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Returning 35 results for 'being been drive channel remove'.
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Monsters
Heroes of the Borderlands
trespassers and drive them out. Wardens wield weapons and shields fashioned from the husks of giant beetles, snapping turtles, and other mighty creatures. When these tools fail them, they channel the forces of nature to augment their natural attacks with poison saliva.
Monsters
Adventure Atlas: The Mortuary
apparitions and their ilk, exorcists channel the forces of death to preserve the living, commune with the dead, and drive evil spirits back to their graves. They can also fire versatile bolts of necrotic or
", "rollType":"spell", "rollAction":"Spellcasting"} to hit with spell attacks):
At-will: detect evil and good, mage armor (self only), mage hand
2/day each: protection from evil and good, remove curse
classes
Channel Divine Devotion into Psychic Power
The Mind Domain celebrates the power of the mortal mind, channeling psychic energy to protect the faithful and smite your enemies.
While this is most
often associated with the Path of Light or the Riedran Path of Inspiration, followers of the daelkyr can also master this power. Visions of Xoriat can drive a priest to madness, but they can also reveal deadly secrets of the mind.
Mummy Lord
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Dreadful Glare. The mummy lord targets one creature it can see within 60 feet
be stunned until the end of the mummy lord's next turn.
Channel Negative Energy (Costs 2 Actions). The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord
Monsters
Tyranny of Dragons
dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Dreadful Glare. Diderius targets one creature he can see within 60 feet of him. If the target
-undead creature within 10 feet of him that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of his next turn.
Channel Negative Energy
Monsters
Candlekeep Mysteries
lasts until removed by the remove curse spell or other magic.
Dreadful Glare. Valin targets one creature she can see within 60 feet of her. If the target can see Valin, it must succeed on a DC 16
magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of Valin’s next turn.
Channel Negative Energy (Costs 2 Actions). Valin magically unleashes negative
Monsters
Waterdeep: Dungeon of the Mad Mage
to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Dreadful Glare. The mummy lord targets one creature it can see within 60
-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord's next turn.
Channel
Monsters
Candlekeep Mysteries
curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to spores. The curse lasts until removed by the remove curse spell or other magic.
Dreadful Glare. The
fungal servant that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the fungal servant’s next turn.
Channel Negative Energy (Costs
races
Spelljammer: Adventures in Space
own, which giff have learned to channel through their weapons. Most giff have no idea where this so-called astral spark comes from, but they feel its presence most strongly when they are in Wildspace
DM is free to add or remove languages from that list for a particular campaign.
Creature Type
Every creature in D&D, including every player character, has a special tag in the rules that
classes
Basic Rules (2014)
her holy symbol as light pours from it to drive back the zombies crowding in on her companions.
Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the
Channel Divinity (1/rest), Divine Domain Feature
3
3
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3rd
+2
&mdash
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
haunted traps. However, the Channel Divinity class feature and the remove curse spell can disarm a haunted trap. To use Channel Divinity to disarm a haunted trap, a character uses an action to present
their holy symbol and speak a prayer. To use remove curse instead, a character must cast the spell and touch an object that is part of the trap. Whichever disarming method is used, the trap itself then
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
haunted traps. However, the Channel Divinity class feature and the remove curse spell can disarm a haunted trap. To use Channel Divinity to disarm a haunted trap, a character uses an action to present
their holy symbol and speak a prayer. To use remove curse instead, a character must cast the spell and touch an object that is part of the trap. Whichever disarming method is used, the trap itself then
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
haunted traps. However, the Channel Divinity class feature and the remove curse spell can disarm a haunted trap. To use Channel Divinity to disarm a haunted trap, a character uses an action to present
their holy symbol and speak a prayer. To use remove curse instead, a character must cast the spell and touch an object that is part of the trap. Whichever disarming method is used, the trap itself then
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
obstructed by rounded boulders and pebbles. It might have been a streambed, though no water flows here now.
The dwarves diverted the stream into the channel leading to area 12 to drive the waterwheel in the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
obstructed by rounded boulders and pebbles. It might have been a streambed, though no water flows here now.
The dwarves diverted the stream into the channel leading to area 12 to drive the waterwheel in the
Monsters
Fizban's Treasury of Dragons
refract light, collections of prophecy, works on astronomy, and star charts. When it comes to magical treasure, they seek items and spells that predict the future, create or manipulate light, or channel
drive the yetis out.
3
An adult crystal dragon and an elf archmage have been friends for centuries and often go stargazing together on the peaks of their favorite mountains, but the dragon is
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
obstructed by rounded boulders and pebbles. It might have been a streambed, though no water flows here now.
The dwarves diverted the stream into the channel leading to area 12 to drive the waterwheel in the
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
pools to track down trespassers and drive them out. Wardens wield weapons and shields fashioned from the husks of giant beetles, snapping turtles, and other mighty creatures. When these tools fail them
, they channel the forces of nature to augment their natural attacks with poison saliva. Lizardfolk Warden Medium Elemental, Neutral
AC 15 Initiative +1 (11)
HP 32 (5d8 + 10)
Speed 30 ft., Swim
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
pools to track down trespassers and drive them out. Wardens wield weapons and shields fashioned from the husks of giant beetles, snapping turtles, and other mighty creatures. When these tools fail them
, they channel the forces of nature to augment their natural attacks with poison saliva. Lizardfolk Warden Medium Elemental, Neutral
AC 15 Initiative +1 (11)
HP 32 (5d8 + 10)
Speed 30 ft., Swim
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
pools to track down trespassers and drive them out. Wardens wield weapons and shields fashioned from the husks of giant beetles, snapping turtles, and other mighty creatures. When these tools fail them
, they channel the forces of nature to augment their natural attacks with poison saliva. Lizardfolk Warden Medium Elemental, Neutral
AC 15 Initiative +1 (11)
HP 32 (5d8 + 10)
Speed 30 ft., Swim
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
—Spell Slots per Spell Level— Level Proficiency Bonus Class Features Channel Divinity Prepared Spells 1 2 3 4 5 1 +2 Lay On Hands, Spellcasting, Weapon Mastery — 2 2 — — — — 2 +2 Fighting Style
, Paladin’s Smite — 3 2 — — — — 3 +2 Channel Divinity, Paladin Subclass 2 4 3 — — — — 4 +2 Ability Score Improvement 2 5 3 — — — — 5 +3 Extra Attack, Faithful Steed 2 6 4 2 — — — 6 +3 Aura of Protection 2 6
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
—Spell Slots per Spell Level— Level Proficiency Bonus Class Features Channel Divinity Prepared Spells 1 2 3 4 5 1 +2 Lay On Hands, Spellcasting, Weapon Mastery — 2 2 — — — — 2 +2 Fighting Style
, Paladin’s Smite — 3 2 — — — — 3 +2 Channel Divinity, Paladin Subclass 2 4 3 — — — — 4 +2 Ability Score Improvement 2 5 3 — — — — 5 +3 Extra Attack, Faithful Steed 2 6 4 2 — — — 6 +3 Aura of Protection 2 6
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
—Spell Slots per Spell Level— Level Proficiency Bonus Class Features Channel Divinity Prepared Spells 1 2 3 4 5 1 +2 Lay On Hands, Spellcasting, Weapon Mastery — 2 2 — — — — 2 +2 Fighting Style
, Paladin’s Smite — 3 2 — — — — 3 +2 Channel Divinity, Paladin Subclass 2 4 3 — — — — 4 +2 Ability Score Improvement 2 5 3 — — — — 5 +3 Extra Attack, Faithful Steed 2 6 4 2 — — — 6 +3 Aura of Protection 2 6
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
—Spell Slots per Spell Level— Level Proficiency Bonus Class Features Channel Divinity Prepared Spells 1 2 3 4 5 1 +2 Lay On Hands, Spellcasting, Weapon Mastery — 2 2 — — — — 2 +2 Fighting Style
, Paladin’s Smite — 3 2 — — — — 3 +2 Channel Divinity, Paladin Subclass 2 4 3 — — — — 4 +2 Ability Score Improvement 2 5 3 — — — — 5 +3 Extra Attack, Faithful Steed 2 6 4 2 — — — 6 +3 Aura of Protection 2 6
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
—Spell Slots per Spell Level— Level Proficiency Bonus Class Features Channel Divinity Prepared Spells 1 2 3 4 5 1 +2 Lay On Hands, Spellcasting, Weapon Mastery — 2 2 — — — — 2 +2 Fighting Style
, Paladin’s Smite — 3 2 — — — — 3 +2 Channel Divinity, Paladin Subclass 2 4 3 — — — — 4 +2 Ability Score Improvement 2 5 3 — — — — 5 +3 Extra Attack, Faithful Steed 2 6 4 2 — — — 6 +3 Aura of Protection 2 6
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
—Spell Slots per Spell Level— Level Proficiency Bonus Class Features Channel Divinity Prepared Spells 1 2 3 4 5 1 +2 Lay On Hands, Spellcasting, Weapon Mastery — 2 2 — — — — 2 +2 Fighting Style
, Paladin’s Smite — 3 2 — — — — 3 +2 Channel Divinity, Paladin Subclass 2 4 3 — — — — 4 +2 Ability Score Improvement 2 5 3 — — — — 5 +3 Extra Attack, Faithful Steed 2 6 4 2 — — — 6 +3 Aura of Protection 2 6
compendium
- Sources->Dungeons & Dragons->The Pugilist Class
Pugilists were tested and came out the other side with their righteous resolve to live in service to the gods strengthened. A resolve their gods have taken note of. Level 3: Channel Divinity You can
channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with two such effects: Fists of Faith and Grace of the Gods. Each time you use this subclass’s Channel
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
. The vagaries of undeath make spirits difficult to predict. Nevertheless, exorcists are well equipped for their work. Molded by experiences with apparitions and their ilk, exorcists channel the forces
of death to preserve the living, commune with the dead, and drive evil spirits back to their graves. They can also fire versatile bolts of necrotic or radiant energy from their staves to repel a host
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
. The vagaries of undeath make spirits difficult to predict. Nevertheless, exorcists are well equipped for their work. Molded by experiences with apparitions and their ilk, exorcists channel the forces
of death to preserve the living, commune with the dead, and drive evil spirits back to their graves. They can also fire versatile bolts of necrotic or radiant energy from their staves to repel a host
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
. The vagaries of undeath make spirits difficult to predict. Nevertheless, exorcists are well equipped for their work. Molded by experiences with apparitions and their ilk, exorcists channel the forces
of death to preserve the living, commune with the dead, and drive evil spirits back to their graves. They can also fire versatile bolts of necrotic or radiant energy from their staves to repel a host
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
The tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend.
Actions over Words. Strive to be known by glorious deeds, not words.
Challenges Are but
ability, magic weapon 9th haste, protection from energy 13th compulsion, freedom of movement 17th commune, flame strike Tiefling Paladin of Glory Channel Divinity 3rd-level Oath of Glory feature You
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
companions so they’re all ready when destiny calls. Tenets of Glory The tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend. Actions over Words. Strive to be
Channel Divinity 3rd-level Oath of Glory feature You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works. (RYAN PANCOAST) Peerless
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
companions so they’re all ready when destiny calls. Tenets of Glory The tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend. Actions over Words. Strive to be
Channel Divinity 3rd-level Oath of Glory feature You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works. (RYAN PANCOAST) Peerless
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
The tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend.
Actions over Words. Strive to be known by glorious deeds, not words.
Challenges Are but
ability, magic weapon 9th haste, protection from energy 13th compulsion, freedom of movement 17th commune, flame strike Tiefling Paladin of Glory Channel Divinity 3rd-level Oath of Glory feature You
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
The tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend.
Actions over Words. Strive to be known by glorious deeds, not words.
Challenges Are but
ability, magic weapon 9th haste, protection from energy 13th compulsion, freedom of movement 17th commune, flame strike Tiefling Paladin of Glory Channel Divinity 3rd-level Oath of Glory feature You