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Returning 35 results for 'before blessing detailed class remote'.
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Classes
Player’s Handbook
power, while others trace it to strange events in their personal or family history. The blessing of a dragon or a dryad at a baby’s birth or the strike of lightning from a clear sky might spark a
your available spell slots.
Sorcerer Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Class Features
Sorcery Points
Cantrips
Prepared
Monsters
Waterdeep: Dungeon of the Mad Mage
, stoneskin and mage armor spells on itself before combat.Staff of Power. He wields a staff of power, with 20 charges, that grants him a +2 bonus to Armor Class, spell attack rolls, and saving throws. His
arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic
Monsters
Van Richten’s Guide to Ravenloft
otherwise uses the controlled body’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies.
If the carrionette’s body is destroyed, both the
malicious toys are skilled deceivers and, despite some having existed for generations, often affect unsettlingly childlike personalities. Among the most notorious of these terrors is the carrionette Maligno, Darklord of the domain of Odaire (detailed in chapter 3).Poison, Psychic
Adult Silver Dragon
Legacy
This doesn't reflect the latest rules and lore.
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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
mines, silver dragons covet the lost outposts of humanoid civilization. An abandoned mountaintop citadel or a remote tower raised by a long-dead wizard is the sort of lair that every silver dragon
Ancient Silver Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
otherwise 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
abandoned mines, silver dragons covet the lost outposts of humanoid civilization. An abandoned mountaintop citadel or a remote tower raised by a long-dead wizard is the sort of lair that every silver
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon turtle can breathe air and water
Blessing of the Sea (Recharges after a Short or Long Rest). If the dragon turtle would be reduced to 0 hit points, its current hit point total
62,000 XP (124,000 XP total) for defeating the dragon turtle after its Blessing of the Sea activates.
Legendary Resistance (3/Day). If the dragon turtle fails a saving throw, it can choose to succeed
Sorcerer
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
apparent flukes. Some sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s
master it, or revel in its unpredictable nature? Is it a blessing or a curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? What do you intend
Backgrounds
Guildmasters’ Guide to Ravnica
light of the surface world, so your journey isn’t guaranteed to be safe.
Golgari Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Golgari 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.)
Golgari Guild Spells
Saving Throws
Legacy
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Rules
modifier for a Dexterity saving throw.
A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the DM.
Each class gives
bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well.
The Difficulty Class for a saving throw is determined by the effect that causes it
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
The Amber Temple Once a haven of virtuous wizards, the Amber Temple was long ago corrupted by evil. It was here that Strahd made his pact with the Dark Powers to become a vampire, with the blessing
, viewing it as a nexus of secrets underpinning the nature of the Domains of Dread. The priests of Osybus (detailed in the “Other Groups” section later in this chapter) have particular interest in this site.
Actions
Player characters and monsters can also do things not covered by these actions. Many class features and other abilities provide additional action options, and you can improvise other actions. When
you describe an action not detailed elsewhere in the rules, the Dungeon Master tells you whether that action is possible and what kind of D20 Test you need to make, if any.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Proficiencies When you gain your first level in a class other than your initial class, you gain only some of the new class’s starting proficiencies, as detailed in each class’s description in chapter 3.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
by a hero’s desperate prayer, a cleric’s use of the Divine Intervention class feature, or a god’s decision to intervene in mortal affairs for good or ill, an answer can manifest in a variety of ways
accomplishment that might merit a blessing as a reward. Occasionally, a god might also offer a blessing when sending a champion on a quest, helping them to prepare for the task ahead. A character
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Proficiencies When you gain your first level in a class other than your initial class, you gain only some of the new class’s starting proficiencies, as detailed in each class’s description in “Character Classes”.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Hiatea’s Hearth Magic Hiatea’s Hearth carries Hiatea’s blessing as well as the curse of Karontor, giving it the following properties: Hiatea’s Blessing. Hiatea’s Hearth is consecrated ground. A
creature in the hall that has the Channel Divinity class feature and worships Hiatea can use that feature once without expending a use of it. Once a creature benefits from this property, the creature can’t
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Inscrutable Like a sphinx, you have a mind like a maze, impenetrable to mortal scrutiny. This might be a gift or training from an actual sphinx, the blessing (or curse) of a god, or an inexplicable
disadvantage. Inscrutable Characteristics d6 Characteristic
1 I was educated by a sphinx in the Dakra Isles.
2 I am a devout adherent to one of Meletis’s schools of philosophy (detailed in
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
remaining loyal Children of Ankhtepot
4 A blessing granted to those who survive both the Breath of the Forgotten and the Breath of the False
5 A set of relics holy to the old gods of Har’Akir
6 The manifestation of a joyous song sung by Muhar’s people
7 The soul of an innocent healer who resembles the pharaoh as he was in life
8 The soul of a character, perhaps one with an Echoing Soul (a Dark Gift detailed in chapter 1)
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
refers to your level in this class. At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock
levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Sorcerous Origin Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline or Wild Magic, both detailed at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Otherworldly Patron At 1st level, you have struck a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Primal Path At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Bard College At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore or the College of Valor, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Primal Path At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Ranger Archetype At 3rd level, you choose an archetype that you strive to emulate: Hunter or Beast Master, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as
shown in the Invocations Known column of the Warlock table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Flying Snake A flying snake is a brightly colored, winged serpent found in remote jungles. Tribespeople and cultists sometimes domesticate flying snakes to serve as messengers that deliver scrolls
wrapped in their coils. Flying Snake
Tiny beast, unaligned
Armor Class 14
Hit Points 5 (2d4)
Speed 30 ft., fly 60 ft., swim 30 ft.
STR
4 (−3)
DEX
18 (+4)
CON
11 (+0
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ranger Archetype At 3rd level, you choose an archetype that you strive to emulate: Hunter or Beast Master, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Monastic Tradition When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, the Way of Shadow, or the Way of the Four Elements, all detailed at the end of the
class description. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Druid Circle At 2nd level, you choose to identify with a circle of druids: the Circle of the Land or the Circle of the Moon, both detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Martial Archetype At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of
the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Bard College At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore or the College of Valor, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Otherworldly Patron At 1st level, you have struck a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Roguish Archetype At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, Assassin, or Arcane Trickster, all detailed at the end of the class






