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Returning 35 results for 'before both descended choose reflexes'.
Classes
Player’s Handbook
Core Barbarian Traits
Primary Ability
Strength
Hit Point Die
D12 per Barbarian level
Saving Throw Proficiencies
Strength and Constitution
Skill Proficiencies
Choose 2
Equipment
Choose A or B: (A) Greataxe, 4 Handaxe;Handaxes, Explorer's Pack, and 15 GP; or (B) 75 GP
Barbarians are mighty warriors who are powered by primal forces of the multiverse that manifest
Backgrounds
Forgotten Realms: Heroes of Faerûn
Ability Scores: Dexterity, Intelligence, CharismaFeat: Savage AttackerSkill Proficiencies: Acrobatics and StealthTool Proficiency: Thieves' ToolsEquipment: Choose A or B: (A) 2 Daggers, Thieves&rsquo
mysterious thieves’ guild that controls the realm of Thesk from behind the scenes. Stealth and quick reflexes were just the start of your Shadowmaster education; you also needed to hone your
Monsters
Planescape: Adventures in the Multiverse
Instinctive Reflexes. The conduit has advantage on initiative rolls, and it can’t have disadvantage on attack rolls.
Unarmored Defense. While the conduit is wearing no armor and wielding no
. If the target is a creature, the conduit can choose one of the following additional effects (up to once per turn each):
Incapacitate. The target must succeed on a DC 15 Constitution saving throw or
Monsters
Quests from the Infinite Staircase
", "rollAction":"Hooked Spear", "rollDamageType":"piercing"} piercing damage. If the target is a Medium or smaller creature, the derro can choose to deal no damage, and instead the target has the prone
cruelty and destruction.
Derro
Derro are Underdark dwellers of dubious origin. According to the histories of some duergar, derro are descended from a community of dwarves that was left behind when the
Classes
Tasha’s Cauldron of Everything
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
.
Origin of the Beast
d4
Origin
1
One of your parents is a lycanthrope, and you’ve inherited some of their curse.
2
You are descended from an archdruid and inherited the
Classes
Tasha’s Cauldron of Everything
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
.
Origin of the Beast
d4
Origin
1
One of your parents is a lycanthrope, and you’ve inherited some of their curse.
2
You are descended from an archdruid and inherited the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
: 3 (1d6);{"diceNotation":"1d6", "rollType":"damage", "rollAction":"Hooked Spear", "rollDamageType":"piercing"} piercing damage. If the target is Medium or smaller, the derro can choose to deal no
some duergar, derro are descended from a dwarven community that was left behind when the others escaped the rule of mind flayers. These remnants were so distorted by the mind flayers’ psionic
Species
Mordenkainen Presents: Monsters of the Multiverse
Air genasi are descended from djinn, the genies of the Elemental Plane of Air. Embodying many of the airy traits of their otherworldly ancestors, air genasi can draw upon their connection to the
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation
Monsters
Bigby Presents: Glory of the Giants
choose to succeed instead.
Magic Resistance. The scion has advantage on saving throws against spells and other magical effects.
Siege Monster. The scion deals double damage to objects and
.
If the scion dies, these effects end immediately.
Scions of Giants’ Gods
Giants are descended from the All-Father, Annam, and his children. But scions of giants’ gods boast a greater
Monsters
Bigby Presents: Glory of the Giants
cradle occupied and uses the cradle’s initiative count.
Legendary Resistance (5/Day). If the cradle fails a saving throw, it can choose to succeed instead.
Magic Resistance. The cradle has
other effects end immediately.
Scions of Giants’ Gods
Giants are descended from the All-Father, Annam, and his children. But scions of giants’ gods boast a greater claim: they are
Monsters
Bigby Presents: Glory of the Giants
cradle occupied and uses the cradle’s initiative count.
Legendary Resistance (5/Day). If the cradle fails a saving throw, it can choose to succeed instead.
Magic Resistance. The cradle has
are descended from the All-Father, Annam, and his children. But scions of giants’ gods boast a greater claim: they are Annam’s grandchildren, and they occupy a privileged place among giants
Monsters
Bigby Presents: Glory of the Giants
occupied and uses the cradle’s initiative count.
Legendary Resistance (5/Day). If the cradle fails a saving throw, it can choose to succeed instead.
Magic Resistance. The cradle has advantage on
minerals, and existing moss dies within 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days.
Scions of Giants’ Gods
Giants are descended from the All-Father, Annam, and
Monsters
Bigby Presents: Glory of the Giants
occupied and uses the cradle’s initiative count.
Legendary Resistance (5/Day). If the cradle fails a saving throw, it can choose to succeed instead.
Magic Resistance. The cradle has advantage on
day to day, ranging from pleasantly sunny to brutal hailstorms.
If the scion dies, these effects end immediately.
Scions of Giants’ Gods
Giants are descended from the All-Father, Annam
Monsters
Bigby Presents: Glory of the Giants
Legendary Resistance (6/Day). If the scion fails a saving throw, it can choose to succeed instead.
Magic Resistance. The scion has advantage on saving throws against spells and other magical effects
dies, these effects end immediately.
Scions of Giants’ Gods
Giants are descended from the All-Father, Annam, and his children. But scions of giants’ gods boast a greater claim: they
Monsters
Bigby Presents: Glory of the Giants
choose to succeed instead.
Magic Resistance. The scion has advantage on saving throws against spells and other magical effects.
Siege Monster. The scion deals double damage to objects and
effects end immediately.
Scions of Giants’ Gods
Giants are descended from the All-Father, Annam, and his children. But scions of giants’ gods boast a greater claim: they are Annam
Monsters
Bigby Presents: Glory of the Giants
Resistance (5/Day). If the cradle fails a saving throw, it can choose to succeed instead.
Magic Resistance. The cradle has advantage on saving throws against spells and other magical effects.
Siege
others.
If the scion dies, these effects end immediately.
Scions of Giants’ Gods
Giants are descended from the All-Father, Annam, and his children. But scions of giants’ gods boast a
Monsters
Bigby Presents: Glory of the Giants
cradle occupied and uses the cradle’s initiative count.
Legendary Resistance (5/Day). If the cradle fails a saving throw, it can choose to succeed instead.
Magic Resistance. The cradle has
farming: sunny and warm with occasional showers.
If the scion dies, these effects end immediately.
Scions of Giants’ Gods
Giants are descended from the All-Father, Annam, and his children
Monsters
Bigby Presents: Glory of the Giants
finishes a short or long rest.
Devil’s Sight. Magical darkness doesn’t impede the fomorian’s darkvision.
Legendary Resistance (3/Day). If the fomorian fails a saving throw, it can choose
fomorians power over shadows, allowing them to mold and shape darkness like clay.
Fomorians
Descended from Annam’s son Karontor, fomorians once occupied a place in the giants’ ordning
Monsters
Bigby Presents: Glory of the Giants
Legendary Resistance (6/Day). If the scion fails a saving throw, it can choose to succeed instead.
Magic Resistance. The scion has advantage on saving throws against spells and other magical effects
":"1d10", "rollType":"roll", "rollAction":"Days"} days.
Scions of Giants’ Gods
Giants are descended from the All-Father, Annam, and his children. But scions of giants’ gods boast a greater
Monsters
Bigby Presents: Glory of the Giants
Legendary Resistance (6/Day). If the scion fails a saving throw, it can choose to succeed instead.
Magic Resistance. The scion has advantage on saving throws against spells and other magical effects
rolls.
If the scion dies, existing ore remains, but new veins of ore stop forming. The other effects end immediately.
Scions of Giants’ Gods
Giants are descended from the All-Father, Annam
Monsters
Bigby Presents: Glory of the Giants
Legendary Resistance (6/Day). If the scion fails a saving throw, it can choose to succeed instead.
Magic Resistance. The scion has advantage on saving throws against spells and other magical effects
rapidly and thrive within 6 miles of the scion.
If the scion dies, these effects end immediately.
Scions of Giants’ Gods
Giants are descended from the All-Father, Annam, and his children. But
Aasimar
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Mordenkainen Presents: Monsters of the Multiverse
Whether descended from a celestial being or infused with heavenly power, aasimar are mortals who carry a spark of the Upper Planes within their souls. They can fan that spark to bring light, ease
choose or use as inspiration to create your own.
Aasimar Celestial Features
d6
Celestial Feature
1
A dusting of metallic, white, or charcoal freckles
2
Metallic, luminous, or
backgrounds
Forgotten Realms: Heroes of Faerûn
Ability Scores: Strength, Dexterity, CharismaFeat: Zhentarim Ruffian Skill Proficiencies: Intimidation and PerceptionTool Proficiency: Forgery KitEquipment: Choose A or B: (A) Club, Dagger, Forgery
;s leaders insist the organization is more like a family than a shadowy syndicate, few families exhibit as much dishonesty, nepotism, and corruption as this one. You’ve honed your cunning, reflexes, and blade to climb the guild’s ranks.
Barbarian
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes
, followed by Constitution. Second, choose the outlander background.
The Barbarian Table
Level
ProficiencyBonus
Features
Rages
RageDamage
1st
+2
Species
Mordenkainen Presents: Monsters of the Multiverse
Descended from efreet, the genies of the Elemental Plane of Fire, fire genasi channel the flamboyant and often destructive nature of flame. They show their heritage in their skin tones, which can
others were born to non-genasi parents who lived near a place suffused by a genie’s magic.
A typical genasi has a life span of 120 years.
Creating Your Character
At 1st level, you choose
Minotaur
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Guildmasters’ Guide to Ravnica
, are much better known and respected. Boros minotaurs choose the precision of the legion over the fury of the pack.
Minotaurs tend to vent their outrage through violence, but they aren’t
the most prominent, with thousands of members descended from an ancient hero who is said to have taught minotaurs the arts of war. Other important family lines include the Kharran line (primarily
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Transcendent Order Conduit Members of the Transcendent Order train to act without thinking, eliminating thought behind action. Conduits react with the cadence of the multiverse. Their sharp reflexes
, Perception +7
Senses passive Perception 17
Languages Common plus one more language
Challenge 8 (3,900 XP) Proficiency Bonus +3
Instinctive Reflexes. The conduit has advantage on initiative rolls
Aasimar
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
Dragons
Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are
are born from human parents, and they use the same naming conventions as their native culture.
Subrace
Three subraces of aasimar exist: protector aasimar, scourge aasimar, and fallen aasimar. Choose one of them for your character.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Aasimar Whether descended from a celestial being or infused with heavenly power, aasimar are mortals who carry a spark of the Upper Planes within their souls. They can fan that spark to bring light
you can choose or use as inspiration to create your own. Aasimar Celestial Features d6 Celestial Feature 1 A dusting of metallic, white, or charcoal freckles 2 Metallic, luminous, or dark eyes 3
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Skill Proficiencies Choose 2: Animal Handling, Athletics, Intimidation, Nature, Perception, or Survival Weapon Proficiencies Simple and Martial weapons Armor Training Light and Medium armor and Shields
Starting Equipment Choose A or B: (A) Greataxe, 4 Handaxes, Explorer’s Pack, and 15 GP; or (B) 75 GP Barbarians are mighty warriors who are powered by primal forces of the multiverse that manifest as
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Barbarian Core Barbarian Traits Primary Ability Strength Hit Point Die D12 per Barbarian level Saving Throw Proficiencies Strength and Constitution Skill Proficiencies Choose 2: Animal Handling
, Athletics, Intimidation, Nature, Perception, or Survival Weapon Proficiencies Simple and Martial weapons Armor Training Light and Medium armor and Shields Starting Equipment Choose A or B: (A) Greataxe
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
thieves’ tools to disarm a trap or open a lock, or take the Utilize action. Second-Story Work When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no
can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. Thief’s Reflexes When you reach 17th level, you have
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Tabaxi Traits As a tabaxi, you have the following racial traits.
Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose the size when you select this race.
Speed
see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Feline Agility. Your reflexes
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
thieves’ tools to disarm a trap or open a lock, or take the Use an Object action. Second-Story Work When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing
you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. Thief’s Reflexes When you reach 17th level
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Fire Genasi Traits Descended from efreet, the genies of the Elemental Plane of Fire, fire genasi channel the flamboyant and often destructive nature of flame. They show their heritage in their skin
Humanoid. Size. You are Medium or Small. You choose the size when you select this race. Speed. Your walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were






