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Returning 35 results for 'crafting were regain'.
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magic-items
breastplate, you gain an additional use of your Second Wind class feature. In addition, when you use your Second Wind, you regain an additional 3d6 Hit Points and can remove one of the following conditions from
yourself: Blinded, Charmed, Dazed, Deafened, Frightened, Immobilized, Poisoned, Slowed, or Staggered.
Crafting. Creating Inexhaustible Breastplate requires a Very Rare Workshop and the following
magic-items
tastes even worse than it looks.
When you drink this potion, for the next minute, you regain 5 Hit Points at the start of your turn. The effects of this potion end early if you take Fire or Acid
damage.
Crafting. Creating a Trollblood Potion requires a Rare Workshop and the following Rare Components:
[Animus] Fey Animus
[Fluid] Monster Blood from a Troll
[Organ] Eyes from a Troll
magic-items
, you gain an additional use of your Second Wind class feature. In addition, when you use your Second Wind, you regain an additional 3d6 Hit Points and can remove one of the following conditions from
yourself: Blinded, Charmed, Dazed, Deafened, Frightened, Immobilized, Poisoned, Slowed, or Staggered.
Crafting. Creating Inexhaustible Chain Mail requires a Very Rare Workshop and the following Very
magic-items
plate armor, you gain an additional use of your Second Wind class feature. In addition, when you use your Second Wind, you regain an additional 3d6 Hit Points and can remove one of the following
conditions from yourself: Blinded, Charmed, Dazed, Deafened, Frightened, Immobilized, Poisoned, Slowed, or Staggered.
Crafting. Creating Inexhaustible Half Plate Armor requires a Very Rare Workshop and
magic-items
armor, you gain an additional use of your Second Wind class feature. In addition, when you use your Second Wind, you regain an additional 3d6 Hit Points and can remove one of the following conditions
from yourself: Blinded, Charmed, Dazed, Deafened, Frightened, Immobilized, Poisoned, Slowed, or Staggered.
Crafting. Creating Inexhaustible Leather Armor requires a Very Rare Workshop and the
magic-items
studded leather armor, you gain an additional use of your Second Wind class feature. In addition, when you use your Second Wind, you regain an additional 3d6 Hit Points and can remove one of the
following conditions from yourself: Blinded, Charmed, Dazed, Deafened, Frightened, Immobilized, Poisoned, Slowed, or Staggered.
Crafting. Creating Inexhaustible Studded Leather Armor requires a Very Rare
magic-items
an additional use of your Second Wind class feature. In addition, when you use your Second Wind, you regain an additional 3d6 Hit Points and can remove one of the following conditions from yourself
: Blinded, Charmed, Dazed, Deafened, Frightened, Immobilized, Poisoned, Slowed, or Staggered.
Crafting. Creating Inexhaustible Armor requires a Very Rare Workshop and the following Very Rare Components
magic-items
This purple potion glows dimly with octarine light. It swirls and sparkles in its small, stoppered bottle.
When you drink this potion, you regain expended spell slots. Roll 1d6. You choose spell
slots to regain which have a combined level equal to or less than the result. None of the slots can be higher than level 5.
For one hour after drinking Aqua Delerium, roll (1d20) each time you cast a
magic-items
attuned to it, at the start of your turn you can expend between 1 and 10 charges from the armor (no action required). You regain 1 Hit Point for each charge expended in this way. If you take Acid or Fire
damage while wearing this armor, it loses 1 charge for each point of Acid or Fire damage taken.
Crafting. Creating Hag-Stitched Troll Armor requires a Rare Workshop and the following Rare Components
magic-items
armor, you gain an additional use of your Second Wind class feature. In addition, when you use your Second Wind, you regain an additional 3d6 Hit Points and can remove one of the following conditions from
yourself: Blinded, Charmed, Dazed, Deafened, Frightened, Immobilized, Poisoned, Slowed, or Staggered.
Crafting. Creating Inexhaustible Plate Armor requires a Very Rare Workshop and the following
magic-items
armor, you gain an additional use of your Second Wind class feature. In addition, when you use your Second Wind, you regain an additional 3d6 Hit Points and can remove one of the following conditions
from yourself: Blinded, Charmed, Dazed, Deafened, Frightened, Immobilized, Poisoned, Slowed, or Staggered.
Crafting. Creating Inexhaustible Splint Armor requires a Very Rare Workshop and the following
magic-items
, you gain an additional use of your Second Wind class feature. In addition, when you use your Second Wind, you regain an additional 3d6 Hit Points and can remove one of the following conditions from
yourself: Blinded, Charmed, Dazed, Deafened, Frightened, Immobilized, Poisoned, Slowed, or Staggered.
Crafting. Creating Inexhaustible Hide Armor requires a Very Rare Workshop and the following Very
magic-items
, you gain an additional use of your Second Wind class feature. In addition, when you use your Second Wind, you regain an additional 3d6 Hit Points and can remove one of the following conditions from
yourself: Blinded, Charmed, Dazed, Deafened, Frightened, Immobilized, Poisoned, Slowed, or Staggered.
Crafting. Creating Inexhaustible Padded Armor requires a Very Rare Workshop and the following Very
magic-items
shirt, you gain an additional use of your Second Wind class feature. In addition, when you use your Second Wind, you regain an additional 3d6 Hit Points and can remove one of the following conditions from
yourself: Blinded, Charmed, Dazed, Deafened, Frightened, Immobilized, Poisoned, Slowed, or Staggered.
Crafting. Creating Inexhaustible Chain Shirt requires a Very Rare Workshop and the following
magic-items
, you gain an additional use of your Second Wind class feature. In addition, when you use your Second Wind, you regain an additional 3d6 Hit Points and can remove one of the following conditions from
yourself: Blinded, Charmed, Dazed, Deafened, Frightened, Immobilized, Poisoned, Slowed, or Staggered.
Crafting. Creating Inexhaustible Scale Mail requires a Very Rare Workshop and the following Very
magic-items
the start of your turn you can expend between 1 and 10 charges from the armor (no action required). You regain 1 Hit Point for each charge expended in this way. If you take Acid or Fire damage while
wearing this armor, it loses 1 charge for each point of Acid or Fire damage taken.
Crafting. Creating Hag-Stitched Troll Leather Armor requires a Rare Workshop and the following Rare Components
magic-items
attuned to it, at the start of your turn you can expend between 1 and 10 charges from the armor (no action required). You regain 1 Hit Point for each charge expended in this way. If you take Acid or Fire
damage while wearing this armor, it loses 1 charge for each point of Acid or Fire damage taken.
Crafting. Creating Hag-Stitched Troll Armor requires a Rare Workshop and the following Rare Components
magic-items
, you gain an additional use of your Second Wind class feature. In addition, when you use your Second Wind, you regain an additional 3d6 Hit Points and can remove one of the following conditions from
yourself: Blinded, Charmed, Dazed, Deafened, Frightened, Immobilized, Poisoned, Slowed, or Staggered.
Crafting. Creating Inexhaustible Ring Mail requires a Very Rare Workshop and the following Very Rare
magic-items
six charges, and regain all expended charges each day at dawn. Once per turn when you hit a creature with a ranged weapon attack, you can expend one charge from the bracers to deal an extra 3d6
Lightning damage to the target. A target which takes this damage has the Shocked condition until the start of your next turn.
Crafting. Creating Bracers of Arc Lightning requires a Rare Workshop and the
magic-items
, and you regain Hit Points equal to the Necrotic damage dealt.
Curse. While attuned to this greatsword, you can't enter a residence without an invitation from one of its occupants.
Crafting
magic-items
, and you regain Hit Points equal to the Necrotic damage dealt.
Curse. While attuned to this scimitar, you can't enter a residence without an invitation from one of its occupants.
Crafting. Creating a
magic-items
, and you regain Hit Points equal to the Necrotic damage dealt.
Curse. While attuned to this shortsword, you can't enter a residence without an invitation from one of its occupants.
Crafting
magic-items
you regain Hit Points equal to the Necrotic damage dealt.
Curse. While attuned to this rapier, you can't enter a residence without an invitation from one of its occupants.
Crafting. Creating a
magic-items
, and you regain Hit Points equal to the Necrotic damage dealt.
Curse. While attuned to this longsword, you can't enter a residence without an invitation from one of its occupants.
Crafting. Creating
magic-items
you regain Hit Points equal to the Necrotic damage dealt.
Curse. While attuned to this blade, you can't enter a residence without an invitation from one of its occupants.
Crafting. Creating a
Kenku
Legacy
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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
. Flock leaders enforce discipline and minimize conflicts, but they fail at effective planning or crafting long-term schemes.
Although unable to speak in their own voices, kenku can perfectly mimic any
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
yourself (the facility’s hireling can assist), and you must have all those spells prepared every day you spend crafting the item. Spell Refreshment. Having a Sacristy allows you to regain one expended spell
. See the “Crafting Magic Items” section in chapter 7 for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
yourself (the facility’s hireling can assist), and you must have all those spells prepared every day you spend crafting the item. Spell Refreshment. Having a Sacristy allows you to regain one expended spell
. See the “Crafting Magic Items” section in chapter 7 for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
has fallen into the hands of minotaurs.
4 Resist the corrupt authority of a powerful priest of Heliod or a cruel village elder.
5 Triumph in a contest of strength or crafting to bring
his destructive rages, or they might earn his wrath more directly by displaying weakness or cowardice. Wayward champions are usually able to atone for their deeds and regain his favor when he is in a
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
has fallen into the hands of minotaurs.
4 Resist the corrupt authority of a powerful priest of Heliod or a cruel village elder.
5 Triumph in a contest of strength or crafting to bring
his destructive rages, or they might earn his wrath more directly by displaying weakness or cowardice. Wayward champions are usually able to atone for their deeds and regain his favor when he is in a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. You can pay a fine of 10 gp to avoid jail time, or you can try to resist arrest. 11–20 You regain consciousness in a strange place with no memory of how you got there, and you have been robbed of 3d6
. 91 or higher You make a small fortune gambling. You recuperate your lifestyle expenses for the time spent carousing and gain 4d6 × 10 gp. Your carousing becomes the stuff of local legend. Crafting a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. You can pay a fine of 10 gp to avoid jail time, or you can try to resist arrest. 11–20 You regain consciousness in a strange place with no memory of how you got there, and you have been robbed of 3d6
. 91 or higher You make a small fortune gambling. You recuperate your lifestyle expenses for the time spent carousing and gain 4d6 × 10 gp. Your carousing becomes the stuff of local legend. Crafting a
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
become capable of crafting trapper tools at a much faster rate. You can spend 1 minute to make a Trapper Gadget without spending GP or components. You can use this feature twice, and you regain all expended uses when you finish a Long Rest.
pieces of Slashing or Piercing ammunition. Applying the oil takes 1 minute and the oil lasts 8 hours once applied. When a creature takes damage from the poisoned item, it can’t regain Hit Points until it
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
same time Consuming the flesh of the innocent Crafting a Hag’s Eye or creating a [Tooltip Not Found] [Tooltip Not Found] Small Monstrosity, Neutral Evil
AC 13 Initiative +4 (14)
HP 22 (4d6 + 8
yourself from others. As a Magic action, you can cast Invisibility without expending a spell slot. You can use this feature a number of times equal to your Transformation Stage. You regain all uses after
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
alchemist’s supplies grants additional insight into any chemicals or other substances that might have been used in the area. Alchemical Crafting. You can use this tool proficiency to create alchemical
Brewing is the art of producing beer. Not only does beer serve as an alcoholic beverage, but the process of brewing purifies water. Crafting beer takes weeks of fermentation, but only a few hours of work