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Returning 35 results for 'contingency words regain'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
archdevils in check. The arrangement unraveled, however, when Moloch took the night hag named Malagard for his advisor. Her poisonous words gradually convinced him to attempt to topple Asmodeus. The
by this failure. He schemes of ways to reclaim his former status, but every time he enters the Nine Hells, he is demoted to an imp (see the Monster Manual) and can’t regain his normal powers
Mass Healing Word
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Spells
Basic Rules (2014)
As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on
spells
takes 3d10 Necrotic damage and is aware it was targeted by a curse. Additionally, it can’t gain Temporary Hit Points or regain Hit Points for 1 minute.Initial Effect. On a failed save, the target
1. The cursed creature is afflicted with a minor cough. Whenever it speaks more than a few words at a time, it breaks into a fit of coughing.Stage 2. The smell of putrescence lingers in the air around
feats
You have articulated a few words of forbidden truth that resonate with—and fray—the fabric of creation, granting you the following benefits.
Eldritch Word. As a Bonus Action, you can
ability when you select this feat). On a failed save, the target has the Frightened condition until the start of your next turn. You can use this benefit safely once, and you regain the ability to do so
Kenku
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Species
Volo's Guide to Monsters
. They settle in places that accept them, usually bleak cities that have fallen on hard times and are overrun with crime.
Dreams of Flight
Above all else, kenku wish to regain their ability to fly
degradation or shifts in meaning. Human messengers might switch words or phrases and garble a message inadvertently, but the kenku produce perfect copies of whatever they hear.
Kenku Adventurers
Kenku
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Mass Healing Word 3rd-level evocation Casting Time: 1 bonus action Range: 60 feet Components: V Duration: Instantaneous As you call out words of restoration, up to six creatures of your choice that
you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Mass Healing Word 3rd-level evocation Casting Time: 1 bonus action Range: 60 feet Components: V Duration: Instantaneous As you call out words of restoration, up to six creatures of your choice that
you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Mass Healing Word 3rd-level evocation Casting Time: 1 bonus action Range: 60 feet Components: V Duration: Instantaneous As you call out words of restoration, up to six creatures of your choice that
you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Mass Healing Word 3rd-level evocation Casting Time: 1 bonus action Range: 60 feet Components: V Duration: Instantaneous As you call out words of restoration, up to six creatures of your choice that
you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
runs through all her actions, and she reacts to any hint of suspicious words or deeds with creative and potentially lethal tests and punishments. Personality Trait. “There is loyalty, and there is
treachery. In rule, there are no half measures.” Ideal. “I will regain my deserved glory even if I must scour the world with my wrath.” Bond. “I still love those who oppose me. The flames of righteousness provide the swiftest path to renewal.” Flaw. “None are truly trustworthy. I am utterly alone.”
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
runs through all her actions, and she reacts to any hint of suspicious words or deeds with creative and potentially lethal tests and punishments. Personality Trait. “There is loyalty, and there is
treachery. In rule, there are no half measures.” Ideal. “I will regain my deserved glory even if I must scour the world with my wrath.” Bond. “I still love those who oppose me. The flames of righteousness provide the swiftest path to renewal.” Flaw. “None are truly trustworthy. I am utterly alone.”
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
players to bring them to life and a DM to guide their use. The DM is key. Many unexpected things can happen in a D&D campaign, and no set of rules could reasonably account for every contingency. If
perfect world, RAW and RAI align perfectly, but sometimes the words on the page don’t succeed at communicating the designers’ intent. Or perhaps the words succeed with one group of players but not
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
. This equipment is hooked to a specially crafted leather harness attached to Eeyal’s shell. Eeyal claims to have the right tool for every contingency and is so protective of her gear that she insists on
words carefully and doesn’t take unnecessary risks. As she walks through the jungle, she uses her quarterstaff to poke and prod ahead of her, fully aware that traps and snares come in many forms. If
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
. This equipment is hooked to a specially crafted leather harness attached to Eeyal’s shell. Eeyal claims to have the right tool for every contingency and is so protective of her gear that she insists on
words carefully and doesn’t take unnecessary risks. As she walks through the jungle, she uses her quarterstaff to poke and prod ahead of her, fully aware that traps and snares come in many forms. If
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
contingency. If the rules tried to do so, the game would become unplayable. An alternative would be for the rules to severely limit what characters can do, which would be counter to the open-endedness of
something. In a perfect world, RAW and RAI align perfectly, but sometimes the words on the page don’t succeed at communicating the designers’ intent. Or perhaps the words succeed with one group of players
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
contingency. If the rules tried to do so, the game would become unplayable. An alternative would be for the rules to severely limit what characters can do, which would be counter to the open-endedness of
something. In a perfect world, RAW and RAI align perfectly, but sometimes the words on the page don’t succeed at communicating the designers’ intent. Or perhaps the words succeed with one group of players
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
players to bring them to life and a DM to guide their use. The DM is key. Many unexpected things can happen in a D&D campaign, and no set of rules could reasonably account for every contingency. If
perfect world, RAW and RAI align perfectly, but sometimes the words on the page don’t succeed at communicating the designers’ intent. Or perhaps the words succeed with one group of players but not
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
a d20 roll of 9 or lower as a 10. Unsettling Words 3rd-level College of Eloquence feature You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action
next saving throw it makes before the start of your next turn. Unfailing Inspiration 6th-level College of Eloquence feature Your inspiring words are so persuasive that others feel driven to succeed. When
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
a d20 roll of 9 or lower as a 10. Unsettling Words 3rd-level College of Eloquence feature You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action
next saving throw it makes before the start of your next turn. Unfailing Inspiration 6th-level College of Eloquence feature Your inspiring words are so persuasive that others feel driven to succeed. When
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, you can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration. Level 7: Countercharm You can use musical notes or words of power to disrupt mind-influencing effects
Boon D12 4 21 4 3 3 3 3 2 1 1 1 20 +6 Words of Creation D12 4 22 4 3 3 3 3 2 2 1 1 Level 1: Bardic Inspiration You can supernaturally inspire others through words, music, or dance. This inspiration is
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Bardic Inspiration You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear
regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, make a damage roll, or force someone to make a saving throw. 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
manner with Beasts, Plants, and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, you can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration. Level 7: Countercharm You can use musical notes or words of power to disrupt mind-influencing effects
Boon D12 4 21 4 3 3 3 3 2 1 1 1 20 +6 Words of Creation D12 4 22 4 3 3 3 3 2 2 1 1 Level 1: Bardic Inspiration You can supernaturally inspire others through words, music, or dance. This inspiration is
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
D12 4 21 4 3 3 3 3 2 1 1 1 20 +6 Words of Creation D12 4 22 4 3 3 3 3 2 2 1 1 Level 1: Bardic Inspiration You can supernaturally inspire others through words, music, or dance. This inspiration is
Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. At Higher Levels. Your Bardic Inspiration die changes
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Bardic Inspiration You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear
regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Bardic Inspiration You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear
regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
D12 4 21 4 3 3 3 3 2 1 1 1 20 +6 Words of Creation D12 4 22 4 3 3 3 3 2 2 1 1 Level 1: Bardic Inspiration You can supernaturally inspire others through words, music, or dance. This inspiration is
Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. At Higher Levels. Your Bardic Inspiration die changes
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Bardic Inspiration You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear
regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, make a damage roll, or force someone to make a saving throw. 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
manner with Beasts, Plants, and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
spelljamming helms (akin to those used to propel real spelljamming ships). As the simulation ends, all characters regain any lost hit points, spell slots, or limited-use powers. Characters who died during the
has no better person to spearhead the training of raw recruits—and Tarto knows it. Never one to mince words (even when those words are directed toward those who outrank her), this old, grizzled
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
spelljamming helms (akin to those used to propel real spelljamming ships). As the simulation ends, all characters regain any lost hit points, spell slots, or limited-use powers. Characters who died during the
has no better person to spearhead the training of raw recruits—and Tarto knows it. Never one to mince words (even when those words are directed toward those who outrank her), this old, grizzled
Delerium Fragment
Legacy
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Equipment
instead of laughing, the creature repeats unfathomable combinations of syllables and words.
3
Time skips a beat. Creatures within 60 feet experience a palpable feeling of vertigo followed by a
nearest creatures within 60 feet each regain hit points equal to the damage taken.
14
A hypnotic pattern (save DC 15) appears. It creates scintillating impossible colours in shapes which are
Delerium Chip
Legacy
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Equipment
instead of laughing, the creature repeats unfathomable combinations of syllables and words.
3
Time skips a beat. Creatures within 60 feet experience a palpable feeling of vertigo followed by a
nearest creatures within 60 feet each regain hit points equal to the damage taken.
14
A hypnotic pattern (save DC 15) appears. It creates scintillating impossible colours in shapes which are
Delerium Geode
Legacy
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Equipment
instead of laughing, the creature repeats unfathomable combinations of syllables and words.
3
Time skips a beat. Creatures within 60 feet experience a palpable feeling of vertigo followed by a
nearest creatures within 60 feet each regain hit points equal to the damage taken.
14
A hypnotic pattern (save DC 15) appears. It creates scintillating impossible colours in shapes which are
Delerium Massive Cluster
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
instead of laughing, the creature repeats unfathomable combinations of syllables and words.
3
Time skips a beat. Creatures within 60 feet experience a palpable feeling of vertigo followed by a
nearest creatures within 60 feet each regain hit points equal to the damage taken.
14
A hypnotic pattern (save DC 15) appears. It creates scintillating impossible colours in shapes which are