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Returning 35 results for 'hit of have missing'.
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hit of have missile
Spells
Player’s Handbook
Necrotic damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage.
Cantrip Upgrade. The damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12).
Spells
Player’s Handbook
You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can’t revive a creature that has died of old age, nor does it restore any missing body parts.
Magic Items
Dungeon Master’s Guide
While wearing this ring, you regain 1d6 Hit Points every 10 minutes if you have at least 1 Hit Point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 Hit Point the whole time.
Magic Items
Dungeon Master’s Guide
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged
attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand.
Spells
Player’s Handbook
With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn’t Undead when it died.
The creature returns to life with 1 Hit Point. This spell also
neutralizes any poisons that affected the creature at the time of death.
This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs
Spells
Player’s Handbook
Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead
Monsters
Monster Manual
a Troll Limb. The limb acts immediately after the troll’s turn. The troll has 1 Exhaustion level for each missing limb, and it grows replacement limbs the next time it regains Hit Points
.
Regeneration. The troll regains 15 Hit Points at the start of each of its turns. If the troll takes Acid or Fire damage, this trait doesn’t function on the troll’s next turn. The troll dies
Spells
Player’s Handbook
You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points.
This spell closes all wounds
, neutralizes any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is
Magic Items
Dungeon Master’s Guide
sphere moves through the air, it opens into a tangle of metal bands.
Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your Proficiency Bonus. On a hit, the target
has the Restrained condition until you take a Bonus Action to issue a command that releases it. Doing so or missing with the attack causes the bands to contract and become a sphere once more.
A
Magic Items
Dungeon Master’s Guide
Thrown property with a normal range of 60 feet and a long range of 180 feet. When you hit with a ranged attack roll using Whelm, the target takes an extra 1d8 Force damage, or an extra 4d8 Force damage
if the target is a Construct, an Elemental, or a Giant. Immediately after hitting or missing, the weapon flies back to your hand.
Shock Wave. You can take a Magic action to strike the ground with
Revivify
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
magic-items
This magic weapon’s head is an enchanted cactus that rapidly regrows its missing needles. The first target hit by the weapon on each of your turns takes an extra 1d4 Piercing damage from the attack.
magic-items
no longer touching you.
In addition, while wearing the cloak, you have Advantage on Wisdom (Perception or Survival) checks made to find or track a creature that’s missing any of its Hit Points
, and your attack rolls against targets that have the Invisible condition don’t have Disadvantage as a result of that condition if the target is missing any of its Hit Points.
magic-items
This pitch-dark piece of ammunition is composed of densely packed shadows. Attacks with it deal Psychic damage on a hit instead of Piercing. The ammunition makes no sound when it’s fired or
strikes a surface, leaves no discernible wounds, and vanishes immediately after hitting or missing its target.
magic-items
This pitch-dark piece of ammunition is composed of densely packed shadows. Attacks with it deal Psychic damage on a hit instead of Piercing. The ammunition makes no sound when it’s fired or
strikes a surface, leaves no discernible wounds, and vanishes immediately after hitting or missing its target.
magic-items
This pitch-dark piece of ammunition is composed of densely packed shadows. Attacks with it deal Psychic damage on a hit instead of Piercing. The ammunition makes no sound when it’s fired or
strikes a surface, leaves no discernible wounds, and vanishes immediately after hitting or missing its target.
magic-items
This pitch-dark piece of ammunition is composed of densely packed shadows. Attacks with it deal Psychic damage on a hit instead of Piercing. The ammunition makes no sound when it’s fired or
strikes a surface, leaves no discernible wounds, and vanishes immediately after hitting or missing its target.
Toll the Dead
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Xanathar's Guide to Everything
. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
magic-items
This pitch-dark piece of ammunition is composed of densely packed shadows. Attacks with it deal Psychic damage on a hit instead of Piercing. The ammunition makes no sound when it’s fired or
strikes a surface, leaves no discernible wounds, and vanishes immediately after hitting or missing its target.
magic-items
This pitch-dark piece of ammunition is composed of densely packed shadows. Attacks with it deal Psychic damage on a hit instead of Piercing. The ammunition makes no sound when it’s fired or
strikes a surface, leaves no discernible wounds, and vanishes immediately after hitting or missing its target.
magic-items
feet of you must succeed on a DC 15 Wisdom saving throw or take 2d12 Necrotic damage. Targets automatically succeed on this save if they aren’t missing any Hit Points or have the Deafened
This bronze mask lets out a deep, sonorous ring when struck. When you’re reduced to 0 Hit Points or fail a Death Saving Throw while wearing the mask, the three enemies nearest to you within 30
True Resurrection
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
its hit points.
This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and
Monsters
Spelljammer: Adventures in Space
advantage if the thri-kreen is missing any hit points), reach 5 ft., one target. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4","rollType":"damage","rollAction":"Gythka","rollDamageType":"slashing"} slashing
damage.
Chatkcha. Ranged Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Chatkcha"} to hit (with advantage if the thri-kreen is missing any hit points), range 30/120 ft., one
magic-items
with this weapon, a foreboding, gonglike sound emanates from the blade. Each enemy within 15 feet of the target that’s missing any of its Hit Points must make a DC 15 Wisdom saving throw, taking 1d8 Psychic damage on a failed save or half as much damage on a successful one.
This dark metal weapon is grimly ornate. You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Once per turn when you reduce a Small or larger creature to 0 Hit Points
Monsters
Planescape: Adventures in the Multiverse
succeed on a DC 13 Charisma saving throw or become cursed for 24 hours. A creature missing any of its hit points has disadvantage on this saving throw. While cursed in this way, the bloodhound can sense
makes three Clawed Gauntlet attacks.
Clawed Gauntlet. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Clawed Gauntlet"} to hit, reach 5 ft., one target. Hit: 7
magic-items
to magically reshape it into any kind of Melee weapon with which you’re proficient that doesn’t have the Heavy or Reach property.
When you hit a creature with this weapon, you can
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
to magically reshape it into any kind of Melee weapon with which you’re proficient that doesn’t have the Heavy or Reach property.
When you hit a creature with this weapon, you can
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
to magically reshape it into any kind of Melee weapon with which you’re proficient that doesn’t have the Heavy or Reach property.
When you hit a creature with this weapon, you can
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
to magically reshape it into any kind of Melee weapon with which you’re proficient that doesn’t have the Heavy or Reach property.
When you hit a creature with this weapon, you can
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
to magically reshape it into any kind of Melee weapon with which you’re proficient that doesn’t have the Heavy or Reach property.
When you hit a creature with this weapon, you can
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
to magically reshape it into any kind of Melee weapon with which you’re proficient that doesn’t have the Heavy or Reach property.
When you hit a creature with this weapon, you can
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
to magically reshape it into any kind of Melee weapon with which you’re proficient that doesn’t have the Heavy or Reach property.
When you hit a creature with this weapon, you can
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
to magically reshape it into any kind of Melee weapon with which you’re proficient that doesn’t have the Heavy or Reach property.
When you hit a creature with this weapon, you can
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
to magically reshape it into any kind of Melee weapon with which you’re proficient that doesn’t have the Heavy or Reach property.
When you hit a creature with this weapon, you can
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
to magically reshape it into any kind of Melee weapon with which you’re proficient that doesn’t have the Heavy or Reach property.
When you hit a creature with this weapon, you can
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On