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Returning 35 results for 'beast bard divine choice rage'.
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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
Stunned condition until the start of the empyrean’s next turn. The target can choose not to be Stunned, in which case it takes an extra 21 Force damage that bypasses Resistance or Immunity.
Divine
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
Stunned condition until the start of the empyrean’s next turn. The target can choose not to be Stunned, in which case it takes an extra 21 Force damage that bypasses Resistance or Immunity.
Divine
Classes
Player’s Handbook
Rage in Ecstatic Union with a God
Barbarians who walk the Path of the Zealot receive boons from a god or pantheon. These Barbarians experience their Rage as an ecstatic episode of divine union that
Classes
Player’s Handbook
features, which are listed in the Bard Features table.
As a Multiclass Bard
Gain the following traits from the Core Bard Traits table: Hit Point Die, proficiency in one skill of your choice
, proficiency with one Musical Instrument of your choice, and training with Light armor.
Gain the Bard’s level 1 features, which are listed in the Bard Features table. See the multiclassing rules to
Spells
Player’s Handbook
You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an
effect based on its current Hit Points, as shown in the Divine Word Effects table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to
Spells
Player’s Handbook
A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target’s Challenge Rating isn’t 0
;a red-haired dwarf wearing a pointed hat.” You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles
Spells
Player’s Handbook
Choose any number of willing creatures that you can see within range. Each target shape-shifting;shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower
. You can choose a different form for each target. On later turns, you can take a Magic action to transform the targets again.
A target’s game statistics are replaced by the chosen Beast’s
Spells
Player’s Handbook
of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating
Spells
Player’s Handbook
choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead
The most prevalent kind of plant, mineral, or Beast (you choose which to learn)
Locations of bodies of water
For example
Monsters
Monster Manual
":"1d20+13", "rollType":"spell", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Detect Magic, Guiding Bolt (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary
point it reappears in an unoccupied space of the dragon’s choice within 120 feet of the dragon. Failure or Success: The dragon can’t take this action again until the start of its next turn
Monsters
Monster Manual
;{"diceNotation":"1d20+16", "rollType":"spell", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Detect Magic, Guiding Bolt (level 4 version), Shapechange (Beast or Humanoid form only, no
start of the dragon’s next turn, at which point it reappears in an unoccupied space of the dragon’s choice within 120 feet of the dragon. Failure or Success: The dragon can’t take this
Magic Items
Dungeon Master’s Guide
a minimum score of 1). You can draw one additional card beyond your declared draws.
Rogue. An NPC of the DM’s choice becomes Hostile toward you. You don’t know the identity of this NPC
until they or someone else reveals it. Nothing less than a Wish spell or divine intervention can end the NPC’s hostility toward you.
Ruin. All forms of wealth that you carry or own, other than
Spells
Player’s Handbook
, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit
for the spell’s level in the stat block.
Bestial Spirit
Small Beast, Neutral
AC 11 + the spell’s level
HP 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2
Monsters
Forgotten Realms: Adventures in Faerûn
Amphibious (Sea Form Only). The beast breathes air and water.
Divine Immortality. If the beast dies, its body dissolves into black goo, and it gains a new body after 1d10;{"diceNotation":"1d10
", "rollType":"roll", "rollAction":"Divine Immortality"} days, reviving with all its Hit Points in a place of Malar’s choosing.
Legendary Resistance (3/Day). If the beast fails a saving throw, it can
Spells
Player’s Handbook
your choice:
Object Creation. You create one object of up to 25,000 GP in value that isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied
consequences for a whole community, region, or world, you are likely to attract powerful foes. If your wish would affect a god, the god’s divine servants might instantly intervene to prevent it or to
Monsters
Forgotten Realms: Adventures in Faerûn
, Piercing, or Slashing damage. Response—Constitution Saving Throw: DC 16, each creature of the Rusted’s choice in a 5-foot Emanation originating from the Rusted. Failure: the target has the
Poisoned condition until the end of the target’s next turn.A giant overtaken by the Rusting is a fearsome juggernaut, rending trees and hills in a mindless rage. Their tough, rusted skin turns away
Monsters
Forgotten Realms: Adventures in Faerûn
dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 18):
At Will: Detect Magic, Shapechange (Beast or Humanoid form
potentially overwhelm the dragon, driving it to either morose despondence or passionate rage.
No two spirit dragons are exactly alike; each individual bears features distinct to the empire from which it
Monsters
Forgotten Realms: Adventures in Faerûn
"} or Necrotic;{"diceNotation":"8d12", "rollType":"damage", "rollAction":"Corroding Breath (Necrotic)", "rollDamageType":"Necrotic"} damage (Sammaster’s choice). Success: Half damage.
Spellcasting
dracoliches, magically bound dragons to his service, and learned how to drive dragons across Faerûn into a berserk rage. He considered his intellect beyond morality and became paranoid, resentful, and
Monsters
Forgotten Realms: Adventures in Faerûn
)", "rollDamageType":"Acid"} or Necrotic;{"diceNotation":"5d12+6", "rollType":"damage", "rollAction":"Corrosive Burst (Necrotic)", "rollDamageType":"Necrotic"} damage (Sammaster’s choice
bound dragons to his service, and learned how to drive dragons across Faerûn into a berserk rage. He considered his intellect beyond morality and became paranoid, resentful, and megalomaniacal
Monsters
Forgotten Realms: Adventures in Faerûn
(Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Thunderwave (level 2 version)
1/Day Each
, driving it to either morose despondence or passionate rage.
No two spirit dragons are exactly alike; each individual bears features distinct to the empire from which it hails. Roll on or choose a
Feats
Eberron: Forge of the Artificer
General Feat (Prerequisite: Level 4+, Mark of Handling Feat)
You gain the following benefits.
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.
Improved
feet of your mount with a melee attack roll, your mount can take a Reaction to move up to its Speed or take the Attack action to make one attack only (your choice).
Subdue Animal. As a Magic action
Classes
Tasha’s Cauldron of Everything
Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian.
Such
a barbarian might be inhabited by a primal spirit or be descended from shape-shifters. You can choose the origin of your feral might or determine it by rolling on the Origin of the Beast table
Cloud Giant Smiling One
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
(spell save DC 15, +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). The giant has the following bard spells prepared:
Cantrips (at will): minor
has advantage on the attack roll.
Change Shape. The giant magically polymorphs into a beast or humanoid it has seen, or back into its true form. Any equipment the giant is wearing or carrying is
Classes
Tasha’s Cauldron of Everything
Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian.
Such
a barbarian might be inhabited by a primal spirit or be descended from shape-shifters. You can choose the origin of your feral might or determine it by rolling on the Origin of the Beast table
Path of the Zealot
Legacy
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Classes
Xanathar's Guide to Everything
Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots — warriors who channel their rage into powerful displays of divine power.
A
gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good.
Path of the Zealot Features
Barbarian Level
Feature
3rd
Divine Fury
Monsters
Acquisitions Incorporated
Divine Eminence. As a bonus action, Dagdra can expend a spell slot to cause her melee weapon attacks to magically deal an extra 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Divine
increases by 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Divine Eminence"} for each level above 1st.
Dwarven Resilience. She has advantage on saving throws against poison and resistance
Quasit
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Shapechanger. The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back
.
Magic Resistance. The quasit has advantage on saving throws against spells and other magical effects.Claws (Bite in Beast Form). Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit
Backgrounds
Guildmasters’ Guide to Ravnica
, conjure barrage
4th
dominate beast, stoneskin
5th
destructive wave
Fueled by the fire of rage burning in your heart, your magic is almost always accompanied by fiery
ruins. You are part of a savage society that clings desperately to the Old Ways — attuned to nature, full of primal rage, and given short shrift by a world consumed with continuing civilization
Monsters
Eberron: Rising from the Last War
Tulkhesh magically polymorphs into a humanoid, beast, or giant that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment he
is wearing or carrying is absorbed or borne by the new form (his choice).
In a new form, Rak Tulkhesh retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance
Holy Aura
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius
Quasit (familiar variant)
Legacy
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Monsters
Monster Manual (2014)
Shapechanger. The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back
shares the quasit’s Magic Resistance trait. At any time and for any reason, the quasit can end its service as a familiar, ending the telepathic bond.Claws (Bite in Beast Form). Melee Weapon Attack
Monsters
Acquisitions Incorporated
Divine Display (1/day). As a bonus action, Phoenix causes his shield to flare with divine light. Each creature of his choice within 30 feet of him must succeed on a DC 13 Wisdom saving throw or be
Magic Items
Strixhaven: A Curriculum of Chaos
primer at the end of a long rest, you can choose one 1st-level spell from the bard or sorcerer spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot
if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.
Destructive Wave
Legacy
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Spells
Player’s Handbook (2014)
You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder
damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.
Magic Items
Strixhaven: A Curriculum of Chaos
the primer at the end of a long rest, you can choose one 1st-level spell from the bard or cleric spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell
slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.






