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Returning 35 results for 'blessing before defense content replace'.
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blessing before defense content replaces
blending before defense constant replaced
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Monsters
The Book of Many Things
":"1d12+3", "rollType":"damage", "rollAction":"Radiant Strike", "rollDamageType":"radiant"} radiant damage.
Prophetic Blessing. The living portent magically infuses the power of its prophecy into another
", "rollAction":"Prophetic Blessing"}, and it gains a prophecy die, a d8. Once during each of the creature’s turns, when it fails an ability check or saving throw or misses an attack roll, it can
Monsters
The Wild Beyond the Witchlight
Special Equipment. Kelek wears bracers of defense and carries a staff of striking with 10 charges. The staff regains 1d6 + 4;{"diceNotation":"1d6+4","rollType":"roll","rollAction":"Regain expended
quarterstaff.Multiattack. Kelek makes three attacks using Sorcerer’s Bolt, Staff of Striking, or a combination of them. He can replace one of the attacks with a use of Spellcasting.
Sorcerer
Monsters
Mordenkainen Presents: Monsters of the Multiverse
rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The drow makes three Scimitar or Arcane Eruption attacks. The drow can replace one of the attacks with a use of
. Combining the roles of advisor, protector, and beloved, some favored consorts are content with a supporting role, while more ambitious consorts aspire to be the power behind the throne—or even to
Monsters
Planescape: Adventures in the Multiverse
Psychic Defense. While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.Multiattack. The githzerai makes three Unarmed Strike or Psychic Bolt attacks. It
can replace any of these attacks with one use of its Pacifying Touch.
Unarmed Strike. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Unarmed Strike"} to hit
monsters
attacks. It can replace one attack with a use of (A) Incandescent Breath or (B) Spellcasting to cast Color Spray.
Rend. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction
tokens have been gathered and taken, they know the great fir drake has given its blessing for those tree to be felled. In thanks, villagers decorate the trees with lights to resemble the drake. Those who
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon turtle can breathe air and water
Blessing of the Sea (Recharges after a Short or Long Rest). If the dragon turtle would be reduced to 0 hit points, its current hit point total
62,000 XP (124,000 XP total) for defeating the dragon turtle after its Blessing of the Sea activates.
Legendary Resistance (3/Day). If the dragon turtle fails a saving throw, it can choose to succeed
Monsters
Mordenkainen Presents: Monsters of the Multiverse
being charmed, and magic can’t put it to sleep.Multiattack. The shadar-kai makes three Shadow Spear attacks. It can replace one attack with a use of Spellcasting.
Shadow Spear. Melee or Ranged
casts a spell.Although they’re formidable warriors, gloom weavers are often content to hide in the shadows, watching as their very presence affects their victims. Their bleak energy weighs down
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
disaffected aasimar are typically content to turn away from the world, but a few become agents of evil. In their minds, their exposure to celestial powers amounted to little more than brainwashing. Evil aasimar
TO IT
With your DM’s consent, you can change your character’s subrace to fallen aasimar if your protector/scourge aasimar turns to evil. To do so, replace your subrace benefits, including the ability
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
disaffected aasimar are typically content to turn away from the world, but a few become agents of evil. In their minds, their exposure to celestial powers amounted to little more than brainwashing. Evil aasimar
TO IT
With your DM’s consent, you can change your character’s subrace to fallen aasimar if your protector/scourge aasimar turns to evil. To do so, replace your subrace benefits, including the ability
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
disaffected aasimar are typically content to turn away from the world, but a few become agents of evil. In their minds, their exposure to celestial powers amounted to little more than brainwashing. Evil aasimar
TO IT
With your DM’s consent, you can change your character’s subrace to fallen aasimar if your protector/scourge aasimar turns to evil. To do so, replace your subrace benefits, including the ability
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
or Long Rest, you can replace the chosen option with the other one. Colossus Slayer. Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an
turn. Level 7: Defensive Tactics You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one. Escape the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Monk Unarmed combat Dexterity and Wisdom High Paladin Defense Strength and Charisma Average Ranger Survival Dexterity and Wisdom Average Rogue Stealth Dexterity Low Sorcerer Power Charisma High Warlock
the game, but more importantly, they bring a balanced mix of capabilities to adventures. You’re welcome to use that party setup or modify it using these guidelines:
Cleric: Replace with Bard or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
or Long Rest, you can replace the chosen option with the other one. Colossus Slayer. Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an
turn. Level 7: Defensive Tactics You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one. Escape the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Monk Unarmed combat Dexterity and Wisdom High Paladin Defense Strength and Charisma Average Ranger Survival Dexterity and Wisdom Average Rogue Stealth Dexterity Low Sorcerer Power Charisma High Warlock
the game, but more importantly, they bring a balanced mix of capabilities to adventures. You’re welcome to use that party setup or modify it using these guidelines:
Cleric: Replace with Bard or
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
combat Dexterity and Wisdom High Paladin Defense Strength and Charisma Average Ranger Survival Dexterity and Wisdom Average Rogue Stealth Dexterity Low Sorcerer Power Charisma High Warlock Occult lore
, but more importantly, they bring a balanced mix of capabilities to adventures. You’re welcome to use that party setup or modify it using these guidelines:
Cleric: Replace with Bard or Druid
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
combat Dexterity and Wisdom High Paladin Defense Strength and Charisma Average Ranger Survival Dexterity and Wisdom Average Rogue Stealth Dexterity Low Sorcerer Power Charisma High Warlock Occult lore
, but more importantly, they bring a balanced mix of capabilities to adventures. You’re welcome to use that party setup or modify it using these guidelines:
Cleric: Replace with Bard or Druid
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
or Long Rest, you can replace the chosen option with the other one. Colossus Slayer. Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an
turn. Level 7: Defensive Tactics You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one. Escape the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Monk Unarmed combat Dexterity and Wisdom High Paladin Defense Strength and Charisma Average Ranger Survival Dexterity and Wisdom Average Rogue Stealth Dexterity Low Sorcerer Power Charisma High Warlock
the game, but more importantly, they bring a balanced mix of capabilities to adventures. You’re welcome to use that party setup or modify it using these guidelines:
Cleric: Replace with Bard or
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
combat Dexterity and Wisdom High Paladin Defense Strength and Charisma Average Ranger Survival Dexterity and Wisdom Average Rogue Stealth Dexterity Low Sorcerer Power Charisma High Warlock Occult lore
, but more importantly, they bring a balanced mix of capabilities to adventures. You’re welcome to use that party setup or modify it using these guidelines:
Cleric: Replace with Bard or Druid
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
living portents are Aberrations instead of Celestials and are typically chaotic evil. They replace any radiant damage in their stat block with necrotic or psychic damage (DM’s choice). Their spells might
120 ft., one target. Hit: 9 (1d12 + 3) radiant damage.
Prophetic Blessing. The living portent magically infuses the power of its prophecy into another willing creature the living portent can see
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
living portents are Aberrations instead of Celestials and are typically chaotic evil. They replace any radiant damage in their stat block with necrotic or psychic damage (DM’s choice). Their spells might
120 ft., one target. Hit: 9 (1d12 + 3) radiant damage.
Prophetic Blessing. The living portent magically infuses the power of its prophecy into another willing creature the living portent can see
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
living portents are Aberrations instead of Celestials and are typically chaotic evil. They replace any radiant damage in their stat block with necrotic or psychic damage (DM’s choice). Their spells might
120 ft., one target. Hit: 9 (1d12 + 3) radiant damage.
Prophetic Blessing. The living portent magically infuses the power of its prophecy into another willing creature the living portent can see
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Kelek uses Arcane Defense to bolster his low Armor Class whenever possible, and his challenge rating is a reflection of the likelihood that he will use Fiery Explosion as often as he can. If one or more
of his allies get caught in a blast, so be it. Kelek
Medium Humanoid (Human, Sorcerer), Chaotic Evil
Armor Class 12 (bracers of defense)
Hit Points 45 (7d8 + 14)
Speed 30 ft.
STR
15 (+2
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Kelek uses Arcane Defense to bolster his low Armor Class whenever possible, and his challenge rating is a reflection of the likelihood that he will use Fiery Explosion as often as he can. If one or more
of his allies get caught in a blast, so be it. Kelek
Medium Humanoid (Human, Sorcerer), Chaotic Evil
Armor Class 12 (bracers of defense)
Hit Points 45 (7d8 + 14)
Speed 30 ft.
STR
15 (+2
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Kelek uses Arcane Defense to bolster his low Armor Class whenever possible, and his challenge rating is a reflection of the likelihood that he will use Fiery Explosion as often as he can. If one or more
of his allies get caught in a blast, so be it. Kelek
Medium Humanoid (Human, Sorcerer), Chaotic Evil
Armor Class 12 (bracers of defense)
Hit Points 45 (7d8 + 14)
Speed 30 ft.
STR
15 (+2
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Defense)
Hit Points 123 (19d8 + 38)
Speed 40 ft.
STR
13 (+1)
DEX
17 (+3)
CON
15 (+2)
INT
15 (+2)
WIS
17 (+3)
CHA
16 (+3)
Saving Throws Str +4, Dex +6, Int +5, Wis +6
Skills Insight +6, Perception +6
Senses passive Perception 16
Languages Common, Gith
Challenge 7 (2,900 XP) Proficiency Bonus +3
Psychic Defense. While the githzerai is wearing no armor and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Defense)
Hit Points 123 (19d8 + 38)
Speed 40 ft.
STR
13 (+1)
DEX
17 (+3)
CON
15 (+2)
INT
15 (+2)
WIS
17 (+3)
CHA
16 (+3)
Saving Throws Str +4, Dex +6, Int +5, Wis +6
Skills Insight +6, Perception +6
Senses passive Perception 16
Languages Common, Gith
Challenge 7 (2,900 XP) Proficiency Bonus +3
Psychic Defense. While the githzerai is wearing no armor and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Defense)
Hit Points 123 (19d8 + 38)
Speed 40 ft.
STR
13 (+1)
DEX
17 (+3)
CON
15 (+2)
INT
15 (+2)
WIS
17 (+3)
CHA
16 (+3)
Saving Throws Str +4, Dex +6, Int +5, Wis +6
Skills Insight +6, Perception +6
Senses passive Perception 16
Languages Common, Gith
Challenge 7 (2,900 XP) Proficiency Bonus +3
Psychic Defense. While the githzerai is wearing no armor and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
town’s few bariaur defenders, smashing fishing boats and cottages in its rampage.
The bariaurs of Grakenok have put up a heroic defense of their home. They’ve been suffering whirlwyrm attacks for days
, culminating in an assault by a massive elder whirlwyrm. This giant whirlwyrm uses the behir stat block with these adjustments: Replace its climbing speed with a swimming speed of 60 feet. It slithers
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
town’s few bariaur defenders, smashing fishing boats and cottages in its rampage.
The bariaurs of Grakenok have put up a heroic defense of their home. They’ve been suffering whirlwyrm attacks for days
, culminating in an assault by a massive elder whirlwyrm. This giant whirlwyrm uses the behir stat block with these adjustments: Replace its climbing speed with a swimming speed of 60 feet. It slithers
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
town’s few bariaur defenders, smashing fishing boats and cottages in its rampage.
The bariaurs of Grakenok have put up a heroic defense of their home. They’ve been suffering whirlwyrm attacks for days
, culminating in an assault by a massive elder whirlwyrm. This giant whirlwyrm uses the behir stat block with these adjustments: Replace its climbing speed with a swimming speed of 60 feet. It slithers
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Defense One hundred trained warriors serve in the town guard. Each of them wears studded leather armor marked with a town guard’s badge — the green reed of Saltmarsh — and is armed with a club while
longswords and heavy crossbows. A militia of five hundred residents can be mustered to take up the defense of the town if it comes under attack. The militia members have undergone minimal training, since
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Defense One hundred trained warriors serve in the town guard. Each of them wears studded leather armor marked with a town guard’s badge — the green reed of Saltmarsh — and is armed with a club while
longswords and heavy crossbows. A militia of five hundred residents can be mustered to take up the defense of the town if it comes under attack. The militia members have undergone minimal training, since
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Defense One hundred trained warriors serve in the town guard. Each of them wears studded leather armor marked with a town guard’s badge — the green reed of Saltmarsh — and is armed with a club while
longswords and heavy crossbows. A militia of five hundred residents can be mustered to take up the defense of the town if it comes under attack. The militia members have undergone minimal training, since
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
most prized bodyguards to be blessed with the ‘serpent’s grace’—a blessing that imbues them with undeath and serpent-like deadliness. Though saved from death, these indefatigable immortals are doomed
one with its Glaive. It can replace any number of these attacks with an equal number of Rotting Phlegm attacks.
Glaive. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 16 (2d10 + 5