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Returning 35 results for 'contents rolling gain to have regaining'.
Classes
Player’s Handbook
Create Explosive Elemental Effects
Your studies focus on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid
. Some Evokers find employment in military forces, serving as artillery to blast armies from afar. Others use their power to protect others, while some seek their own gain.
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
creature, but the only way to determine the type of creature is to open the flask. A newly discovered Iron Flask might already contain a creature chosen by the DM or determined randomly by rolling on
the following table (see the Monster Manual for the creature’s stat block).
1d100
Contents
0-50
No creature
51
Arcanaloth
52-54
Bone Devil
55-56
Cambion
57
Magic Items
Dungeon Master’s Guide
that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its contents and gain its
magical nature or translate the benefits it offers to those pure of heart and firm of purpose.
A heavy clasp, wrought to look like angel wings, keeps the book’s contents secure. Only a creature
Spells
Player’s Handbook
You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before the spell ends, you can exert your will on one
up to 30 feet in any direction within the spell’s range.
You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
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
Magic Items
Dungeon Master’s Guide
other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it
becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the DM determines randomly which among them are affected.
Regaining Charges. The wand regains 1d6 + 1 expended
Magic Items
Dungeon Master’s Guide
) 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
roll for a spell you cast against a Fiend, you use the maximum possible result instead of rolling.
Random Properties. The Artifact has the following random properties (see “Artifacts” in
Monsters
Out of the Abyss
random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table in appendix D) that lasts until the creature is cured of the disease or dies. While infected in this way, the
5 feet of it, regaining 1d8 + 2;{"diceNotation":"1d8+2","rollType":"roll","rollAction":"Foul Absorption"} hit points.Poison
Monsters
Bigby Presents: Glory of the Giants
by dealing 15 or more slashing damage to it on one attack. Cutting the root doesn’t hurt the cradle but ends the grapple.
Rolling Hills (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge
", "rollAction":"Rolling Hills"}. The cradle magically creates a wave of dirt that extends from a point on the ground within 120 feet of itself. The wave is up to 30 feet long, up to 30 feet tall, and
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
Magic Items
The Book of Many Things
Glowing cinders orbit the flanged head of this black iron rod.
This rod can be used as an arcane focus. While holding this rod, you gain the following benefits:
Hellish Resistance. You have
the spell again until the next dawn.
Surge of Brimstone. Whenever you cast a spell that deals fire or necrotic damage, you can use the rod to deal the maximum damage instead of rolling. Once this property is used, it can’t be used again until the next dawn.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
her most loyal cultists. They can gain the Ferocious Surge trait, and her cult’s leaders can also gain the Infernal Tactics trait.
Ferocious Surge (Recharges after a Short or Long Rest). When
this creature hits with an attack roll that isn’t a critical hit, it can turn the hit into a critical hit.
Infernal Tactics. Immediately after rolling initiative, this creature can choose
Magic Items
Keys from the Golden Vault
The contents of this foul manuscript of ineffable wickedness are the meat and drink of those in evil’s thrall. No mortal was meant to know the secrets it contains, knowledge so horrid that to
powder if the book rests on it long enough.
A creature attuned to the book must spend 80 hours reading and studying it to digest its contents and reap its benefits. The creature can then freely modify
Magic Items
Tasha’s Cauldron of Everything
;appears next to the Baba Yaga's Mortar;mortar at the next dawn.
Random Properties. This artifact has the following random properties, which you can determine by rolling on the tables in the
, you can command the pestle to grind. For the next minute, or until you use your action to verbally command it to stop, the pestle moves on its own, grinding the contents of the mortar into a mush or
Species
Eberron: Rising from the Last War
an orphan kalashtar raised among strangers.
The bond to the spirit can cause some kalashtar to display unusual quirks. Consider rolling or selecting a trait from the Kalashtar Quirks table
orphans might use their abilities for personal gain or otherwise act against the virtuous instincts of their quori spirits; this can cause internal conflicts and violent mood swings.
Kalashtar Names
A
Magic Items
Baldur’s Gate: Descent into Avernus
creature that is transformed by magic, and see into the Ethereal Plane, all within a range of 60 feet.
New Personality. You gain new personality traits, determined by rolling once on each of the
transformation. Your alignment becomes lawful good, and you gain the following traits:
Angelic Language. You can speak, read, and write Celestial.
Celestial Resistance. You have resistance to necrotic and
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.
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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
School of Evocation
Legacy
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Classes
Basic Rules (2014)
You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in
military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.
Augury
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific
spells or the loss or gain of a companion.
If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
feats
Able to whip up a tasty meal from the barest ingredients, your meals fuel the resolve of the most stalwart adventurers.
You gain proficiency with cook’s utensils.
You can replace one type
of ingredient in a recipe with any other ingredient type.
Before rolling for quirks, you can choose to replace one roll on the boon table with inspiration, granting inspiration to each creature that
Book of Exalted Deeds
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
digest its contents and gain its benefits. Other creatures that peruse the book’s open pages can read the text but glean no deeper meaning and reap no benefits. An evil creature that tries to read
capture its magical nature or translate the benefits it offers to those pure of heart and firm of purpose.
A heavy clasp, wrought to look like angel wings, keeps the book’s contents secure. Only
Telekinesis
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object
tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Book of Vile Darkness
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
The contents of this foul manuscript of ineffable wickedness are the meat and drink of those in evil’s thrall. No mortal was meant to know the secrets it contains, knowledge so horrid that to
powder if the book rests on it long enough.
A creature attuned to the book must spend 80 hours reading and studying it to digest its contents and reap its benefits. The creature can then freely modify
Magic Items
Lost Laboratory of Kwalish
A number of Kwalish’s experiments were attempts to research the works of the legendary mage Heward, who first crafted what he named hireling armor. While wearing this armor, you gain a +1
armor always weighs 10 pounds, regardless of its pockets’ contents. Placing an object into one of the armor’s pockets follows the normal rules for interacting with objects. Retrieving an
useful skills. You gain the following benefits:
Your walking speed increases by 5 feet.
Immediately after rolling initiative, you can use your reaction before the first turn of combat to draw a
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
your Proficiency Bonus and gain Temporary Hit Points equal to the total rolled. You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish
a Long Rest. Stalwart Edge. If you take this trait twice, you can take the maximum number of Temporary Hit Points rather than rolling.
General Feat (Prerequisite: Level 4+, Triage Expert Feat)
You are a master of the medical sciences because of your association with a medical institute. You gain the following benefits.
Adept
the Triage Expert feat, the creature can spend three Hit Point Dice to end one of the following conditions on itself instead of regaining Hit Points: Blinded, Deafened, Paralyzed, Poisoned, or Stunned.
Alternatively, you can cure one Grievous Wound affecting the creature (see Grim Hollow Campaign Guide).
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
damage. You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest. Strong Strike. If you take this trait twice, you can use
the maximum value of the extra damage dice from First Strike, rather than rolling. You regain the use of this feature when you finish a Long Rest.
feats
that might be encountered while traveling. You gain the following benefits:
You can touch a plant or tree as an action to determine what has occurred to it and the area within its immediate
status and health, including any blights or conditions currently affecting it. You can use this ability a number of times equal to twice your Wisdom modifier (minimum of 1), regaining expended uses of
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
the weapon’s original damage dice and the extra Awesome Critical die to the extra damage of the Critical Hit, rather than rolling them. You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.