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Returning 35 results for 'barriers both desert class rely'.
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Classes
Player’s Handbook
, 20 Arrows, Quiver, Thieves' Tools, Burglar's Pack, and 8 GP; or (B) 100 GP
Rogues rely on cunning, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They
are listed in the Rogue Features table.
Rogue Features
Level
Proficiency Bonus
Class Features
Sneak Attack
1
+2
Expertise, Sneak Attack, Thieves’ Cant, Weapon Mastery
Classes
Player’s Handbook
explosive fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their
Class Features
Cantrips
Prepared Spells
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1
+2
Spellcasting, Ritual Adept, Arcane Recovery
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&mdash
Classes
Player’s Handbook
associate themselves with temples dedicated to the deity or other immortal force that unlocked their magic. Harnessing divine magic doesn’t rely on specific training, yet Clerics might learn
Class Features
Channel Divinity
Cantrips
Prepared Spells
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9
1
+2
Spellcasting, Divine Order
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Backgrounds
Forgotten Realms: Heroes of Faerûn
desert are anathema to spellcasters and monsters that rely on magic—which is exactly why you made your life there. Perhaps you’re on the run from Red Wizards, or you ran afoul of a
powerful djinni in Calimshan. Whatever the case, you decided that living in Anauroch was your best option. After long months or years, you’re stronger, wiser, and armed with hard-earned knowledge of desert medicine and wasteland survival.
Ancient Brass Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
replaced by those of the new form, except any class features or legendary actions of that form.The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can
speed.A Brass Dragon’s Lair
A brass dragon’s desert lair is typically a ruin, canyon, or cave network with ceiling holes to allow for sunlight.
Lair Actions
On initiative count 20 (losing
Monsters
Storm King's Thunder
Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell.
Innate Spellcasting. The giant's innate spellcasting ability is Charisma. It can innately cast the following
gains a +2 bonus to its AC against ranged weapon attacks, and all open flames within the aura are extinguished unless they are magical.Some adult cloud giants have the magical ability to create barriers
Monsters
Storm King's Thunder
retains its alignment; its Intelligence, Wisdom, and Charisma scores; and its proficiencies. It otherwise uses the target’s statistics, except the target’s knowledge, class features
mountain valleys, soaring plateaus, and desert oases. Outsiders that stumble into an enclave of yakfolk are usually surprised and pleased to find what appears to be a utopia, and the yakfolk foster
Monsters
Storm King's Thunder
retains its alignment; its Intelligence, Wisdom, and Charisma scores; and its proficiencies. It otherwise uses the target’s statistics, except the target’s knowledge, class features
’s abuse, including mountain valleys, soaring plateaus, and desert oases. Outsiders that stumble into an enclave of yakfolk are usually surprised and pleased to find what appears to be a utopia
Monsters
Waterdeep: Dungeon of the Mad Mage
Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The dragon can use its Frightful Presence. It then
replaced by those of the new form, except any class features or legendary actions of that form.The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can
Sorcerer
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
chaos of Limbo, or a glimpse into the inner workings of reality. Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant
20th +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1 Class Features As a sorcerer, you gain the following class features.
Rogue
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
companions are free to make their escape. Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about
class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves’ guilds or crime families. Plenty of rogues operate independently, but
Backgrounds
Guildmasters’ Guide to Ravnica
even be stripped of your position.
Azorius Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Azorius Guild Spells table are added to the spell list of
your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Azorius Guild Spells
Spell Level
Spells
Cantrip
Backgrounds
Sword Coast Adventurer's Guide
about Mulhorand is alien to someone from the Sword Coast. You likely experienced the same sort of culture shock when you left your desert home and traveled to the unfamiliar climes of northern Faerû
because you have made too many enemies among the desert communities of your home.
Sossal. Few have heard of your homeland, but many have questions about it upon seeing you. Humans from Sossal seem
Cleric
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
to those chosen to fulfill a high calling.
Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric
Intervention Improvement
5
4
3
3
3
3
2
2
1
1
Class Features
As a cleric, you gain the following class features.
Backgrounds
Guildmasters’ Guide to Ravnica
food and fresh water in these areas for yourself and up to five other people each day.
Gruul Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Gruul
Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Gruul Guild Spells
Species
Spelljammer: Adventures in Space
impossible to duplicate. To interact with other folk, thri-kreen rely on a form of telepathy.
Creating Your Character
When you create your D&D character, you decide whether your character is a
regardless of the method you use to determine the scores, such as rolling or point buy.
The “Quick Build” section for your character’s class offers suggestions on which scores to
Monsters
Fizban's Treasury of Dragons
saving throws, and the creature’s weapon attacks that rely on Strength deal half damage. On a successful save, the creature takes half as much damage and isn’t weakened.
Spellcasting (Psionics
.
6
It takes true artistry to maintain a warm, desert-like dwelling under the water.
7
I soothe myself to sleep by imagining the perfect insults for bronze dragons; while I wait to meet one, I
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
uneven ground. Valleys and ridges channel travel in certain directions. Mountain ranges present forbidding barriers traversed only by remote passes. Even the most trackless desert reveals favored
Mapping a Wilderness In contrast to a dungeon, an outdoor setting presents seemingly limitless options. The adventurers can move in any direction over a trackless desert or an open grassland, so how
Druid
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
used for thrown weapons, such as darts or javelins.
Druids from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a druid of a desert region
the world from the incursion of aberrations.
Class Features
As a druid, you gain the following class features.
Monsters
Fizban's Treasury of Dragons
is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature’s weapon attacks that rely on
artistry to maintain a warm, desert-like dwelling under the water.
7
I soothe myself to sleep by imagining the perfect insults for bronze dragons; while I wait to meet one, I hone them on other
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, merciless, and resilient, and their dead flesh can carry on even after suffering grievous wounds. While they can follow simple orders, they rely on primal drives rather than thought. They fulfill
commands by working tirelessly or battering through foes, but they are easily stymied by barriers or unexpected circumstances. Zombies are usually created from Humanoid corpses, but the remains of other
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
across the desert at 1 mile per hour (10 feet per round). It reflects the sun and shines brightly, imposing disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight within 50
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
of its turn or fall. A strong wind in a desert can create a sandstorm that imposes disadvantage on Wisdom (Perception) checks that rely on sight. Heavy Precipitation Everything within an area of heavy
) checks that rely on hearing. A strong wind also extinguishes open flames, disperses fog, and makes flying by nonmagical means nearly impossible. A flying creature in a strong wind must land at the end
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Eagle Eagle
Small beast, unaligned
Armor Class 12
Hit Points 3 (1d6)
Speed 10 ft., fly 60 ft.
STR
6 (−2)
DEX
15 (+2)
CON
10 (+0)
INT
2 (−4)
WIS
14
(+2)
CHA
7 (−2)
Skills Perception +4
Senses passive Perception 14
Languages —
Challenge 0 (10 XP)
Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Cat Cat
Tiny beast, unaligned
Armor Class 12
Hit Points 2 (1d4)
Speed 40 ft., climb 30 ft.
STR
3 (−4)
DEX
15 (+2)
CON
10 (+0)
INT
3 (−4)
WIS
12 (+1
)
CHA
7 (−2)
Skills Perception +3, Stealth +4
Senses passive Perception 13
Languages —
Challenge 0 (10 XP)
Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Rat Rat
Tiny beast, unaligned
Armor Class 10
Hit Points 1 (1d4 − 1)
Speed 20 ft.
STR
2 (−4)
DEX
11 (+0)
CON
9 (−1)
INT
2 (−4)
WIS
10 (+0)
CHA
4 (−3)
Senses darkvision 30 ft., passive Perception 10
Languages —
Challenge 0 (10 XP)
Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Rat Rat
Tiny beast, unaligned
Armor Class 10
Hit Points 1 (1d4 – 1)
Speed 20 ft.
STR
2 (–4)
DEX
11 (+0)
CON
9 (–1)
INT
2 (–4)
WIS
10 (+0
)
CHA
4 (–3)
Senses Darkvision 30 ft., passive Perception 10
Languages —
Challenge 0 (10 XP)
Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Cat Cat
Tiny beast, unaligned
Armor Class 12
Hit Points 2 (1d4)
Speed 40 ft., climb 30 ft.
STR
3(−4)
DEX
15(+2)
CON
10(+0)
INT
3(−4)
WIS
12(+1)
CHA
7(−2)
Skills Perception +3, Stealth +4
Senses passive Perception 13
Languages —
Challenge 0 (10 XP)
Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Hawk Hawk (Falcon)
Tiny beast, unaligned
Armor Class 13
Hit Points 1 (1d4 – 1)
Speed 10 ft., fly 60 ft.
STR
5 (–3)
DEX
16 (+3)
CON
8 (–1)
INT
2 (–4
rely on sight.
Actions
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Hawk Hawk
Tiny beast, unaligned
Armor Class 13
Hit Points 1 (1d4 − 1)
Speed 10 ft., fly 60 ft.
STR
5 (−3)
DEX
16 (+3)
CON
8 (−1)
INT
2 (−4)
WIS
14
(+2)
CHA
6 (−2)
Skills Perception +4
Senses passive Perception 14
Languages —
Challenge 0 (10 XP)
Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
. The Spire’s interior is still and silent. Sound travels half as far as it would under normal circumstances. Wisdom (Perception) checks that rely on hearing are made with disadvantage. Desert of Rust
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Badger Badger
Tiny beast, unaligned
Armor Class 10
Hit Points 3 (1d4 + 1)
Speed 20 ft., burrow 5 ft.
STR
4 (−3)
DEX
11 (+0)
CON
12 (+1)
INT
2 (−4)
WIS
12 (+1)
CHA
5 (−3)
Senses darkvision 30 ft., passive Perception 11
Languages —
Challenge 0 (10 XP)
Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Weasel Weasel
Tiny beast, unaligned
Armor Class 13
Hit Points 1 (1d4 − 1)
Speed 30 ft.
STR
3 (−4)
DEX
16 (+3)
CON
8 (−1)
INT
2 (−4)
WIS
12 (+1
that rely on hearing or smell.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Cat Cat
Tiny beast, unaligned
Armor Class 12
Hit Points 2 (1d4)
Speed 40 ft., climb 30 ft.
STR
3 (–4)
DEX
15 (+2)
CON
10 (+0)
INT
3 (–4)
WIS
12
rely on smell.
Actions
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Killer Whale Killer Whale
Huge beast, unaligned
Armor Class 12 (natural armor)
Hit Points 90 (12d12 + 12)
Speed 0 ft., swim 60 ft.
STR
19 (+4)
DEX
10 (+0)
CON
13 (+1
can’t use its blindsight while deafened.
Hold Breath. The whale can hold its breath for 30 minutes.
Keen Hearing. The whale has advantage on Wisdom (Perception) checks that rely on hearing






