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Returning 28 results for 'cure reflecting grinding to have retain'.
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Species
Van Richten’s Guide to Ravenloft
Poised between the worlds of the living and the dead, dhampirs retain their grip on life yet are endlessly tested by vicious hungers. Their ties to the undead grant dhampirs a taste of a vampire
overindulge their thirst risk losing control and forever viewing others as prey. Those who resist might find exceptional ways of controlling their urges or suppress them through constant, molar-grinding
Monsters
Locathah Rising
druid spells prepared:
Cantrips (at will): guidance, mending, shape water, shillelagh1st level (4 slots): absorb elements, cure wounds, entangle, speak with animals2nd level (3 slots): darkvision, hold
, mass cure wounds6th level (1 slot): conjure feyBalm of the Summer Court (12d6). (As a Bonus Action) Amble can choose one creature they can see within 120 feet of them and spend up to 6d6
Gnome
Legacy
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Species
Basic Rules (2014)
communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life
unlikely to find the burrows in the first place.
Gnomes who settle in human lands are commonly gemcutters, engineers, sages, or tinkers. Some human families retain gnome tutors, ensuring that their pupils
races
Mordenkainen Presents: Monsters of the Multiverse
’s grim energy.
Shadar-kai have ashen skin tones, and while they’re in the Shadowfell, they also become wizened, reflecting the somber nature of that gloomy plane.
Like other elves
of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.
Life Span
The typical life span of a player character in the D&D
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
campaign. If you are replacing your race with a lineage, you retain any languages you had and gain no new languages. Creature Type Every creature in D&D, including every player character, has a special
have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the text of the cure wounds spell specifies that the spell doesn’t work on a creature of the Construct type.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Diseases The following diseases can affect giants and humanoids exploring the jungles of Chult. Remember that lesser restoration and similar magic can cure a disease. Blue Mist Fever A magical mist
boiled or magically purified. A CURE FOR DEAD CHARACTERS
If a player character dies while exploring the wilds of Chult, an NPC guide might suggest that the party take its dead member to the ghost
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Diseases The following diseases can affect giants and humanoids exploring the jungles of Chult. Remember that lesser restoration and similar magic can cure a disease. Blue Mist Fever A magical mist
boiled or magically purified. A CURE FOR DEAD CHARACTERS
If a player character dies while exploring the wilds of Chult, an NPC guide might suggest that the party take its dead member to the ghost
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
campaign. If you are replacing your race with a lineage, you retain any languages you had and gain no new languages. Creature Type Every creature in D&D, including every player character, has a special
have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the text of the cure wounds spell specifies that the spell doesn’t work on a creature of the Construct type.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
). Amble has the following druid spells prepared:
Cantrips (at will): guidance, mending, shape water, shillelagh
1st level (4 slots): absorb elements, cure wounds, entangle, speak with animals
movement
5th level (2 slots): greater restoration, mass cure wounds
6th level (1 slot): conjure fey
Actions
Change Shape (2/Day). Amble magically polymorphs into a beast with a challenge rating of 1
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
). Amble has the following druid spells prepared:
Cantrips (at will): guidance, mending, shape water, shillelagh
1st level (4 slots): absorb elements, cure wounds, entangle, speak with animals
movement
5th level (2 slots): greater restoration, mass cure wounds
6th level (1 slot): conjure fey
Actions
Change Shape (2/Day). Amble magically polymorphs into a beast with a challenge rating of 1
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the most severe wrongs, offenders are banished to uninhabited islands, though they retain the right to travel to the Meet each year to seek reconciliation with the larger community. The Gods’ Tale The
Most folk in Godsbreath go by a single name—often a nickname picked up in their youth instead of their given name—preceded by an honorific reflecting their age, profession, or standing in the community
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the most severe wrongs, offenders are banished to uninhabited islands, though they retain the right to travel to the Meet each year to seek reconciliation with the larger community. The Gods’ Tale The
Most folk in Godsbreath go by a single name—often a nickname picked up in their youth instead of their given name—preceded by an honorific reflecting their age, profession, or standing in the community
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
memorialized. Crypt Hauntings The crypts retain the echoes of the mind flayers’ invasion, and these echoes make the spirits within the crypt uneasy. Where the text references a crypt haunting, roll a
requires quelling all the crypt hauntings and defeating the ghosts. When this happens, a sigh like grinding stone echoes through the crypt, and each room momentarily flickers with light. No more crypt
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
memorialized. Crypt Hauntings The crypts retain the echoes of the mind flayers’ invasion, and these echoes make the spirits within the crypt uneasy. Where the text references a crypt haunting, roll a
requires quelling all the crypt hauntings and defeating the ghosts. When this happens, a sigh like grinding stone echoes through the crypt, and each room momentarily flickers with light. No more crypt
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
are available for you to cast with this feature. To start, choose four level 1 spells from the Druid spell list. Animal Friendship, Cure Wounds, Faerie Fire, and Thunderwave are recommended. The
you to do so. Beast Shapes Druid Level Known Forms Max CR Fly Speed 2 4 1/4 No 4 6 1/2 No 8 8 1 Yes Rules While Shape-Shifted. While in a form, you retain your personality, memories, and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
are available for you to cast with this feature. To start, choose four level 1 spells from the Druid spell list. Animal Friendship, Cure Wounds, Faerie Fire, and Thunderwave are recommended. The
you to do so. Beast Shapes Druid Level Known Forms Max CR Fly Speed 2 4 1/4 No 4 6 1/2 No 8 8 1 Yes Rules While Shape-Shifted. While in a form, you retain your personality, memories, and ability
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
are available for you to cast with this feature. To start, choose four level 1 spells from the Druid spell list. Animal Friendship, Cure Wounds, Faerie Fire, and Thunderwave are recommended. The
you to do so. Beast Shapes Druid Level Known Forms Max CR Fly Speed 2 4 1/4 No 4 6 1/2 No 8 8 1 Yes Rules While Shape-Shifted. While in a form, you retain your personality, memories, and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
are available for you to cast with this feature. To start, choose four level 1 spells from the Druid spell list. Animal Friendship, Cure Wounds, Faerie Fire, and Thunderwave are recommended. The
you to do so. Beast Shapes Druid Level Known Forms Max CR Fly Speed 2 4 1/4 No 4 6 1/2 No 8 8 1 Yes Rules While Shape-Shifted. While in a form, you retain your personality, memories, and ability
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Prepared Spells
3 Cure Wounds, Moonbeam, Starry Wisp
5 Conjure Animals
7 Fount of Moonlight
9 Mass Cure Wounds
Level 6: Improved Circle Forms While in a Wild Shape form, you
starry form rather than shape-shifting. While in your starry form, you retain your game statistics, but your body becomes luminous, your joints glimmer like stars, and glowing lines connect them as on a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Prepared Spells
3 Cure Wounds, Moonbeam, Starry Wisp
5 Conjure Animals
7 Fount of Moonlight
9 Mass Cure Wounds
Level 6: Improved Circle Forms While in a Wild Shape form, you
starry form rather than shape-shifting. While in your starry form, you retain your game statistics, but your body becomes luminous, your joints glimmer like stars, and glowing lines connect them as on a
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
rigid caste system reflecting this view.
The mystic caste comprises all laneshi born as twins, a common occurrence among their people. The first-born twin is always inducted into the mystic caste
child revived by fell magic, an apothecary mixing herbs with vampire blood, or a failed attempt to find a cure for vampirism.
Abdelkarim Guessous
Whatever their origins, most dhampir
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
prepared: Cantrips (at will): druidcraft, poison spray, shillelagh
1st level (4 slots): cure wounds, entangle, faerie fire, thunderwave
2nd level (3 slots): barkskin, flaming sphere
Standing with
the twig blights. You can’t save them.”
Why are you talking to us? “Though your remains would enrich the compost, you’ll serve my needs better as supplicants. You shall retain your lives, after a
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
20–24 5 (1d10) 500 gp 25–29 — 1,000 gp 30 or higher — 5,000 gp 3: Fool The face of the Fool card silently jeers from the walls of this room, and shimmering fields of light hang in the air, reflecting
-foot-deep pit filled with grinding, blood-stained gears. The walls are metal cards devoid of grip.
Like the Sun and Moon rooms (areas 4 and area 5), this chamber is an elaborate trap. See the Balance
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
20–24 5 (1d10) 500 gp 25–29 — 1,000 gp 30 or higher — 5,000 gp 3: Fool The face of the Fool card silently jeers from the walls of this room, and shimmering fields of light hang in the air, reflecting
-foot-deep pit filled with grinding, blood-stained gears. The walls are metal cards devoid of grip.
Like the Sun and Moon rooms (areas 4 and area 5), this chamber is an elaborate trap. See the Balance
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
prepared: Cantrips (at will): druidcraft, poison spray, shillelagh
1st level (4 slots): cure wounds, entangle, faerie fire, thunderwave
2nd level (3 slots): barkskin, flaming sphere
Standing with
the twig blights. You can’t save them.”
Why are you talking to us? “Though your remains would enrich the compost, you’ll serve my needs better as supplicants. You shall retain your lives, after a
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
failure, the creature is deafened for 1 minute. 73–78 One character in the region gains the ability to cure afflictions for 1 hour. As an action, they can cast lesser restoration or greater restoration
Intense buzzing or grinding noises fill the region for the next 24 hours. With the exception of truly cacophonous sounds, creatures can only hear speech and noises that originate within 10 feet of them. 06
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
in an endless tumult, like winter grinding its teeth in anticipation of its next freezing assault. Between these formidable obstacles lies windswept tundra dotted with settlements and the occasional
components and using Charisma as the spellcasting ability (spell save DC 19):
At will: detect magic, druidcraft, speak with animals
2/day each: animal messenger, cure wounds, dispel magic, entangle
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
failure, the creature is deafened for 1 minute. 73–78 One character in the region gains the ability to cure afflictions for 1 hour. As an action, they can cast lesser restoration or greater restoration
Intense buzzing or grinding noises fill the region for the next 24 hours. With the exception of truly cacophonous sounds, creatures can only hear speech and noises that originate within 10 feet of them. 06