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Returning 35 results for 'before blur driven class reflections'.
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Classes
Player’s Handbook
to fuel their determination and discipline.
Monks generally view adventures as tests of their physical and mental development. They are driven by a desire to accomplish a greater mission than merely
1 features, which are listed in the Monk Features table.
Monk Features
Level
Proficiency Bonus
Class Features
Martial Arts
Focus Points
Unarmored Movement
1
+2
Martial
Magic Items
Guildmasters’ Guide to Ravnica
know or have prepared. The spell you choose must be on your class’s spell list and of a level for which you have a spell slot, and you must provide the spell’s components.
You expend a spell
2)
3
color spray
4
faerie fire
5
fog cloud
6
thunderwave
2nd-Level Spells
d6
Spell
1
blur
2
gust of wind
3
heat metal
4
Melf's
Classes
Tasha’s Cauldron of Everything
. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
A Swarmkeeper’s swarm and spells are reflections of the
an exciting opportunity to explore your character’s narrative through their class abilities. For more guidance on customizing spells, see the “Personalizing Spells” section in
Classes
Tasha’s Cauldron of Everything
. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
A Swarmkeeper’s swarm and spells are reflections of the
an exciting opportunity to explore your character’s narrative through their class abilities. For more guidance on customizing spells, see the “Personalizing Spells” section in
Monk
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
Her fists a blur as they deflect an incoming hail of arrows, a half-elf springs over a barricade and throws herself into the massed ranks of hobgoblins on the other side. She whirls among them
seriously, approaching their adventures as personal tests of their physical and spiritual growth. As a rule, monks care little for material wealth and are driven by a desire to accomplish a greater
Monsters
Icewind Dale: Rime of the Frostmaiden
wearing perfume or carrying an open container of it.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the
gnolls. Their noses can’t stand the scent of perfumes, and their ears can’t abide words spoken aloud in Celestial. They don’t cast reflections in mirrors unless they want to.
Unlike
Backgrounds
Guildmasters’ Guide to Ravnica
positions of power.
Orzhov Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Orzhov Guild Spells table are added to the spell list of your spellcasting class
the flesh as long as possible, and as a spirit afterward. (Any)
Bonds
d6
Bond
1
The unbearable weight of my debt has driven me to desperation.
2
I’m duty-bound
Species
Wayfinder's Guide to Eberron
to Khorvaire over the years and have integrated with the cultures of the Five Nations.
As a whole, elves are driven by tradition and respect for the past. Where humans value innovation, elves strive
is why your people constantly seek out conflict; you need to find challenges worthy of a hero.
In creating a Valenar, think about your patron ancestor. Your class should reflect their class; if you
Paladin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
paladins take their work seriously. A delve into an ancient ruin or dusty crypt can be a quest driven by a higher purpose than the acquisition of treasure. Evil lurks in dungeons and primeval forests
. Although the class features related to your oath don’t appear until you reach 3rd level, plan ahead for that choice by reading the oath descriptions at the end of the class. Are you a devoted
Monsters
Spelljammer: Adventures in Space
Glory. The reigar’s Armor Class includes the reigar’s Charisma modifier.
Hold Breath. The reigar can hold their breath for 1 hour.
Special Equipment. The reigar wears a
land. When the endless battles there grew tiresome, some reigar ventured to the Astral Sea and Wildspace in search of glory. Many are driven by artistic pursuits, but each reigar has their own notion
Species
Wayfinder's Guide to Eberron
to Khorvaire over the years and have integrated with the cultures of the Five Nations.
As a whole, elves are driven by tradition and respect for the past. Where humans value innovation, elves strive
is why your people constantly seek out conflict; you need to find challenges worthy of a hero.
In creating a Valenar, think about your patron ancestor. Your class should reflect their class; if you
Monsters
Sleeping Dragon’s Wake
well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.Lhammaruntosz can take 3 legendary
Bahamut, which the dragon can use to commune with the deity.
In recent decades Lhammaruntosz has retreated inside the shrine, becoming reclusive due to a attack by a disguised demon which has driven her
Species
Mordenkainen Presents: Monsters of the Multiverse
Hobgoblins trace their origins to the ancient courts of the Feywild, where they first appeared with their goblin and bugbear kin. Many of them were driven from the Feywild by the conquering god
;Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores
Warlock
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
are comfortable in light armor and know how to use simple weapons. Delvers into Secrets Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and
20th +6 Eldritch Master 4 15 4 5th 8 Class Features As a warlock, you gain the following class features.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
frame and is blue in color. Reflections in this mirror ripple as if the viewer were looking into a pool of water.
Red Mirror. A creature that looks into the red mirror sees a ghostly white form
the first time on a turn takes 2 (1d4) fire damage. Black Mirror. A creature that looks into the black mirror sees its reflection blur and then reappear in ancient garb as if depicting a previous
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. They believe that using water to kill their enemies, such as through ritual drowning, earns them Olhydra’s favor. Rip Tide Priest
Medium humanoid (human), neutral evil
Armor Class 13 (chain shirt
): expeditious retreat, magic missile, shield
2nd level (3 slots): blur, hold person
3rd level (2 slots): sleet storm
Actions
Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
overlords of all mephits. Steam Mephit
Small elemental, neutral evil
Armor Class 10
Hit Points 21 (6d6)
Speed 30 ft., fly 30 ft.
STR
5 (−3)
DEX
11 (+0)
CON
10 (+0)
INT
damage.
Innate Spellcasting (1/Day). The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma.
Actions
Claws. Melee Weapon Attack: +2 to hit
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
nests out of grass and reeds, wherein they hide their treasure. Eblis
Large monstrosity, neutral evil
Armor Class 13
Hit Points 26 (4d10 + 4)
Speed 30 ft., fly 40 ft.
STR
11 (+0
)
Innate Spellcasting. The eblis’s innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:
1/day each: blur
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
full-fledged wizards one day. Thayan Apprentice Medium humanoid (human), any non-good alignment
Armor Class 12 (15 with mage armor)
Hit Points 27 (5d8 + 5)
Speed 30 ft.
STR
10 (+0)
DEX
): burning hands, detect magic, mage armor, shield
2nd level (3 slots): blur, scorching ray
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
tier of their training become one of the githzerai known as the enlightened. Githzerai Enlightened
Medium humanoid (gith), lawful neutral
Armor Class 18
Hit Points 112 (15d8 + 45)
Speed 30 ft
with spell attacks). It can innately cast the following spells, requiring no components:
At will: mage hand (the hand is invisible)
3/day each: blur, expeditious retreat, feather fall, jump, see
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
undead, neutral evil
Armor Class 13
Hit Points 40 (9d4 + 18)
Speed 0 ft., fly 40 ft.
STR
1 (−5)
DEX
17 (+3)
CON
14 (+2)
INT
16 (+3)
WIS
10 (+0
spells. The flameskull knows the following spells from the wizard’s spell list:
Cantrip (at will): mage hand
1st level (3 slots): magic missile, shield
2nd level (2 slots): blur, flaming sphere
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Kith’rak
Medium humanoid (gith), lawful evil
Armor Class 18 (plate)
Hit Points 180 (24d8 + 72)
Speed 30 ft.
STR
18(+4)
DEX
16(+3)
CON
17(+3)
INT
16(+3)
WIS
15(+2
: mage hand (the hand is invisible)
3/day each: blur, jump, misty step, nondetection (self only)
1/day each: plane shift, telekinesis
Rally the Troops. As a bonus action, the githyanki can magically
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
capabilities make them well suited for assassination, raiding, and espionage. Githyanki Gish
Medium humanoid (gith), lawful evil
Armor Class 17 (half plate)
Hit Points 123 (19d8 + 38)
Speed 30 ft
following wizard spells prepared:
Cantrips (at will): blade ward, light, message, true strike
1st level (4 slots): expeditious retreat, magic missile, sleep, thunderwave
2nd level (3 slots): blur
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
capabilities make them well suited for assassination, raiding, and espionage. Githyanki Gish
Medium humanoid (gith), lawful evil
Armor Class 17 (half plate)
Hit Points 123 (19d8 + 38)
Speed 30 ft
following wizard spells prepared:
Cantrips (at will): blade ward, light, message, true strike
1st level (4 slots): expeditious retreat, magic missile, sleep, thunderwave
2nd level (3 slots): blur
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Plesiosaurus A plesiosaurus is a marine dinosaur whose compact body is driven by powerful flippers. Predatory and aggressive, it attacks any creature it encounters. Its flexible neck accounts for a
third of its total length, letting it twist in any direction to deliver a powerful bite. Plesiosaurus
Large beast, unaligned
Armor Class 13 (natural armor)
Hit Points 68 (8d10 + 24)
Speed 20 ft
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chapter 3: Classes Adventurers are extraordinary people, driven by a thirst for excitement into a life that others would never dare lead. They are heroes, compelled to explore the dark places of the
world and take on the challenges that lesser women and men can’t stand against. Class is the primary definition of what your character can do. It’s more than a profession; it’s your character’s
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
disembodied head. Vargouille Reflection Tiny Fiend, Typically Chaotic Evil
Armor Class 12
Hit Points 22 (5d4 + 10)
Speed 5 ft., fly 40 ft.
STR
6 (−2)
DEX
15 (+2)
CON
14 (+2)
INT
until the vargouille loses concentration (as if concentrating on a spell). If the target’s saving throw is successful or if the effect ends on it, the target is immune to the Horrific Reflection of all vargouille reflections for 1 hour.
Adrián Ibarra Lugo
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
xorn enticed to service with the promise of gems to feed on. Deep Gnome (Svirfneblin)
Small humanoid (gnome), neutral good
Armor Class 15 (chain shirt)
Hit Points 16 (3d6 + 6)
Speed 20 ft
11). It can innately cast the following spells, requiring no material components:
At will: nondetection (self only)
1/day each: blindness/deafness, blur, disguise self
Actions
War Pick. Melee
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
nupperibos. These pitiful creatures shuffle across the landscape, driven to purposeful action only when the clouds of swarming vermin that surround them find them prey to destroy or when a greater
cannot climb the hierarchical ladder of the Hells.
They instead step down, becoming nupperibos.
—Mordenkainen
Nupperibo
Medium Fiend (Devil), Typically Lawful Evil
Armor Class 13 (natural
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
whatever scraps of fetid matter they can scoop into their groaning mouths. Nupperibo
Medium fiend (devil), lawful evil
Armor Class 13 (natural armor)
Hit Points 11 (2d8 + 2)
Speed 20 ft.
STR
.
Hunger-Driven. In the Nine Hells, the nupperibos can flawlessly track any creature that has taken damage from any nupperibo’s Cloud of Vermin within the previous 24 hours.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Almiraj An almiraj (pronounced AWL-meer-ahj) is a large, timid rabbit with a 1-foot-long spiral horn emerging from its forehead, not unlike the horn of a unicorn. If driven to attack, it tries to
spear enemies with its horn. Almiraj
Small beast, unaligned
Armor Class 13
Hit Points 3 (1d6)
Speed 50 ft.
STR
2 (–4)
DEX
16 (+3)
CON
10 (+0)
INT
2 (–4
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Ghoul Ghouls roam the night in packs, driven by an insatiable hunger for humanoid flesh. Like maggots or carrion beetles, they thrive in places rank with decay and death. Ghoul
Medium undead
, chaotic evil
Armor Class 12
Hit Points 22 (5d8)
Speed 30 ft.
STR
13 (+1)
DEX
15 (+2)
CON
10 (+0)
INT
7 (−2)
WIS
10 (+0)
CHA
6 (−2)
Damage
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Ghoul Ghouls roam in packs, driven by an insatiable hunger for humanoid flesh. They thrive in places rank with decay and death. If they can’t gorge on dead flesh and decomposing organs, they pursue
living creatures and attempt to make corpses of them. Ghoul
Medium undead, chaotic evil
Armor Class 12
Hit Points 22 (5d8)
Speed 30 ft.
STR
13 (+1)
DEX
15 (+2)
CON
10
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Satyr Satyrs are raucous fey that frolic in wild forests, driven by curiosity and hedonism in equal measure. They resemble stout male humans with the furry lower bodies and cloven hooves of goats
. Horns sprout from their heads, ranging in shape from a pair of small nubs to large, curling rams’ horns. Satyr
Medium fey, chaotic neutral
Armor Class 14 (leather armor)
Hit Points 31 (7d8
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Ghoul Ghouls are Undead that roam the night in packs, driven by insatiable hunger for flesh. Like maggots, they thrive in places rank with decay and death. Ghoul
Medium Undead, Typically Chaotic
Evil
Armor Class 12
Hit Points 22 (5d8)
Speed 30 ft.
STR
13 (+1)
DEX
15 (+2)
CON
10 (+0)
INT
7 (−2)
WIS
10 (+0)
CHA
6 (−2)
Damage






