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Returning 35 results for 'before blows devotion choice refine'.
Other Suggestions:
before blood devotion choose remind
before below devotion choose remind
before blood devotion choose refined
before brown devotion choose remind
before brown devotion choose refuge
Classes
Player’s Handbook
have a knack for finding the solution to just about any problem. A few even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine
one precise strike than wear an opponent down with a barrage of blows.
Some Rogues began their careers as criminals, while others used their cunning to fight crime. Whatever a Rogue’s relation
Spells
Player’s Handbook
until all its effects are dispelled.
Corridors. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction
return within 10 minutes if dispersed while Guards and Wards lasts)
Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts)
Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally
Spells
Player’s Handbook
triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends.
You can refine the trigger so that only creatures of certain types activate it (for example, the
Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one.
Spell Glyph. You can store a prepared spell of level 3 or lower in the glyph by casting
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
megalomaniacal.
Sammaster’s travels brought him into contact with people who revered dragons as icons of primeval might. Masquerading his desire to dominate dragonkind as devotion, Sammaster
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
.
Sammaster’s travels brought him into contact with people who revered dragons as icons of primeval might. Masquerading his desire to dominate dragonkind as devotion, Sammaster established himself
Ancient Brass Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
"} bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1
reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit
Adult Silver Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
"} bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1
. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit
Ancient Silver Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
":"bludgeoning"} bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened
true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment
Adult Brass Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
"} bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1
to cause one of the following effects:
A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from
Monsters
Waterdeep: Dungeon of the Mad Mage
"} bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1
its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its
Monsters
Thieves’ Gallery
reattaches to its hilt.
Shortsword and Dagger. Xenk lashes out with both weapons. Each creature of his choice within 10 feet of him must make a DC 16 Dexterity throw. On a failed save, the creature takes 7
sworn an oath of devotion to aid the innocent. Every inch the knight in shining armor, he thrives when inspiring goodness in his allies. The words “Neither virtue nor blade shall break&rdquo
Geryon
Legacy
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Monsters
Mordenkainen’s Tome of Foes
minotaur;minotaurs.
Sound the Horn (1/Day). Geryon blows his horn, which causes 5d4;{"diceNotation":"5d4","rollType":"roll","rollAction":"Sound the Horn"} minotaur;minotaurs to appear in unoccupied spaces
of his choice within 600 feet of him. The minotaur;minotaurs roll initiative when they appear. They remain until they die or Geryon uses an action to dismiss any or all of them.
Cold, Fire, PoisonBludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Geryon (Summoner Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
see.
Sound the Horn (1/Day). As an action Geryon blows his horn, which causes 5d4;{"diceNotation":"5d4","rollType":"roll","rollAction":"Sound the Horn"} minotaur;minotaurs to appear in unoccupied spaces
of his choice within 600 feet of him. The minotaur;minotaurs roll initiative when they appear. They remain until they die or Geryon uses an action to dismiss any or all of them.Geryon can take 3
Knight
Legacy
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Backgrounds
Player’s Handbook (2014)
noble lord or lady to whom you have given your heart—in a chaste sort of devotion. (This person could be your bond.)
Skill Proficiencies: History, Persuasion
Tool Proficiencies: One type of
gaming set
Languages: One of your choice
Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp
Feature: Retainers
You have the service of three
Book of Vile Darkness
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
reading and studying the book, one ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to a minimum of 3. The book can’t adjust your
ability scores again.
Mark of Darkness. After you spend the requisite amount of time reading and studying the book, you acquire a physical disfigurement as a hideous sign of your devotion to vile
Glyph of Warding
Legacy
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Spells
Basic Rules (2014)
triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
You can further refine the
creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as
Monsters
Mordenkainen Presents: Monsters of the Multiverse
allows him to summon enslaved minotaurs.
Sound the Horn (1/Day). Geryon blows his horn, which causes 5d4;{"diceNotation":"5d4","rollType":"roll","rollAction":"Sound the Horn"} minotaur;minotaurs
; (see the Monster Manual) to appear in unoccupied spaces of his choice within 600 feet of him. The minotaurs roll initiative when they appear, and they obey his commands. They remain until they die
Monsters
Mordenkainen Presents: Monsters of the Multiverse
teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.
Sound the Horn (1/Day). Geryon blows his horn, which causes 5d4;{"diceNotation":"5d4
","rollType":"roll","rollAction":"Sound the Horn"} minotaur;minotaurs (see the Monster Manual) to appear in unoccupied spaces of his choice within 600 feet of him. The minotaurs roll initiative when they
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine skills that help them in a dungeon environment, such as climbing, finding
and disarming traps, and opening locks. In combat, Rogues prioritize subtle strikes over brute strength. They would rather make one precise strike than wear an opponent down with a barrage of blows
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
for finding the solution to just about any problem. A few even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine skills that help
strike than wear an opponent down with a barrage of blows. Some Rogues began their careers as criminals, while others used their cunning to fight crime. Whatever a Rogue’s relation to the law, no common
Noble
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Basic Rules (2014)
Proficiencies: One type of gaming set
Languages: One of your choice
Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp
Feature: Position of
, you might include among your equipment a banner or other token from a noble lord or lady to whom you have given your heart—in a chaste sort of devotion. (This person could be your bond
Magic Items
Keys from the Golden Vault
, one ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to a minimum of 3. The book can’t adjust your ability scores again
.
Mark of Darkness. After you spend the requisite amount of time reading and studying the book, you acquire a physical disfigurement as a hideous sign of your devotion to vile darkness. An evil rune might
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn. Tipsy Sway Starting at 6th level
Attack. When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see
Backgrounds
Baldur’s Gate: Descent into Avernus
Proficiencies: One type of gaming set
Languages: One of your choice
Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp
Feature: Position of Privilege
among your equipment a banner or other token from a noble lord or lady to whom you have given your heart—in a chaste sort of devotion. (This person could be your bond.)
Variant Feature
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
you choose the Oath of Devotion, the Oath of the Ancients, or the Oath of Vengeance, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
of your choice. (This is included above.) Versatile. You gain an Origin feat of your choice. Skilled is recommended. (This is included above.) Feats Skilled Origin Feat You gain proficiency in any
combination of three skills or tools of your choice. (This is included above.) Repeatable. You can take this feat more than once. Tough Origin Feat Your Hit Point maximum increases by an amount equal to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
you choose the Oath of Devotion, the Oath of the Ancients, or the Oath of Vengeance, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor. Level 3: Improved Critical Your attack rolls with weapons and
Style feat of your choice. Level 10: Heroic Warrior The thrill of battle drives you toward victory. During combat, you can give yourself Heroic Inspiration whenever you start your turn without it. Level
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below. When you
saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus. Flurry of Blows. You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action. Patient Defense. You can
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below. When you
saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus. Flurry of Blows. You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action. Patient Defense. You can
Kobold
Legacy
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Species
Volo's Guide to Monsters
strong social structure that stresses devotion to the tribe, are clever with their hands, and viciously work together in order to overcome their physical limitations.
In the kobolds’ version of
waking time is spent working, adversarial kobolds rarely have opportunities to exchange insults, let alone come to blows over their differences.
Kobolds choose mates primarily for convenience. Their
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this
stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action. If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to
each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn’t alter the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table. Preparing and
is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. You can further refine
must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a






