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Returning 35 results for 'conviction rebuke gain to her regained'.
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Magic Items
Dungeon Master’s Guide
talisman.
Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it.
Pure Rebuke. The talisman has 7 charges. While wearing or holding
Monsters
Monster Manual
a spell, it subtracts 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Negative energy suffusion"} from the number of Hit Points regained.
Scopophobia. Creatures within 1 mile of the
throw or gain no benefit from that rest.
If the death tyrant dies or moves its lair elsewhere, these effects end immediately.PoisonNegative Energy Cone. The death tyrant’s central eye emits an
Monsters
Mordenkainen Presents: Monsters of the Multiverse
: alter self, mage armor (self only), mage hand, minor illusion, prestidigitation
1/day each: banishment, plane shift, suggestionFiendish Rebuke (3/Day). In response to being damaged by a visible
creature within 60 feet of it, the warlock forces that creature to make a DC 15 Constitution saving throw, taking 22 (4d10);{"diceNotation":"4d10", "rollType":"damage", "rollAction":"Fiendish Rebuke
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
resistance to fire and necrotic damage.
Searing Rebuke. You can cast the Hellish Rebuke spell as a 4th-level spell (save DC 16) from the rod. Once you use the rod to cast the spell, the rod can’t cast
Backgrounds
Planescape: Adventures in the Multiverse
the multiverse, one must act on instinct alone.
Feature: Conviction
You gain the Scion of the Outer Planes feat. In addition, members of your organization provide you free, modest lodging and food at any of their holdings or the homes of other faction members.
Prerequisite: Planescape Campaign
You subscribe to a philosophy that seeks to understand the nature of the planes or some hidden truth of the multiverse. You draw strength from your conviction and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of which require charges; the wand has 7 charges to fuel these spells, and it regains 1d4 + 3;{"diceNotation":"1d4 + 3", "rollType":"roll", "rollAction":"Charges regained"} charges daily at dawn:
At
", "rollType":"roll", "rollAction":"Days"} days.
Cultists of Orcus
Orcus grants his rank-and-file cultists the Undying Soul trait, and his cult leaders can gain the Aura of Death trait.
Undying Soul
Backgrounds
Guildmasters’ Guide to Ravnica
an established place in the hierarchy of the Boros Legion. You can requisition simple equipment for temporary use, and you can gain access to any Boros garrison in Ravnica, where you can rest in safety
;Society functions only if people do their duty and respect the chain of command. (Lawful)
6
Conviction. Anything worth doing is worth doing with your whole heart. (Lawful)
Bonds
Feats
Player’s Handbook (2024)
Epic Boon Feat (Prerequisite: Level 19+)
You gain the following benefits.
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.
Fortified Health. Your Hit
Point maximum increases by 40. In addition, whenever you regain Hit Points, you can regain additional Hit Points equal to your Constitution modifier. Once you’ve regained these additional Hit Points, you can’t do so again until the start of your next turn.
monsters
subjects of the reading each gain a +1 bonus to saving throws for 24 hours.
Spirit Sight. Wrin can see creatures with the Incorporeal Movement trait within 30 feet, regardless of whether they&rsquo
(included in AC)
1/Day Each: Darkness, Daylight, Enthrall, Faerie Fire, Hellish Rebuke (level 2 version), Lesser Restoration, Remove CurseWrin Sivinxi grew up in the small village of Glitterbough in the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Boon of Fortitude Epic Boon Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30. Fortified
Health. Your Hit Point maximum increases by 40. In addition, whenever you regain Hit Points, you can regain additional Hit Points equal to your Constitution modifier. Once you’ve regained these additional Hit Points, you can’t do so again until the start of your next turn.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Boon of Fortitude Epic Boon Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30. Fortified
Health. Your Hit Point maximum increases by 40. In addition, whenever you regain Hit Points, you can regain additional Hit Points equal to your Constitution modifier. Once you’ve regained these additional Hit Points, you can’t do so again until the start of your next turn.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Radiant damage and takes the damage again each time it ends its turn holding or carrying the talisman. Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls
while you wear or hold it. Pure Rebuke. The talisman has 7 charges. While wearing or holding the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Radiant damage and takes the damage again each time it ends its turn holding or carrying the talisman. Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls
while you wear or hold it. Pure Rebuke. The talisman has 7 charges. While wearing or holding the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Radiant damage and takes the damage again each time it ends its turn holding or carrying the talisman. Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls
while you wear or hold it. Pure Rebuke. The talisman has 7 charges. While wearing or holding the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Radiant damage and takes the damage again each time it ends its turn holding or carrying the talisman. Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls
while you wear or hold it. Pure Rebuke. The talisman has 7 charges. While wearing or holding the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
fog cloud, thunderwave 3rd gust of wind, shatter 5th call lightning, sleet storm 7th control water, ice storm 9th destructive wave, insect plague Bonus Proficiencies At 1st level, you gain proficiency
with martial weapons and heavy armor. Wrath of the Storm Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
3rd Oath Spells, Channel Divinity 7th Aura of Conquest (10 ft.) 15th Scornful Rebuke 18th Aura of Conquest (30 ft.) 20th Invincible Conqueror Oath Spells You gain oath spells at the paladin levels
, spiritual weapon 9th bestow curse, fear 13th dominate beast, stoneskin 17th cloudkill, dominate person Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
succeed on a Dexterity saving throw or have the Prone condition. Level 6: Wholeness of Body You gain the ability to heal yourself. As a Bonus Action, you can roll your Martial Arts die. You regain a
number of Hit Points equal to the number rolled plus your Wisdom modifier (minimum of 1 Hit Point regained). You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
succeed on a Dexterity saving throw or have the Prone condition. Level 6: Wholeness of Body You gain the ability to heal yourself. As a Bonus Action, you can roll your Martial Arts die. You regain a
number of Hit Points equal to the number rolled plus your Wisdom modifier (minimum of 1 Hit Point regained). You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
knight’s actions can awaken reserves of courage and conviction in allies that they never suspected they had. Restriction: Knighthood Purple Dragon knights are tied to a specific order of Cormyrean
high standing are expected to conduct themselves with grace. At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
knight’s actions can awaken reserves of courage and conviction in allies that they never suspected they had. Restriction: Knighthood Purple Dragon knights are tied to a specific order of Cormyrean
high standing are expected to conduct themselves with grace. At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the
Equipment
gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must succeed on a DC 10 Constitution saving throw or take 1d6 necrotic damage and gain one level
within 60 feet gain the Invisible condition for 1 minute or until they attack or cast a spell.
27–28
Tendrils of life flow from the nearest creature to others. It must make a DC 15
Equipment
as gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must succeed on a DC 10 Constitution saving throw or take 1d6 necrotic damage and gain one
creatures within 60 feet gain the Invisible condition for 1 minute or until they attack or cast a spell.
27–28
Tendrils of life flow from the nearest creature to others. It must make a DC 15
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
fog cloud, thunderwave 3rd gust of wind, shatter 5th call lightning, sleet storm 7th control water, ice storm 9th destructive wave, insect plague Bonus Proficiencies At 1st level, you gain proficiency
with martial weapons and heavy armor. Wrath of the Storm Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
3rd Oath Spells, Channel Divinity 7th Aura of Conquest (10 ft.) 15th Scornful Rebuke 18th Aura of Conquest (30 ft.) 20th Invincible Conqueror Oath Spells You gain oath spells at the paladin levels
, spiritual weapon 9th bestow curse, fear 13th dominate beast, stoneskin 17th cloudkill, dominate person Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
the Guardian (30 ft.) 20th Emissary of Redemption Oath Spells You gain oath spells at the paladin levels listed in the Oath of Redemption Spells table. See the Sacred Oath class feature for how oath
hold monster, wall of force Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. Emissary of Peace. You can use your Channel Divinity to augment
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
City of Doors
A faction leader (called a factol) who embodies the faction’s beliefs Feature: Conviction You gain the Scion of the Outer Planes feat (presented later in this chapter). In addition
your conviction and, perhaps, a network of like-minded thinkers, such as the factions of Sigil (summarized below). In your travels, you explore the depths of your understanding and spread your philosophy
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Action while your Wild Shape is active, you can expend a spell slot to gain Mutation Points equal to the slot’s level. These Mutation Points last until they are spent, you gain additional Mutation Points
, or you leave the form. While you have Mutation Points, you can spend them on your turn (no action required by you) to gain a Mutation from the list below. When you do, your body distends and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
City of Doors
A faction leader (called a factol) who embodies the faction’s beliefs Feature: Conviction You gain the Scion of the Outer Planes feat (presented later in this chapter). In addition
your conviction and, perhaps, a network of like-minded thinkers, such as the factions of Sigil (summarized below). In your travels, you explore the depths of your understanding and spread your philosophy
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
the Guardian (30 ft.) 20th Emissary of Redemption Oath Spells You gain oath spells at the paladin levels listed in the Oath of Redemption Spells table. See the Sacred Oath class feature for how oath
hold monster, wall of force Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. Emissary of Peace. You can use your Channel Divinity to augment
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
shadow of evil lies within everyone, waiting for a moment when it can gain a foothold on their souls. Thus its paladins, monks, and clerics spend long hours deep in prayer to keep their inner eye
of inspiring and enlightening others. The Order holds that faith in one’s god, one’s friends, and one’s self are the greatest weapons in quelling the hordes of malice. With such devout conviction, the
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
.
These Paladins share the following tenets:
Reveal heresy and destroy those who practice it. Show unwavering conviction and unflinching resolve. Perform any sacrifice necessary to stop wickedness
can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required). You gain the following benefits. Blinding Glory. Enemies that
Equipment
gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must succeed on a DC 10 Constitution saving throw or take 1d6 necrotic damage and gain one
creatures within 60 feet gain the Invisible condition for 1 minute or until they attack or cast a spell.
27–28
Tendrils of life flow from the nearest creature to others. It must make a DC 15
Equipment
gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must succeed on a DC 10 Constitution saving throw or take 1d6 necrotic damage and gain one
within 60 feet gain the Invisible condition for 1 minute or until they attack or cast a spell.
27–28
Tendrils of life flow from the nearest creature to others. It must make a DC 15
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites
, you gain the ability to converse with beasts and many fey. You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises