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Returning 35 results for 'battle brawler diffusing chain religion'.
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Classes
Player’s Handbook
: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion
Weapon Proficiencies
Simple and Martial weapons
Armor Training
Light, Medium, and Heavy armor and Shields
Starting
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
, 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
, a Cleric can reach out to the divine magic of the Outer Planes—where gods dwell—and channel it to bolster people and battle foes.
Because their power is a divine gift, Clerics typically
Monsters
Mordenkainen Presents: Monsters of the Multiverse
their feet. Alternatively, the ogre can swing the chain in a crushing overhead smash.
Ogres of War
Ogres love to rush headlong into battle, but with enough time and patience, some of them learn to
", "rollAction":"Fist", "rollDamageType":"bludgeoning"} bludgeoning damage.
Chain Smash (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Chain Smash"}. Melee Weapon Attack: +6
Monsters
Mordenkainen Presents: Monsters of the Multiverse
as a fighting platform for up to four Small people. Ogre howdahs are most often seen bearing bow- and spear-wielding goblin;goblins into battle, or perhaps kobold;kobolds or deep gnome (svirfneblin
);deep gnomes (all three appear in the Monster Manual), but they might also transport other Small folk.
Ogres of War
Ogres love to rush headlong into battle, but with enough time and patience, some
Monsters
Mordenkainen Presents: Monsters of the Multiverse
to halt.
Ogres of War
Ogres love to rush headlong into battle, but with enough time and patience, some of them learn to carry out specialized missions. The names they are given—the
battering ram, the ogre bolt launcher;bolt launcher, the ogre chain brute;chain brute, and the ogre howdah;howdah—reflect their particular functions. These jobs are tailored to take advantage of an ogre’s strengths.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
runs low.
Ogres of War
Ogres love to rush headlong into battle, but with enough time and patience, some of them learn to carry out specialized missions. The names they are given—the ogre
battering ram;battering ram, the bolt launcher, the ogre chain brute;chain brute, and the ogre howdah;howdah—reflect their particular functions. These jobs are tailored to take advantage of an ogre’s strengths.
Backgrounds
Guildmasters’ Guide to Ravnica
;s wing, a tattered piece of a Boros banner (a souvenir from a famous battle), a set of common clothes, and a belt pouch containing 2 gp (Boros-minted 1-zino coins)
Feature: Legion Station
You have
;Society functions only if people do their duty and respect the chain of command. (Lawful)
6
Conviction. Anything worth doing is worth doing with your whole heart. (Lawful)
Bonds
Monsters
Mordenkainen Presents: Monsters of the Multiverse
abishais when it comes to leadership ability and raw power. Red abishais lead other devils into battle or take charge of troublesome cults to ensure that they continue to carry out Tiamat’s commands
, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed.
Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering
Lizardfolk
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
in the other humanoids and makes them less helpful in battle.
Utility and Survival
The lizardfolk mindset might seem unnecessarily cruel, but it helps them survive in a hostile environment. The
you from using them at every opportunity.
7
You appreciate the soft humanoids who realize they need chain mail and swords to match the gifts you were born with.
8
You enjoy eating your
Backgrounds
Sword Coast Adventurer's Guide
important than the gear and fighting style of its members, and so most of these orders aren’t limited to fighting types, but are open to all sorts of folk who are willing to battle and die for the
you owe allegiance to.
Skill Proficiencies: Persuasion, plus one from among Arcana, History, Nature, and Religion, as appropriate for your order
Tool Proficiencies: One type of gaming set or musical
Goblin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
appreciation for the finer things!
— Volo
Goblins occupy an uneasy place in a dangerous world, and they react by lashing out at any creatures they believe they can bully. Cunning in battle and
goblin tribe has to nobility is the caste of lashers — families of goblins trained in the ways of battle, and also possessed of key skills such as strategy, trap-building, beast taming, mining
Backgrounds
Guildmasters’ Guide to Ravnica
.
Skill Proficiencies: Intimidation, Religion
Languages: Two of your choice
Equipment: An Orzhov insignia, a foot-long chain made of ten gold coins, vestments, a set of fine clothes, and
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Knights Battle Masters and Heroic Wanderers Habitat: Any; Treasure: Armaments, Individual Knights are skilled warriors trained for war and tested in battle. Many serve the rulers of a realm, a religion, or an order devoted to a cause.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Knights Battle Masters and Heroic Wanderers Habitat: Any; Treasure: Armaments, Individual Knights are skilled warriors trained for war and tested in battle. Many serve the rulers of a realm, a religion, or an order devoted to a cause.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Knights Battle Masters and Heroic Wanderers Habitat: Any; Treasure: Armaments, Individual Knights are skilled warriors trained for war and tested in battle. Many serve the rulers of a realm, a religion, or an order devoted to a cause.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, 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, Mace, Holy Symbol, Priest’s Pack, and 7
magic of the Outer Planes—where gods dwell—and channel it to bolster people and battle foes. Because their power is a divine gift, Clerics typically associate themselves with temples dedicated to the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
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
immortal entity, a Cleric can reach out to the divine magic of the Outer Planes—where gods dwell—and channel it to bolster people and battle foes. Because their power is a divine gift, Clerics typically
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
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
immortal entity, a Cleric can reach out to the divine magic of the Outer Planes—where gods dwell—and channel it to bolster people and battle foes. Because their power is a divine gift, Clerics typically
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, 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, Mace, Holy Symbol, Priest’s Pack, and 7
magic of the Outer Planes—where gods dwell—and channel it to bolster people and battle foes. Because their power is a divine gift, Clerics typically associate themselves with temples dedicated to the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, 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, Mace, Holy Symbol, Priest’s Pack, and 7
magic of the Outer Planes—where gods dwell—and channel it to bolster people and battle foes. Because their power is a divine gift, Clerics typically associate themselves with temples dedicated to the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
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
immortal entity, a Cleric can reach out to the divine magic of the Outer Planes—where gods dwell—and channel it to bolster people and battle foes. Because their power is a divine gift, Clerics typically
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Ogres Ogres are infamously dim-witted, but with enough time and patience, some of them can be trained to carry out specialized missions in battle. The names they are given — the battering ram, the
bolt launcher, the chain brute, and the howdah — reflect their particular functions. These jobs are simple, but they’re tailored to take advantage of an ogre’s strengths.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Ogres Ogres are infamously dim-witted, but with enough time and patience, some of them can be trained to carry out specialized missions in battle. The names they are given — the battering ram, the
bolt launcher, the chain brute, and the howdah — reflect their particular functions. These jobs are simple, but they’re tailored to take advantage of an ogre’s strengths.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Ogres Ogres are infamously dim-witted, but with enough time and patience, some of them can be trained to carry out specialized missions in battle. The names they are given — the battering ram, the
bolt launcher, the chain brute, and the howdah — reflect their particular functions. These jobs are simple, but they’re tailored to take advantage of an ogre’s strengths.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a
martial weapon and a shield or (b) two martial weapons (a) five javelins or (b) any simple melee weapon (a) a priest’s pack or (b) an explorer’s pack Chain mail and a holy symbol
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Frulam Mondath Frulam Mondath
Medium humanoid (human), lawful evil
Armor Class 16 (chain mail)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
14 (+2)
DEX
10 (+0)
CON
13 (+1)
INT
11 (+0)
WIS
18 (+4)
CHA
15 (+2)
Saving Throws Wis +6, Cha +4
Skills Deception +4, History +2, Religion +2
Senses passive Perception 14
Languages Common
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Frulam Mondath Frulam Mondath
Medium humanoid (human), lawful evil
Armor Class 16 (chain mail)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
14 (+2)
DEX
10 (+0)
CON
13
(+1)
INT
11 (+0)
WIS
18 (+4)
CHA
15 (+2)
Saving Throws Wis +6, Cha +4
Skills Deception +4, History +2, Religion +2
Senses passive Perception 14
Languages Common
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Guardian of Gorm Guardians are the fearless rank and file of their faction. Guardian of Gorm Medium Humanoid, Typically Lawful Good
Armor Class 16 (chain mail)
Hit Points 9 (2d8)
Speed 30 ft
.
STR
15 (+2)
DEX
10 (+0)
CON
10 (+0)
INT
10 (+0)
WIS
13 (+1)
CHA
12 (+1)
Skills Athletics +4, Insight +3, Religion +2
Senses passive Perception 11
Languages Common
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Frulam Mondath Frulam Mondath
Medium humanoid (human), lawful evil
Armor Class 16 (chain mail)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
14 (+2)
DEX
10 (+0)
CON
13 (+1)
INT
11 (+0)
WIS
18 (+4)
CHA
15 (+2)
Saving Throws Wis +6, Cha +4
Skills Deception +4, History +2, Religion +2
Senses passive Perception 14
Languages Common
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Frulam Mondath Frulam Mondath
Medium humanoid (human), lawful evil
Armor Class 16 (chain mail)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
14 (+2)
DEX
10 (+0)
CON
13
(+1)
INT
11 (+0)
WIS
18 (+4)
CHA
15 (+2)
Saving Throws Wis +6, Cha +4
Skills Deception +4, History +2, Religion +2
Senses passive Perception 14
Languages Common
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Guardian of Gorm Guardians are the fearless rank and file of their faction. Guardian of Gorm Medium Humanoid, Typically Lawful Good
Armor Class 16 (chain mail)
Hit Points 9 (2d8)
Speed 30 ft
.
STR
15 (+2)
DEX
10 (+0)
CON
10 (+0)
INT
10 (+0)
WIS
13 (+1)
CHA
12 (+1)
Skills Athletics +4, Insight +3, Religion +2
Senses passive Perception 11
Languages Common
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Frulam Mondath Frulam Mondath
Medium humanoid (human), lawful evil
Armor Class 16 (chain mail)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
14 (+2)
DEX
10 (+0)
CON
13 (+1)
INT
11 (+0)
WIS
18 (+4)
CHA
15 (+2)
Saving Throws Wis +6, Cha +4
Skills Deception +4, History +2, Religion +2
Senses passive Perception 14
Languages Common
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
two from History, Insight, Medicine, Persuasion, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a mace or (b) a warhammer
(if proficient) (a) scale mail, (b) leather armor, or (c) chain mail (if proficient) (a) a light crossbow and 20 bolts or (b) any simple weapon (a) a priest’s pack or (b) an explorer’s pack A shield and a holy symbol
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
two from History, Insight, Medicine, Persuasion, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a mace or (b) a warhammer
(if proficient) (a) scale mail, (b) leather armor, or (c) chain mail (if proficient) (a) a light crossbow and 20 bolts or (b) any simple weapon (a) a priest’s pack or (b) an explorer’s pack A shield and a holy symbol
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Frulam Mondath Frulam Mondath
Medium humanoid (human), lawful evil
Armor Class 16 (chain mail)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
14 (+2)
DEX
10 (+0)
CON
13 (+1)
INT
11 (+0)
WIS
18 (+4)
CHA
15 (+2)
Saving Throws Wis +6, Cha +4
Skills Deception +4, History +2, Religion +2
Senses passive Perception 14
Languages Common






