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Returning 35 results for 'hit spell'.
Classes
Player’s Handbook
Core Warlock Traits
Primary Ability
Charisma
Hit Point Die
D8 per Warlock level
Saving Throw Proficiencies
Wisdom and Charisma
Skill Proficiencies
Choose 2: Arcana
in the Warlock Features table.
As a Multiclass Character
Gain the following traits from the Core Warlock Traits table: Hit Point Die and training with Light armor.
Gain the Warlock’s
Classes
Player’s Handbook
Core Wizard Traits
Primary Ability
Intelligence
Hit Point Die
D6 per Wizard level
Saving Throw Proficiencies
Intelligence and Wisdom
Skill Proficiencies
Choose 2: Arcana
in the Wizard Features table.
As a Multiclass Character
Gain the Hit Point Die from the Core Wizard Traits table.
Gain the Wizard’s level 1 features, which are listed in the Wizard
Classes
Player’s Handbook
Core Ranger Traits
Primary Ability
Dexterity and Wisdom
Hit Point Die
D10 per Ranger level
Saving Throw Proficiencies
Strength and Dexterity
Skill Proficiencies
Choose 3
Ranger Traits table: Hit Point Die, proficiency with Martial weapons, proficiency in one skill of your choice from the Ranger’s skill list, and training with Light and Medium armor and Shields
Classes
Player’s Handbook
Core Paladin Traits
Primary Ability
Strength and Charisma
Hit Point Die
D10 per Paladin level
Saving Throw Proficiencies
Wisdom and Charisma
Skill Proficiencies
Choose 2
Character
Gain the following traits from the Core Paladin Traits table: Hit Point Die, proficiency with Martial weapons, and training with Light and Medium armor and Shields.
Gain the Paladin’s
Classes
Player’s Handbook
Core Bard Traits
Primary Ability
Charisma
Hit Point Die
D8 per Bard level
Saving Throw Proficiencies
Dexterity and Charisma
Skill Proficiencies
Choose any 3 skills
features, which are listed in the Bard Features table.
As a Multiclass Bard
Gain the following traits from the Core Bard Traits table: Hit Point Die, proficiency in one skill of your choice
Classes
Player’s Handbook
Core Sorcerer Traits
Primary Ability
Charisma
Hit Point Die
D6 per Sorcerer level
Saving Throw Proficiencies
Constitution and Charisma
Skill Proficiencies
Choose 2
Gain the Hit Point Die from the Core Sorcerer Traits table.
Gain the Sorcerer’s level 1 features, which are listed in the Sorcerer Features table. See the multiclassing rules to determine
Classes
Player’s Handbook
Core Cleric Traits
Primary Ability
Wisdom
Hit Point Die
D8 per Cleric level
Saving Throw Proficiencies
Wisdom and Charisma
Skill Proficiencies
Choose 2: History, Insight
following traits from the Core Cleric Traits table: Hit Point Die and training with Light and Medium armor and Shields.
Gain the Cleric’s level 1 features, which are listed in the Cleric Features
Classes
Player’s Handbook
Core Druid Traits
Primary Ability
Wisdom
Hit Point Die
D8 per Druid level
Saving Throw Proficiencies
Intelligence and Wisdom
Skill Proficiencies
Choose 2: Animal Handling
Traits table: Hit Point Die and training with Light armor and Shields.
Gain the Druid’s level 1 features, which are listed in the Druid Features table. See the multiclassing rules in chapter 2
Spells
Player’s Handbook
Choose up to three creatures within range. Each target’s Hit Point maximum and current Hit Points increase by 5 for the duration.
Using a Higher-Level Spell Slot. Each target’s Hit Points increase by 5 for each spell slot level above 2.
Magic Items
D&D Free Rules (2024)
While wearing this circlet, you can cast Scorching Ray with it (+5 to hit). The circlet can’t cast this spell again until the next dawn.
Magic Items
D&D Free Rules (2024)
This Mace has 6 charges and regains 1d6 expended charges daily at dawn. While holding the Mace, you can expend 1 of its charges to cast Summon Celestial (+9 to hit with spell attacks).
Spells
Player’s Handbook
Protective magical frost surrounds you. You gain 5 Temporary Hit Points. If a creature hits you with a melee attack roll before the spell ends, the creature takes 5 Cold damage. The spell ends early
if you have no Temporary Hit Points.
Using a Higher-Level Spell Slot. The Temporary Hit Points and the Cold damage both increase by 5 for each spell slot level above 1.
Magic Items
D&D Free Rules (2024)
When you drink this potion, you gain 10 Temporary Hit Points that last for 1 hour. For the same duration, you are under the effect of the Bless spell (no Concentration required).
This potion’s blue liquid bubbles and steams as if boiling.
Spells
Player’s Handbook
You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 Hit Points before the spell ends, the target instead drops to 1 Hit Point, and the
spell ends.
If the spell is still in effect when the target is subjected to an effect that would kill it instantly without dealing damage, that effect is negated against the target, and the spell ends.
Spells
Player’s Handbook
Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can’t regain Hit Points until the end of your
Spells
Player’s Handbook
You gain 2d4 + 4 Temporary Hit Points.
Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level above 1.
Spells
Player’s Handbook
You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell
Spells
Player’s Handbook
Points of the new form. These Temporary Hit Points vanish if any remain when the spell ends.
The target is limited in the actions it can perform by the anatomy of its new form, and it can’t speak
creature (the object must be neither worn nor carried). The transformation lasts for the duration or until the target dies or is destroyed, but if you maintain Concentration on this spell for the full
Spells
Player’s Handbook
You fortify up to six creatures you can see within range. The spell bestows 120 Temporary Hit Points, which you divide among the spell’s recipients.
Spells
Player’s Handbook
The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it
can’t benefit from the Invisible condition.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Spells
Player’s Handbook
You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your
next turn.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
Spells
Player’s Handbook
You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.
Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.
Spells
Player’s Handbook
The target hit by the attack roll takes an extra 5d10 Force damage from the attack. If the attack reduces the target to 50 Hit Points or fewer, the target must succeed on a Charisma saving throw or
be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
Spells
Player’s Handbook
Hit Points equal to the Hit Points of the first form into which you shape-shift. These Temporary Hit Points vanish if any remain when the spell ends.
Your game statistics are replaced by the stat
no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can’t be a Construct or an Undead.
When you cast the spell, you gain a number of Temporary
Spells
Player’s Handbook
modifier. Those dice are then expended.
Using a Higher-Level Spell Slot. The number of unexpended Hit Dice you can roll increases by one for each spell slot level above 2.
You tap into your life force to heal yourself. Roll one or two of your unexpended Hit Point Dice, and regain a number of Hit Points equal to the roll’s total plus your spellcasting ability
Spells
Player’s Handbook
Until the spell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit.
Spells
Player’s Handbook
You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have
Advantage on any Wisdom (Perception or Survival) check you make to find it.
If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature
Magic Items
Dungeon Master’s Guide (2024)
creature whose soul has been devoured by Blackrazor can be restored to life only by a Wish spell.
When Blackrazor devours a soul that isn’t yours, you gain Temporary Hit Points equal to the slain
creature’s Hit Point maximum.
Haste. Blackrazor can cast Haste on you, after which it can’t cast this spell again until the next dawn. Blackrazor decides when to cast the spell, which takes
Spells
Player’s Handbook
number of Hit Dice [d10s] equal to the spell’s level)
Speed 60 ft., Fly 60 ft. (requires level 4+ spell)
Mod
Save
STR
18
+4
+4
DEX
12
+1
+1
CON
1 mile (works only with you)
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Life Bond. When you regain Hit Points from a level 1+ spell, the steed regains the same number of Hit Points if
Spells
Player’s Handbook
target gains a number of Temporary Hit Points equal to the Hit Points of the first form into which it shape-shifts. These Temporary Hit Points vanish if any remain when the spell ends. The transformation lasts for the duration or until the target ends it as a Bonus Action.
statistics, but the target retains its creature type; Hit Points; Hit Point Dice; alignment; ability to communicate; and Intelligence, Wisdom, and Charisma scores. The target’s actions are
Spells
Player’s Handbook
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic
damage, and you regain Hit Points equal to half the amount of Necrotic damage dealt.
Until the spell ends, you can make the attack again on each of your turns as a Magic action, targeting the same
Magic Items
Dungeon Master’s Guide (2024)
with a weapon held by it deals an extra 2d8 Cold damage on a hit.
Spellcasting. The hand has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Hand of Vecna
benefits:
Truesight. You have Truesight out to 240 feet.
Spellcasting. The eye has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Eye of Vecna Spells table
Magic Items
D&D Free Rules (2024)
This pointed hat has the following properties.
Spellcasting Focus. While holding the hat, you can use it as a Spellcasting Focus for your Wizard spells. Any spell you cast using the hat gains a
special Somatic component: you must reach into the hat and “pull” the spell out of it.
Unknown Spell. While holding the hat, you can try to cast a level 1+ spell you don’t know. The
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.
Spells
Player’s Handbook
Hit Points equal to the Hit Points of the Beast form. These Temporary Hit Points vanish if any remain when the spell ends. The spell ends early on the target if it has no Temporary Hit Points left
statistics are replaced by the stat block of the chosen Beast, but the target retains its alignment, personality, creature type, Hit Points, and Hit Point Dice.
The target gains a number of Temporary