Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for '15 stones gain'.
Other Suggestions:
15 stone gain
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
15. Singing Stones This elevated cavern near one of Blingdenstone’s main residential areas holds a variety of rocks and crystals in the middle of its bowl-shaped floor. Svirfneblin minstrels skilled
in the art of stone singing can alter the pitch of the vibrations emitted by the individual stones, creating an effect similar to an assemblage of harp-playing bards. When the characters initially
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
15. Singing Stones This elevated cavern near one of Blingdenstone’s main residential areas holds a variety of rocks and crystals in the middle of its bowl-shaped floor. Svirfneblin minstrels skilled
in the art of stone singing can alter the pitch of the vibrations emitted by the individual stones, creating an effect similar to an assemblage of harp-playing bards. When the characters initially
Classes
Player’s Handbook
slaying monsters and plundering treasure; they strive to turn themselves into living weapons.
Becoming a Monk...
As a Level 1 Character
Gain all the traits in the Core Monk Traits table.
Gain
the Monk’s level 1 features, which are listed in the Monk Features table.
As a Multiclass Character
Gain the Hit Point Die trait from the Core Monk Traits table.
Gain the Monk’s level
Classes
Player’s Handbook
Slayer
6
15
4
3
3
3
2
Ranger Class Features
As a Ranger, you gain the following class features when you reach the specified Ranger levels. These features are listed in the Ranger Features table.
wilderness. A Ranger’s talents and magic are honed with deadly focus to protect the world from the ravages of monsters and tyrants.
Becoming a Ranger...
As a Level 1 Character
Gain all the
Classes
Player’s Handbook
15
4
5
20
+6
Eldritch Master
10
4
15
4
5
Warlock Class Features
As a Warlock, you gain the following class features when you reach the specified Warlock levels. These features are listed in the Warlock Features table.
Armor, Sickle, 2 Dagger;Daggers, orb;Arcane Focus (orb), Book (occult lore), Scholar's Pack, and 15 GP; or (B) 100 GP
Warlocks quest for knowledge that lies hidden in the fabric of the
Classes
Player’s Handbook
4
3
3
3
2
20
+6
Subclass feature
3
15
4
3
3
3
2
Paladin Class Features
As a Paladin, you gain the following class features when you reach the specified Paladin levels. These features are listed in the Paladin Features table.
Paladin...
As a Level 1 Character
Gain all the traits in the Core Paladin Traits table.
Gain the Paladin’s level 1 features, which are listed in the Paladin Features table.
As a Multiclass
Magic Items
Dungeon Master’s Guide (2024)
Stone of Protection;Protection (Rare). You gain a +1 bonus to Armor Class while this dusty-rose prism orbits your head.
Ioun Stone of Regeneration;Regeneration (Legendary). You regain 15 Hit Points at
Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color
Classes
Player’s Handbook
Level 1 Character
Gain all the traits in the Core Sorcerer Traits table.
Gain the Sorcerer’s level 1 features, which are listed in the Sorcerer Features table.
As a Multiclass Character
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
to the law, no common criminal or officer of the law can match the subtle brilliance of the greatest Rogues.
Becoming a Rogue...
As a Level 1 Character
Gain all the traits in the Core Rogue
Traits table.
Gain the Rogue’s level 1 features, which are listed in the Rogue Features table.
As a Multiclass Character
Gain the following traits from the Core Rogue Traits table: Hit Point
Classes
Player’s Handbook
magic available in the present age.
Becoming a Wizard...
As a Level 1 Character
Gain all the traits in the Core Wizard Traits table.
Gain the Wizard’s level 1 features, which are listed
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
Monsters
Monster Manual
Ray. Ranged Attack Roll: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Divine Ray"}, range 600 ft. Hit: 35 (6d8 + 8) Necrotic;{"diceNotation":"6d8+8", "rollType":"damage
empyrean and each ally within 30 feet of it gain Advantage on d20 test;D20 Tests until the end of the empyrean’s next turn. The empyrean can’t take this action again until the start of its
Classes
Player’s Handbook
. But Bards’ depth of knowledge and mastery of magic sets them apart.
Becoming a Bard...
As a Level 1 Bard
Gain all the traits in the Core Bard Traits table.
Gain the Bard’s level 1
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
Equipment
Choose A or B: (A) Greataxe, 4 Handaxe;Handaxes, Explorer's Pack, and 15 GP; or (B) 75 GP
Barbarians are mighty warriors who are powered by primal forces of the multiverse that manifest
Barbarian...
As a Level 1 Character
Gain all the traits in the Core Barbarian Traits table.
Gain the Barbarian’s level 1 features, which are listed in the Barbarian Features table.
As a
Magic Items
D&D Free Rules (2024)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.
Monsters
Monster Manual
Ray. Ranged Attack Roll: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Divine Ray"}, range 600 ft. Hit: 35 (6d8 + 8) Necrotic;{"diceNotation":"6d8+8", "rollType":"damage
empyrean and each ally within 30 feet of it gain Advantage on d20 test;D20 Tests until the end of the empyrean’s next turn. The empyrean can’t take this action again until the start of its
Magic Items
Dungeon Master’s Guide (2024)
When you attack a creature with this magic weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 15 Necrotic damage if it isn’t a Construct or an Undead, and you gain Temporary Hit Points equal to the amount of Necrotic damage taken.
Magic Items
D&D Free Rules (2024)
This elegant garment is made from exquisite cloth and adorned with runes.
You gain these benefits while wearing the robe.
Armor. If you aren’t wearing armor, your base Armor Class is 15 plus
Classes
Player’s Handbook
broad ability and extensive specialization makes Fighters superior combatants.
Becoming a Fighter...
As a Level 1 Character
Gain all the traits in the Core Fighter Traits table.
Gain the
Fighter’s level 1 features, which are listed in the Fighter Features table.
As a Multiclass Character
Gain the following traits from the Core Fighter Traits table: Hit Point Die, proficiency
Classes
Player’s Handbook
, individual Druids gain their magic from nature, a nature deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles
regions of unspoiled nature, but when a significant danger arises, Druids take a more active role as adventurers who combat the threat.
Becoming a Druid...
As a Level 1 Character
Gain all the
Magic Items
Dungeon Master’s Guide (2024)
you use the ring again before taking a Long Rest, you must succeed on a DC 15 Constitution saving throw or gain 1 Exhaustion level.
While wearing this ring, you can take a Magic action to gain X-ray vision with a range of 30 feet for 1 minute. To you, solid objects within that radius appear transparent and don’t prevent
Magic Items
Dungeon Master’s Guide (2024)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
You can take a Bonus Action to magically coat the blade with poison. The poison remains for 1 minute or until an
attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 Poison damage and have the Poisoned condition for 1 minute. The weapon can’t be used this way again until the next dawn.
Classes
Player’s Handbook
Character
Gain all the traits in the Core Cleric Traits table.
Gain the Cleric’s level 1 features, which are listed in the Cleric Features table.
As a Multiclass Character
Gain the
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
Magic Items
Dungeon Master’s Guide (2024)
. While the blade exists, this magic weapon functions as a Longsword with the Finesse property. If you are proficient with Longswords or Shortswords, you are proficient with the Sun Blade.
You gain a
.
Sunlight. The sword’s luminous blade emits Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. The light is sunlight. While the blade persists, you can take a Magic action
Magic Items
Dungeon Master’s Guide (2024)
This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:
All-Around Vision. The robe gives you Advantage on Wisdom (Perception) checks that rely on sight
condition for 1 minute. At the end of each of your turns, you make a Constitution saving throw (DC 11 for Light or DC 15 for Daylight), ending the condition on yourself on a success.
Monsters
Monster Manual
. The area within 1 mile of the lair is Lightly Obscured by pale fog. Whenever a creature other than the dracolich or one of its allies finishes a Long Rest in that area, it must succeed on a DC 15
Constitution saving throw or gain 1 Exhaustion level.
Soul Drain. Creatures within 1 mile of the lair have Disadvantage on Death Saving Throws.
If the dracolich is destroyed or moves its lair elsewhere
Magic Items
Dungeon Master’s Guide (2024)
Whelm is a powerful weapon forged by dwarves and lost in the dungeon of White Plume Mountain.
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.
Hurl. Whelm has the
Object from the weapon. Once you cast either spell, you can’t cast it from the weapon again until the next dawn.
Sentience. Whelm is a sentient, Lawful Neutral weapon with an Intelligence of 15
Monsters
Monster Manual
mile of the lair must succeed on a DC 15 Wisdom saving throw or gain no benefit from that rest.
Mists. The area within 1 mile of the lair is Lightly Obscured by a persistent, creeping fog. The vampire
Magic Items
D&D Free Rules (2024)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have
. You also have Disadvantage on attack rolls with weapons other than this one.
Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving
Magic Items
Dungeon Master’s Guide (2024)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As
other than this one.
In addition, while the weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another creature in combat. On a failed save, you must
Monsters
Monster Manual
lair feel as if they’re being watched. Any creature (excluding the death tyrant and its allies) that finishes a Short Rest while within 1 mile of the lair must succeed on a DC 15 Wisdom saving
throw or gain no benefit from that rest.
If the death tyrant dies or moves its lair elsewhere, these effects end immediately.PoisonNegative Energy Cone. The death tyrant’s central eye emits an
Magic Items
Dungeon Master’s Guide (2024)
blood. If the sword doesn’t taste blood on its blade within 1 minute of being drawn from its scabbard, its wielder makes a DC 15 Charisma saving throw. On a successful save, the wielder takes
.
Magic Weapon. You gain a +3 bonus to attack rolls and damage rolls made with the sword, which scores a Critical Hit on a roll of 19 or 20 on the d20 and deals an extra 2d10 Slashing damage to Undead
Magic Items
D&D Free Rules (2024)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy
ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained
Monsters
Bigby Presents: Glory of the Giants
Hill Rebuff reaction.
The object bearing the rune has AC 15; 20 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end of every turn, but
failed save, the target has the restrained condition until the start of the giant’s next turn, and the stones erupt in a burst of thunderous energy that deals 14 (4d6);{"diceNotation":"4d6
Magic Items
Phandelver and Below: The Shattered Obelisk
The haft of this war pick is inlaid with crushed pearlescent stones that imbue the weapon with a faint luminescence. You gain a +1 bonus to attack and damage rolls made with this war pick.
While
Monsters
Bigby Presents: Glory of the Giants
. Melee Weapon Attack: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Slam"} to hit, reach 20 ft., one target. Hit: 30 (4d10 + 8);{"diceNotation":"4d10+8", "rollType":"damage
", "rollAction":"Slam", "rollDamageType":"bludgeoning"} bludgeoning damage.
Spit Rock. Ranged Weapon Attack: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Spit Rock"} to hit, range 120 ft