Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'cone removed gain to have regain'.
Other Suggestions:
core remote gain to have region
Monsters
Monster Manual
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
Monsters
Monster Manual
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through an opening large enough for a Medium creature. The swarm can’t regain Hit Points or
gain Temporary Hit Points.Bites. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Bites"}, reach 5 ft. Hit: 9 (2d6 + 2);{"diceNotation":"2d6+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 bat. The swarm can’t regain Hit Points or gain
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 rat. The swarm can’t regain Hit Points or gain
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 snake. The swarm can’t regain Hit Points or gain
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 piranha. The swarm can’t regain Hit Points or gain
Monsters
Monster Manual
’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain Hit Points or gain Temporary Hit Points.Bites. Melee Attack Roll
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
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
Monsters
Monster Manual
through an opening large enough for a Medium creature. The swarm can’t regain Hit Points or gain Temporary Hit Points.Multiattack. The swarm makes two Vile Slime attacks.
Vile Slime. Melee
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
Spells
Player’s Handbook
Up to five creatures of your choice who remain within range for the spell’s entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can’t be affected
Monsters
Monster Manual
throw or gain no benefit from that rest.
If the death tyrant dies or moves its lair elsewhere, these effects end immediately.PoisonNegative Energy Cone. The death tyrant’s central eye emits an
imperceptible, magical wave of negative energy in a 150-foot Cone. Creatures in that area can’t regain Hit Points until the start of the death tyrant’s next turn. An intact Humanoid corpse
Monsters
Monster Manual
regain Hit Points.
Magic Resistance. The dracolich has Advantage on saving throws against spells and other magical effects.
Soul Gem. The dracolich has a magical gem. If the dracolich is destroyed while
":"recharge", "rollAction":"Necrotic Breath"}. Constitution Saving Throw: DC 20, each creature in a 60-foot Cone. Failure: 52 (8d12);{"diceNotation":"8d12", "rollType":"damage", "rollAction":"Necrotic
Magic Items
Dungeon Master’s Guide
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your Warlock spells. The bonus is determined by the rod’s rarity.
In addition, you can regain one
Magic Items
Dungeon Master’s Guide
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
successful one.
Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores.
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
Wisdom saving throw or gain no benefit from that rest.
Warping Terrain. Minor warps in reality occur near the lair; any creature (excluding the beholder) within 1 mile of the lair that makes a D20 Test
Magic Items
Dungeon Master’s Guide
This cone-shaped hat is adorned with moons and stars. While you are wearing it, you gain the following benefits.
Spellcasting Focus. You can use the hat as a Spellcasting Focus for your Wizard
Magic Items
Dungeon Master’s Guide
This black or dark-blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.
Six stars, located on the robe’s upper-front portion, are
particularly large. While wearing this robe, you can take a Magic action to remove one of the stars and expend it to cast the level 5 version of Magic Missile. Daily at dusk, 1d6 removed stars
Magic Items
Dungeon Master’s Guide
to your head and remains there until you die. If the eye is ever removed, you die.
Properties of the Eye. While you are attuned to the eye, your alignment is Neutral Evil, and you gain the following
Clairvoyance
2
Crown of Madness
1
Disintegrate
4
Dominate Monster
5
Eyebite
4
X-ray Vision. You can take a Magic action to gain X-ray vision with a range of 30 feet for 1
Magic Items
Dungeon Master’s Guide
This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving
must expend to cast the spell.
Spell
Charge Cost
Cone of Cold
5
Fireball (level 5 version)
5
Globe of Invulnerability
6
Hold Monster
5
Levitate
2
Lightning
Magic Items
Dungeon Master’s Guide
This helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic
.
You gain the following benefits while wearing the helm.
Diamond Light. As long as it has at least one diamond, the helm emits a 30-foot Emanation. When at least one Undead is within that area, the
Magic Items
Dungeon Master’s Guide
you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any Divination magic, but a Wish spell can reveal the location
which you are proficient appears on your person. The DM chooses the weapon.
Knight. You gain the service of a Knight, who magically appears in an unoccupied space you choose within 30 feet of
Spells
Player’s Handbook
space that you can see on the ground.
Instant Health. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater
the old feat and gain the benefits of the new one. You can’t replace a feat that is a prerequisite for any of your other feats or features.
Roll Redo. You undo a single recent event by forcing
Magic Items
Dungeon Master’s Guide
Stone of Protection;Protection (Rare). You gain a +1 bonus to Armor Class while this dusty-rose prism orbits your head.
Ioun Stone of Regeneration;Regeneration (Legendary). You regain 15 Hit Points at
Magic Items
Dungeon Master’s Guide
general chapters remain, ever revealing demonic secrets. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and
) check related to the Abyss. When you do so, you gain Advantage on the check.
Containment. The first ten pages of the Demonomicon are blank. As a Magic action while holding the book, you can target a
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 maggot. The swarm can’t regain hit points or gain
can’t be removed until the disease ends. The creature dies if its hit point maximum drops to 0.
5–6. The creature has disadvantage on ability checks and attack rolls until it finishes its
Monsters
Fizban's Treasury of Dragons
one. When the dragonborn uses this action, it can choose up to three creatures in the cone. These creatures take no damage from the radiance and instead regain 22 (4d10);{"diceNotation":"4d10
dragonborn touches another creature within 5 feet of it. The target magically regains 40 hit points. In addition, all diseases and poisons affecting the target are removed.
Radiant Breath (Recharge
Monsters
Ghosts of Saltmarsh
a Small humanoid. The swarm can't regain hit points or gain temporary hit points.Slash. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Slash"} to hit, reach 0 ft
Monsters
Tales from the Yawning Portal
large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.Bite. Melee Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Bite"} to hit, reach
saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 (1d6);{"diceNotation":"1d6
Monsters
Waterdeep: Dragon Heist
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 insect. The swarm can't regain hit points or gain temporary hit
Spells
Elemental Evil Player's Companion
Until the spell ends, ice rimes your body, and you gain the following benefits:
You are immune to cold damage and have resistance to fire damage.
You can move across difficult terrain
use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature
Equipment
pistol gives the pistol 10 charges.
As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone. Each creature
or half as much damage on a successful one.
Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can’t be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
Hat of Wizardry
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Xanathar's Guide to Everything
This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits:
You can use the hat as a spellcasting focus for your
Monsters
Ghosts of Saltmarsh
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