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Returning 35 results for 'back blood deep choose rules'.
Spells
Player’s Handbook
A passage appears at a point that you can see on a wooden, plaster, or stone surface (such as a wall, ceiling, or floor) within range and lasts for the duration. You choose the opening’s
dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.
When the opening disappears, any creatures or objects still in the passage
Magic Items
Dungeon Master’s Guide
This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three
folds back into a box if no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do
Magic Items
Dungeon Master’s Guide
A young dwarf prince set out to forge a weapon that would be regarded as a symbol of unity among his people. Venturing deep under the mountains, deeper than any dwarf had ever delved, the prince came
, and they threw back their enemies and enjoyed an era of prosperity. This young dwarf is remembered as the First King. When he became old, he passed the weapon, which had become his badge of office
Spells
Player’s Handbook
Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area
affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for
Backgrounds
Player’s Handbook
Ability Scores: Strength, Dexterity, WisdomFeat: Tavern BrawlerSkill Proficiencies: Acrobatics and PerceptionTool Proficiency: Navigator's ToolsEquipment: Choose A or B: (A) Dagger
, Navigator's Tools, Rope, Traveler's Clothes, 20 GP; or (B) 50 GP
You lived as a seafarer, wind at your back and decks swaying beneath your feet. You’ve perched on barstools in more ports of call than you can remember, faced mighty storms, and swapped stories with folk who live beneath the waves.
Backgrounds
Player’s Handbook
Ability Scores: Strength, Dexterity, ConstitutionFeat: Savage AttackerSkill Proficiencies: Athletics and IntimidationTool Proficiency: Choose one kind of Gaming SetEquipment: Choose A
precious few memories of life before you took up arms. Battle is in your blood. Sometimes you catch yourself reflexively performing the basic fighting exercises you learned first. Eventually, you put that training to use on the battlefield, protecting the realm by waging war.
Spells
Player’s Handbook
choose the fissures’ locations, which can’t be under structures. Each fissure is 1d10 × 10 feet deep and 10 feet wide, and it extends from one edge of the spell’s area to another
Choose a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is
Spells
Player’s Handbook
diameter. You can orient the portal in any direction you choose. The portal lasts for the duration, and the portal’s destination is visible through it.
The portal has a front and a back on
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
Shields
Starting Equipment
Choose A or B: (A) Studded Leather;Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer's Pack, and 7 GP
Spells
Player’s Handbook
chose until the spell ends or you choose a different effect.
Whirlpool. You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool
Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the death tyrant fails a saving throw, it can choose to succeed instead.Multiattack. The death tyrant uses Eye Rays three times.
Bite. Melee Attack
all expended uses at the start of each of its turns.
Chomp. The death tyrant makes two Bite attacks.
Glare. The death tyrant uses Eye Rays.Death Tyrant Lairs
Death tyrants often lurk deep in the
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the beholder fails a saving throw, it can choose to succeed instead.Multiattack. The beholder uses Eye Rays three times.
Bite. Melee Attack Roll
of each of its turns.
Chomp. The beholder makes two Bite attacks.
Glare. The beholder uses Eye Rays.Beholder Lairs
Beholders lurk in cavern complexes they’ve carved using their eye rays deep
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
Weapon Proficiencies
Simple weapons
Tool Proficiencies
Choose 3 Musical Instruments
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather Armor, 2 Dagger
Spells
Player’s Handbook
You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer
Immunities Psychic
Senses Darkvision 60 ft.; Passive Perception 10
Languages Deep Speech, understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Regeneration
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
Equipment
Choose A or B: (A) Chain Mail, Shield, Longsword, 6 Javelin;Javelins, Holy Symbol, Priest's Pack, and 9 GP; or (B) 150 GP
Paladins are united by their oaths to stand against the
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
, Deception, History, Intimidation, Investigation, Nature, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather
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
: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
None
Starting Equipment
Choose A or B: (A) Spear, 2 Dagger;Daggers
Magic Items
Dungeon Master’s Guide
cases, made notations and additions to existing text. There are places where pages are missing, torn, or covered so completely with ink, blood, and scratches that the original text can’t be
damage unless the creature is a Fiend or an Undead.
Destroying the Book. The Book of Vile Darkness allows pages to be torn from it, but any evil lore contained on those pages finds its way back into the
Spells
Player’s Handbook
from this spell, the steed is replaced by the new one.
The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose
Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately
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
, History, Insight, Investigation, Medicine, Nature, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
None
Starting Equipment
Choose A or B: (A) 2 Dagger;Daggers, Staff
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
, Medicine, Persuasion, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
Light and Medium armor and Shields
Starting Equipment
Choose A or B: (A) Chain Shirt, Shield
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
Starting Equipment
Choose A or B: (A) Leather;Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer's Pack, Herbalism Kit, and 9 GP; or (B) 50 GP
Druids belong to ancient
Monsters
Heroes of the Borderlands
":"Slashing"} Slashing damage.Kuo-toa have slimy, humanoid bodies and the heads of goggle-eyed deep-sea fish. They claim they once dominated whole worlds, their empires spanning land and sea under the blessings
lurk in wet places, eager to shed blood and claim plunder.Slippery. The kuo-toa takes the Disengage action.
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks.
Rend. Melee Attack Roll: +9
magic pervading the Underdark twists deep dragons as they grow, so few adult deep dragons look alike. Their skin is usually pitted by fungal growths that spread across the body. Although lacking the
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks.
Rend. Melee Attack Roll: +12
deep dragons often spend years sequestered among individualized libraries, fungal gardens, or collections of esoterica. When these venerable terrors venture forth to hunt, they can remake Underdark
Monsters
Forgotten Realms: Adventures in Faerûn
saving throw, she can choose to succeed instead.
Wishes. Biha Babir knows the Wish spell but can cast it only on behalf of a non-genie creature who communicates a wish in a way Biha Babir can
again until the start of her next turn.Scheming Marid Ruler
The calculating Biha Babir rules the pelagic city of Maran Saya in Calimshan. Though her physical form is as fluid as the ocean itself, she
Monsters
Forgotten Realms: Adventures in Faerûn
choose to succeed instead.
Magic Resistance. The beast has Advantage on saving throw;saving throws against spells and other magical effects.
Regeneration. The beast regains 20 Hit Points at the
glossy black with red fur around its jaws and claws as though stained by the blood it has spilled.
The beast of Malar has a muscular and unnatural appearance no matter its form; whether it resembles a
Backgrounds
Eberron: Forge of the Artificer
Ability Scores: Strength, Dexterity, Intelligence
Feat: Mark of Making
Skill Proficiencies: Investigation and Sleight of Hand
Tool Proficiencies: Choose one kind of Artisan’s Tools
Equipment: Choose A or B: (A) Artisan’s Tools (same as above), Crowbar, Fine Clothes, Pouch;2 Pouches, 17 GP; or (B) 50 GP
As a scion of House Cannith, you carry a proud legacy. Cannith creates
Backgrounds
Astarion's Book of Hungers
Ability Scores: Strength, Constitution, CharismaFeat: Vampire’s PlaythingSkill Proficiencies: Persuasion and StealthTool Proficiency: Cook's UtensilsEquipment: Choose A or B: (A) Cook’s
together. The Undead drank your blood more times than you can count. You might have served willingly, perhaps with aspirations of one day becoming a vampire yourself. Or you might have been magically charmed
Monsters
Forgotten Realms: Adventures in Faerûn
their foes long enough to skitter to safety.
Roll or choose a result from the Aranea Crafts table as inspiration for an aranea’s crafting talent.
Aranea Crafts
1d6
The Aranea Is
humanoid-spider hybrid form, or back into its true spider form. Its game statistics are the same in each form, except where noted. Any equipment it is wearing or carrying isn’t transformed.
Monsters
Forgotten Realms: Adventures in Faerûn
a deep appreciation for the culture and art of humanoid societies.
Spirit dragons find even the most commonplace melodies moving. A song written in the time and region from which a spirit dragon
which it hails. Roll on or choose a result from the Spirit Dragon Origins table to determine which lost realm a spirit dragon is from.
Spirit Dragon Origins
1d6
The Spirit Dragon Traces
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a
spirit dragon’s primary motivation is to unearth and study the ruins of the ancient realm from which it arose. Spirit dragons share an innate intellectual curiosity, and many have a deep
Monsters
Forgotten Realms: Adventures in Faerûn
it arose. Spirit dragons share an innate intellectual curiosity, and many have a deep appreciation for the culture and art of humanoid societies.
Spirit dragons find even the most commonplace
dragons are exactly alike; each individual bears features distinct to the empire from which it hails. Roll on or choose a result from the Spirit Dragon Origins table to determine which lost realm a spirit
Species
Astarion's Book of Hungers
Dhampirs are living people who possess vampiric prowess but are cursed with macabre hunger. Most dhampirs thirst for blood, but some gain sustenance from dreams, life energy, or other vital sources
. Dhampirs must choose whether to fight to control their hunger or give in to predatory urges.
Dhampirs often arise from encounters with vampires; some are the descendants of a powerful vampire, while
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a
primary motivation is to unearth and study the ruins of the ancient realm from which it arose. Spirit dragons share an innate intellectual curiosity, and many have a deep appreciation for the culture and






