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Returning 35 results for 'bat blocks diffusing class rivals'.
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bat books diffusing class rituals
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
":"Polymorph Concoction"}): 1, bat; 2, frog; 3, lizard; or 4, rat. This transformation lasts for 1 hour or until the creature drops to 0 hit points in its new form.
Shattered Shards. The witch targets a
or otters scurrying through the undergrowth, to deliver messages to allies or rivals across the marsh. Some witches animate bundles of sticks and roots to do their errands about the marsh for them
Monsters
Eberron: Rising from the Last War
target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, the quori ends it as a bonus action, or
tipped with a vicious stinger. They are cruel and calculating, enjoying the power they wield over others as they concoct elaborate schemes to advance their own positions and discredit their rivals
Monsters
Curse of Strahd
capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.No creature in Barovia is older than the master of the Abbey of Saint Markovia in Krezk. This
meant to be perfect. They didn't want to be ordinary humans. They wanted the eyes of a cat, wings to fly like a bat, the strength of a mule, and the guile of a snake. In short, they craved bestial
Monsters
Eberron: Rising from the Last War
Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that
.
Some thirty overlords are bound in Khyber. Two are described here: Rak Tulkhesh and Sul Khatesh, both of whom remain imprisoned and can't take physical form. The stat blocks provided here reflect the
Monsters
Eberron: Rising from the Last War
, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions
form. The stat blocks provided here reflect the powers they would wield if they were ever unleashed upon the world.
Immortal Nature. An overlord doesn't require air, food, drink or sleep. It also
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Bat Bat
Tiny beast, unaligned
Armor Class 12
Hit Points 1 (1d4 – 1)
Speed 5 ft., fly 30 ft.
STR
2 (–4)
DEX
15 (+2)
CON
8 (–1)
INT
2 (–4)
WIS
12
(+1)
CHA
4 (–3)
Senses Blindsight 60 ft., passive Perception 11
Languages —
Challenge 0 (10 XP)
Echolocation. While it can’t hear, the bat has no Blindsight.
Keen Hearing. The bat
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Giant Bat Giant Bat
Large beast, unaligned
Armor Class 13
Hit Points 22 (4d10)
Speed 10 ft., fly 60 ft.
STR
15 (+2)
DEX
16 (+3)
CON
11 (+0)
INT
2 (−4
)
WIS
12 (+1)
CHA
6 (−2)
Senses blindsight 60 ft., passive Perception 11
Languages —
Challenge 1/4 (50 XP)
Echolocation. The bat can’t use its blindsight while deafened.
Keen
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Bat Bat
Tiny beast, unaligned
Armor Class 12
Hit Points 1 (1d4 − 1)
Speed 5 ft., fly 30 ft.
STR
2 (−4)
DEX
15 (+2)
CON
8 (−1)
INT
2 (−4)
WIS
12 (+1
)
CHA
4 (−3)
Senses blindsight 60 ft., passive Perception 11
Languages —
Challenge 0 (10 XP)
Echolocation. The bat can’t use its blindsight while deafened.
Keen Hearing. The bat has
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Giant Bat Giant Bat
Large beast, unaligned
Armor Class 13
Hit Points 22 (4d10)
Speed 10 ft., fly 60 ft.
STR
15 (+2)
DEX
16 (+3)
CON
11 (+0)
INT
2 (−4
)
WIS
12 (+1)
CHA
6 (−2)
Senses blindsight 60 ft., passive Perception 11
Languages —
Challenge 1/4 (50 XP)
Echolocation. The bat can’t use its blindsight while deafened.
Keen
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Bat Bat
Tiny beast, unaligned
Armor Class 12
Hit Points 1 (1d4 − 1)
Speed 5 ft., fly 30 ft.
STR
2 (−4)
DEX
15 (+2)
CON
8 (−1)
INT
2 (−4)
WIS
12 (+1
)
CHA
4 (−3)
Senses blindsight 60 ft., passive Perception 11
Languages —
Challenge 0 (10 XP)
Echolocation. The bat can’t use its blindsight while deafened.
Keen Hearing. The bat has
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Giant Bat Giant Bat
Large beast, unaligned
Armor Class 13
Hit Points 22 (4d10)
Speed 10 ft., fly 60 ft.
STR
15 (+2)
DEX
16 (+3)
CON
11 (+0)
INT
2 (−4
)
WIS
12 (+1)
CHA
6 (−2)
Senses blindsight 60 ft., passive Perception 11
Languages —
Challenge 1/4 (50 XP)
Echolocation. The bat can’t use its blindsight while deafened.
Keen
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Bat Bat
Tiny beast, unaligned
Armor Class 12
Hit Points 1 (1d4 − 1)
Speed 5 ft., fly 30 ft.
STR
2 (−4)
DEX
15 (+2)
CON
8 (−1)
INT
2 (−4)
WIS
12 (+1
)
CHA
4 (−3)
Senses blindsight 60 ft., passive Perception 11
Languages —
Challenge 0 (10 XP)
Echolocation. The bat can’t use its blindsight while deafened.
Keen Hearing. The bat has
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Bat Bat
Tiny beast, unaligned
Armor Class 12
Hit Points 1 (1d4 – 1)
Speed 5 ft., fly 30 ft.
STR
2 (–4)
DEX
15 (+2)
CON
8 (–1)
INT
2 (–4)
WIS
12
(+1)
CHA
4 (–3)
Senses Blindsight 60 ft., passive Perception 11
Languages —
Challenge 0 (10 XP)
Echolocation. While it can’t hear, the bat has no Blindsight.
Keen Hearing. The bat
classes
Basic Rules (2014)
the latest challenger to her authority over their tribe, ready to break his neck with her bare hands as she did to the last six rivals.
Frothing at the mouth, a dwarf slams his helmet into the face
Champion
Unlimited
+4
Class Features
As a barbarian, you gain the following class features.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Bat Bat
Tiny beast, unaligned
Armor Class 12
Hit Points 1 (1d4 – 1)
Speed 5 ft., fly 30 ft.
STR
2 (–4)
DEX
15 (+2)
CON
8 (–1)
INT
2 (–4)
WIS
12
(+1)
CHA
4 (–3)
Senses Blindsight 60 ft., passive Perception 11
Languages —
Challenge 0 (10 XP)
Echolocation. While it can’t hear, the bat has no Blindsight.
Keen Hearing. The bat
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Arcane Eye Level 4 Divination (Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a bit of bat fur)
Duration: Concentration, up to 1 hour
You create an Invisible, invulnerable
, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Arcane Eye Level 4 Divination (Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a bit of bat fur)
Duration: Concentration, up to 1 hour
You create an Invisible, invulnerable
, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Arcane Eye Level 4 Divination (Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a bit of bat fur)
Duration: Concentration, up to 1 hour
You create an Invisible, invulnerable
, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Backgrounds
Guildmasters’ Guide to Ravnica
lifestyle between adventures.
Boros Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Boros 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.)
Boros Guild Spells
Spell Level
Spells
Cantrip
fire bolt,
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Arcane Eye Level 4 Divination (Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a bit of bat fur)
Duration: Concentration, up to 1 hour
You create an Invisible, invulnerable
, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Arcane Eye Level 4 Divination (Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a bit of bat fur)
Duration: Concentration, up to 1 hour
You create an Invisible, invulnerable
, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Backgrounds
Sword Coast Adventurer's Guide
In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organization. You might or might not come from an upper-class family; your talents, rather than the
from guild coffers.
4
I’m never satisfied with what I have—I always want more.
5
I would kill to acquire a noble title.
6
I’m horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I’m surrounded by rivals.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Arcane Eye Level 4 Divination (Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a bit of bat fur)
Duration: Concentration, up to 1 hour
You create an Invisible, invulnerable
, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Arcane Eye 4th-level divination Casting Time: 1 action Range: 30 feet Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour You create an invisible, magical eye within range
, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Darkness 2nd-level evocation Casting Time: 1 action Range: 60 feet Components: V, M (bat fur and a drop of pitch or piece of coal) Duration: Concentration, up to 10 minutes Magical darkness spreads
the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Arcane Eye 4th-level divination Casting Time: 1 action Range: 30 feet Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour You create an invisible, magical eye within range
, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Arcane Eye 4th-level divination Casting Time: 1 action Range: 30 feet Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour You create an invisible, magical eye within range
, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Darkness 2nd-level evocation Casting Time: 1 action Range: 60 feet Components: V, M (bat fur and a drop of pitch or piece of coal) Duration: Concentration, up to 10 minutes Magical darkness spreads
the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Darkness Level 2 Evocation (Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, M (bat fur and a piece of coal)
Duration: Concentration, up to 10 minutes
For the
, blocks the Darkness. If any of this spell’s area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Arcane Eye 4th-level divination Casting Time: 1 action Range: 30 feet Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour You create an invisible, magical eye within range
, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Darkness Level 2 Evocation (Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, M (bat fur and a piece of coal)
Duration: Concentration, up to 10 minutes
For the
, blocks the Darkness. If any of this spell’s area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Darkness Level 2 Evocation (Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, M (bat fur and a piece of coal)
Duration: Concentration, up to 10 minutes
For the
, blocks the Darkness. If any of this spell’s area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Arcane Eye 4th-level divination Casting Time: 1 action Range: 30 feet Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour You create an invisible, magical eye within range
, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Darkness 2nd-level evocation Casting Time: 1 action Range: 60 feet Components: V, M (bat fur and a drop of pitch or piece of coal) Duration: Concentration, up to 10 minutes Magical darkness spreads
the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Darkness Level 2 Evocation (Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, M (bat fur and a piece of coal)
Duration: Concentration, up to 10 minutes
For the
, blocks the Darkness. If any of this spell’s area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.






