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Returning 35 results for 'boat before degrees class regaining'.
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Magic Items
Dungeon Master’s Guide
action while on the boat to command it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the boat as a Magic action.
Tree (Uncommon). You must be
’s Feather Tokens table. The type of token determines its rarity.
Anchor (Uncommon). You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel can&rsquo
Magic Items
Dungeon Master’s Guide
This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving
Bolt (level 5 version)
5
Magic Missile
1
Ray of Enfeeblement
1
Wall of Force
5
Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the
Feather Token
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge
Feather Token
01-20
Feather Token (Anchor);Anchor
21-35
Feather Token (Bird);Bird
36-50
Feather Token (Fan);Fan
51-65
Feather Token (Swan Boat);Swan Boat
66-90
Feather
Magic Items
Descent into the Lost Caverns of Tsojcanth
. The boat moves according to your spoken directions while you are riding it, and creatures of your choice gain a +1 bonus to their Armor Class while on the boat.
The boat can transport up to 1,000
This magic vehicle is a boat 10 feet wide and 30 feet long. It has four legs that propel it across land and water. It has a walking and swimming speed of 20 feet, but it can’t travel underwater
Quaal's Feather Token
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge
Feather Token
01-20
Feather Token (Anchor);Anchor
21-35
Feather Token (Bird);Bird
36-50
Feather Token (Fan);Fan
51-65
Feather Token (Swan Boat);Swan Boat
66-90
Feather
Apparatus of Kwalish
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster. The apparatus of Kwalish is a Large object with the following statistics:
Armor Class: 20 Hit Points
or swims forward.
The apparatus walks or swims backward.
7
The apparatus turns 90 degrees left.
The apparatus turns 90 degrees right.
8
Eyelike fixtures emit bright light in a 30-foot
Apparatus of the Crab
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster. The apparatus of the Crab is a Large object with the following statistics:
Armor Class: 20 Hit Points
or swims forward.
The apparatus walks or swims backward.
7
The apparatus turns 90 degrees left.
The apparatus turns 90 degrees right.
8
Eyelike fixtures emit bright light in a 30-foot
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24
determines it randomly.
d100 Feather Token
01–20 Anchor
21–35 Bird
36–50 Fan
51–65 Swan boat
66–90 Tree
91–00 Whip
Anchor. You can use an action to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the boat to command it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the boat as a Magic action. Tree (Uncommon) You must be outdoors to use
36–50 Fan Uncommon 51–65 Swan boat Rare 66–90 Tree Uncommon 91–00 Whip Rare Anchor (Uncommon) You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature
determines it randomly. d100 Feather Token d100 Feather Token 01–20 Anchor 51–65 Swan boat 21–35 Bird 66–90 Tree 36–50 Fan 91–00 Whip Anchor. You can use an action to touch the token to a boat or ship
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the boat to command it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the boat as a Magic action. Tree (Uncommon) You must be outdoors to use
36–50 Fan Uncommon 51–65 Swan boat Rare 66–90 Tree Uncommon 91–00 Whip Rare Anchor (Uncommon) You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
Armor Class while on the boat. The boat can transport up to 1,000 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity. Stephen Andrade Tasha’s Creeping Keelboat
Tasha’s Creeping Keelboat Wondrous Item, Very Rare (Requires Attunement) This magic vehicle is a boat 10 feet wide and 30 feet long. It has four legs that propel it across land and water. It has a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
archery contest or a game of darts. Assign an Armor Class to the target, decide whether the character is proficient with the weapon used, then have the player make an attack roll. (See also “Degrees of Success” in this chapter.)
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Giant Centipede Giant Centipede
Small beast, unaligned
Armor Class 13 (natural armor)
Hit Points 4 (1d6 + 1)
Speed 30 ft., climb 30 ft.
STR
5 (−3)
DEX
14 (+2)
CON
12
to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Giant Wasp Giant Wasp
Medium beast, unaligned
Armor Class 12
Hit Points 13 (3d8)
Speed 10 ft., fly 50 ft.
STR
10 (+0)
DEX
14 (+2)
CON
10 (+0)
INT
1 (−5
the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Skull Flier Skull Flier
Medium construct, unaligned
Armor Class 16 (natural armor)
Hit Points 24 (3d8)
Speed 10 ft., fly 50 ft.
STR
10(+0)
DEX
14(+2)
CON
10(+0
is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
beast, unaligned
Armor Class 13
Hit Points 11 (2d8 + 2)
Speed 40 ft., climb 40 ft.
STR
12 (+1)
DEX
16 (+3)
CON
13 (+1)
INT
3 (−4)
WIS
12 (+1)
CHA
points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Ethereal Plane before coming back to the Material Plane makes it seem like it can teleport. Phase Spider
Large monstrosity, unaligned
Armor Class 13 (natural armor)
Hit Points 32 (5d10 + 5)
Speed 30
save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. Spells. While holding the staff, you can cast one of the spells on the
Invulnerability 6 Hold Monster 5 Levitate 2 Lightning Bolt (level 5 version) 5 Magic Missile 1 Ray of Enfeeblement 1 Wall of Force 5 Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Urzmaktok Grojsh Neutral Orc Second Year (Witherbloom)
First to class, last to leave, and always asking for additional homework, Urzmaktok is a meticulous student. Despite his consistently high
marks, Urzmaktok makes no attempt to show off, although his studies seem rudimentary to him. Rumor has it that he is completing enough credits to earn multiple degrees when he graduates.
Urzmaktok
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims. Giant Spider
Large beast, unaligned
Armor Class 14 (natural armor)
Hit Points 26 (4d10
regaining hit points, and is paralyzed while poisoned in this way.
Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
retain their terrible intellects and aspire to megalomaniacal goals—the first of which involves regaining a body. To do this, they seek servants to exact their will, coercing even the most stubborn
Armor Class 12
Hit Points 67 (9d8 + 27)
Speed 20 ft., climb 20 ft.
STR
8 (−1)
DEX
15 (+2)
CON
17 (+3)
INT
17 (+3)
WIS
13 (+1)
CHA
10 (+0
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. Spells. While holding the staff, you can cast one of the spells on the
Invulnerability 6 Hold Monster 5 Levitate 2 Lightning Bolt (level 5 version) 5 Magic Missile 1 Ray of Enfeeblement 1 Wall of Force 5 Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims. Giant Spider
Large beast, unaligned
Armor Class 14 (natural armor)
Hit Points 26 (4d10
regaining hit points, and is paralyzed while poisoned in this way.
Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Point maximum both increase by the appropriate number for the new level, and the character gains access to additional abilities and spell slots (if appropriate) without regaining any that are already
new level, a character must train for a number of days before gaining any class features associated with the new level. You can decide whether the character can train independently or requires a trainer
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
a burrowing speed of 5 feet.
Swarm of Centipedes. A creature reduced to 0 hit points by a swarm of centipedes is stable but poisoned for 1 hour, even after regaining hit points, and paralyzed while
, unaligned
Armor Class 12 (natural armor)
Hit Points 22 (5d8)
Speed 20 ft., climb 20 ft.
STR
3 (−4)
DEX
13 (+1)
CON
10 (+0)
INT
1 (−5)
WIS
7 (−2
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Giant Spider Giant Spider
Large beast, unaligned
Armor Class 14 (natural armor)
Hit Points 26 (4d10 + 4)
Speed 30 ft., climb 30 ft.
STR
14 (+2)
DEX
16 (+3)
CON
12
the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Web (Recharge 5–6
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
retain their terrible intellects and aspire to megalomaniacal goals—the first of which involves regaining a body. To do this, they seek servants to exact their will, coercing even the most stubborn
. Necrichor Medium Undead
Armor Class 12
Hit Points 67 (9d8 + 27)
Speed 20 ft., climb 20 ft.
STR
8 (–1)
DEX
15 (+2)
CON
17 (+3)
INT
17 (+3)
WIS
13 (+1)
CHA
10 (+0)
Saving
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
following statistics: Armor Class: 20 Hit Points: 200 Speed: 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren’t extended) Damage Immunities: poison, psychic To be used as a vehicle, the
forward. The apparatus walks or swims backward. 7 The apparatus turns 90 degrees left. The apparatus turns 90 degrees right. 8 Eyelike fixtures emit bright light in a 30-foot radius and dim light for
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
following statistics: Armor Class: 20
Hit Points: 200
Speed: 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren’t extended)
Damage Immunities: poison, psychic To be used as a vehicle
swims forward. The apparatus walks or swims backward. 7 The apparatus turns 90 degrees left. The apparatus turns 90 degrees right. 8 Eyelike fixtures emit bright light in a 30-foot radius and dim light
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
), neutral good
Armor Class 14 (studded leather)
Hit Points 82 (15d8 + 15)
Speed 30 ft.
STR
10 (+0)
DEX
15 (+2)
CON
13 (+1)
INT
17 (+3)
WIS
16 (+3
him. The temperature in that area drops 20 degrees per minute, to a minimum of -30 degrees Fahrenheit. Frost and ice begin to form on surfaces once the temperature drops below 32 degrees. This effect
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the recipient’s body’s statistics, but don’t gain access to the recipient’s knowledge, class features, or proficiencies. Dr. Mordenheim can swap a donor’s brain or head back from the recipient’s body to
degrees and driving snow scours the land (detailed in the Dungeon Master’s Guide). Those who reach the Mists find they function as detailed in “The Mists” at the start of this chapter.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
adapted to cold climates, such as reindeer and snowy owlbears. Temperatures. During Auril’s everlasting winter, the average temperature in Icewind Dale is −49 degrees Fahrenheit (−45 degrees Celsius
). Wind chill can lower these temperatures by as much as 80 degrees. Fishing for Knucklehead Trout To fish for knucklehead trout on the lakes of Icewind Dale, a character needs fishing tackle and a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Fighter Class Features As a Fighter, you gain the following class features when you reach the specified Fighter levels. These features are listed on the Fighter Features table. Fighter Features
Level Proficiency Bonus Class Features Second Wind Weapon Mastery 1 +2 Fighting Style, Second Wind, Weapon Mastery 2 3 2 +2 Action Surge (one use), Tactical Mind 2 3 3 +2 Fighter Subclass 2 3 4 +2
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
rise as life-hungry corpses and might turn into jiangshi themselves if they feed upon the living. Jiangshi
Medium Undead
Armor Class 16 (natural armor)
Hit Points 119 (14d8 + 56)
Speed 20 ft
on a failed save, or half as much damage on a successful one. The jiangshi regains hit points equal to the amount of necrotic damage dealt. After regaining hit points from this action, the jiangshi






