Regeneration
Regeneration shapes a character's supernatural focus, training, and power set.
Power index
Regeneration Powers
42 powers, grouped by tier. The rules needed for quick reference are shown directly in each row.
Tier 0
2
Force a small wound closed. Regain hit points equal to 1d6 + your WIS modifier. This cannot restore hit points above half your maximum hit points.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Effect
- 1d6 + WIS
- Type
- Healing

When you take damage, brace your body and begin repair. Reduce the damage by 1d6 + your WIS modifier. If this reduces the damage to 0, you may also end one bleeding effect of Tier 0 or lower on yourself.
- Action
- Reaction
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Effect
- 1d6 + WIS
- Type
- Reduction
Tier 1
4
Purge infection, dirt, splinters, venom residue, and minor disease from your own wounds. End one mundane poison, infection, or disease symptom of Tier 1 or lower affecting you. You also regain hit points equal to your WIS modifier.
- Action
- Action
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Effect
- WIS
- Type
- Restoration / Healing

For the duration, you ignore nonmagical pain, soreness, bruising, fatigue from minor exertion, and cosmetic injury. You have advantage on CON saves made to maintain activity despite discomfort, cold, heat, hunger, or thirst.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 10 Minutes
- Type
- Endurance
- Save
- CON

When you take piercing, slashing, poison, acid, or ongoing bleed damage, your blood thickens and tissue seals. Reduce the damage by 1d8 + your WIS modifier and end one mundane bleeding effect on yourself.
- Action
- Reaction
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Effect
- 1d8 + WIS
- Type
- Reduction

Draw on your body’s reserve healing. Regain 1d10 + your Regeneration tier + your WIS modifier hit points. If you are bloodied or below half your maximum hit points, also stand from prone without spending movement.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Effect
- 1d10 + tier + WIS
- Type
- Healing
Tier 2
4
Reset fractured bone, torn muscle, twisted joints, or similar physical trauma in yourself. End one Tier 2 or lower effect reducing your speed, imposing disadvantage on STR or DEX checks from injury, or preventing the use of one limb.
- Action
- Action
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Type
- Restoration

Your body knits continuously. At the start of each of your turns for the duration, regain hit points equal to your WIS modifier if you have at least 1 hit point. This healing cannot restore hit points above half your maximum hit points.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Minute
- Effect
- WIS / round
- Type
- Healing

When you fail a save against poison or take poison damage, violently purge it. Reduce the poison damage by 2d8 + your WIS modifier, and you may immediately repeat the saving throw against one poisoned condition affecting you.
- Action
- Reaction
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Effect
- 2d8 + WIS
- Type
- Reduction / Restoration
- Save
- CON

Close old and new wounds cleanly. Remove one visible scar, limp, minor burn mark, nonmagical skin condition, or cosmetic injury from yourself, or regain 2d8 + your WIS modifier hit points.
- Action
- Action
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Effect
- 2d8 + WIS
- Type
- Healing / Cosmetic
Tier 3
4
When you would become prone, grappled, restrained, slowed, stunned until the start of your next turn, or knocked unconscious by nonlethal damage, make a CON save against the triggering DC. On a success, the condition fails to affect you.
- Action
- Reaction
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Type
- Resistance / Recovery
- Save
- CON

Trigger a burst of tissue repair. Regain 3d8 + your WIS modifier hit points. If you are below half your maximum hit points, you also gain temporary hit points equal to your WIS modifier.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Effect
- 3d8 + WIS
- Type
- Healing / Temp HP

Touch one willing creature and transfer a small portion of your regenerative rhythm. The target regains hit points equal to 2d8 + your WIS modifier now and gains temporary hit points equal to your WIS modifier at the start of each of its turns for the duration while within 30 ft. of you.
- Action
- Action
- Use
- At-Will
- Range
- Touch
- Duration
- 1 Minute
- Effect
- 2d8 + WIS
- Type
- Healing / Temp HP

Your body remembers its preferred form. You have advantage on saves against effects that maim, scar, deform, petrify, age, or permanently alter your body. After a long rest, you may restore one minor physical alteration to your original form.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Type
- Body / Restoration
- Save
- CON
Tier 4
4
Your body stores emergency vitality. When you finish a short or long rest, gain temporary hit points equal to 4d8 + your WIS modifier. While you have these temporary hit points, you have advantage on death saving throws.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Effect
- 4d8 + WIS
- Type
- Temp HP

When you take acid, cold, fire, lightning, necrotic, or radiant damage, your body overcorrects. Reduce the damage by 4d8 + your WIS modifier. If the damage is reduced to 0, regain hit points equal to your WIS modifier.
- Action
- Reaction
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Effect
- 4d8 + WIS
- Type
- Reduction / Healing

Force your body back toward function. End one blinded, deafened, poisoned, diseased, slowed, prone, grappled, restrained, or exhaustion effect of Tier 4 or lower affecting you.
- Action
- Action
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Type
- Restoration

Your skin, scales, scar tissue, or flesh toughens and immediately repairs shallow harm. For the duration, gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. At the start of each of your turns, regain hit points equal to your WIS modifier if you are below half your maximum hit points.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Minute
- Effect
- WIS / round
- Type
- Resistance / Healing
Tier 5
4
When you drop to 0 hit points and do not die outright, make a CON save against DC 10. On a success, you drop to 1 hit point instead. Each time you use this again before finishing a long rest, the DC increases by 5.
- Action
- Reaction
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Effect
- 1 HP
- Type
- Survival
- Save
- CON

Regrow or reattach one lost finger, toe, ear, eye, tooth, hand, foot, limb, tail, horn, or similar body part. A complex organ, head, or vital body core cannot be restored by this power. If the severed part is present, the process takes only an action.
- Action
- 1 Minute
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Type
- Regrowth

Make a melee power attack as your body converts aggression into repair. On a hit, the target takes 6d8 bludgeoning damage, and you regain hit points equal to half the damage dealt.
- Action
- Action
- Use
- At-Will
- Range
- Melee
- Duration
- Instant
- Effect
- 6d8
- Type
- Bludgeoning / Healing
- Roll
- Attack

For the duration, regain 10 hit points at the start of each of your turns if you have at least 1 hit point. If you take fire or acid damage, this healing does not occur at the start of your next turn.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Minute
- Effect
- 10 / round
- Type
- Healing
Tier 6
4
For the duration, regain 15 hit points at the start of each of your turns if you have at least 1 hit point. If you take fire, acid, or necrotic damage, this healing is reduced to 5 hit points at the start of your next turn.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Minute
- Effect
- 15 / round
- Type
- Healing

Repair damaged organs, deep infections, internal bleeding, shattered bones, ruined senses, and similar severe bodily harm. End one blinded, deafened, poisoned, diseased, paralyzed, stunned, or exhaustion effect of Tier 6 or lower affecting you if it has a bodily cause.
- Action
- Action
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Type
- Restoration

Your Regeneration powers ignore effects that reduce healing by half unless the effect is Tier 6 or higher. You age at half the normal rate, recover twice as many hit dice during rests, and have advantage on saves against disease, poison, and exhaustion.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Type
- Regeneration
- Save
- CON

When you take damage, release a pulse of uncontrolled healing tissue and vitality. Reduce the damage by 6d8 + your WIS modifier. You and allies of your choice in the emanation regain hit points equal to your WIS modifier.
- Action
- Reaction
- Use
- At-Will
- Range
- Self (15 ft.)
- Duration
- Instant
- Effect
- 6d8 + WIS
- Type
- Reduction / Healing
Tier 7
4
Touch yourself or a willing creature. Remove nonmagical scarring, disfigurement, missing minor tissue, burn marks, brand marks, lingering pain, and cosmetic damage. If used on yourself, also regain hit points equal to 7d8 + your WIS modifier.
- Action
- 1 Minute
- Use
- At-Will
- Range
- Touch
- Duration
- Instant
- Effect
- 7d8 + WIS
- Type
- Cosmetic / Healing

Restore yourself with extreme speed. Regain 7d10 + your WIS modifier hit points and end one condition of Tier 7 or lower affecting you that your body could physically recover from, including blinded, deafened, poisoned, diseased, paralyzed, stunned, restrained, or exhaustion.
- Action
- Action
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Effect
- 7d10 + WIS
- Type
- Healing / Restoration

For the duration, when you deal melee damage to a hostile creature, regain hit points equal to your WIS modifier. Once per turn, if you critically hit or reduce a hostile creature to 0 hit points, regain 4d8 additional hit points.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Minute
- Effect
- WIS / 4d8
- Type
- Healing
- Roll
- Attack

When a body part is severed, destroyed, petrified, or transformed by an effect of Tier 7 or lower, immediately regrow it or reassert its true form. If the effect would have killed you solely by removing that part, you survive at 1 hit point.
- Action
- Reaction
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Effect
- 1 HP
- Type
- Regrowth / Survival
Tier 8
4
When you take acid, cold, fire, lightning, necrotic, poison, radiant, or thunder damage, reduce it by 8d8 + your WIS modifier. For the duration, you gain resistance to that damage type. If you already have resistance, gain temporary hit points equal to the damage prevented.
- Action
- Reaction
- Use
- At-Will
- Range
- Self
- Duration
- 1 Hour
- Effect
- 8d8 + WIS
- Type
- Reduction / Resistance

Your body constantly corrects itself. You are immune to mundane disease and poison, and you have advantage on saves against magical disease, poison, petrification, polymorph, aging, and exhaustion. Lost minor body parts regrow over a long rest.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Type
- Regeneration / Immunity
- Save
- CON

Your regenerative field spills outward. You regain 10 hit points at the start of each of your turns. Allies of your choice in the emanation regain hit points equal to your WIS modifier at the start of their turns if they have at least 1 hit point.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self (30 ft.)
- Duration
- 1 Minute
- Effect
- 10 / WIS
- Type
- Healing

When you would die from damage and at least a heart, brain, soul-anchor, or fist-sized piece of your body remains, survive at 1 hit point instead. You immediately regrow enough body to act, though missing gear is not restored.
- Action
- Reaction
- Use
- 1/Long Rest
- Range
- Self
- Duration
- Instant
- Effect
- 1 HP
- Type
- Survival / Regrowth
Tier 9
4
When an effect would transform, petrify, age, disintegrate, sever, mutate, or body-control you, make a CON save against the effect’s DC. On a success, the effect fails against you. On a failure, reduce any damage from the effect by 9d8 + your WIS modifier.
- Action
- Reaction
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Effect
- 9d8 + WIS
- Type
- Reduction / Resistance
- Save
- CON

If you died within the last minute and any meaningful remains or soul-anchor persist, your regeneration restarts. You return to life with 1 hit point, regrow enough body to survive, and gain temporary hit points equal to 9d10 + your WIS modifier.
- Action
- 1 Minute
- Use
- 1/Long Rest
- Range
- Self
- Duration
- Instant
- Effect
- 9d10 + WIS
- Type
- Resurrection / Regrowth

Your Regeneration powers ignore healing reduction and effects that prevent regrowth unless those effects are Tier 9 or higher. You are immune to mundane aging, disease, poison, scarring, bleeding, and exhaustion from exertion.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Type
- Regeneration / Immunity

For the duration, regain 25 hit points at the start of each of your turns if you have at least 1 hit point. If you take fire, acid, necrotic, or disintegration damage, regain only 10 hit points at the start of your next turn.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Minute
- Effect
- 25 / round
- Type
- Healing
Tier 10
4
You no longer age unless you choose to, cannot be scarred or maimed permanently by effects below Tier 10, and cannot die from disease, poison, blood loss, organ failure, suffocation, or ordinary bodily decay. You still die if your soul is destroyed, your regeneration is suppressed by a Tier 10 effect, or a story condition overcomes your body.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Type
- Immortality / Body

For the duration, regain 50 hit points at the start of each of your turns if you have at least 1 hit point. You also regrow any missing non-vital body part at the start of your next turn and end one bodily condition of Tier 10 or lower at the end of each of your turns.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Minute
- Effect
- 50 / round
- Type
- Healing / Regrowth

When your body is destroyed, disintegrated, consumed, or scattered, your regeneration rebuilds you from a soul-anchor, blood memory, or smallest surviving trace. You reform in the nearest safe space with 1 hit point at the end of the duration. If your soul is trapped or erased, this power fails.
- Action
- Reaction
- Use
- 1/Long Rest
- Range
- Self
- Duration
- 1 Minute
- Effect
- 1 HP
- Type
- Survival / Reformation

Awaken mythic regeneration tied to your original, ideal, or chosen body. Define its principle with the GM: body that cannot be scarred, bloodline that always returns, heart that regrows a hero, flesh that remembers truth, or a wound that heals the world. It can restore an impossible bodily loss or establish a lasting regenerative story effect, ending only by Tier 10 anti-life, soul destruction, divine intervention, or a story condition set when used.
- Action
- Action
- Use
- 1/Ever
- Range
- Self
- Duration
- Until Resolved
- Effect
- Unique
- Type
- Regeneration / Story
- Roll
- Varies
- Save
- Varies
