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Returning 35 results for '38 sacred trace'.
Other Suggestions:
38 sacred trade
38 sacred train
38 sacred travel
38 sacred traces
38 sacred teach
Monsters
Monster Manual
effects.Multiattack. The empyrean makes two attacks, using Sacred Weapon or Divine Ray in any combination.
Sacred Weapon. Melee Attack Roll: +17;{"diceNotation":"1d20+17", "rollType":"to hit
", "rollAction":"Sacred Weapon"}, reach 10 ft. Hit: 31 (6d6 + 10);{"diceNotation":"6d6+10", "rollType":"damage", "rollAction":"Sacred Weapon", "rollDamageType":"Force"} Force damage, and the target has the
Monsters
Monster Manual
effects.Multiattack. The empyrean makes two attacks, using Sacred Weapon or Divine Ray in any combination.
Sacred Weapon. Melee Attack Roll: +17;{"diceNotation":"1d20+17", "rollType":"to hit
", "rollAction":"Sacred Weapon"}, reach 10 ft. Hit: 31 (6d6 + 10);{"diceNotation":"6d6+10", "rollType":"damage", "rollAction":"Sacred Weapon", "rollDamageType":"Force"} Force damage, and the target has the
Monsters
Storm King's Thunder
target. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage","rollAction":"Shortbow","rollDamageType":"piercing"} piercing damage.
Spellcasting (Requires a Sacred Bundle). The shaman casts one
and respect a shaman’s power.
An Uthgardt shaman must possess a sacred bundle to cast spells. A sacred bundle is made up of sticks, bones, feathers, tufts of fur, and stones that have been &ldquo
Monsters
Acquisitions Incorporated
innately cast the following spells, requiring no material components:
At will: minor illusion, sacred flame, thaumaturgy
1/day each: command, darkness, darkvision, pass without trace
Monsters
Candlekeep Mysteries
throw, taking 38 (7d10);{"diceNotation":"7d10","rollType":"damage","rollAction":"Fire Storm","rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful one. The fire
following spells using Wisdom as the spellcasting ability (save DC 19):
At will: druidcraft
3/day each: detect magic, fog cloud, pass without trace
1/day each: antilife shell, dispel magic, speak with
races
dusk, the forest hermit who appeared from nowhere to warn of unseen danger ahead, or the druidic acolyte protecting a sacred spring do not share their fears. For these folk have already been touched
descended from werebears, wererats, wereravens, or even rarer lycanthropes.
The weaker trace of lycanthropy handed down to a wulven means they do not take animal or hybrid form. They are as calm and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
spirits of the dead compel them. Other Uthgardt fear and respect a shaman’s power. An Uthgardt shaman must possess a sacred bundle to cast spells. A sacred bundle is made up of sticks, bones, feathers
, tufts of fur, and stones that have been “touched” by spirits. It takes a month for a shaman to assemble a sacred bundle, and a shaman can use only one such bundle at a time. A sacred bundle benefits
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
spirits of the dead compel them. Other Uthgardt fear and respect a shaman’s power. An Uthgardt shaman must possess a sacred bundle to cast spells. A sacred bundle is made up of sticks, bones, feathers
, tufts of fur, and stones that have been “touched” by spirits. It takes a month for a shaman to assemble a sacred bundle, and a shaman can use only one such bundle at a time. A sacred bundle benefits
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
age, aurochs are sacred symbols of Bahgtru. No orc will eat such creatures, which are treated as honored warriors when they perish. Aurochs
Large beast, unaligned
Armor Class 11 (natural armor
)
Hit Points 38 (4d10 + 16)
Speed 50 ft.
STR
20(+5)
DEX
10(+0)
CON
19(+4)
INT
2(–4)
WIS
12(+1)
CHA
5(–3)
Senses passive Perception 11
Languages
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
age, aurochs are sacred symbols of Bahgtru. No orc will eat such creatures, which are treated as honored warriors when they perish. Aurochs
Large beast, unaligned
Armor Class 11 (natural armor
)
Hit Points 38 (4d10 + 16)
Speed 50 ft.
STR
20(+5)
DEX
10(+0)
CON
19(+4)
INT
2(–4)
WIS
12(+1)
CHA
5(–3)
Senses passive Perception 11
Languages
Compendium
- Sources->Dungeons & Dragons->Monster Manual
against spells and other magical effects.
Actions
Multiattack. The empyrean makes two attacks, using Sacred Weapon or Divine Ray in any combination.
Sacred Weapon. Melee Attack Roll: +17, reach
Trace, Water Breathing
1/Day Each: Commune, Dispel Evil and Good, Plane Shift
Legendary Actions
Legendary Action Uses: 3. Immediately after another creature’s turn, the empyrean can expend a use to
Compendium
- Sources->Dungeons & Dragons->Monster Manual
against spells and other magical effects.
Actions
Multiattack. The empyrean makes two attacks, using Sacred Weapon or Divine Ray in any combination.
Sacred Weapon. Melee Attack Roll: +17, reach
Trace, Water Breathing
1/Day Each: Commune, Dispel Evil and Good, Plane Shift
Legendary Actions
Legendary Action Uses: 3. Immediately after another creature’s turn, the empyrean can expend a use to
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
alive. Divine Guardians. Good deities placed unicorns on the Material Plane to ward away evil and preserve and protect sacred places. Most unicorns protect a bounded realm such as an enchanted forest
. However, the gods sometimes send a unicorn to guard sacred artifacts or protect specific creatures. When the forces of darkness strike against an individual the gods wish to protect, they might send
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
occupy a space the lich can see, and each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a DC 19 Dexterity saving throw, taking 38 (7d10
, pass without trace
1/day each: antilife shell, dispel magic, speak with plants, transport via plants
Legendary Actions
The lich can take 3 legendary actions, choosing from the options below
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
occupy a space the lich can see, and each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a DC 19 Dexterity saving throw, taking 38 (7d10
, pass without trace
1/day each: antilife shell, dispel magic, speak with plants, transport via plants
Legendary Actions
The lich can take 3 legendary actions, choosing from the options below
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
alive. Divine Guardians. Good deities placed unicorns on the Material Plane to ward away evil and preserve and protect sacred places. Most unicorns protect a bounded realm such as an enchanted forest
. However, the gods sometimes send a unicorn to guard sacred artifacts or protect specific creatures. When the forces of darkness strike against an individual the gods wish to protect, they might send
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
on himself.
Spellcasting. Hrigg’s spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). He has the following cleric spells prepared:
At will: guidance, sacred flame
.
6th 38 (7d8 + 7) Potent Cantrips. Hrigg adds his Wisdom modifier to the damage he deals with any cantrip. 7th 44 (8d8 + 8) Spellcasting. Hrigg gains one 2nd-level spell slot. He also learns
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
on himself.
Spellcasting. Hrigg’s spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). He has the following cleric spells prepared:
At will: guidance, sacred flame
.
6th 38 (7d8 + 7) Potent Cantrips. Hrigg adds his Wisdom modifier to the damage he deals with any cantrip. 7th 44 (8d8 + 8) Spellcasting. Hrigg gains one 2nd-level spell slot. He also learns
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. Rosie’s innate spellcasting ability is Wisdom (spell save DC 12). She can innately cast the following spells, requiring no material components:
At will: minor illusion, sacred flame, thaumaturgy
1
/day each: command, darkness, darkvision, pass without trace, silence
Actions
Multiattack. Rosie makes three attacks, then makes two unarmed strike attacks.
Staff of the Master (+1 Quarterstaff
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. Rosie’s innate spellcasting ability is Wisdom (spell save DC 12). She can innately cast the following spells, requiring no material components:
At will: minor illusion, sacred flame, thaumaturgy
1
/day each: command, darkness, darkvision, pass without trace, silence
Actions
Multiattack. Rosie makes three attacks, then makes two unarmed strike attacks.
Staff of the Master (+1 Quarterstaff
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of the Land The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or
Druid Level
Spells
3rd invisibility, pass without trace 5th daylight, haste 7th divination, freedom of movement 9th dream, insect plague Mountain Druid Level
Spells
3rd spider climb
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of the Land The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or
Druid Level
Spells
3rd invisibility, pass without trace 5th daylight, haste 7th divination, freedom of movement 9th dream, insect plague Mountain Druid Level
Spells
3rd spider climb
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Tier 1 Locations The first tier, the ground floor of the gardens, appears on Map: Garden of Sacred Repose. This tier is called the Garden of Sacred Repose. G1: Hall of the Dragon This wide, vaulted
: Garden of Sacred ReposeView Player Version The frescoes in these chambers depict four githyanki building and tending the gardens, conquering the surrounding region, and feasting in celebration. An
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Tier 1 Locations The first tier, the ground floor of the gardens, appears on Map: Garden of Sacred Repose. This tier is called the Garden of Sacred Repose. G1: Hall of the Dragon This wide, vaulted
: Garden of Sacred ReposeView Player Version The frescoes in these chambers depict four githyanki building and tending the gardens, conquering the surrounding region, and feasting in celebration. An
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Circle of the Land The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or
with nature, tree stride
Grassland Druid Level Spells 3rd
invisibility, pass without trace
5th
daylight, haste
7th
divination, freedom of movement
9th
dream, insect plague
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Circle of the Land The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or
with nature, tree stride
Grassland Druid Level Spells 3rd
invisibility, pass without trace
5th
daylight, haste
7th
divination, freedom of movement
9th
dream, insect plague
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
slot. You can do this a number of times equal to your Transformation Stage. You regain all uses of this feature after finishing a Long Rest. Stage 2 Boon: Sacred Retribution Seraph Stage 2 Boon When
noted virtue and divinity, becoming a target for the world's evil. Whenever you or an ally within 30 feet commits an evil act, such as murdering innocents, you acquire a trace of darkness and you are
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, or both, it can use its reaction to be neither moved nor knocked prone.
Sacred Stone Monk Sacred Stone monks are followers of a martial philosophy that seeks to emulate the strength of rock and
to test themselves with deprivation and to punish those who doubt the strength of elemental earth. Sacred Stone Monk
Medium humanoid (human), lawful evil
Armor Class 14
Hit Points 22 (4d8 + 4
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, or both, it can use its reaction to be neither moved nor knocked prone.
Sacred Stone Monk Sacred Stone monks are followers of a martial philosophy that seeks to emulate the strength of rock and
to test themselves with deprivation and to punish those who doubt the strength of elemental earth. Sacred Stone Monk
Medium humanoid (human), lawful evil
Armor Class 14
Hit Points 22 (4d8 + 4
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
trace, speak with animals
1/day each: commune with nature (cast as 1 action), conjure woodland beings, hallucinatory terrain (cast as 1 action)
Shining Falls Traffic on the Delimbiyr River comes
to a halt at a spectacularly beautiful waterfall where the river flows through a mountain pass. The ancient elf kingdom of Eaerlann once had an outpost at the Shining Falls, but no trace of it remains
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
, resistance, sacred flame, thaumaturgy
1st level (4 slots): command, detect evil and good, ensnaring strike, sanctuary, shield of faith
2nd level (3 slots): arcane lock, augury, calm emotions, hold person
following cleric spells prepared:
Cantrips (at will): fire bolt, light, sacred flame, spare the dying
1st level (4 slots): guiding bolt, healing word, heroism, shield of faith
2nd level (3 slots
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
trace, speak with animals
1/day each: commune with nature (cast as 1 action), conjure woodland beings, hallucinatory terrain (cast as 1 action)
Shining Falls Traffic on the Delimbiyr River comes
to a halt at a spectacularly beautiful waterfall where the river flows through a mountain pass. The ancient elf kingdom of Eaerlann once had an outpost at the Shining Falls, but no trace of it remains
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
, resistance, sacred flame, thaumaturgy
1st level (4 slots): command, detect evil and good, ensnaring strike, sanctuary, shield of faith
2nd level (3 slots): arcane lock, augury, calm emotions, hold person
following cleric spells prepared:
Cantrips (at will): fire bolt, light, sacred flame, spare the dying
1st level (4 slots): guiding bolt, healing word, heroism, shield of faith
2nd level (3 slots
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
to warn of unseen danger ahead, or the druidic acolyte protecting a sacred spring do not share their fears. For these folk have already been touched by the lycanthropic curse, and have accepted the
even rarer lycanthropes.
The weaker trace of lycanthropy handed down to a wulven means they do not take animal or hybrid form. They are as calm and personable as any folk, suffering no loss of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
blows up from below, bringing with it the scent of dust and a faint trace of rot.
3. Crumbled Courtyard The narrow stairs empty into a small courtyard, apparently the top of what was once a
information makes little sense, even to most dwarves, the case and the parchment can fetch up to 100 gp if sold in a dwarven community.
38. Goblin Pantry The north and south walls of this chamber are