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Returning 35 results for 'continent willing regain'.
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Monsters
Monster Manual
. While Poisoned, the target can’t regain Hit Points.
Dreadful Howl (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Dreadful Howl"}. Wisdom Saving Throw: DC 16, each
the Frightened condition until the start of the worg’s next turn. Success: Half damage only.Warp Step. The worg teleports, along with a willing creature of its choice within 5 feet of it, up to 30 feet to an unoccupied space it can see.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
(Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Corrupted Healing"}. The oinoloth touches one willing creature within 5 feet of it. The target regains all its hit points. In
creature is immune to the oinoloth’s Bringer of Plagues for the next 24 hours.
The poisoned creature can’t regain hit points. After every 24 hours that elapse, the poisoned creature can
Monsters
Mythic Odysseys of Theros
., one creature. Hit: 13 (2d8 + 2);{"diceNotation":"2d8+2","rollType":"damage","rollAction":"Underworld Bolt","rollDamageType":"necrotic"} necrotic damage, and the target can’t regain hit points
such cursed relics or with those who try to traffic in them. Finding an unscrupulous merchant willing to trade for Returned masks is rare, as the items are effectively another sapient being’s face
Monsters
The Wild Beyond the Witchlight
Special Equipment. Ringlerun wields a staff of power. It has 20 charges when fully charged and regains 2d8 + 4;{"diceNotation":"2d8+4","rollType":"roll","rollAction":"Regain charges"} expended
rolls but loses its other properties; on a 20, it regains 1d8 + 2;{"diceNotation":"1d8+2","rollType":"roll","rollAction":"Regain Charges"} charges.Multiattack. Ringlerun makes three Staff of Power or
Monsters
Mythic Odysseys of Theros
who try to traffic in them. Finding an unscrupulous merchant willing to trade for Returned masks is rare, as the items are effectively another sapient being’s face. Convincing a merchant to buy
target can’t regain hit points until the start of the Returned’s next turn. If the target is missing any of its hit points, it instead takes 17 (2d12 + 2);{"diceNotation":"2d12+2","rollType":"damage","rollDamageType":"necrotic"} necrotic damage.
PoisonNecrotic
Unicorn
Legacy
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Monsters
Basic Rules (2014)
itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.The unicorn
casts a spell or uses a magical effect that causes another good-aligned creature to regain hit points, the target regains the maximum number of hit points possible for the spell or effect.
Curses
Oinoloth
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
next 24 hours. On a failed save, the creature takes 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollDamageType":"necrotic"} necrotic damage and is poisoned.
The poisoned creature can't regain
","rollType":"recharge","rollAction":"Corrupted Healing"}. The oinoloth touches one willing creature within 5 feet of it. The target regains all its hit points. In addition, the oinoloth can end one disease on
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Cleansing Touch Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Cleansing Touch Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Cleansing Touch Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Chapter 1: Welcome to the Realms In the world of Toril, between the windswept Sea of Swords to the west and the mysterious lands of Kara-Tur to the east, lies the continent of Faerûn. A place of
kingdoms and hidden elven enclaves, assimilated populations of gnomes and halflings, and more exotic folk. A great deal of adventure is to be had in the Realms, for those willing to seek it out. The
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Chapter 1: Welcome to the Realms In the world of Toril, between the windswept Sea of Swords to the west and the mysterious lands of Kara-Tur to the east, lies the continent of Faerûn. A place of
kingdoms and hidden elven enclaves, assimilated populations of gnomes and halflings, and more exotic folk. A great deal of adventure is to be had in the Realms, for those willing to seek it out. The
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Cleansing Touch Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Dreaming Dark In the spaces between sleeping and waking, nightmares wait with grasping claws. The quori spirits that rule Dal Quor spent a thousand years seizing control of the continent of
manifest physically in Eberron, but they have other options. They can possess willing humanoids, creating agents known as the Inspired (see chapter 6). They can also manipulate the dreams of mortals. The
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Dreaming Dark In the spaces between sleeping and waking, nightmares wait with grasping claws. The quori spirits that rule Dal Quor spent a thousand years seizing control of the continent of
manifest physically in Eberron, but they have other options. They can possess willing humanoids, creating agents known as the Inspired (see chapter 6). They can also manipulate the dreams of mortals. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
she pledged to marry. In a desperate attempt to regain Tatyana’s love, Strahd forged a pact with dark powers that made him immortal. Strahd confronted his brother at Sergei and Tatyana’s wedding and
crop with a smile and summon wildfires with the merest crinkling of her brow.
Sword Coast, The The Sword Coast is the western edge of the continent of the Forgotten Realms setting, running along the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
she pledged to marry. In a desperate attempt to regain Tatyana’s love, Strahd forged a pact with dark powers that made him immortal. Strahd confronted his brother at Sergei and Tatyana’s wedding and
crop with a smile and summon wildfires with the merest crinkling of her brow.
Sword Coast, The The Sword Coast is the western edge of the continent of the Forgotten Realms setting, running along the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
(2d8 + 6) Piercing damage plus 7 (2d6) Poison damage, and the target has the Poisoned condition until the start of the worg’s next turn. While Poisoned, the target can’t regain Hit Points.
Dreadful
worg’s next turn. Success: Half damage only.
Bonus Actions
Warp Step. The worg teleports, along with a willing creature of its choice within 5 feet of it, up to 30 feet to an unoccupied space it can see.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
(2d8 + 6) Piercing damage plus 7 (2d6) Poison damage, and the target has the Poisoned condition until the start of the worg’s next turn. While Poisoned, the target can’t regain Hit Points.
Dreadful
worg’s next turn. Success: Half damage only.
Bonus Actions
Warp Step. The worg teleports, along with a willing creature of its choice within 5 feet of it, up to 30 feet to an unoccupied space it can see.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
discipline and techniques that allowed their ancestors to dominate the continent. Their weaponsmiths are superior even to the artificers of House Cannith, and they are experts in the working of adamantine
defeat a rival clan, or to support your own unlikely bid for the Imperial throne? Are you an exile? If so, do you hope to regain your position, or have you abandoned your ties to the Dhakaani?
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
discipline and techniques that allowed their ancestors to dominate the continent. Their weaponsmiths are superior even to the artificers of House Cannith, and they are experts in the working of adamantine
defeat a rival clan, or to support your own unlikely bid for the Imperial throne? Are you an exile? If so, do you hope to regain your position, or have you abandoned your ties to the Dhakaani?
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
drow individuals and societies avoid the Underdark altogether yet carry its magic. In the Eberron setting, for example, drow dwell in rainforests and cyclopean ruins on the continent of Xen’drik
. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
drow individuals and societies avoid the Underdark altogether yet carry its magic. In the Eberron setting, for example, drow dwell in rainforests and cyclopean ruins on the continent of Xen’drik
. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
individuals and societies avoid the Underdark altogether yet carry its magic. In the Eberron setting, for example, drow dwell in rainforests and cyclopean ruins on the continent of Xen’drik. High Elves
spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
teleport one willing creature you touch up to 30 feet to an unoccupied space you can see. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all
die spent. You regain all expended dice when you finish a long rest. Hearth of Moonlight and Shadow At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
teleport one willing creature you touch up to 30 feet to an unoccupied space you can see. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all
die spent. You regain all expended dice when you finish a long rest. Hearth of Moonlight and Shadow At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
individuals and societies avoid the Underdark altogether yet carry its magic. In the Eberron setting, for example, drow dwell in rainforests and cyclopean ruins on the continent of Xen’drik. High Elves
spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half
that you can see. The target takes 2d12 psychic damage. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Call the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half
that you can see. The target takes 2d12 psychic damage. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Call the
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally has the Incapacitated
Points. (This is included above.) Ranger Class Features Level 1: Favored Enemy You always have the Hunter’s Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally has the Incapacitated
Points. (This is included above.) Ranger Class Features Level 1: Favored Enemy You always have the Hunter’s Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
willing creature within 5 feet of it. The target regains all its hit points. In addition, the oinoloth can end one disease on the target or remove one of the following conditions from it: blinded
poisoned. On a successful save, the creature is immune to the oinoloth’s Bringer of Plagues for the next 24 hours.
The poisoned creature can’t regain hit points. After every 24 hours that elapse, the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest
within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. Spring. When you use your Fey Step, you can touch one willing
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
characters are willing to cut deals with Avernus’s most evil denizens. The characters might broker a deal with the deposed archdevil Bel, who longs to supplant Zariel and regain his title as ruler of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Brain in a Jar Through an eldritch ritual combining alchemy, necromancy, and grim surgical precision, the brain of a mortal being (willing or unwilling) is encased in a glass jar filled with
Attack: +6 to hit, range 120 ft., one creature. Hit: 13 (3d8) necrotic damage, and the target can’t regain hit points until the start of the brain’s next turn. If the target is Undead, it also has