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Returning 35 results for 'down gain of zariel have the healing state'.
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Magic Items
Dungeon Master’s Guide
While wearing this pendant, you gain the following benefits.
Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a
successful one.
Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores.
Spells
Player’s Handbook
Up to five creatures of your choice who remain within range for the spell’s entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can’t be affected
by this spell again until that creature finishes a Long Rest.
Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 2.
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have
throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear.
While berserk, you regard the creature nearest to you
Feats
Player’s Handbook
Origin Feat
You gain the following benefits.
Battle Medic. If you have a Healer's Kit, you can expend one use of it and tend to a creature within 5 feet of yourself as a Utilize action. That
creature can expend one of its Hit Point Dice, and you then roll that die. The creature regains a number of Hit Points equal to the roll plus your Proficiency Bonus.
Healing Rerolls. Whenever you roll a
Spells
Player’s Handbook
the old feat and gain the benefits of the new one. You can’t replace a feat that is a prerequisite for any of your other feats or features.
Roll Redo. You undo a single recent event by forcing
wish for something not included in any of the other effects. To do so, state your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater
Magic Items
Dungeon Master’s Guide
and become entombed in a state of suspended animation in an extradimensional sphere. Everything you’re wearing and carrying disappears with you except for Artifacts, which stay behind in the space
which you are proficient appears on your person. The DM chooses the weapon.
Knight. You gain the service of a Knight, who magically appears in an unoccupied space you choose within 30 feet of
Feats
Eberron: Forge of the Artificer
General Feat (Prerequisite: Level 4+, Mark of Healing Feat)
You gain the following benefits.
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.
Improved
Intuition. When you use the Medical Intuition benefit of your Mark of Healing feat, you can roll 1d6 instead of 1d4.
Improved Healing. You can now use the Healing Touch benefit of your Mark of Healing
Monsters
Dungeon Masters: Ravenloft Play-Along Pack
reanimated by wicked magic. These hateful heads vary in description and state of decay, with some possessing supernatural powers related to the beings they once were. Roll twice on or choose results from
foul fruit. They sprout from accursed lands, their roots snaking through mass graves, battlefields, or sites of terrible tragedies.PoisonHead Fruits. Each Undead ally in the tree’s space can immediately take a Reaction to gain 5 Temporary Hit Points.
Monsters
Ravenloft: The Horrors Within
Heads
Death’s heads are disembodied, flying heads reanimated by wicked magic. These hateful heads vary in description and state of decay, with some possessing supernatural powers related to the
6
A mind flayer
A lengthy tongue
7
A nothic
Long hair
8
A shark
Sharpened teeth
9
A wolf
Wooden teeth
10
An elk
Exposed bone
PoisonHead Fruits. Each Undead ally in the tree’s space can immediately take a Reaction to gain 5 Temporary Hit Points.
Magic Items
Forgotten Realms: Adventures in Faerûn
.
Properties of the Crystal. While attuned to the crystal, you gain the following benefits:
Arcane Focus. You can use the Calimemnon Crystal as an Arcane Focus.
Flight. You have a Fly Speed of 30 feet and
attuned to the crystal, you are unaffected by the aura, and you can take a Magic action to disable or enable the aura.
Healing/Damage Rays. While holding the crystal, you can take a Magic action to fire
Feats
Eberron: Forge of the Artificer
Dragonmark Feat (Prerequisite: Eberron Campaign, Can’t Have Another Dragonmark Feat)
You gain the following benefits.
Medical Intuition. When you make a Wisdom (Medicine) check or an ability
check using a Herbalism Kit, you can roll 1d4 and add the number rolled to the ability check.
Healing Touch. You always have the Cure Wounds spell prepared. You can cast it once without a spell slot
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Devil’s Sight. Magical darkness doesn’t impede Zariel’s darkvision.
Legendary Resistance (3/Day). If Zariel fails a saving throw, she can choose to succeed instead.
Magic
Resistance. Zariel has advantage on saving throws against spells and other magical effects.
Regeneration. Zariel regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn
Feats
Astarion's Book of Hungers
General Feat (Prerequisite: Level 4+)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
Sacred Magic. You
Rest.
Sun’s Healing. As a Bonus Action while within sunlight, you can expend one of your Hit Point Dice, roll the die, and regain a number of Hit Points equal to the roll. Once you use this benefit, you can’t use it again until you finish a Short or Long Rest.
Feats
Astarion's Book of Hungers
Origin Feat
You gain the following benefits.
Decanting. When you finish a Long Rest, you can create one Potion of Healing or an Antitoxin, as long as you have an empty vial or flask. These liquids
Feats
Eberron: Forge of the Artificer
Epic Boon Feat (Prerequisite: Level 19+, Eberron Campaign)
You gain the following benefits.
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.
Aberrant
slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you gain this feat).
Siberys Dragonmark Spells
Spell
magic-items
Acquiring forbidden knowledge always comes at a cost. Any creature that attunes to this glaive is considered proficient with it. You gain a +1 bonus to attack rolls and damage rolls made with this
magic weapon.
Trick Weapon. As a Bonus Action, you can switch between the Transformed and Untransformed states of this weapon. In its Untransformed state, the gazer is a Glaive. In its Transformed
magic-items
Acquiring forbidden knowledge always comes at a cost. Any creature that attunes to this glaive is considered proficient with it. You gain a +1 bonus to attack rolls and damage rolls made with this
magic weapon.
Trick Weapon. As a Bonus Action, you can switch between the Transformed and Untransformed states of this weapon. In its Untransformed state, the gazer is a Glaive. In its Transformed
Magic Items
Baldur’s Gate: Descent into Avernus
by transmitting emotion to the creature carrying or wielding it.
Truth Seer. While holding the sword, you gain advantage on all Wisdom (Insight) checks.
Destroying the Sword. Zariel can destroy the
This longsword belonged to the angel Zariel before her fall from grace. Fashioned from celestial steel, it gives off a faint glow and hum. The weapon chooses who can attune to it and who can’t
magic-items
Acquiring forbidden knowledge always comes at a cost. Any creature that attunes to this glaive is considered proficient with it. You gain a +1 bonus to attack rolls and damage rolls made with this
magic weapon.
Trick Weapon. As a Bonus Action, you can switch between the Transformed and Untransformed states of this weapon. In its Untransformed state, the gazer is a Glaive. In its Transformed
magic-items
and a lantern. In its Transformed state, the weapon is a single massive Maul.
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
Transformed. The Maul gains the Soul
Trick Weapon. As a Bonus Action, you can switch between the Transformed and Untransformed states of this weapon. In its Untransformed state, the Dream Executioner is a Scythe (Steinhardt's);Scythe
magic-items
and a lantern. In its Transformed state, the weapon is a single massive Maul.
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
Untransformed. The Scythe gains the
Trick Weapon. As a Bonus Action, you can switch between the Transformed and Untransformed states of this weapon. In its Untransformed state, the Dream Executioner is a Scythe (Steinhardt's);Scythe
Monsters
Mythic Odysseys of Theros
, requiring no material components:
At will: guidance, light, thaumaturgy
3/day each: bless, guiding bolt, healing word, hold person
1/day each: augury, scryingEldritch Touch. Melee Spell Attack: +5
divine omens (such as those presented in chapter 4) might seek out an oracle to gain a clearer vision of the god’s intentions. Finding an oracle, though, or one experienced in interpreting certain types of visions, might prove to be an adventure in its own right.
Monsters
Mythic Odysseys of Theros
.
Labyrinthine Recall. Antigonos can perfectly recall any path he has traveled.
Reckless. At the start of his turn, Antigonos can gain advantage on all melee weapon attack rolls he makes during that turn
, but attack rolls against him have advantage until the start of his next turn.
Decrepit State. Antigonos has disadvantage on his attack rolls.Greataxe. Melee Weapon Attack: +6;{"diceNotation":"1d20+6
magic-items
and a lantern. In its Transformed state, the weapon is a single massive Maul.
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
Untransformed. The Scythe gains the
Trick Weapon. As a Bonus Action, you can switch between the Transformed and Untransformed states of this weapon. In its Untransformed state, the Dream Executioner is a Scythe (Steinhardt's);Scythe
magic-items
Resistance to Lightning and Thunder damage.
Trick Weapon. As a Bonus Action, you can switch between the Transformed and Untransformed states of this weapon. In its Untransformed state, the claw is a
sinewy leather gauntlet, made from the muscle and hide of a galvanized prowler. In its Transformed state, the claw surges with electrical energy, merging with its wearer’s forearm and turning into a
Magic Items
The Book of Many Things
This silver-and-black bow is engraved with the phases of the moon. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit with a ranged attack roll using this magic
with it. The ammunition created by the bow vanishes the instant after it hits or misses a target.
While wielding this magic bow, you can use a bonus action to enter a semi-incorporeal state until the
magic-items
Resistance to Lightning and Thunder damage.
Trick Weapon. As a Bonus Action, you can switch between the Transformed and Untransformed states of this weapon. In its Untransformed state, the claw is a
sinewy leather gauntlet, made from the muscle and hide of a galvanized prowler. In its Transformed state, the claw surges with electrical energy, merging with its wearer’s forearm and turning into a
magic-items
caution.
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While attuned to it, your sight improves as your vision starts echoing with that of the blade. While holding
Revelations , you gain the following benefits: ● You can’t be surprised. ● Other creatures don’t gain Advantage on attack rolls against you as a result of being unseen by you. ● You
magic-items
caution.
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While attuned to it, your sight improves as your vision starts echoing with that of the blade. While holding
Revelations , you gain the following benefits: ● You can’t be surprised. ● Other creatures don’t gain Advantage on attack rolls against you as a result of being unseen by you. ● You
magic-items
Resistance to Lightning and Thunder damage.
Trick Weapon. As a Bonus Action, you can switch between the Transformed and Untransformed states of this weapon. In its Untransformed state, the claw is a
sinewy leather gauntlet, made from the muscle and hide of a galvanized prowler. In its Transformed state, the claw surges with electrical energy, merging with its wearer’s forearm and turning into a
Monsters
Acquisitions Incorporated
person, magic weapon, silence, spiritual weapon
3rd level (3 slots): beacon of hope, crusader's mantle, dispel magic, mass healing word, spirit guardians
4th level (3 slots): death ward, freedom of
. And even if the rumor were true, Omin would never leverage such a position for greater financial gain and power. Because that would be wrong …
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
themselves beguiled by magical mist and nigh-impregnable thorny thickets, but those who gain the Forest Master’s favor are blessed with healing and protected as they traverse the woods.PoisonErupting
magic-items
caution.
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While attuned to it, your sight improves as your vision starts echoing with that of the blade. While holding
Revelations , you gain the following benefits: ● You can’t be surprised. ● Other creatures don’t gain Advantage on attack rolls against you as a result of being unseen by you. ● You
magic-items
the blade is overwhelmed by hope, however misguided it might be…
While attuned to this weapon, you gain the following benefits: ● You are proficient with Greatswords and Longswords. ● You
gain a +3 bonus to attack rolls and damage rolls made with this magic weapon, and the blade deals an extra 1d6 Radiant damage on a hit. ● You have Advantage on Wisdom saving throws, except those made
magic-items
the blade is overwhelmed by hope, however misguided it might be…
While attuned to this weapon, you gain the following benefits: ● You are proficient with Greatswords and Longswords. ● You
gain a +3 bonus to attack rolls and damage rolls made with this magic weapon, and the blade deals an extra 1d6 Radiant damage on a hit. ● You have Advantage on Wisdom saving throws, except those made