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Returning 35 results for 'example remain half plant cure'.
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Magic Items
Dungeon Master’s Guide
bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.
Spells
Player’s Handbook
A creature that you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically
fails the save.
Alternatively, target a nonmagical plant that isn’t a creature, such as a tree or shrub. It doesn’t make a save; it simply withers and dies.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.
Spells
Player’s Handbook
choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead
The most prevalent kind of plant, mineral, or Beast (you choose which to learn)
Locations of bodies of water
For example
Spells
Player’s Handbook
’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. For example, if you
structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.
Similarly, this spell doesn’t directly affect plant growth. The moved earth carries any plants along with it.
Magic Items
Dungeon Master’s Guide
example, a flower picked from a garden there disappears if it is taken outside the demiplane.
For each hour spent in the demiplane, a visitor regains Hit Points as if it had spent 1 Hit Point Die. Also
, creatures don’t age while there, although time passes normally. Visitors can remain there for up to 200 days divided by the number of creatures present (round down).
When the time runs out or
Spells
Player’s Handbook
or more areas of any size within the spell’s area from being affected.
Enrichment. All plants in a half-mile radius centered on a point within range become enriched for 365 days. The plants
yield twice the normal amount of food when harvested. They can benefit from only one Plant Growth per year.
Spells
Player’s Handbook
that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there, so the words appear to come from the object’s mouth. When you cast this spell, you can have the
spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.
The trigger can be as general or as detailed as you like, though it must be based on visual
Monsters
Monster Manual
);{"diceNotation":"7d6", "rollType":"damage", "rollAction":"Holy Burst", "rollDamageType":"Radiant"} Radiant damage. Success: Half damage.
Spellcasting. The planetar casts one of the following spells
DeadRadiantDivine Aid (2/Day). The planetar casts Cure Wounds, Invisibility, Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.
Monsters
Monster Manual
of the naga’s next turn. Success: Half damage only.
Spellcasting. The naga casts one of the following spells, requiring no Somatic or Material components and using Wisdom as the spellcasting
ability (spell save DC 16):
At Will: Thaumaturgy 1/Day Each: Clairvoyance, Cure Wounds (level 6 version), Flame Strike (level 6 version), Geas, True SeeingPoison
Monsters
Monster Manual
take one of the following actions. The unicorn regains all expended uses at the start of each of its turns.
Charging Horn. The unicorn moves up to half its Speed without provoking opportunity attack
again until the start of its next turn.PoisonUnicorn’s Blessing (3/Day). The unicorn touches another creature with its horn and casts Cure Wounds or Lesser Restoration on that creature, using the same spellcasting ability as Spellcasting.
Magic Items
Dungeon Master’s Guide
This gold coin has a creature embossed on each side. The two depicted creatures must be famous rivals or enemies of each other. For example, a Rival Coin might show Iggwilv the Witch Queen;Iggwilv on
failed save, the target takes 2d4 Psychic damage and has Disadvantage on the next attack roll it makes before the end of its next turn. On a successful save, the target takes half as much damage only.
Tails. You take 1d4 Psychic damage.
Magic Items
Dungeon Master’s Guide
, makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a successful one.
If you remove a bean from the bag, plant it in dirt or sand, and then water
This heavy cloth bag contains 3d4 dry beans when found. The bag weighs half a pound regardless of how many beans it contains and becomes a nonmagical item when it no longer contains any beans.
If
Magic Items
Dungeon Master’s Guide
Magic action to peer into the orb’s depths. You must then make a DC 15 Charisma saving throw. On a successful save, you control the orb for as long as you remain attuned to it. On a failed save, the
orb imposes the Charmed condition on you for as long as you remain attuned to it.
While you are Charmed by the orb, you can’t voluntarily end your Attunement to it, and the orb casts
Monsters
Monster Manual
":"Radiant"} Radiant damage. Success: Half damage.Poison, RadiantDivine Aid (3/Day). The solar casts Cure Wounds (level 2 version), Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.
Species
Player’s Handbook
to rest. In that state, they remain aware of their surroundings while immersing themselves in memories and meditations.
An environment subtly transforms elves after they inhabit it for a millennium or
shaped by it. Some drow individuals and societies avoid the Underdark altogether yet carry its magic. In the Eberron setting, for example, drow dwell in rainforests and cyclopean ruins on the continent of
Spells
Player’s Handbook
the creature is shape-shifting;shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and can’t shape-shift until it leaves the Cylinder. On a successful
save, a creature takes half as much damage only. A creature also makes this save when the spell’s area moves into its space and when it enters the spell’s area or ends its turn there. A
Spells
Player’s Handbook
feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered
triggers include opening that object or seeing the glyph.
You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can
Magic Items
Dungeon Master’s Guide
;s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot
4d6 Necrotic damage, and you regain a number of Hit Points equal to half that Necrotic damage. Once used, this property can’t be used again until the next dawn.
Paralyze. When you hit a creature
Spells
Player’s Handbook
triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends.
You can refine the trigger so that only creatures of certain types activate it (for example, the
Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one.
Spell Glyph. You can store a prepared spell of level 3 or lower in the glyph by casting
Magic Items
Dungeon Master’s Guide
you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any Divination magic, but a Wish spell can reveal the location
, Neutral Evil
AC 20 Initiative +3 (13)
HP Half the HP maximum of its summoner
Speed 60 ft., Fly 60 ft. (hover)
Mod
Save
STR
16
+3
+3
DEX
16
+3
+3
Monsters
Lorwyn: First Light
incarnation. Failure: The creature takes 14 (2d8 + 5);{"diceNotation":"2d8+5", "rollType":"damage", "rollAction":"Radiant Blast", "rollDamageType":"Radiant"} Radiant damage. Success: Half damage
.
Spellcasting. The incarnation casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability:
At Will: Daylight, Druidcraft, Plant Growth
1/Day: Blindness
Monsters
Forgotten Realms: Adventures in Faerûn
has the Restrained condition until the start of the drow’s next turn. Success: Half damage only.Lolth’s worship is matriarchal, and only female drow can rise to become priestesses of the
Spider Queen or rule a noble house.Lolth’s Blessing (3/Day). The drow casts Cure Wounds, Darkness, Dispel Magic, or Lesser Restoration, using the same spellcasting ability as Spellcasting.
Monsters
Eberron: Forge of the Artificer
Dark Infiltrators are spies sent to gather intelligence. They plant psychic seeds in their minds of their foes that enhance the infiltrators’ combat prowess against those enemies.PsychicMind
creature repeats the save whenever it finishes a Short or Long Rest, ending the effect on itself on a success. Success: Half damage only.
Monsters
Lorwyn: First Light
condition. Success: Half damage only.The incarnations of transience represent all that is fleeting or ephemeral. Despite their apparent bulk, these incarnations are actually ephemeral beings with only a
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
Magic Items
Forgotten Realms: Adventures in Faerûn
the curse to you. Only a Wish spell or the will of Myrkul can remove this curse. As long as you remain cursed, the following properties apply to you:
Bound. You are unwilling to part with the crown
, taking (4d8) Necrotic;{"diceNotation":"4d8", "rollType":"damage", "rollAction":" (Necrotic)", "rollDamageType":"Necrotic"} damage on a failed save or half as much damage on a successful one. A
Magic Items
Curse of Strahd
Its handle is carved with leaves and vines, and the weapon weighs half as much as a normal battleaxe. When the axe hits a plant, whether an ordinary plant or a plant creature, the target takes an
Awaken
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.
After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence
Monsters
Guildmasters’ Guide to Ravnica
). It has the following druid spells prepared:
Cantrips (at will): druidcraft, produce flame, resistance, thorn whip
1st level (4 slots): cure wounds, faerie fire, thunderwave
2nd level (3 slots): beast
sense, flame blade, pass without trace
3rd level (3 slots): conjure animals, dispel magic, plant growth
4th level (3 slots): dominate beast, freedom of movement, wall of fire
5th level (2 slots
Instrument of the Bards
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The
Control weather, cure wounds (5th level), wall of thorns
Canaith mandolin
Rare
Cure wounds (3rd level), dispel magic, protection from energy (lightning only)
Cli lyre
Defender
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses
remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.
Monsters
Quests from the Infinite Staircase
Horrid Plant Varieties. A horrid plant comes in one of three varieties (choose or roll a d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Horrid Plant Varieties"}): 1–2, dew drinker
; 3–4, purple blossom; or 5–6, snapper saw. This form determines certain traits in this stat block.
False Appearance. If the horrid plant is motionless at the start of combat, it has
Monsters
Tyranny of Dragons
(at will): druidcraft, guidance, poison spray
1st level (4 slots): cure wounds, entangle, healing word, thunderwave
2nd level (3 slots): barkskin, beast sense, spike growth
3rd level (3 slots
): plant growth, water walk
Standing Leap. As part of his movement and without a running start, Pharblex can long jump up to 20 feet and high jump up to 10 feet.
Swamp Camouflage. Pharblex has advantage on
monsters
the damage it takes from that attack, and the podling takes the other half of the damage.A bodytaker plant uses its powerful vines to capture victims or accept captives brought to it by podling servants
Podling Link. The plant can see through and communicate telepathically with any of its podlings within 10 miles of it. When the plant dies, its podlings also die.
Rejuvenation. If the plant dies, it
monsters
the damage it takes from that attack, and the podling takes the other half of the damage.A bodytaker plant uses its powerful vines to capture victims or accept captives brought to it by podling servants
Podling Link. The plant can see through and communicate telepathically with any of its podlings within 10 miles of it. When the plant dies, its podlings also die.
Rejuvenation. If the plant dies, it
Grung Wildling
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
"} to hit with spell attacks). It knows the following ranger spells:
1st level (4 slots): cure wounds, jump
2nd level (3 slots): barkskin, spike growth
3rd level (2 slots): plant growth
Standing