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Returning 35 results for 'blows both diffusing channel require'.
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Monsters
Vecna: Eve of Ruin
and other shapeshifting creatures. In response, the Moon card spawned the first moonlight guardian.
A moonlight guardian’s body is infused with magical moonlight that the creature can channel
into its blows. It can also unleash searing blasts of lunar energy that can expose shapeshifters by forcing them into their true forms.Poison, RadiantBludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Spelljammer: Adventures in Space
Fey Ancestry. The elf has advantage on saving throws it makes to avoid or end the charmed condition on itself, and magic can’t put it to sleep.
Unusual Nature. The elf doesn’t require
. Their fierce devotion to the pantheon of elven deities is repaid with divine power. For example, the gods invest astral elf warriors with the power to channel the radiant energy of starlight through
Monsters
Spelljammer: Adventures in Space
chain.
Unusual Nature. The elf doesn’t require sleep.Multiattack. The elf makes two Scimitar attacks and uses Radiant Beam (if available).
Scimitar. Melee Weapon Attack: +5;{"diceNotation
Intelligence as the spellcasting ability:
1/day each: fly, mislead, sendingAn astral elf aristocrat is a brilliant, highborn leader gifted with magical abilities, including the power to channel sunlight and
Monsters
Spelljammer: Adventures in Space
’t require sleep.Multiattack. The elf makes two Longsword or Radiant Ray attacks.
Longsword. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Longsword
pantheon of elven deities is repaid with divine power. For example, the gods invest astral elf warriors with the power to channel the radiant energy of starlight through their weapons, just as they
Monsters
Spelljammer: Adventures in Space
’t require sleep.Multiattack. The elf makes two Longsword or Longbow attacks.
Longsword. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Longsword"} to
deities is repaid with divine power. For example, the gods invest astral elf warriors with the power to channel the radiant energy of starlight through their weapons, just as they empower astral elf
Monsters
Spelljammer: Adventures in Space
’t require sleep.Multiattack. The elf makes two Morningstar attacks. It can use Rain of Radiance in place of one of these attacks.
Morningstar. Melee Weapon Attack: +3;{"diceNotation
power to channel the radiant energy of starlight through their weapons, just as they empower astral elf leaders with the ability to cast spells and summon solar dragons.
Astral elves ply the Astral Sea
Monk
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
, knocking their blows aside and sending them reeling, until at last she stands alone. Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first charging orcs reach him, he
’ physical capabilities, and some of their special attacks can hinder the flow of ki in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.
, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. Oath Spells Each oath has a list of associated spells. You gain access to these spells at the levels specified
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.
, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. Oath Spells Each oath has a list of associated spells. You gain access to these spells at the levels specified
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.
, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. Oath Spells Each oath has a list of associated spells. You gain access to these spells at the levels specified
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.
, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. Oath Spells Each oath has a list of associated spells. You gain access to these spells at the levels specified
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.
, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. Oath Spells Each oath has a list of associated spells. You gain access to these spells at the levels specified
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.
, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. Oath Spells Each oath has a list of associated spells. You gain access to these spells at the levels specified
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals
Channel Divinity At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals
Channel Divinity At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals
Channel Divinity At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals
Channel Divinity At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals
Channel Divinity At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals
Channel Divinity At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and
your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and
your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and
your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and
your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and
your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and
your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Path of the Zealot Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots — warriors who channel their rage into powerful displays of
of the Gods 6th Fanatical Focus 10th Zealous Presence 14th Rage beyond Death Divine Fury Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Path of the Zealot Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots — warriors who channel their rage into powerful displays of
of the Gods 6th Fanatical Focus 10th Zealous Presence 14th Rage beyond Death Divine Fury Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Path of the Zealot Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots — warriors who channel their rage into powerful displays of
of the Gods 6th Fanatical Focus 10th Zealous Presence 14th Rage beyond Death Divine Fury Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
creatures wouldn’t feel safe.
Kobolds take advantage of their size by creating small-diameter tunnels that they can easily pass through, but that require larger creatures to hunch over or even
waking time is spent working, adversarial kobolds rarely have opportunities to exchange insults, let alone come to blows over their differences.
Kobolds choose mates primarily for convenience. Their
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Appendix B: Gods of the Multiverse Religion is an important part of life in the worlds of the D&D multiverse. When gods walk the world, clerics channel divine power, evil cults perform sacrifices in
appease Talos when a severe storm blows in—all in the same day. Many people have a favorite among the gods, one whose ideals and teachings they make their own. And a few people dedicate themselves
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Appendix B: Gods of the Multiverse Religion is an important part of life in the worlds of the D&D multiverse. When gods walk the world, clerics channel divine power, evil cults perform dark
to appease Talos when a severe storm blows in—all in the same day. Many people have a favorite among the gods, one whose ideals and teachings they make their own. And a few people dedicate themselves
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Appendix B: Gods of the Multiverse Religion is an important part of life in the worlds of the D&D multiverse. When gods walk the world, clerics channel divine power, evil cults perform sacrifices in
appease Talos when a severe storm blows in—all in the same day. Many people have a favorite among the gods, one whose ideals and teachings they make their own. And a few people dedicate themselves
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Appendix B: Gods of the Multiverse Religion is an important part of life in the worlds of the D&D multiverse. When gods walk the world, clerics channel divine power, evil cults perform dark
to appease Talos when a severe storm blows in—all in the same day. Many people have a favorite among the gods, one whose ideals and teachings they make their own. And a few people dedicate themselves
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Appendix B: Gods of the Multiverse Religion is an important part of life in the worlds of the D&D multiverse. When gods walk the world, clerics channel divine power, evil cults perform sacrifices in
appease Talos when a severe storm blows in—all in the same day. Many people have a favorite among the gods, one whose ideals and teachings they make their own. And a few people dedicate themselves
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Appendix B: Gods of the Multiverse Religion is an important part of life in the worlds of the D&D multiverse. When gods walk the world, clerics channel divine power, evil cults perform dark
to appease Talos when a severe storm blows in—all in the same day. Many people have a favorite among the gods, one whose ideals and teachings they make their own. And a few people dedicate themselves






