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Returning 35 results for 'before beings divinity core radius'.
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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
multiverse. They often begin their search for magical power by delving into tomes of forbidden lore, dabbling in invocations meant to attract the power of extraplanar beings, or seeking places of power where
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
Paladin...
As a Level 1 Character
Gain all the traits in the Core Paladin Traits table.
Gain the Paladin’s level 1 features, which are listed in the Paladin Features table.
As a Multiclass
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
Character
Gain all the traits in the Core Cleric Traits table.
Gain the Cleric’s level 1 features, which are listed in the Cleric Features table.
As a Multiclass Character
Gain the
Monsters
Lorwyn: First Light
of nature are beyond the ken of most mortal beings—untamable, primal, and awe inspiring.
In the realm of Lorwyn-Shadowmoor, these beings take the forms of chimeric behemoths that combine the
that wanders from Lorwyn to Shadowmoor or vice versa retains its core identity but might transform physically. An incarnation of hope in Lorwyn, for example, might resemble a giant dove with a lizard
Monsters
Lorwyn: First Light
condition. Success: Half damage only.The incarnations of transience represent all that is fleeting or ephemeral. Despite their apparent bulk, these incarnations are actually ephemeral beings with only a
through an empty village.
Incarnations of Nature
Incarnations of nature embody abstract ideas such as curiosity, relief, or terror. Incarnations of nature are beyond the ken of most mortal beings
Monsters
Lorwyn: First Light
Cataclysm"}. Dexterity Saving Throw: DC 15, each creature in a 20-foot-radius Sphere centered on a point within 120 feet. Failure: 28 (8d6) damage (roll 1d4;{"diceNotation":"1d4", "rollType":"roll
wield this wild magic to devastating effect.
Giants
The giants of the realm of Lorwyn-Shadowmoor are wise, ancient beings wandering their homeland in search of wondrous things or simply a place to
Monsters
Bigby Presents: Glory of the Giants
core, which is a Large object with AC 16 that is immune to lightning, poison, and psychic damage. It has 140 hit points and sheds dim light in a 10-foot radius. If the core is destroyed, the colossus
Berserk. If the core inside the colossus is destroyed, the colossus goes berserk. On each of its turns while berserk, the colossus attacks the nearest creature it can see. If no creature is near
Monsters
Eberron: Rising from the Last War
Aura of False Divinity. A creature that starts its turn within 30 feet of the radiant idol must make a DC 17 Wisdom saving throw, provided the radiant idol isn't incapacitated. On a failed save, the
saving throw, a creature is immune to this radiant idol's Aura of False Divinity for 24 hours.
Innate Spellcasting. The radiant idol's spellcasting ability is Charisma (spell save DC 17). The radiant
Monsters
Mythic Odysseys of Theros
damage whenever the eater of hope hits it with an attack. On a successful save, the target takes half as much damage and isn’t cursed.An eater of hope is bitter to the core, resentful of all forms
them.
Twister of Wills. Being obsessed with wealth and dominating lesser beings, eaters of hope hoard treasure for the sole purpose of tempting and manipulating mortals. They revel in using creatures
Magic Items
Storm King's Thunder
This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has
much fire to extinguish in that radius.
Gift of Flame. You can transfer the opal’s magic to a nonmagical item — a weapon or a suit of armor — by tracing the ild rune there with your
monsters
Illumination. As a Bonus Action, the drake can produce dim light in a 15 ft radius, or bright light in a 15 ft radius and dim light for an additional 15 ft radius. The drake can end this effect as a
replenish their forest’s soil and promote the growth of their beloved fir trees. Over the centuries, villagers and townsfolk have learned to live in peace with these largely benevolent beings
Monsters
Spelljammer: Adventures in Space
180 feet of itself, then blossoms into a 30-foot-radius sphere centered on that point. Each creature in the sphere must make a DC 19 Constitution saving throw, taking 55 (10d10);{"diceNotation":"10d10
its turn.
Tail Attack. The dragon makes one Tail attack.
Burst of Light (Costs 2 Actions). The dragon emits magical light in a 30-foot-radius sphere centered on itself. Each creature in this area
Monsters
Planescape: Adventures in the Multiverse
-foot-tall, 20-foot-radius cylinder of magical force rises from that point. Each creature in that area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 21 (6d6);{"diceNotation
have wormlike bodies studded with nine mechanical arms.
Modrons
Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron
Monsters
Bigby Presents: Glory of the Giants
ice into the air. Each creature other than the scion in a 30-foot-radius, 100-foot-high cylinder centered on that point must make a DC 25 Dexterity saving throw. On a failed save, a creature takes 36
the scion can see within 60 feet of the point the scion dug its hands into. Each creature in a 30-foot-radius, 100-foot-high cylinder centered on that point must succeed on a DC 25 Dexterity saving
Monsters
Spelljammer: Adventures in Space
240 feet of itself, then blossoms into a 40-foot-radius sphere centered on that point. Each creature in the sphere must make a DC 23 Constitution saving throw, taking 66 (12d10);{"diceNotation
its turn.
Tail Attack. The dragon makes one Tail attack.
Burst of Light (Costs 2 Actions). The dragon emits magical light in a 30-foot-radius sphere centered on itself. Each creature in this area
Monsters
Bigby Presents: Glory of the Giants
that fills a 30-foot-radius sphere centered on a point the giant can see within 60 feet of itself. The cloud spreads around corners. Each creature in that area must make a DC 20 Constitution saving
treasures—often by gambling. While many cloud giants are content with risking their wealth in games with each other, those who aim for the top of their ordning challenge all manner of beings in
Monsters
Bigby Presents: Glory of the Giants
.
Thunderous Vortex (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Thunderous Vortex"}. The scion magically creates a vortex of wind in a 60-foot-radius sphere centered on a
space as close as possible to the center. Then a burst of thunder erupts in a 30-foot-radius sphere centered on the same point. Each creature in that area takes 52 (8d12);{"diceNotation":"8d12
Monsters
Bigby Presents: Glory of the Giants
“Giants of Myth” in chapter 3 for additional inspiration.)
Scions of giants’ gods are enormously powerful beings who infuse the world around them with primeval magic. In many worlds
-Shaking Movement. The scion moves up to its speed and then sends a shock wave through the ground in a 60-foot-radius circle centered on itself. Each creature on the ground in that area that is
Monsters
Van Richten’s Guide to Ravenloft
grotesque balm stalls the elder brain’s degeneration but is far from a cure.
Vampiric mind flayers are physically and mentally unstable beings. Ghoulish creatures, they let nothing stand between
, PsychicDisrupt Psyche (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Disrupt Psyche"}. The mind flayer magically emits psionic energy in a 30-foot-radius sphere centered on
Monsters
Bigby Presents: Glory of the Giants
point it can see within 90 feet of itself. The wind vortex is a 30-foot-radius, 100-foot-high cylinder centered on that point. Each creature other than the cradle in that area must make a DC 25
; 10 feet away from the vortex in a random direction.Thunderclap. Immediately after taking damage, the cradle unleashes a thunderclap in a 30-foot-radius sphere centered on itself. All other creatures
Lizardfolk
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
; Instead, aggressive, stronger creatures register to the lizardfolk as fearsome beings to be avoided if possible. If such creatures attack, lizardfolk flee, fighting only if cornered. Lizardfolk aren
plans, or cultivating other methods to progress beyond their simple existence as hunters and gatherers.
Hapless Soft Ones
At their core, lizardfolk view other humanoids with an indifference verging on
Monsters
Bigby Presents: Glory of the Giants
.)
Scions of giants’ gods are enormously powerful beings who infuse the world around them with primeval magic. In many worlds, they slumber and have become part of the landscape. In this case
":"recharge", "rollAction":"Vengeful Storm"}. The scion conjures a churning storm cloud in a 30-foot-radius, 10-foot-tall cylinder centered on a point within 120 feet of itself. The cloud’s area is
Monsters
Bigby Presents: Glory of the Giants
giants’ gods are enormously powerful beings who infuse the world around them with primeval magic. In many worlds, they slumber and have become part of the landscape. In this case, each scion is
within 120 feet of itself. Each creature in a 20-foot-radius, 50-foot-high cylinder centered on that point must succeed on a DC 21 Dexterity saving throw or take 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Lava Geyser", "rollDamageType":"fire"} fire damage.
Monsters
Bigby Presents: Glory of the Giants
the substance of the world together. (See “Giants of Myth” in chapter 3 for additional inspiration.)
Scions of giants’ gods are enormously powerful beings who infuse the world around
, Piercing, and Slashing from Nonmagical AttacksChilling Mist. The cradle magically conjures a cloud of chilling mist that fills a 30-foot-radius sphere centered on a point it can see within 90 feet of
Magic Items
Baldur’s Gate: Descent into Avernus
following tables. These traits override any conflicting personality trait, ideal, bond, or flaw.
Personality Traits
D8
PERSONALITY TRAIT
1
I treat all beings, even enemies, with respect
.
Holy Light. The sword sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Fiends find the sword’s light disconcerting and painful, even if they can’t see it, and
Monsters
Bigby Presents: Glory of the Giants
giants’ gods are enormously powerful beings who infuse the world around them with primeval magic. In many worlds, they slumber and have become part of the landscape. In this case, each scion is
wave through the ground in a 60-foot-radius circle centered on itself. Each creature on the ground in that area that is concentrating must succeed on a DC 23 Constitution saving throw or lose concentration.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Warlock 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
delving into tomes of forbidden lore, dabbling in invocations meant to attract the power of extraplanar beings, or seeking places of power where the influence of these beings can be felt. In no time, each
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
and suffering? The Blood of Vol teaches that we all have the potential to become divine beings—and that death is a curse, designed to kill you before you can unlock the divinity within you. The Blood
Blood of Vol Everyone has a spark of divinity. Find that power within. Death is the end, Dolurrh is oblivion, and if the gods exist, they are cruel. Stand with those you care for; all we have is this
Monsters
Vecna: Eve of Ruin
summons shadowy, necrotic fire that fills a 20-foot-radius sphere centered on a point he can see within 90 feet of himself. Each creature in that area must make a DC 18 Dexterity saving throw, taking 14
. Little happens there without the Darklord’s knowledge, although Strahd rarely pays attention to what he considers the uninteresting dealings of lesser beings.
History
In life, Strahd von
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Warlock NÉSTOR OSSANDON LEAL An Occultist Empowered by Otherworldly Pacts Core Warlock Traits Primary Ability Charisma Hit Point Die D8 per Warlock level Saving Throw Proficiencies Wisdom and
multiverse. They often begin their search for magical power by delving into tomes of forbidden lore, dabbling in invocations meant to attract the power of extraplanar beings, or seeking places of power
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Corellon At the dawn of the multiverse, Corellon (core-ELL-on or CORE-eh-lawn) danced from world to world and plane to plane. A being of consummate mutability and infinite grace, Corellon is a
every form the god adopts. Corellon loves wholeheartedly and takes pleasure from every encounter with other divine beings of the multiverse. According to legend, the first elves emerged from Corellon’s
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Hapless Soft Ones At their core, lizardfolk view other humanoids with an indifference verging on pity. Born into the world lacking stout scales and sharp teeth, it’s a wonder they have managed to
the stronger by their apparent weakness. The lizardfolk assess such beings as hatchlings, young ones incapable of protecting themselves but who might prove useful in the future if they receive care.
Magic Items
Tasha’s Cauldron of Everything
conjecture than fact, often referring to otherworldly beings, the mysterious Barrier Peaks in Oerth, and the supposedly related device known as the Machine of Lum the Mad. The best details on the device
servant explodes. Every creature in a 100-foot-radius sphere centered on the servant must make a DC 25 Dexterity saving throw. On a failed save, a creature takes 87 (25d6) force damage, 87 (25d6) lightning
Compendium
- Sources->Dungeons & Dragons->Monster Manual
lives. Others are little more than divine thoughts or moments of immortal attention made manifest. Whether empyreans are idealized beings or vestiges of divinity, their appearances are influenced by their
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, dispel magic
13th
freedom of movement, guardian of faith
17th
commune, flame strike
Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options
. Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with






