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Couatl
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
, detect magic, detect thoughts
3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield
1/day each: dream, greater restoration, scrying
Magic
). Until this grapple ends, the target is restrained, and the couatl can't constrict another target.
Change Shape. The couatl magically polymorphs into a humanoid or beast that has a challenge rating
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
as Cleric spells for you. Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for
Necromancy — Level 1 Cleric Spells (Slots: 4) Spell School Special* Bless (always prepared) Enchantment C, M Cure Wounds (always prepared) Abjuration — Detect Magic Divination C, R Guiding Bolt
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
as Cleric spells for you. Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for
Necromancy — Level 1 Cleric Spells (Slots: 4) Spell School Special* Bless (always prepared) Enchantment C, M Cure Wounds (always prepared) Abjuration — Detect Magic Divination C, R Guiding Bolt
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
as Cleric spells for you. Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for
Necromancy — Level 1 Cleric Spells (Slots: 4) Spell School Special* Bless (always prepared) Enchantment C, M Cure Wounds (always prepared) Abjuration — Detect Magic Divination C, R Guiding Bolt
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career. Your
civilization, sustaining themselves in the wild by hunting, foraging, and repairing their own gear.
Maintaining this kind of lifestyle doesn't require you to spend any coin, but it is time
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character’s career. Your
characters, though, might prefer to spend their time away from civilization, sustaining themselves in the wild by hunting, foraging, and repairing their own gear.
Maintaining this kind of lifestyle
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career. Your
civilization, sustaining themselves in the wild by hunting, foraging, and repairing their own gear.
Maintaining this kind of lifestyle doesn't require you to spend any coin, but it is time
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character’s career. Your
characters, though, might prefer to spend their time away from civilization, sustaining themselves in the wild by hunting, foraging, and repairing their own gear.
Maintaining this kind of lifestyle
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character’s career. Your
characters, though, might prefer to spend their time away from civilization, sustaining themselves in the wild by hunting, foraging, and repairing their own gear.
Maintaining this kind of lifestyle
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career. Your
civilization, sustaining themselves in the wild by hunting, foraging, and repairing their own gear.
Maintaining this kind of lifestyle doesn't require you to spend any coin, but it is time
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
pursuers, and designate the pursuer closest to them as the lead. The lead pursuer might change from round to round. Dashing During the chase, a participant can freely use the Dash action a number of
religious procession blocks your way. Make a DC 10 Intelligence (Religion) check to recognize their customs and move respectfully among them. On a success, a thankful cleric casts bless on you. On a failed
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, requiring only verbal components:
At will: detect evil and good, detect magic, detect thoughts
3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison
, and the couatl can’t constrict another target.
Change Shape. The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
pursuers, and designate the pursuer closest to them as the lead. The lead pursuer might change from round to round. Dashing During the chase, a participant can freely use the Dash action a number of
religious procession blocks your way. Make a DC 10 Intelligence (Religion) check to recognize their customs and move respectfully among them. On a success, a thankful cleric casts bless on you. On a failed
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
pursuers, and designate the pursuer closest to them as the lead. The lead pursuer might change from round to round. Dashing During the chase, a participant can freely use the Dash action a number of
religious procession blocks your way. Make a DC 10 Intelligence (Religion) check to recognize their customs and move respectfully among them. On a success, a thankful cleric casts bless on you. On a failed
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, requiring only verbal components:
At will: detect evil and good, detect magic, detect thoughts
3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison
, and the couatl can’t constrict another target.
Change Shape. The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, requiring only verbal components:
At will: detect evil and good, detect magic, detect thoughts
3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison
, and the couatl can’t constrict another target.
Change Shape. The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
temporary — a fluke due to the recent disruption of faerzress throughout the Underdark. Both the potency and the nature of the effect could change within a week or two, and this teleport effect likely
to the obelisk, it is instantly absorbed, repairing a crack on its surface. Red Dragon Egg The egg atop the northeast mesa is an unhatched dragon egg that the Gray Ghosts stole from the Keepers of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
potential to change the direction of a campaign. It isn’t, however, a particularly good way to kill off characters or end a campaign.
If you and your campaign conspire to wreck a ship on which the
while the vessel is berthed. Repairing 1 hit point of damage requires 1 day and costs 20 gp for materials and labor. Airborne and Waterborne Vehicles Ship
Cost
Speed
Crew
Passengers
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
temporary — a fluke due to the recent disruption of faerzress throughout the Underdark. Both the potency and the nature of the effect could change within a week or two, and this teleport effect likely
to the obelisk, it is instantly absorbed, repairing a crack on its surface. Red Dragon Egg The egg atop the northeast mesa is an unhatched dragon egg that the Gray Ghosts stole from the Keepers of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
potential to change the direction of a campaign. It isn’t, however, a particularly good way to kill off characters or end a campaign.
If you and your campaign conspire to wreck a ship on which the
while the vessel is berthed. Repairing 1 hit point of damage requires 1 day and costs 20 gp for materials and labor. Airborne and Waterborne Vehicles Ship
Cost
Speed
Crew
Passengers
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
temporary — a fluke due to the recent disruption of faerzress throughout the Underdark. Both the potency and the nature of the effect could change within a week or two, and this teleport effect likely
to the obelisk, it is instantly absorbed, repairing a crack on its surface. Red Dragon Egg The egg atop the northeast mesa is an unhatched dragon egg that the Gray Ghosts stole from the Keepers of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
potential to change the direction of a campaign. It isn’t, however, a particularly good way to kill off characters or end a campaign.
If you and your campaign conspire to wreck a ship on which the
while the vessel is berthed. Repairing 1 hit point of damage requires 1 day and costs 20 gp for materials and labor. Airborne and Waterborne Vehicles Ship
Cost
Speed
Crew
Passengers
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Cleric spell list. Bless, Cure Wounds, Guiding Bolt, and Shield of Faith are recommended. The
number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you. Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Cleric spell list. Bless, Cure Wounds, Guiding Bolt, and Shield of Faith are recommended. The
number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you. Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
that are available for you to cast with this feature. To start, choose four level 1 spells from the Cleric spell list. Bless, Cure Wounds, Guiding Bolt, and Shield of Faith are recommended. The number
number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you. Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
that are available for you to cast with this feature. To start, choose four level 1 spells from the Cleric spell list. Bless, Cure Wounds, Guiding Bolt, and Shield of Faith are recommended. The number
number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you. Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
that are available for you to cast with this feature. To start, choose four level 1 spells from the Cleric spell list. Bless, Cure Wounds, Guiding Bolt, and Shield of Faith are recommended. The number
number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you. Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
wooden racks along the walls are dozens of spears and javelins, each one exquisitely crafted and well balanced, as well as tools for repairing armor and weaponry. Two full suits of cloud giant-sized plate
useful on creatures of other shapes and sizes. The bonds are strengthened by magic, and as such they can’t be broken by physical force. The magic on Felgolos’s collar prevents him from using his Change
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
wooden racks along the walls are dozens of spears and javelins, each one exquisitely crafted and well balanced, as well as tools for repairing armor and weaponry. Two full suits of cloud giant-sized plate
useful on creatures of other shapes and sizes. The bonds are strengthened by magic, and as such they can’t be broken by physical force. The magic on Felgolos’s collar prevents him from using his Change
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
wooden racks along the walls are dozens of spears and javelins, each one exquisitely crafted and well balanced, as well as tools for repairing armor and weaponry. Two full suits of cloud giant-sized plate
useful on creatures of other shapes and sizes. The bonds are strengthened by magic, and as such they can’t be broken by physical force. The magic on Felgolos’s collar prevents him from using his Change
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Cleric spell list. Bless, Cure Wounds, Guiding Bolt, and Shield of Faith are recommended. The
number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you. Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list
Magic Items
Infernal Machine Rebuild
Infernal Machine of Lum the Mad!)
Destroying the Machine. The Infernal Machine of Lum the Mad is self-repairing of anything short of catastrophic damage, and how it was disabled in Lum’s time
you desire that could be performed by a prestidigitation spell.
You break out into song whenever you roll a 1 on any die.
41
Your possessions change their state or appearance at the DM’s
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
prepared.
TOMAS DUCHEK Life Domain Subclass
Life Domain Spells Cleric Level Prepared Spells 3 Aid, Bless, Cure Wounds, Lesser Restoration 5 Mass Healing Word, Revivify 7 Aura of Life, Death
and mortals. They embody the forces of change and social upheaval, and they’re patrons of thieves, scoundrels, gamblers, rebels, and liberators. Religious orders that operate in secret, especially
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
erected a 60-foot-tall mud shrine, where Groak plans to woo the goddess and where she, in turn, can bless him with generations of god-touched, royal Groaklings. The grungs of Dungrunglung are experiencing
well-hidden doorway that requires a successful DC 20 Wisdom (Perception) check to spot. The maze’s passages are open to the sky and magically change configuration every minute or so, turning
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
erected a 60-foot-tall mud shrine, where Groak plans to woo the goddess and where she, in turn, can bless him with generations of god-touched, royal Groaklings. The grungs of Dungrunglung are experiencing
well-hidden doorway that requires a successful DC 20 Wisdom (Perception) check to spot. The maze’s passages are open to the sky and magically change configuration every minute or so, turning






