’s Handbook
failures needn’t be consecutive; keep track of both until the target collects three of a kind.
If you maintain your Concentration on this spell for the entire possible duration, the target is Petrified until the condition is ended by Greater Restoration or similar magic.
You attempt to turn one creature that you can see within range into stone. The target makes a Constitution saving throw. On a failed save, it has the Restrained condition for the duration. On a
Monsters
Monster Manual
", "rollDamageType":"Poison"} Poison damage, and the target has the Poisoned condition until the start of the devil’s next turn. While Poisoned, the target can’t regain Hit Points.Fire, PoisonCold
Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Claw"}, reach 10 ft. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4", "rollType":"damage", "rollAction":"Claw", "rollDamageType
Monsters
Monster Manual
Multiattack. The mummy makes two Rotting Fist attacks and uses Dreadful Glare.
Rotting Fist. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Rotting Fist"}, reach
":"damage", "rollAction":"Rotting Fist", "rollDamageType":"Necrotic"} Necrotic damage. If the target is a creature, it is cursed. While cursed, the target can’t regain Hit Points, its Hit Point
Monsters
Monster Manual
":"Piercing"} Piercing damage, and the target has the Poisoned condition until the start of the devil’s next turn. Until this poison ends, the target can’t regain Hit Points.
Infernal Glaive
Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Beard"}, reach 5 ft. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction":"Beard", "rollDamageType
Monsters
Monster Manual
Multiattack. The archpriest makes three Radiant Burst attacks.
Radiant Burst. Melee or Ranged Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Radiant Burst"}, reach 5 ft
", "rollType":"damage", "rollAction":"Holy Word", "rollDamageType":"Radiant"} Radiant damage, and the target has the Stunned condition until the end of the archpriest’s next turn. Success: Half damage
Monsters
Monster Manual
Saving Throw: DC 21. Failure: The target has the Poisoned condition. While Poisoned, the target can’t regain Hit Points and takes 21 (6d6);{"diceNotation":"6d6", "rollType":"damage
Hells.
Fear Aura. The pit fiend emanates an aura in a 20-foot Emanation while it doesn’t have the Incapacitated condition. Wisdom Saving Throw: DC 21, any enemy that starts its turn in the
Magic Items
Dungeon Master’s Guide (2024)
While wearing this pendant, you can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property can’t be used again until the next dawn.
In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant.
Monsters
Monster Manual
following effect:
Captivated (Forager Only). The target has the Charmed condition until the end of its next turn. While Charmed, the target has the Incapacitated condition.
Magic Resistance. The
.
Rend. Melee Attack Roll: +13;{"diceNotation":"1d20+13", "rollType":"to hit", "rollAction":"Rend"}, reach 5 ft. Hit: 14 (2d6 + 7);{"diceNotation":"2d6+7", "rollType":"damage", "rollAction":"Rend
Monsters
Monster Manual
effects.Multiattack. The empyrean makes two attacks, using Sacred Weapon or Divine Ray in any combination.
Sacred Weapon. Melee Attack Roll: +17;{"diceNotation":"1d20+17", "rollType":"to hit
Stunned condition until the start of the empyrean’s next turn. The target can choose not to be Stunned, in which case it takes an extra 21 Force damage that bypasses Resistance or Immunity.
Divine
Monsters
Monster Manual
", "rollDamageType":"Necrotic"} Necrotic damage, and the target has the Poisoned condition until the start of the necrohulk’s next turn. While Poisoned, the target can’t regain Hit Points. Success: Half
Multiattack. The necrohulk makes two Rotting Slam attacks.
Rotting Slam. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Rotting Slam"}, reach 10 ft. Hit: 9 (1d10
Monsters
Monster Manual
Roll: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 20 (4d6 + 6);{"diceNotation":"4d6+6", "rollType":"damage", "rollAction":"Claw", "rollDamageType
Roar. Wisdom Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphinx. Failure: The target has the Frightened condition for 1 minute.Second Roar. Wisdom Saving Throw: DC 20
Monsters
Monster Manual
Magic Resistance. The dragon has Advantage on saving throws against spells and other magical effects.Bite. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Bite
, each creature in a 15-foot Cone. Failure: The target has the Incapacitated condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it
Magic Items
Dungeon Master’s Guide (2024)
These pipes have 3 charges and regain 1d3 expended charges daily at dawn. You can take a Magic action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature of your
choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. A creature that fails the save repeats it at the end of each of its turns, ending
Magic Items
Dungeon Master’s Guide (2024)
successful one.
Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores.
While wearing this pendant, you gain the following benefits.
Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a
Monsters
Monster Manual
it uses Dreadful Glare.
Rotting Fist. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Rotting Fist"}, reach 5 ft. Hit: 15 (2d10 + 4);{"diceNotation":"2d10+4
":"Necrotic"} Necrotic damage. If the target is a creature, it is cursed. While cursed, the target can’t regain Hit Points, it gains no benefit from finishing a Long Rest, and its Hit Point
Monsters
Monster Manual
":"Enervation Ray", "rollDamageType":"Poison"} Poison damage, and the target has the Poisoned condition until the end of its next turn. While Poisoned, the target can’t regain Hit Points. Success: Half
Legendary Resistance (3/Day, or 4/Day in Lair). If the beholder fails a saving throw, it can choose to succeed instead.Multiattack. The beholder uses Eye Rays three times.
Bite. Melee Attack Roll
Equipment
make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Proficiency with a Quarterstaff allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property
Equipment
must have a feature that lets you use it.
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Proficiency with a Battleaxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you
Monsters
Monster Manual
effects.Multiattack. The empyrean makes two attacks, using Sacred Weapon or Divine Ray in any combination.
Sacred Weapon. Melee Attack Roll: +17;{"diceNotation":"1d20+17", "rollType":"to hit
Stunned condition until the start of the empyrean’s next turn. The target can choose not to be Stunned, in which case it takes an extra 21 Force damage that bypasses Resistance or Immunity.
Divine
Spells
Player’s Handbook
A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.