Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'constantly wounds regain'.
Other Suggestions:
constantly wounds remain
constantly wounds retain
constant wounds remain
constantly wounds region
constantly wounds regard
Spells
Player’s Handbook
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic
damage, and you regain Hit Points equal to half the amount of Necrotic damage dealt.
Until the spell ends, you can make the attack again on each of your turns as a Magic action, targeting the same
Monsters
Bigby Presents: Glory of the Giants
emits beams of fire from its eyes, mouth, and wounds in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 31 (7d8);{"diceNotation":"7d8", "rollType":"damage
creature or another creature that can reach it takes an action to extinguish the fire, the burning creature can’t regain hit points and takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage
Monsters
Dragonlance: Shadow of the Dragon Queen
can’t regain hit points until the start of the skeletal knight’s next turn.
Throwing Axe. Melee or Ranged Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction
blades deal lingering wounds that sap their victims’ life force and leave blackened scars even after magical healing.Poison
Monsters
Strixhaven: A Curriculum of Chaos
ft., one target. Hit: 17 (3d8 + 4);{"diceNotation":"3d8+4","rollType":"damage","rollAction":"Mortality Spear","rollDamageType":"necrotic"} necrotic damage, and the target can’t regain hit points
their foes. In battle, they steal the essence of their enemies to heal their own wounds and create spears of sickly green life-draining energy.
Witherbloom teachers who espouse the decaying side of the
Monsters
Acquisitions Incorporated
beast form, Walnut can use a bonus action to expend one spell slot and regain 1d8;{"diceNotation":"1d8","rollType":"roll"} hit points per level of the spell slot expended.
Spellcasting. Walnut is a 7th
druid spells prepared:
Cantrips (at will): druidcraft, produce flame, thorn whip
1st level (4 slots): cure wounds, entangle, thunderwave
2nd level (3 slots): flame blade, moonbeam, pass without trace
Monsters
Strixhaven: A Curriculum of Chaos
creature, it can’t regain hit points until the start of Murgaxor’s next turn.
Blood Boil (Recharge 4–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Blood Boil"}. Murgaxor
succeed on a DC 15 Dexterity saving throw, or it takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Necrotic Burst","rollDamageType":"necrotic"} necrotic damage and can't regain hit
Magic Items
Phandelver and Below: The Shattered Obelisk
this way. The tower bristles with muddy knobs that constantly extrude and retract across its surface, as though the tower were breathing through a coating of thick mud.
Each creature in the area where
(this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.
Monsters
Strixhaven: A Curriculum of Chaos
", "rollAction":"Decaying Breath", "rollDamageType":"poison"} poison damage on a failed save, or half as much damage on a successful one. A creature that takes damage from the breath can’t regain hit
spellcasting ability:
1/day each: greater restoration, mass cure wounds, plant growth, revivify, speak with deadBeledros can take 3 legendary actions, choosing from the options below. Only one
Monsters
Planescape: Adventures in the Multiverse
regain hit points until the start of the baernaloth’s next turn.
Claw. Melee Weapon Attack: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 10 ft., one target
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
Monsters
Waterdeep: Dungeon of the Mad Mage
, command, inflict wounds, ray of sickness
2nd level (3 slots): blindness/deafness, ray of enfeeblement, spiritual weapon
3rd level (3 slots): animate dead, bestow curse, dispel magic, spirit guardians
bats are plentiful. In areas where they are not specifically mentioned, droppings and guano betray their presence, and they can be heard constantly scuttling and shrieking in the distant darkness.
If
Monsters
Mythic Odysseys of Theros
couldn’t best.
Chimeras typically roam the deep wilds of the world, constantly seeking a lair that would perfectly suit one of its heads, but then finding it unsatisfying to two-thirds of its
cone. Each creature in that area must succeed on a DC 15 Constitution saving throw, or it takes 31 (7d8) necrotic damage and is unable to regain hit points until the end of its next turn.
Tail
Monsters
Fizban's Treasury of Dragons
lairs in caves set into sea cliffs, or beneath salt marshes where fresh water and sea water mingle, constantly grappling with their dislike of water to use flooded tunnels as secure entrances into
infuses the lair until initiative count 20 on the next round. While the infusion lasts, creatures in the lair other than the dragon can’t regain hit points.
Regional Effects
The region
Monsters
Fizban's Treasury of Dragons
cliffs, or beneath salt marshes where fresh water and sea water mingle, constantly grappling with their dislike of water to use flooded tunnels as secure entrances into their homes. They keep the
initiative count 20 on the next round. While the infusion lasts, creatures in the lair other than the dragon can’t regain hit points.
Regional Effects
The region surrounding a legendary topaz dragon
Vampiric Touch
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic
damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.
At Higher Levels. When you
Healer
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Feats
Player’s Handbook (2014)
You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
When you use a healer's kit to stabilize a dying creature
creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.
feats
, exhaustion, incapacitated, paralyzed, or poisoned.
You learn the spare the dying cantrip and can cast it as a bonus action.
You gain the ability to cast the spell cure wounds without using a spell slot, up
to a number of times equal to half your proficiency bonus. You regain all expended uses when you finish a long rest. Wisdom is your spellcasting ability for this spell.
Feats
Fizban's Treasury of Dragons
You’ve manifested some of the power of metallic dragons, granting you the following benefits:
Draconic Healing. You learn the cure wounds spell. You can cast this spell without expending a
equal to your proficiency bonus against that attack roll, potentially causing it to miss. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
races
Mordenkainen Presents: Monsters of the Multiverse
skin.
3
You have exceptionally large ears.
4
A glittering mist constantly surrounds you.
5
You have a small spectral horn on your forehead, like a little unicorn horn.
6
Your
cure wounds spell doesn’t work on a Construct or an Undead.
Life Span
The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn&rsquo
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Healer You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits: When you use a healer’s kit to stabilize a dying creature
creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
bonus, and you regain all expended uses when you finish a long rest. Healing Machine. If the mending spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to
: cure wounds, healing word, mass cure wounds, mass healing word, and spare the dying. Mechanical Nature. You have resistance to poison damage and immunity to disease, and you have advantage on saving
Magic Items
Infernal Machine Rebuild
object on the same plane as you and have the compass point constantly in the direction of the named target. You gain no knowledge of the distance to the target.
A specialized clockwork compass floats
(your choice).
The cure wounds spell restores no hit points for you.
13
You have an innate sense of direction. You automatically succeed on ability checks made to avoid becoming lost.
Whenever
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Healing Hit Points can be restored by magic, such as the Cure Wounds spell or a Potion of Healing, or by a Short or Long Rest (see the Rules Glossary). When you receive healing, add the restored Hit
Points to your current Hit Points. Your Hit Points can’t exceed your Hit Point maximum, so any Hit Points regained in excess of the maximum are lost. For example, if you receive 8 Hit Points of healing and have 14 Hit Points and a Hit Point maximum of 20, you regain 6 Hit Points, not 8.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Healing Hit Points can be restored by magic, such as the Cure Wounds spell or a Potion of Healing, or by a Short or Long Rest (see the rules glossary). When you receive healing, add the restored Hit
Points to your current Hit Points. Your Hit Points can’t exceed your Hit Point maximum, so any Hit Points regained in excess of the maximum are lost. For example, if you receive 8 Hit Points of healing and have 14 Hit Points and a Hit Point maximum of 20, you regain 6 Hit Points, not 8.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic damage, and you regain Hit Points equal to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Healing Unless it results in death, damage isn't permanent. Even death is reversible through powerful magic. Rest can restore a creature's hit points, and magical methods such as a cure wounds spell
point maximum of 20, the ranger regains 6 hit points from the druid, not 8. A creature that has died can't regain hit points until magic such as the revivify spell has restored it to life.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
such as a cure wounds spell or a potion of healing can remove damage in an instant. When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature’s
hit points and has a hit point maximum of 20, the ranger regains 6 hit points from the druid, not 8. A creature that has died can’t regain hit points until magic such as the revivify spell has restored it to life.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic damage, and you regain Hit Points equal to
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
simple pleasures of companionship without constantly being petitioned. I’m proud of my acting ability and never break character.
5 The future is writ large in the patterns of history. I enjoy
)
6 Sovereignty. Other creatures lack my wisdom and must be controlled to prevent wrongdoing. (Evil)
Gold Dragon Spellcasting Age Spell Save DC Spells Known
Young 17 bless, cure wounds
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic
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
divided by four (minimum of one die). For a more superheroic feel, you can let a character use a healing surge as a bonus action, rather than as an action. Slow Natural Healing Characters don’t regain
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Lolth’s priestesses, but they must constantly balance their devotion to the Spider Queen with their devotion to their families. Drow Priestess of Lolth
Medium humanoid (elf), neutral evil
Armor
, resistance, spare the dying, thaumaturgy
1st level (4 slots): animal friendship, cure wounds, detect poison and disease, ray of sickness
2nd level (3 slots): lesser restoration, protection from
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
drowned ones in Tammeraut’s Fate), and victims most often acquire it through wounds caused by infected creatures.
The disease’s boils manifest in 1d4 hours, causing the victim’s Constitution and Charisma
, the victim takes 18 (4d8) necrotic damage as the boils burst and spread. A creature reduced to 0 hit points by this damage cannot regain hit points until the disease is cured, though it can be stabilized as normal.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st
-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot. Spells Known of 1st Level and Higher You know four 1st-level spells of your
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Aid, Bless, Cure Wounds, Lesser Restoration 5 Mass Healing Word, Revivify 7 Aura of Life, Death Ward 9 Greater Restoration, Mass Cure Wounds Level 3: Preserve Life As a Magic action, you present your
you cast on others heal you as well. Immediately after you cast a spell with a spell slot that restores Hit Points to one or more creatures other than yourself, you regain Hit Points equal to 2 plus the