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Returning 35 results for 'gain of wounds'.
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game of wounds
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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
feat to cast Cure Wounds without using a spell slot a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Additionally, when you cast Cure
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
Baldur’s Gate: Descent into Avernus
Aura of Murder. As long as the night blade is not incapacitated, hostile creatures within 5 feet of it gain vulnerability to piercing damage unless they have resistance or immunity to such
victims vulnerable to their long-bladed knives. When Bhaal’s magic works its power, stab wounds erupt in terrible gouts of blood. Seemingly minor wounds plunge deep into a victim’s body and
Monsters
Baldur’s Gate: Descent into Avernus
Aura of Murder. As long as the reaper is not incapacitated, hostile creatures within 5 feet of it gain vulnerability to piercing damage unless they have resistance or immunity to such damage.
Innate
learn to call upon their god's power to leave their victims vulnerable to their long-bladed knives. When Bhaal's magic works its power, stab wounds erupt in terrible gouts of blood. Seemingly minor
Monsters
Baldur’s Gate: Descent into Avernus
Aura of Murder. As long as the death's head is not incapacitated, hostile creatures within 5 feet of it gain vulnerability to piercing damage unless they have resistance or immunity to such damage
victims vulnerable to their long-bladed knives. When Bhaal's magic works its power, stab wounds erupt in terrible gouts of blood. Seemingly minor wounds plunge deep into a victim's body and cause
Ki-rin
Legacy
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Monsters
Volo's Guide to Monsters
(at will): light, mending, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): command, cure wounds, detect evil and good, protection from evil and good, sanctuary
2nd level (3 slots
restoration, mass cure wounds, scrying
6th level (1 slot): heroes' feast, true seeing
7th level (1 slot): etherealness, plane shift
8th level (1 slot): control weather
9th level (1 slot): true
Monsters
Locathah Rising
blocks the sphere.
While within the sphere, Amble and their allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere isn’t
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
Hexblood
Legacy
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Species
Van Richten’s Guide to Ravenloft
enter into bargains with hags gain their deepest wishes but eventually find themselves transformed. These changes evidence a hag’s influence: ears that split in forked points, skin in lurid
and avoid the same.
While many hexbloods gain their lineage after making a deal with a hag, others reveal their nature as they age—particularly if a hag influenced them early in life or even
Healer
Legacy
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Feats
Player’s Handbook (2014)
You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
When you use a healer's kit to stabilize a dying creature
Monsters
Mordenkainen Presents: Monsters of the Multiverse
and using Charisma as the spellcasting ability (spell save DC 20):
At will: command, dancing lights, detect magic, thaumaturgy
2/day each: banishment, blade barrier, cure wounds, hold person, plane
, hostile creatures within the lair can’t become hidden from her and gain no benefit from the invisible condition against her.
Spectral Web. A glistening spectral spider web erupts from a point the
Monsters
Storm King's Thunder
":"spell", "rollAction":"Spellcasting"} to hit with spell attacks):
At will: light, sacred flame, thaumaturgy
1/day each: augury (cast as 1 action), bane, banishment, bestow curse, command, cure wounds
secrets of elemental magic and dark knowledge that might serve to corrupt or dominate others. Knowledge that the yakfolk can’t gain or use is to be destroyed. Unsentimental by nature, yakfolk
Dhampir
Legacy
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Species
Van Richten’s Guide to Ravenloft
restraint. In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reasons to indulge.
While many dhampirs thirst for blood, your character might otherwise gain
from that list for a particular 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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
and using Charisma as the spellcasting ability (spell save DC 20):
At will: command, dancing lights, detect magic, thaumaturgy
2/day each: banishment, blade barrier, cure wounds, hold person, plane
any potential threats against her or her retinue. Until initiative count 20 of the next round, hostile creatures within the lair can’t become hidden from her and gain no benefit from the
Reborn
Legacy
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Species
Van Richten’s Guide to Ravenloft
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 tag in the rules that identifies
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.
Reborn Traits
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Wisdom as the spellcasting ability (spell save DC 17):
At will: light, major image (6th-level version), thaumaturgy
3/day each: cure wounds, dispel magic, lesser restoration, sending
1/day each
’t gain this benefit, falling as normal.
When the ki-rin dies, all these effects disappear immediately, although the invigorating effect on flora and fauna remains for 3 years.Poison
Feats
Fizban's Treasury of Dragons
You’ve manifested some of the power of metallic dragons, granting you the following benefits:
Draconic Healing. You learn the cure wounds spell. You can cast this spell without expending a
is Intelligence, Wisdom, or Charisma when you cast it with this feat (choose when you gain the feat).
Protective Wings. You can manifest protective wings that can shield you or others. When you or
Feats
Bigby Presents: Glory of the Giants
until you finish a long rest. Your spellcasting ability for this feat is Intelligence, Wisdom, or Charisma (choose when you select this feat).
Each time you gain a level, you can replace one of the
runes you know with another one from the Rune Spells table.
Rune Spells
Rune
Spell
Cloud
Fog cloud
Death
Inflict wounds
Dragon
Chromatic orb
Enemy
Disguise self
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Healer You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits: When you use a healer’s kit to stabilize a dying creature
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Unscarred Like the great hero Haktos, you are resistant to physical harm. Use the Unscarred Origin table to determine how you gained your legendary invulnerability. Additionally, you gain the
this trait, you can’t use it again until you finish a short or long rest. Unscarred Origin d6 Origin
1 I was bathed in hydra’s blood as an infant, and my wounds close too quickly to become
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
death ward, guardian of faith
9th
mass cure wounds, raise dead
Bonus Proficiency When you choose this domain at 1st level, you gain proficiency with heavy armor. Disciple of Life Also starting at
community (such as Hestia, Hathor, and Boldrei). Life Domain Spells Cleric Level Spells 1st
bless, cure wounds
3rd
lesser restoration, spiritual weapon
5th
beacon of hope, revivify
7th
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
: cure wounds, healing word, mass cure wounds, mass healing word, and spare the dying. Mechanical Nature. You have resistance to poison damage and immunity to disease, and you have advantage on saving
sleeping. In this state, you appear inert, but you remain conscious. Specialized Design. You gain two tool proficiencies of your choice, selected from the Player’s Handbook.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, guardian of faith 9th mass cure wounds, raise dead Bonus Proficiency When you choose this domain at 1st level, you gain proficiency with heavy armor. Disciple of Life Also starting at 1st level
community (such as Hestia, Hathor, and Boldrei). Life Domain Spells Cleric Level
Spells
1st bless, cure wounds 3rd lesser restoration, spiritual weapon 5th beacon of hope, revivify 7th death ward
Bard
Legacy
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Classes
Basic Rules (2014)
, create illusions, and even heal wounds.
Music and Magic
In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master
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20th
+6
Superior Inspiration
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1
Class Features
As a bard, you gain the following class features.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
of Mercy feature You gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit. You also gain a special mask, which you often wear when using the features
Crying visage 4 Laughing visage 5 Skull 6 Butterfly Hand of Healing 3rd-level Way of Mercy feature Your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
cure wounds, guiding bolt 2nd flaming sphere, lesser restoration 3rd daylight, revivify 4th guardian of faith, wall of fire 5th flame strike, greater restoration Bonus Cantrips At 1st level, you
learn the light and sacred flame cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known. Healing Light At 1st level, you gain the ability to channel
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
use it in this way. See chapter 5, “Equipment,” in the Player’s Handbook for descriptions of these tools. After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of
perform the spell effect. If you cast cure wounds using alchemist’s supplies, you could be quickly producing a salve. If you cast it using tinker’s tools, you might have a miniature mechanical spider that
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
way. See chapter 5, “Equipment,” in the Player’s Handbook for descriptions of these tools. After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions
effect. If you cast cure wounds using alchemist’s supplies, you could be quickly producing a salve. If you cast it using tinker’s tools, you might have a miniature mechanical spider that binds wounds
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
proficient with the tool to use it in this way. See the equipment chapter in the Player’s Handbook for descriptions of these tools. After you gain the Infuse Item feature at 2nd level, you can also use
you’re using a tool. For example, if you cast cure wounds using alchemist’s supplies, you could be quickly producing a salve. If you cast it using tinker’s tools, you might have a miniature mechanical
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot. Spells Known of 1st Level and Higher You know four 1st-level spells of your
, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot. Spells Known of 1st Level and Higher You know four 1st-level spells of your
, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Niko Downloadable PDF Human Traits As a Human, you have these special traits. Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest. Skillful. You gain proficiency in one skill of
your choice. (This is included above.) Versatile. You gain an Origin feat of your choice. Skilled is recommended. (This is included above.) Feats Ability Score Improvement General Feat (Prerequisite
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
still oozing from their bite wounds. As the characters approach the center of the courtyard, they see two hell hounds standing guard in front of the cathedral doors. These fiends have been instructed by
their devil masters to prevent any mortal creatures from entering or leaving the cathedral. The characters must defeat the hell hounds to gain access to the cathedral. Have them make a DC 15 group
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
). Each time you gain a level, you can replace one of the runes you know with another one from the Rune Spells table. Rune Spells Rune Spell Cloud Fog cloud Death Inflict wounds Dragon Chromatic orb
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
General Feats These feats belong to the General category. Greater Aberrant Mark General Feat (Prerequisite: Level 4+, Aberrant Dragonmark Feat) You gain the following benefits. Ability Score
gain a number of Temporary Hit Points equal to the number rolled plus your Constitution modifier, and one creature of your choice within 30 feet of you (not including you) takes Force damage equal to
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Roll on or choose an option from the Shadow Quirk table to determine how your living shadow behaves. Additionally, you gain the traits that follow. Shadow Quirk d6 Quirk
1 My shadow often
holds weapons or bears wounds that don’t exist.
2 When I’m distracted, my shadow panics and tries to get other people’s attention, as if it’s desperate to escape me.
3 When it’s not being