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                        Returning 35 results for 'noted cure remain pdf'.
                    
                
                        
                            
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                                        node curse remain pdf
                                    
                                
                        
                    
                
                        
                                                     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
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     attacks). She has the following druid spells prepared:
Cantrips (at will): druidcraft, mending, poison spray, produce flame
1st level (4 slots): cure wounds, entangle, faerie fire, speak with animals
                                                
                                            
                                                
                                                    , wall of fire
5th level (3 slots): commune with nature, mass cure wounds, tree stride
6th level (1 slot): heal, heroes' feast, sunbeam
7th level (1 slot): fire storm
8th level (1 slot): animal shapes
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     sense, entangle, speak with animals
3/day each: animal messenger, dominate beast, faerie fire, tree stride
1/day each: commune with nature (as an action), mass cure woundsArchdruids watch over the
                                                
                                            
                                                
                                                     Elemental with a challenge rating of 6 or less and can remain in that form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the
                                                
                                            
                                        
                                                     Monsters
                                                    Thieves’ Gallery
                                                    
                                                
                                            
                                                    : animal messenger, beast sense, speak with animals
2/day each: cure wounds, entangle, faerie fire, thunderwaveFiery Rebuke (3/Day). When Doric is damaged by a creature that she can see within 60 feet
                                                
                                            
                                                
                                                     owlbear (see the Monster Manual).
Doric can remain in that form for up to 2 hours. She can choose whether her equipment falls to the ground, melds with her new form, or is worn by the new form. Doric
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ):
At will: hold person
2/day each: cure wounds (as a 5th-level spell), lesser restoration
1/day each: greater restoration, revivifyFoster Peace. If a creature charmed by the eladrin hits with an
                                                
                                            
                                                
                                                     different seasonal aspects, with behaviors and abilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each
                                                
                                            
                                        
                                                     Monsters
                                                    Divine Contention
                                                    
                                                
                                            
                                                    ":"Spellcasting"} to hit with spell attacks). She has the following druid spells prepared:
Cantrips (at will): druidcraft, mending, produce flame
1st level (4 slots): cure wounds, detect magic, entangle
                                                
                                            
                                                
                                                     earned her nickname from her habit of gnawing on old kills, and is often seen with a mangled corpse hanging from her mouth. Other dragons rarely remain in Kryptgarden Forest for long, because
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     Charisma as the spellcasting ability (spell save DC 19):
At will: detect magic, druidcraft, speak with animals
2/day each: animal messenger, cure wounds, dispel magic, entangle, invisibility
1/day each
                                                
                                            
                                                
                                                     with a mangled corpse hanging from her mouth. Other dragons rarely remain in Kryptgarden Forest for long, because Claugiyliamatar drives them out.
Claugiyliamatar rarely meddles in the affairs of small
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     commands. The beasts remain for 1 hour, until Keresta dies, or until Keresta dismisses them as a bonus action.Keresta can take 3 legendary actions, choosing from the options below. Only one legendary
                                                
                                            
                                                
                                                    . It vanishes when light is brought to bear on it but reappears when the light passes. A permanent fog hangs in some areas regardless of light, as noted in the descriptions of those areas.
Rats and
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    
2/day: Mass Cure Wounds (cast at 8th level)
1/day each: Blade Barrier, Divination, Greater RestorationThe medusa can take 3 legendary actions, choosing from the options below. It can take only one
                                                
                                            
                                                
                                                     a surface such as a ceiling with no way to remain there (for example, sufficient handholds), it falls at the end of this movement.
Regional Effects
The region containing a medusa’s lair is
                                                
                                            
                                        
                                                    Archdruid
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     with spell attacks). It has the following druid spells prepared:
Cantrips (at will): druidcraft, mending, poison spray, produce flame
1st level (4 slots): cure wounds, entangle, faerie fire, speak with
                                                
                                            
                                                
                                                    , stoneskin, wall of fire
5th level (3 slots): commune with nature, mass cure wounds, tree stride
6th level (1 slot): heal, heroes' feast, sunbeam
7th level (1 slot): fire storm
8th level (1 slot
                                                
                                            
                                        
                                                     Monsters
                                                    Locathah Rising
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                    , mass cure wounds6th level (1 slot): conjure feyBalm of the Summer Court (12d6). (As a Bonus Action) Amble can choose one creature they can see within 120 feet of them and spend up to 6d6
                                                
                                            
                                        
                                                    Orb of Dragonkind
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb
                                                
                                            
                                                
                                                     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 suggestion on you at will (save DC 18), urging you to
                                                
                                            
                                        
                                                     Species
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     it, giff are drawn to the Astral Plane because, on a deep psychic level, they remain connected to their creator gods, who have just enough divine spark left in them to imbue giff with sparks of their
                                                
                                            
                                                
                                                     rules 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
                                                
                                            
                                        
                                                     Species
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ’s appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral.
Most shifters resemble a particular kind of lycanthrope. You can
                                                
                                            
                                                
                                                     rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.
Life Span
The
                                                
                                            
                                        
                                                     Species
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     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 Construct type. (The autognome is a
                                                
                                            
                                                
                                                     a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries—a fact noted in the description of the race in question.
Height and Weight
Player
                                                
                                            
                                        
                                                     Species
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     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 Construct type. (The
                                                
                                            
                                                
                                                    ’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries—a fact noted in the description of the race in question.
Height and Weight
                                                
                                            
                                        
                                                     Species
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     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 that has
                                                
                                            
                                                
                                                     century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries—a fact noted in the description of the race
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hold Back The Dead
                                                    
                                                
                                            
                                                    Niko  Downloadable PDF Spellcasting Spellcasting Ability: Wisdom
 Spell DC: 14
 Spell Attack Modifier: +6
  Cantrips (At Will)   Spell School Special*   Guidance Divination C Light Evocation
                                                
                                            
                                                
                                                     — Sacred Flame Evocation — Thaumaturgy Transmutation — Toll the Dead Necromancy —   Level 1 Cleric Spells (Slots: 4)   Spell School Special*   Bless (always prepared) Enchantment C, M Cure Wounds (always
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Scions of Elemental Evil
                                                    
                                                
                                            
                                                    Niko  Downloadable PDF Spellcasting Spellcasting Ability: Wisdom
 Spell DC: 14
 Spell Attack Modifier: +6
  Cantrips (At Will)   Spell School Special*   Guidance Divination C Light Evocation
                                                
                                            
                                                
                                                     — Sacred Flame Evocation — Thaumaturgy Transmutation — Toll the Dead Necromancy —   Level 1 Cleric Spells (Slots: 4)   Spell School Special*   Bless (always prepared) Enchantment C, M Cure Wounds (always
                                                
                                            
                                        
                                                     Species
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     emotions captured in the Feywild in the form of seasons—affinities that affect the eladrin’s mood and appearance. An eladrin’s season can change, though some remain in one season
                                                
                                            
                                                
                                                    , Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure
                                                
                                            
                                        
                                                     Species
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     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 Construct type. (The autognome is a noteworthy
                                                
                                            
                                                
                                                     on an adventure. Members of some races, such as dwarves and elves, can live for centuries—a fact noted in the description of the race in question.
Height and Weight
Player characters
                                                
                                            
                                        
                                                     Species
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    , Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the text of the cure
                                                
                                            
                                                
                                                    , can live for centuries—a fact noted in the description of the race in question.
Height and Weight
Player characters, regardless of race, typically fall into the same ranges of height and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     Dragon Ideals    d6 Ideal 
     1  Foresight. Righteous action requires carefully weighing potential consequences to ensure the cure is not worse than the disease. (Lawful) 
   2  Restraint. I cannot
                                                
                                            
                                                
                                                     history. By acting strategically, I tip the ultimate balance toward justice and virtue. (Good) 
   4  Objectivity. I remain impartial in my judgments and refuse to let personal feelings get in the way of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     otherwise noted. Doors Doors throughout the area are made of heavy stone with metal hinges. The cult keeps the doors well-oiled, so they don’t make noise when opened. All doors are unlocked unless
                                                
                                            
                                                
                                                     otherwise noted. Lighting Areas C1–C12 are dark, and characters must have darkvision or a light source to see. Cult members frequent areas C13–C26, so lanterns hung on wall hooks create bright light there
                                                
                                            
                                        
                                                     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->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Temple Features This complex has the following features. Any exceptions are noted in areas to which they apply. Ceilings. Ceilings are 15 feet high. Doors. Doors consist of stone slabs balanced on
                                                
                                            
                                                
                                                     central pivots — opening a door creates two gaps about 3 feet wide. No locks remain operable, but the cultists secure some doors with a hasp-and-pin closure. Characters can force open such doors with a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hold Back The Dead
                                                    
                                                
                                            
                                                    Hank  Downloadable PDF Spellcasting Spellcasting Ability: Wisdom
 Spell DC: 12
 Spell Attack Modifier: +4
  Level 1 Ranger Spells (Slots: 3)   Spell School Special*   Cure Wounds Abjuration
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Scions of Elemental Evil
                                                    
                                                
                                            
                                                    Hank  Downloadable PDF Spellcasting Spellcasting Ability: Wisdom
 Spell DC: 12
 Spell Attack Modifier: +4
  Level 1 Ranger Spells (Slots: 3)   Spell School Special*   Cure Wounds Abjuration
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice & Errata
                                                    
                                                
                                            
                                                     consumed component? No. A Spellcasting Focus can be used in place of a Material component only if that component has no cost noted in the spell’s description and if that component isn’t consumed. What’s
                                                
                                            
                                                
                                                     component with the hand holding the Shield, allowing the Cleric to keep wielding the Mace. However, if this same Cleric were to later cast Cure Wounds—which has Somatic components but no Material components—they would need to unequip either their Shield or Mace to free a hand for the Somatic components.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     archdruid adopts. These creatures appear in the Monster Manual, unless otherwise noted.  Archdruid Favored Shapes   d8 Favored Shape   1 Air elemental 2 Earth elemental 3 Fire elemental 4 Giant
                                                
                                            
                                                
                                                    , faerie fire, tree stride
 1/day each: commune with nature (as an action), mass cure wounds
 Bonus Actions
 Change Shape (2/Day). The archdruid magically transforms into a Beast or an Elemental with a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     attacks). It has the following druid spells prepared:
 Cantrips (at will): druidcraft, mending, poison spray, produce flame
 1st level (4 slots): cure wounds, entangle, faerie fire, speak with animals
                                                
                                            
                                                
                                                    , stoneskin, wall of fire
 5th level (3 slots): commune with nature, mass cure wounds, tree stride
 6th level (1 slot): heal, heroes’ feast, sunbeam
 7th level (1 slot): fire storm
 8th level (1 slot
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Temple Features This complex has the following features. Any exceptions are noted in areas to which they apply. Ceilings. Ceilings are 15 feet high. Doors. Doors consist of stone slabs balanced on
                                                
                                            
                                                
                                                     central pivots — opening a door creates two gaps about 3 feet wide. No locks remain operable, but the cultists secure some doors with a hasp-and-pin closure. Characters can force open such doors with a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     stonework of their city. The complex has the following features. Any exceptions are noted in areas to which they apply. Ceilings. In the passages, the walls slope together unevenly to meet at an angle
                                                
                                            
                                                
                                                    . No original locks remain operable, but the cultists secure some doors with a hasp-and-pin mechanism. A door closed in this way can be forced with a successful DC 15 Strength check. Light. The glow of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Temple Features This quarter has the following features. Any exceptions are noted in areas to which they apply. Ceilings. Ceilings are 15 feet high. Doors. Doors consist of stone slabs balanced on
                                                
                                            
                                                
                                                     central pivots — opening a door creates two gaps about 3 feet wide. No locks remain operable, but the cultists secure some doors with a hasp-and-pin closure. Characters can force open such doors with a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     restore the Tyar-Besil palace and transform it into Aerisi Kalinoth’s new Temple of Howling Hatred. The area has the following features. Any exceptions are noted in areas to which they apply. Ceilings
                                                
                                            
                                                
                                                     pivots. Opening a door creates two gaps, each about 3 feet wide. No locks remain operable, but some doors are stuck. It takes a successful DC 15 Strength check to force open a stuck door. Double doors
                                                
                                            
                                        






