Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'beings bargains down can races'.
Other Suggestions:
beings bargain down can rites
Spells
Player’s Handbook
You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each
question.
Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In
Classes
Player’s Handbook
the influence of these beings can be felt. In no time, each Warlock is drawn into a binding pact with a powerful patron. Drawing on the ancient knowledge of beings such as angels, archfey, demons
multiverse. They often begin their search for magical power by delving into tomes of forbidden lore, dabbling in invocations meant to attract the power of extraplanar beings, or seeking places of power where
Classes
Player’s Handbook
efficiency. You or someone from your lineage might have become entangled in the machinations of modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron
March. Whatever its origin within you, the power of order can seem strange to others, but for you, it’s part of a vast and glorious system.
Magic Items
Dungeon Master’s Guide
cases, made notations and additions to existing text. There are places where pages are missing, torn, or covered so completely with ink, blood, and scratches that the original text can’t be
divined.
Nature can’t abide the book’s presence. Ordinary plants wither in its presence, common animals are unwilling to approach it, and the book gradually destroys whatever it touches. Even
Magic Items
Dungeon Master’s Guide
, which must be cleared out before you can claim the keep as yours.
Void. Your soul is drawn from your body and contained in an object in a place of the DM’s choice. One or more powerful beings
97–00
97–00
Void
Each card’s effect is described below.
Balance. You can increase one of your ability scores by 2, to a maximum of 22, provided you also decrease another
Monsters
Lorwyn: First Light
Magic Resistance. The incarnation has Advantage on saving throws against spells and other magical effects.Multiattack. The incarnation makes two Vine attacks and uses Radiant Blast. It can replace
of nature are beyond the ken of most mortal beings—untamable, primal, and awe inspiring.
In the realm of Lorwyn-Shadowmoor, these beings take the forms of chimeric behemoths that combine the
Monsters
Lorwyn: First Light
Ephemeral Movement. The incarnation can move through other creatures and objects as if they were Difficult Terrain, and its movement doesn’t provoke Opportunity Attack;Opportunity Attacks. It
condition. Success: Half damage only.The incarnations of transience represent all that is fleeting or ephemeral. Despite their apparent bulk, these incarnations are actually ephemeral beings with only a
Species
Eberron: Forge of the Artificer
Warforged are mechanical beings built as weapons to fight in the Last War. An unexpected breakthrough produced sentient beings made from wood and metal that nevertheless can feel pain and emotion
Monsters
Lorwyn: First Light
takes great slumbers bordering on hibernation. These giants sleep for so long that they fuse with the surrounding earth, imbuing them with the land’s ambient wild magic. The giants can mold and
wield this wild magic to devastating effect.
Giants
The giants of the realm of Lorwyn-Shadowmoor are wise, ancient beings wandering their homeland in search of wondrous things or simply a place to
Monsters
Lorwyn: First Light
mountains. They sometimes lend their brawn to smaller species who have something interesting to offer in return.
Giants
The giants of the realm of Lorwyn-Shadowmoor are wise, ancient beings wandering
the archways in hopes of finding the place abandoned but still stocked with a giant’s valuable relics. Such treasure hunters do well to tread carefully, for when angered, these giants can unleash
Sahuagin Baron
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Limited Amphibiousness. The sahuagin can breathe air and water, but he
needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The sahuagin can magically command any shark within 120 feet of him, using a limited telepathy.Multiattack
Sahuagin Priestess
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The sahuagin can breathe air and water, but she needs
to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The sahuagin can magically command any shark within 120 feet of her, using a limited telepathy.
Spellcasting. The
The Archfey
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Player’s Handbook (2014)
Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being’s motivations are often inscrutable, and
sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the
Commune
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each
question.
Divine beings aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one
Monsters
Planescape: Adventures in the Multiverse
Immutable Form. The kolyarut is immune to any spell or effect that would alter its form.
Legendary Resistance (4/Day). If the kolyarut fails a saving throw, it can choose to succeed instead.
Magic
;2: Disarm. The target drops one item it is holding of the kolyarut’s choice.
3–4: Imbalance. The target can’t take reactions until the start of the kolyarut’s next turn.
5
Monsters
The Book of Many Things
encounter.
Variant: Servants of Living Stars
Some stars in the sky are Elder Evils, alien beings of godlike power from the reality-defying Far Realm.
A living portent can be a fragment of these beings
willing creature the living portent can see within 30 feet of itself. The target’s hit point maximum and current hit points increase by 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"roll
Monsters
Planescape: Adventures in the Multiverse
, the maelephant can’t use its barbed trunk to attack other creatures.
Glaive. Melee Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Glaive"} to hit, reach 10 ft
this way, the creature loses all weapon and skill proficiencies, it can’t cast spells, it can’t understand language, and it has disadvantage on Intelligence saving throws. The target can
Clockwork Soul
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Tasha’s Cauldron of Everything
lineage, might have become entangled in the machinations of the modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin
within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.
Classes
Xanathar's Guide to Everything
centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.
Arcane Archer Features
Fighter Level
Feature
stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the
Monsters
Spelljammer: Adventures in Space
poison the body and the mind of its targets and can subjugate even beings that are physically superior.
Neogi usually dwell in far-flung locations on the Material Plane, as well as on the Astral Plane
Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened, and magic can’t put the neogi to sleep.
Spider Climb. The neogi can climb difficult surfaces
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened, and magic can’t put the neogi to sleep.
Spider Climb. The neogi can climb difficult surfaces
for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claw. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit
Monsters
The Book of Many Things
corpses to eat and living creatures to hunt. A harrow hawk can even travel the multiverse, flying magically from one world to another.
The Grim Harrow—a band of Undead beings created by the Deck
darkness, it teleports up to 30 feet to an unoccupied space it can see that is also in dim light or darkness. The hawk then has advantage on the first melee attack it makes before the end of the turn.
Monsters
Storm King's Thunder
Amphibious. Serissa can breathe air and water.
Equipment. As long as she has the Korolnor Scepter in her possession, she can activate the powers of the Wyrmskull Throne.Multiattack. Serissa makes
Strike (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Lightning Strike"}. Serissa hurls a magical lightning bolt at a point she can see within 500 feet of her. Each creature
Monsters
Icewind Dale: Rime of the Frostmaiden
":"Force Fist","rollDamageType":"force"} force damage. If the target is a Large or smaller creature, the living spell can move it up to 5 feet and move with it, without provoking opportunity attacks
. The living spell can grapple only one creature at a time and can't use Force Fist until the grapple ends.A living Bigby's hand is a Large, hovering hand of shimmering, translucent force. It often
Monsters
Eberron: Rising from the Last War
Innate Spellcasting. The hag's spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:
At will: detect magic, disguise self
it finishes a long rest.Dream Eater. When an unconscious creature the hag can see within 30 feet of her regains consciousness, the hag can force the creature to make a DC 15 Wisdom saving throw
Genasi
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Elemental Evil Player's Companion
Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth
spellcasters enter into bargains, and genasi can result from such pacts. Those genasi have been sources of great weal and woe in the history of that land.
GENASI BACKGROUNDS
Each genasi subrace has its own
Hermit
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Player’s Handbook (2014)
changed to allow you to end your solitude? You can work with your DM to determine the exact nature of your seclusion, or you can choose or roll on the table below to determine the reason behind your
seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
Hold Breath. The hunter can hold its breath for up to 10 minutes.
Pack Tactics. The hunter has advantage on an attack roll against a creature if at least one of the hunter’s allies is within 5
beings who dwell in the frozen wastelands of Krynn. They sport thick, ivory tusks, which they use both to defend themselves and to poke breathing holes in sea ice as they swim.
Often at odds with the
Yuan-ti Malison (Type 3)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
Shapechanger. The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn&rsquo
;t transformed. It doesn’t change form if it dies.
Innate Spellcasting (Yuan-ti Form Only). The yuan-ti’s innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can
Monsters
Icewind Dale: Rime of the Frostmaiden
by powerful eldritch forces can give rise to spell effects that become living beings. These so-called living spells haunt the places where they were created, subsisting on ambient magical energy.Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Magic Resistance. The living spell has advantage on saving throws against spells and other magical effects.
Unfettered. The living spell can move through any barrier, even a wall of magical force
Monsters
Mordenkainen Presents: Monsters of the Multiverse
creature is charmed by the giant. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving
, the target becomes petrified, and the giant can adhere the target to its stony body. Greater restoration spells and other magic that can undo petrification have no effect on a petrified creature
Monsters
Planescape: Adventures in the Multiverse
ability:
At will: dancing lights
1/day each: disguise self, invisibilitySkirmish Movement. When a creature ends its turn within 5 feet of the musteval, the musteval can move up to half its speed
Humanoids with bestial traits. In their daily interactions, guardinals embody the beauty, calm, and righteousness of their home plane. Guardinals can be found throughout the Outlands, especially in Ecstasy
Species
Dungeon Master’s Guide (2014)
This aasimar variant originally appeared in the Dungeon Master's Guide as an example for creating your own races.
Whereas tieflings have fiendish blood in their veins, aasimar are the descendants of
celestial beings. These folk generally appear as glorious humans with lustrous hair, flawless skin, and piercing eyes. Aasimar often attempt to pass as humans in order to right wrongs and defend
Monsters
Icewind Dale: Rime of the Frostmaiden
that it can see within 60 feet of it. The target must succeed on a DC 12 Wisdom saving throw or take 11 (2d10);{"diceNotation":"2d10","rollType":"damage","rollAction":"Psychic Lash","rollDamageType
":"psychic"} psychic damage.
Suggestion. The magen casts the suggestion spell (save DC 12), requiring no material components. The target must be a creature that the magen can communicate with
Monsters
Spelljammer: Adventures in Space
Mercane Telepathy. The mercane can communicate telepathically with any other mercane it knows, regardless of the distance between them.Multiattack. The mercane makes three Psi-Imbued Blade attacks
portfolios revolve around fair commerce. Standing 12 feet tall, they are lanky blue beings who dress in elegant robes and have elongated heads and long, spindly fingers.
Mercanes conduct most of their






