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Returning 35 results for 'consulting regaining gain to have removing'.
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consuming regaining gain to have removing
Monsters
Monster Manual
the gem is on the same plane of existence as it, the dracolich gains a new body in 1d20;{"diceNotation":"1d20", "rollType":"roll", "rollAction":"Soul Gem"} days, regaining all its Hit Points and
Constitution saving throw or gain 1 Exhaustion level.
Soul Drain. Creatures within 1 mile of the lair have Disadvantage on Death Saving Throws.
If the dracolich is destroyed or moves its lair elsewhere
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
Bolt (level 5 version)
5
Magic Missile
1
Ray of Enfeeblement
1
Wall of Force
5
Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the
Magic Items
Dungeon Master’s Guide
This staff has 50 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls
Mage Hand
0
Passwall
5
Plane Shift
7
Protection from Evil and Good
0
Telekinesis
5
Wall of Fire
4
Web
2
Regaining Charges. The staff regains 4d6 + 2
Spells
Player’s Handbook
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
result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the
Magic Items
Candlekeep Mysteries
regaining hit points in this way, you can choose to gain advantage on one attack roll, ability check, or saving throw you make before the end of your next turn.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Poisonous Touch (Humanoid Form Only). Melee Weapon Attack: +8
. By offering up body and soul to Lolth, they gain tremendous power and a supernatural connection to the ancient spiders of the Demonweb Pits, channeling magic from that dread place.PoisonChange Shape
Monsters
Eberron: Rising from the Last War
","rollAction":"Rejuvenation"} days, regaining all her hit points and becoming active again. The new body appears within two hundred miles of the location at which she was destroyed.
Spellcasting. Illmarrow
for personal gain, but Illmarrow cares for nothing except increasing her necromantic knowledge and finding a way to restore her lost mark.
LADY ILLMARROW AND THE BLOOD OF VOL
The Blood of Vol and
Monsters
Quests from the Infinite Staircase
":"roll", "rollAction":"Last Wish"} days, regaining all his hit points and appearing in a random safe location on the Infinite Staircase.
Legendary Resistance (5/Day). If Nafas fails a saving throw
;s or his allies’ actions don’t gain this benefit, instead falling as normal.
Wishful Winds. The wishes of creatures across the multiverse, including those within the Infinite Staircase
Swarm of Insects (Centipedes)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
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
the swarm has half of its hit points or fewer.
A creature reduced to 0 hit points by a swarm of centipedes is stable but poisoned for 1 hour, even after regaining hit points, and paralyzed while poisoned in this way.Bludgeoning, Piercing, Slashing
magic-items
This foul-tasting tea is brewed from the powdered tusks of doom boars. When you drink this potion, you gain the effect of a Remove Curse spell.
Hogs' Wash can also be used as a component in removing a Shadowsteel curse.
magic-items
Dedicated followers of Tormach sometimes gain the blessing of the Lord of Blood Oaths. When they do, their weapons gain a spark of the Marauder’s power. When you hit with this weapon, you can
cause the target to succeed on a DC 15 Strength saving throw or have the Prone condition. Once a creature fails this save, you can’t use this ability again until the next dawn.
At each dawn, roll 1d20. On a 1 or 2 the blessing ends, removing this effect from the weapon.
magic-items
Dedicated followers of Tormach sometimes gain the blessing of the Lord of Blood Oaths. When they do, their weapons gain a spark of the Marauder’s power. When you hit with this weapon, you can
cause the target to succeed on a DC 15 Strength saving throw or have the Prone condition. Once a creature fails this save, you can’t use this ability again until the next dawn.
At each dawn, roll 1d20. On a 1 or 2 the blessing ends, removing this effect from the weapon.
magic-items
Dedicated followers of Tormach sometimes gain the blessing of the Lord of Blood Oaths. When they do, their weapons gain a spark of the Marauder’s power. When you hit with this weapon, you can
cause the target to succeed on a DC 15 Strength saving throw or have the Prone condition. Once a creature fails this save, you can’t use this ability again until the next dawn.
At each dawn, roll 1d20. On a 1 or 2 the blessing ends, removing this effect from the weapon.
magic-items
Dedicated followers of Tormach sometimes gain the blessing of the Lord of Blood Oaths. When they do, their weapons gain a spark of the Marauder’s power. When you hit with this weapon, you can
cause the target to succeed on a DC 15 Strength saving throw or have the Prone condition. Once a creature fails this save, you can’t use this ability again until the next dawn.
At each dawn, roll 1d20. On a 1 or 2 the blessing ends, removing this effect from the weapon.
magic-items
Dedicated followers of Tormach sometimes gain the blessing of the Lord of Blood Oaths. When they do, their weapons gain a spark of the Marauder’s power. When you hit with this weapon, you can
cause the target to succeed on a DC 15 Strength saving throw or have the Prone condition. Once a creature fails this save, you can’t use this ability again until the next dawn.
At each dawn, roll 1d20. On a 1 or 2 the blessing ends, removing this effect from the weapon.
magic-items
Dedicated followers of Tormach sometimes gain the blessing of the Lord of Blood Oaths. When they do, their weapons gain a spark of the Marauder’s power. When you hit with this weapon, you can
cause the target to succeed on a DC 15 Strength saving throw or have the Prone condition. Once a creature fails this save, you can’t use this ability again until the next dawn.
At each dawn, roll 1d20. On a 1 or 2 the blessing ends, removing this effect from the weapon.
magic-items
Dedicated followers of Tormach sometimes gain the blessing of the Lord of Blood Oaths. When they do, their weapons gain a spark of the Marauder’s power. When you hit with this weapon, you can
cause the target to succeed on a DC 15 Strength saving throw or have the Prone condition. Once a creature fails this save, you can’t use this ability again until the next dawn.
At each dawn, roll 1d20. On a 1 or 2 the blessing ends, removing this effect from the weapon.
magic-items
Dedicated followers of Tormach sometimes gain the blessing of the Lord of Blood Oaths. When they do, their weapons gain a spark of the Marauder’s power. When you hit with this weapon, you can
cause the target to succeed on a DC 15 Strength saving throw or have the Prone condition. Once a creature fails this save, you can’t use this ability again until the next dawn.
At each dawn, roll 1d20. On a 1 or 2 the blessing ends, removing this effect from the weapon.
magic-items
Dedicated followers of Tormach sometimes gain the blessing of the Lord of Blood Oaths. When they do, their weapons gain a spark of the Marauder’s power. When you hit with this weapon, you can
cause the target to succeed on a DC 15 Strength saving throw or have the Prone condition. Once a creature fails this save, you can’t use this ability again until the next dawn.
At each dawn, roll 1d20. On a 1 or 2 the blessing ends, removing this effect from the weapon.
magic-items
Dedicated followers of Tormach sometimes gain the blessing of the Lord of Blood Oaths. When they do, their weapons gain a spark of the Marauder’s power. When you hit with this weapon, you can
cause the target to succeed on a DC 15 Strength saving throw or have the Prone condition. Once a creature fails this save, you can’t use this ability again until the next dawn.
At each dawn, roll 1d20. On a 1 or 2 the blessing ends, removing this effect from the weapon.
magic-items
Dedicated followers of Tormach sometimes gain the blessing of the Lord of Blood Oaths. When they do, their weapons gain a spark of the Marauder’s power. When you hit with this weapon, you can
cause the target to succeed on a DC 15 Strength saving throw or have the Prone condition. Once a creature fails this save, you can’t use this ability again until the next dawn.
At each dawn, roll 1d20. On a 1 or 2 the blessing ends, removing this effect from the weapon.
magic-items
Dedicated followers of Tormach sometimes gain the blessing of the Lord of Blood Oaths. When they do, their weapons gain a spark of the Marauder’s power. When you hit with this weapon, you can
cause the target to succeed on a DC 15 Strength saving throw or have the Prone condition. Once a creature fails this save, you can’t use this ability again until the next dawn.
At each dawn, roll 1d20. On a 1 or 2 the blessing ends, removing this effect from the weapon.
magic-items
Dedicated followers of Tormach sometimes gain the blessing of the Lord of Blood Oaths. When they do, their weapons gain a spark of the Marauder’s power. When you hit with this weapon, you can
cause the target to succeed on a DC 15 Strength saving throw or have the Prone condition. Once a creature fails this save, you can’t use this ability again until the next dawn.
At each dawn, roll 1d20. On a 1 or 2 the blessing ends, removing this effect from the weapon.
magic-items
Dedicated followers of Tormach sometimes gain the blessing of the Lord of Blood Oaths. When they do, their weapons gain a spark of the Marauder’s power. When you hit with this weapon, you can
cause the target to succeed on a DC 15 Strength saving throw or have the Prone condition. Once a creature fails this save, you can’t use this ability again until the next dawn.
At each dawn, roll 1d20. On a 1 or 2 the blessing ends, removing this effect from the weapon.
magic-items
Dedicated followers of Tormach sometimes gain the blessing of the Lord of Blood Oaths. When they do, their weapons gain a spark of the Marauder’s power. When you hit with this weapon, you can
cause the target to succeed on a DC 15 Strength saving throw or have the Prone condition. Once a creature fails this save, you can’t use this ability again until the next dawn.
At each dawn, roll 1d20. On a 1 or 2 the blessing ends, removing this effect from the weapon.
magic-items
Dedicated followers of Tormach sometimes gain the blessing of the Lord of Blood Oaths. When they do, their weapons gain a spark of the Marauder’s power. When you hit with this weapon, you can
cause the target to succeed on a DC 15 Strength saving throw or have the Prone condition. Once a creature fails this save, you can’t use this ability again until the next dawn.
At each dawn, roll 1d20. On a 1 or 2 the blessing ends, removing this effect from the weapon.
magic-items
Dedicated followers of Tormach sometimes gain the blessing of the Lord of Blood Oaths. When they do, their weapons gain a spark of the Marauder’s power. When you hit with this weapon, you can
cause the target to succeed on a DC 15 Strength saving throw or have the Prone condition. Once a creature fails this save, you can’t use this ability again until the next dawn.
At each dawn, roll 1d20. On a 1 or 2 the blessing ends, removing this effect from the weapon.
magic-items
Dedicated followers of Tormach sometimes gain the blessing of the Lord of Blood Oaths. When they do, their weapons gain a spark of the Marauder’s power. When you hit with this weapon, you can
cause the target to succeed on a DC 15 Strength saving throw or have the Prone condition. Once a creature fails this save, you can’t use this ability again until the next dawn.
At each dawn, roll 1d20. On a 1 or 2 the blessing ends, removing this effect from the weapon.
magic-items
Dedicated followers of Tormach sometimes gain the blessing of the Lord of Blood Oaths. When they do, their weapons gain a spark of the Marauder’s power. When you hit with this weapon, you can
cause the target to succeed on a DC 15 Strength saving throw or have the Prone condition. Once a creature fails this save, you can’t use this ability again until the next dawn.
At each dawn, roll 1d20. On a 1 or 2 the blessing ends, removing this effect from the weapon.
magic-items
Dedicated followers of Tormach sometimes gain the blessing of the Lord of Blood Oaths. When they do, their weapons gain a spark of the Marauder’s power. When you hit with this weapon, you can
cause the target to succeed on a DC 15 Strength saving throw or have the Prone condition. Once a creature fails this save, you can’t use this ability again until the next dawn.
At each dawn, roll 1d20. On a 1 or 2 the blessing ends, removing this effect from the weapon.
magic-items
Dedicated followers of Tormach sometimes gain the blessing of the Lord of Blood Oaths. When they do, their weapons gain a spark of the Marauder’s power. When you hit with this weapon, you can
cause the target to succeed on a DC 15 Strength saving throw or have the Prone condition. Once a creature fails this save, you can’t use this ability again until the next dawn.
At each dawn, roll 1d20. On a 1 or 2 the blessing ends, removing this effect from the weapon.
magic-items
Dedicated followers of Tormach sometimes gain the blessing of the Lord of Blood Oaths. When they do, their weapons gain a spark of the Marauder’s power. When you hit with this weapon, you can
cause the target to succeed on a DC 15 Strength saving throw or have the Prone condition. Once a creature fails this save, you can’t use this ability again until the next dawn.
At each dawn, roll 1d20. On a 1 or 2 the blessing ends, removing this effect from the weapon.
magic-items
Dedicated followers of Tormach sometimes gain the blessing of the Lord of Blood Oaths. When they do, their weapons gain a spark of the Marauder’s power. When you hit with this weapon, you can
cause the target to succeed on a DC 15 Strength saving throw or have the Prone condition. Once a creature fails this save, you can’t use this ability again until the next dawn.
At each dawn, roll 1d20. On a 1 or 2 the blessing ends, removing this effect from the weapon.
magic-items
Dedicated followers of Tormach sometimes gain the blessing of the Lord of Blood Oaths. When they do, their weapons gain a spark of the Marauder’s power. When you hit with this weapon, you can
cause the target to succeed on a DC 15 Strength saving throw or have the Prone condition. Once a creature fails this save, you can’t use this ability again until the next dawn.
At each dawn, roll 1d20. On a 1 or 2 the blessing ends, removing this effect from the weapon.
magic-items
Dedicated followers of Tormach sometimes gain the blessing of the Lord of Blood Oaths. When they do, their weapons gain a spark of the Marauder’s power. When you hit with this weapon, you can
cause the target to succeed on a DC 15 Strength saving throw or have the Prone condition. Once a creature fails this save, you can’t use this ability again until the next dawn.
At each dawn, roll 1d20. On a 1 or 2 the blessing ends, removing this effect from the weapon.