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Returning 35 results for 'better both detailed class reborn'.
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Magic Items
Dungeon Master’s Guide
some fell goal.
The wand is topped with a skull that once belonged to a human hero slain by Orcus. The wand can magically change in size to better conform to the grip of its user. All Holy Water
Armor Class while holding the wand.
Spells. The wand has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the wand, you can cast one of the spells on the following table
Species
Van Richten’s Guide to Ravenloft
Death isn’t always the end. The reborn exemplify this, being individuals who have died yet, somehow, still live. Some reborn exhibit the scars of fatal ends, their ashen flesh or bloodless
veins making it clear that they’ve been touched by death. Other reborn are marvels of magic or science, being stitched together from disparate beings or bearing mysterious minds in manufactured
Monsters
Van Richten’s Guide to Ravenloft
otherwise uses the controlled body’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies.
If the carrionette’s body is destroyed, both the
malicious toys are skilled deceivers and, despite some having existed for generations, often affect unsettlingly childlike personalities. Among the most notorious of these terrors is the carrionette Maligno, Darklord of the domain of Odaire (detailed in chapter 3).Poison, Psychic
Monsters
Fizban's Treasury of Dragons
. They usually know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that
create illusions, allowing them to better conceal their treasures from prying eyes and divinations.
Creating an Emerald Dragon
Use the Emerald Dragon Personality Traits and Emerald Dragon Ideals
Monsters
Guildmasters’ Guide to Ravnica
(1d12);{"diceNotation":"1d12","rollType":"damage","rollAction":"Acidic Skin","damageType":"acid"} acid damage (category 3).
2
Armored Hide. The krasis has better natural armor afforded by a shell or
thick scales, increasing its Armor Class by 4.
3
Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving
Monsters
Guildmasters’ Guide to Ravnica
","rollType":"damage","rollAction":"Acidic Skin","damageType":"acid"} acid damage (category 3).
2
Armored Hide. The krasis has better natural armor afforded by a shell or thick scales, increasing
its Armor Class by 4.
3
Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving throws against spells and other
Monsters
Guildmasters’ Guide to Ravnica
(1d12);{"diceNotation":"1d12","rollType":"damage","rollAction":"Acidic Skin","damageType":"acid"} acid damage (category 3).
2
Armored Hide. The krasis has better natural armor afforded by a shell
or thick scales, increasing its Armor Class by 4.
3
Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving
Monsters
Fizban's Treasury of Dragons
individuals. They usually know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and
spells that create illusions, allowing them to better conceal their treasures from prying eyes and divinations.
Creating an Emerald Dragon
Use the Emerald Dragon Personality Traits and Emerald Dragon
Monsters
Icewind Dale: Rime of the Frostmaiden
to be cautious and avoid contact with other creatures that can harm her.
Auril’s worshipers know better than to disturb her self-imposed isolation. Terrible blizzards have cut off Icewind Dale
, Auril is reborn at full strength during the next winter solstice, with divine power far beyond what is reflected in the stat blocks presented here.
After finishing a long rest, Auril regains any of
Monsters
Icewind Dale: Rime of the Frostmaiden
weak and vulnerable. In her self-inflicted weakened state, Auril is inclined to be cautious and avoid contact with other creatures that can harm her.
Auril’s worshipers know better than to
form, Auril dies. As long as she has mortal followers who worship her, however, Auril is reborn at full strength during the next winter solstice, with divine power far beyond what is reflected in the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Reborn in the Domains of Dread When creating a reborn, consult with your DM to see if it’s appropriate to tie your origins to one of the following Domains of Dread (detailed in chapter 3): Har’Akir
and your past a mystery. Wary and confused, a reborn emerges after the infamous Apparatus of Mordent malfunctions.
Wand of Orcus
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
.
Made from bones as hard as iron, the wand is topped with a magically enlarged skull that once belonged to a human hero slain by Orcus. The wand can magically change in size to better conform to the
while the wand is attuned to Orcus himself.
Protection. You gain a +3 bonus to Armor Class while holding the wand.
Spells. The wand has 7 charges. While holding it, you can use an action and expend 1
Saving Throws
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Rules
modifier for a Dexterity saving throw.
A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the DM.
Each class gives
bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well.
The Difficulty Class for a saving throw is determined by the effect that causes it
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, the creature is complete and obeys her will. She uses this ability to create flesh golems and homunculi, as well as zombies, death’s heads, and brains in jars (see chapter 5). Reborn Maker. A side
effect of Dr. Mordenheim’s experiments is the creation of reborn (see chapter 1). It takes her 1d4 days and the dead bodies of two Medium or Small Humanoids to create one reborn. Brain Swap. Dr
Monsters
Icewind Dale: Rime of the Frostmaiden
that can harm her.
Auril’s worshipers know better than to disturb her self-imposed isolation. Terrible blizzards have cut off Icewind Dale from the rest of the world, and a shroud of mist
after another. After she’s defeated in her third and final form, Auril dies. As long as she has mortal followers who worship her, however, Auril is reborn at full strength during the next winter
Backgrounds
Guildmasters’ Guide to Ravnica
the crime. Most people are too daunted by you to report your wrongdoing to the Azorius.
Rakdos Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Rakdos
Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Rakdos Guild Spells
Backgrounds
Guildmasters’ Guide to Ravnica
light of the surface world, so your journey isn’t guaranteed to be safe.
Golgari Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Golgari Guild
Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Golgari Guild Spells
Backgrounds
Guildmasters’ Guide to Ravnica
even be stripped of your position.
Azorius Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Azorius Guild Spells table are added to the spell list of
your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Azorius Guild Spells
Spell Level
Spells
Cantrip
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Hoarded Histories Emerald dragons prize knowledge, particularly local histories that focus on magical events and individuals. They usually know of places of power near their lairs and keep detailed
records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create illusions, allowing them to better conceal their treasures from prying eyes and divinations.
Monsters
Fizban's Treasury of Dragons
know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create
illusions, allowing them to better conceal their treasures from prying eyes and divinations.
Creating an Emerald Dragon
Use the Emerald Dragon Personality Traits and Emerald Dragon Ideals tables to
Monsters
Fizban's Treasury of Dragons
of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create illusions
, allowing them to better conceal their treasures from prying eyes and divinations.
Creating an Emerald Dragon
Use the Emerald Dragon Personality Traits and Emerald Dragon Ideals tables to inspire your
Actions
Player characters and monsters can also do things not covered by these actions. Many class features and other abilities provide additional action options, and you can improvise other actions. When
you describe an action not detailed elsewhere in the rules, the Dungeon Master tells you whether that action is possible and what kind of D20 Test you need to make, if any.
Backgrounds
Baldur’s Gate: Descent into Avernus
occupation or social class that frequents the establishment. This contact is delighted to talk with you, and to listen.
Variant Entertainer: Gladiator
A gladiator is as much an
less than perfection.
8
I change my mood or my mind as quickly as I change key in a song.
d6
Ideal
1
Beauty. When I perform, I make the world better than it was. (Good
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Proficiencies When you gain your first level in a class other than your initial class, you gain only some of the new class’s starting proficiencies, as detailed in each class’s description in chapter 3.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Proficiencies When you gain your first level in a class other than your initial class, you gain only some of the new class’s starting proficiencies, as detailed in each class’s description in “Character Classes”.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Ramya’s Powers and Dominion Reborn as a death knight, Ramya desperately tries to hold on to or retake the Sapphire Throne in a cycle of victory and loss with her equally uncompromising siblings
with her siblings Arijani and Reeva. She constantly struggles to quell the rebellion they lead, as detailed in “Treachery in Kalakeri” later in this domain. Closing the Borders. Ramya can close or open
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
terrifying new forms. Such a plot comes with both opportunities and pitfalls. On the one hand, waking up in Mordenheim’s laboratory, either recently changed into reborn (see chapter 1) or about to
such possibilities. It’s better to tip your hand about the plot than to lose a player’s investment in the game. When delivering characters into the Darklord’s clutches, employ scenarios where the
Backgrounds
Guildmasters’ Guide to Ravnica
against the schemes and ambitions of the other guilds, so much the better.
Skill Proficiencies: Arcana, Medicine
Languages: Two of your choice
Equipment: A Simic insignia, a set of
’t be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Simic Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
refers to your level in this class. At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock
levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Druid Circle At 2nd level, you choose to identify with a circle of druids: the Circle of the Land or the Circle of the Moon, both detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Bard College At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore or the College of Valor, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Otherworldly Patron At 1st level, you have struck a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ranger Archetype At 3rd level, you choose an archetype that you strive to emulate: Hunter or Beast Master, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as
shown in the Invocations Known column of the Warlock table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.






