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Returning 35 results for 'example regain have prone chosen'.
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Monsters
Monster Manual
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can’t regain Hit Points or gain
of Grasping Hands", "rollDamageType":"Necrotic"} Necrotic damage if the swarm is Bloodied. If the target is a Medium or smaller creature, it has the Prone condition.Necrotic, PoisonBludgeoning, Piercing, Slashing
Spells
Player’s Handbook
For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an
category—from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target’s attacks with its enlarged weapons or Unarmed Strikes
Monsters
Monster Manual
Restoration"} days, reviving with all its Hit Points in the Far Realm or another location chosen by the DM.
Legendary Resistance (3/Day, or 4/Day in Lair). If the aboleth fails a saving throw, it can choose
the aboleth’s turn. Failure: The target is cursed. Until the curse ends, the target’s skin becomes slimy, the target can breathe air and water, and it can’t regain Hit Points unless
Monsters
Monster Manual
a type chosen by the cataclysm: Acid;{"diceNotation":"5d6+8", "rollType":"damage", "rollAction":"Elemental Burst (Acid)", "rollDamageType":"Acid"}, Cold;{"diceNotation":"5d6+8", "rollType":"damage
damage, and the target has the Prone condition. Success: Half damage only. Failure or Success: The target’s Speed is reduced to 0 until the end of its next turn.3: Raging Storm. A storm cloud
Feats
Player’s Handbook
spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have
.
Spell Change. Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list.
Repeatable. You can take this feat more than once, but you must choose a different spell list each time.
Feats
Player’s Handbook
can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.
Spell Change
. Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list.
Repeatable. You can take this feat more than once, but you must choose a different spell list each time.
Feats
Player’s Handbook
can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.
Spell Change
. Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list.
Repeatable. You can take this feat more than once, but you must choose a different spell list each time.
Feats
Player’s Handbook
can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.
Spell Change. Whenever
you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list.
Repeatable. You can take this feat more than once, but you must choose a different spell list each time.
Monsters
Monster Manual
":"Enervation Ray", "rollDamageType":"Poison"} Poison damage, and the target has the Poisoned condition until the end of its next turn. While Poisoned, the target can’t regain Hit Points. Success: Half
and rolls a 1 has the Prone condition.
If the beholder dies or moves its lair elsewhere, these effects end immediately.Antimagic Cone. The beholder’s central eye emits an antimagic wave in a
Spells
Player’s Handbook
space that you can see on the ground.
Instant Health. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater
a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally’s failed
Magic Items
Dungeon Master’s Guide
Stone of Protection;Protection (Rare). You gain a +1 bonus to Armor Class while this dusty-rose prism orbits your head.
Ioun Stone of Regeneration;Regeneration (Legendary). You regain 15 Hit Points at
them until you use them. The stone can store up to 4 levels of spells at a time. When found, it contains 1d4 levels of stored spells chosen by the DM.
Any creature can cast a spell of level 1 through
Spells
Forgotten Realms: Heroes of Faerûn
: Acid, Cold, Fire, Lightning, or Thunder. You have Resistance to the chosen damage type.
Elemental Pulse. When you cast this spell and at the start of each of your subsequent turns, you release a burst
, Lightning, or Thunder damage (your choice) and has the Prone condition. On a successful save, a creature takes half as much damage only.
Flight. You gain a Fly Speed of 30 feet and can hover
Monsters
Lorwyn: First Light
(4d8);{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Spectral Stampede", "rollDamageType":"Force"} Force damage. If the target is the incarnation’s size or smaller, it has the Prone
retains its core identity but might transform physically. An incarnation of hope in Lorwyn, for example, might resemble a giant dove with a lizard’s tail and leonine legs; in Shadowmoor, this same
Swarm of Cranium Rats
Legacy
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Monsters
Volo's Guide to Monsters
number of feet equal to the chosen radius), or extinguish the light.
Innate Spellcasting (Psionics). The swarm's innate spellcasting ability is Intelligence (spell save DC 13). As long as it has more
, dominate monster
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain
Monsters
Planescape: Adventures in the Multiverse
vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain temporary hit points.
Telepathic Shroud. The swarm is immune to any
bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius, or extinguishes the light.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
) damage of the chosen type and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone.
Spellcasting. The evoker casts one of the following spells, using
Magic Items
Bigby Presents: Glory of the Giants
, or poison. You have resistance to the chosen damage type until you finish another long rest.
Invoking the Runes. As a bonus action, you can invoke the gauntlets’ runes and summon two enormous
opportunity attack made with your unarmed strike, the creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) or have the prone condition.
Once the runes have been invoked, they can’t be invoked again until the next dawn.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain
telepathy.Bludgeoning, Piercing, SlashingIllumination. The swarm sheds dim light from its brains in a 5-foot radius, increases the illumination to bright light in a 5- to 20-foot radius (and dim light for an additional number of feet equal to the chosen radius), or extinguishes the light.
Feats
Bigby Presents: Glory of the Giants
’t have the prone condition.
Iron Stomach. Whenever you eat food as part of a short rest and spend one or more Hit Dice to regain hit points, you regain additional hit points equal to your Constitution modifier + your proficiency bonus.
maximum of 20.
Bulwark. When you are subjected to an effect that would move you at least 5 feet or give you the prone condition, you can use your reaction to steady yourself. You aren’t moved and don
Magic Items
Tasha’s Cauldron of Everything
Damage Absorption. When you take damage of the chosen type, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
damage and knock it prone.
Light Crossbow. Ranged Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Light Crossbow"} to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2
varies, depending on whatever foe the savants want to lead their people against, yet the essence of the story remains the same: a lesson of survival at any price and an example of how deceitfulness and cruelty can be virtues.
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
smaller creature, the horror can choose to deal no damage; instead, the target has the prone condition, and the horror can pull the target up to 5 feet toward itself.No one is certain of the true
described here, creatures found in and around Sweettooth Village might include gingerbrute;gingerbrutes as well as variations of oozes from the Monster Manual. For example, a black pudding might have
Earthquake
Legacy
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Spells
Basic Rules (2014)
must make a Dexterity saving throw. On a failed save, the creature is knocked prone.
This spell can have additional effects depending on the terrain in the area, as determined by the GM.
Fissures
. Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 × 10 feet deep
Monsters
Mordenkainen Presents: Monsters of the Multiverse
chosen by the tortle: cold;{"diceNotation":"2d6+2", "rollType":"damage", "rollAction":"Nature's Wrath (Cold)", "rollDamageType":"cold"}, fire;{"diceNotation":"2d6+2", "rollType":"damage", "rollAction
AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is prone, its speed is 0 and can’t increase, it has disadvantage on Dexterity saving throws, it can
Magic Items
Storm King's Thunder
there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the orb is destroyed, and the rune appears in silver on the chosen
attacks.
Boots. The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you have advantage on Strength saving throws, and you can use your reaction to avoid being knocked prone.
Magic Items
Storm King's Thunder
property, you can’t use it again until you finish a short or long rest.
Winter’s Howl. As an action, you can cast sleet storm (spell save DC 17). You regain this ability after you finish
transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shard is destroyed, and the rune appears in blue on the chosen item, which gains a benefit
Monsters
Guildmasters’ Guide to Ravnica
, Aurelia must see the attacker and be wielding a melee weapon.
Unyielding. When Aurelia is subjected to an effect that would move her, knock her prone, or both, she can use her reaction to be neither
. Aurelia regains spent legendary actions at the start of her turn.
Command Allies. Aurelia chooses up to three creatures she can see within 30 feet of her. If a chosen creature can see or hear
Hellfire Engine
Legacy
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Monsters
Mordenkainen’s Tome of Foes
prone and takes 28 (8d6);{"diceNotation":"8d6","rollType":"damage","rollAction":"Flesh","rollDamageType":"bludgeoning"} bludgeoning damage.
If the hellfire engine remains in the prone creature's space
":"thunder"} thunder damage on a failed save, or half as much damage on a successful one.
If the chosen option kills a creature, the creature's soul rises from the River Styx as a lemure in Avernus in
Monsters
Princes of the Apocalypse
physical contact with metal objects (for example, carrying metal weapons or wearing metal armor) takes 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollDamageType":"fire"} fire damage. Each creature
drastically, quadrupling in size (for example, a fire blazing in a 5-foot by 5-foot area expands to a 10-foot by 10-foot area). Pools or streams of lava or other molten material are also affected. Creatures
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
18 Strength saving throw or have the prone condition.
Mournful Keening (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Mournful Keening"}. The specter utters a keening wail
.
A creature marked for death can’t regain hit points, has disadvantage on death saving throws, and all attack rolls against it are made with advantage. This effect lasts for 1 minute or until
spells
Forgotten Realms: Heroes of Faerûn
Deathly power fills a 60-foot Emanation originating from you for the duration.
When you cast this spell, you can designate creatures to be unaffected by it. Any other creature can’t regain Hit
throw. On a failed save, the creature takes 3d10 Necrotic damage and has the Prone condition. On a successful save, the creature takes half as much damage and its Speed is halved. A creature makes this
Species
Strixhaven: A Curriculum of Chaos
character might be nocturnal. Or perhaps your character is simply prone to rise later, embodying the common nickname of night owl.
Creating Your Character
If you create an owlin character, follow these
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 that has the
Brain in a Jar
Legacy
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monsters
Icewind Dale: Rime of the Frostmaiden
":"3d8","rollType":"damage","rollAction":"Chill Touch","rollDamageType":"necrotic"} necrotic damage, and the target can’t regain hit points until the start of the brain’s next turn. If the
cords, psionically projecting its disembodied voice outward for all to hear. It enjoys conversation so much that it is prone to talking for hours on end, sometimes to itself if there are no others with
Monsters
Fizban's Treasury of Dragons
","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.
Breath Weapon (Recharge 5–6);{"diceNotation":"1d6
damage and be knocked prone. The greatwyrm can then fly up to half its flying speed.
Arcane Spear (Costs 3 Actions). The greatwyrm creates four spears of magical force. Each spear hits a creature of
Monsters
Mythic Odysseys of Theros
","rollAction":"Aura of Erebos","rollDamageType":"necrotic"} necrotic damage and can’t regain hit points until the start of its next turn. On a successful saving throw, the creature is immune to the
"} necrotic damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone.Belief is a powerful force in Theros, capable of bringing about