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Returning 8 results for 'cure arts'.
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Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Pharika’s Champions The champions of Pharika are custodians of her experiments, keepers of her secrets, and practitioners of her esoteric arts. They serve as doctors, herbalists, and advisors as
slaying the monstrous guardians of a place that holds the medicine needed to cure a plague. Then, before leaving the area, they or the god’s other servants might sow the seeds of a new threat. Despite any
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Pharika’s Champions The champions of Pharika are custodians of her experiments, keepers of her secrets, and practitioners of her esoteric arts. They serve as doctors, herbalists, and advisors as
slaying the monstrous guardians of a place that holds the medicine needed to cure a plague. Then, before leaving the area, they or the god’s other servants might sow the seeds of a new threat. Despite any
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
way, a creature is also unconscious but semi-aware of its surroundings, and it is unaffected by the passage of time or other poisons. If magic is used to cure the poisoned condition, the recipient
becomes immune to the poison’s effect for 1 hour. A casting of dispel magic using a spell slot of 7th level or higher can also end the effect. Creatures. The two bodies are martial arts adepts (see
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
way, a creature is also unconscious but semi-aware of its surroundings, and it is unaffected by the passage of time or other poisons. If magic is used to cure the poisoned condition, the recipient
becomes immune to the poison’s effect for 1 hour. A casting of dispel magic using a spell slot of 7th level or higher can also end the effect. Creatures. The two bodies are martial arts adepts (see
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the tribe, and most are skilled in the healing arts. The most powerful among Luthic’s disciples are the claws of Luthic, which can use the Cave Mother’s magic to heal, protect, and curse. Orc Claw of
hit with spell attacks). The orc has the following cleric spells prepared:
Cantrips (at will): guidance, mending, resistance, thaumaturgy
1st level (4 slots): bane, cure wounds, guiding bolt
2nd
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the tribe, and most are skilled in the healing arts. The most powerful among Luthic’s disciples are the claws of Luthic, which can use the Cave Mother’s magic to heal, protect, and curse. Orc Claw of
hit with spell attacks). The orc has the following cleric spells prepared:
Cantrips (at will): guidance, mending, resistance, thaumaturgy
1st level (4 slots): bane, cure wounds, guiding bolt
2nd
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
spells prepared:
Cantrips (at will): guidance, sacred flame, thaumaturgy
1st level (4 slots): bane, bless, cure wounds, guiding bolt (see “Actions” below)
2nd level (3 slots): blindness/deafness
master the necromantic arts. Delvers into Lore. Cultists of Myrkul study rituals that allow them to force the souls of the dead into service, compelling them to answer questions and share forgotten lore
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
spells prepared:
Cantrips (at will): guidance, sacred flame, thaumaturgy
1st level (4 slots): bane, bless, cure wounds, guiding bolt (see “Actions” below)
2nd level (3 slots): blindness/deafness
master the necromantic arts. Delvers into Lore. Cultists of Myrkul study rituals that allow them to force the souls of the dead into service, compelling them to answer questions and share forgotten lore