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Returning 35 results for 'bonded bestial diffusing class robe'.
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Magic Items
Dungeon Master’s Guide
This elegant garment is made from exquisite cloth and adorned with runes.
You gain these benefits while wearing the robe.
Armor. If you aren’t wearing armor, your base Armor Class is 15 plus
Classes
Player’s Handbook
;Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar's Pack, and 5 GP; or (B) 55 GP
Wizards are defined by their exhaustive study of magic’s inner workings. They cast spells of
Class Features
Cantrips
Prepared Spells
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9
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+2
Spellcasting, Ritual Adept, Arcane Recovery
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Summon Beast
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Tasha’s Cauldron of Everything
spell slot of 3rd level or higher, use the higher level wherever the spell’s level appears in the stat block.
Bestial Spirit
Small beast
Armor Class 11 + the level of the spell (natural
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an
Monsters
Curse of Strahd
capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.No creature in Barovia is older than the master of the Abbey of Saint Markovia in Krezk. This
meant to be perfect. They didn't want to be ordinary humans. They wanted the eyes of a cat, wings to fly like a bat, the strength of a mule, and the guile of a snake. In short, they craved bestial
Shifter
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Mordenkainen Presents: Monsters of the Multiverse
Shifters are sometimes called weretouched, as they are descendants of people who contracted full or partial lycanthropy. Humanoids with a bestial aspect, shifters can’t fully change shape, but
facial features have a bestial cast, often with large eyes and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. While a shifter
Monsters
Eberron: Rising from the Last War
Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that
-foot-tall humanoid figure draped in a flowing, hooded robe formed of swirling mist and clinging shadow.
Minions. Most of Sul Khatesh's followers are wizards and warlocks, and she is one of the
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
.
Skull. You summon an avatar of death--a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the GM's choice within 10 feet of you and attacks
own avatar of death. A creature slain by an avatar of death can't be restored to life.
Avatar of Death
Medium undead, neutral evil
Armor Class 20 Hit Points half the hit point maximum of its
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, and it leaves behind no tracks or other traces of its passage. Valenar Hawk Tiny fey, neutral
Armor Class 14
Hit Points 10 (4d4)
Speed 10 ft., fly 60 ft.
STR
8 (–1)
DEX
18 (+4
lasts until the hawk bonds with a different creature or until the bonded creature dies. While bonded, the hawk and the bonded creature can communicate telepathically with each other at a distance of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, and it leaves behind no tracks or other traces of its passage. Valenar Hawk Tiny fey, neutral
Armor Class 14
Hit Points 10 (4d4)
Speed 10 ft., fly 60 ft.
STR
8 (–1)
DEX
18 (+4
lasts until the hawk bonds with a different creature or until the bonded creature dies. While bonded, the hawk and the bonded creature can communicate telepathically with each other at a distance of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
while wearing the robe. Armor. If you aren’t wearing armor, your base Armor Class is 15 plus your Dexterity modifier. Magic Resistance. You have Advantage on saving throws against spells and other magical effects. War Mage. Your spell save DC and spell attack bonus each increase by 2.
Robe of the Archmagi Wondrous Item, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard) This elegant garment is made from exquisite cloth and adorned with runes. You gain these benefits
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
while wearing the robe. Armor. If you aren’t wearing armor, your base Armor Class is 15 plus your Dexterity modifier. Magic Resistance. You have Advantage on saving throws against spells and other magical effects. War Mage. Your spell save DC and spell attack bonus each increase by 2.
Robe of the Archmagi Wondrous Item, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard) This elegant garment is made from exquisite cloth and adorned with runes. You gain these benefits
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Dark Tide Knight Dark Tide Knight
Medium humanoid (human), lawful evil
Armor Class 13
Hit Points 58 (9d8 + 18)
Speed 30 ft.
STR
17(+3)
DEX
16(+3)
CON
14(+2)
INT
10(+0)
WIS
11(+0)
CHA
11(+0)
Skills Athletics +7, Stealth +7
Senses passive Perception 10
Languages Common
Challenge 3 (700 XP)
Bonded Mount. The knight is magically bound
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Dark Tide Knight Dark Tide Knight
Medium humanoid (human), lawful evil
Armor Class 13
Hit Points 58 (9d8 + 18)
Speed 30 ft.
STR
17(+3)
DEX
16(+3)
CON
14(+2)
INT
10(+0)
WIS
11(+0)
CHA
11(+0)
Skills Athletics +7, Stealth +7
Senses passive Perception 10
Languages Common
Challenge 3 (700 XP)
Bonded Mount. The knight is magically bound
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Dark Tide Knight Dark Tide Knight
Medium humanoid (human), lawful evil
Armor Class 13
Hit Points 58 (9d8 + 18)
Speed 30 ft.
STR
17(+3)
DEX
16(+3)
CON
14(+2)
INT
10(+0)
WIS
11(+0)
CHA
11(+0)
Skills Athletics +7, Stealth +7
Senses passive Perception 10
Languages Common
Challenge 3 (700 XP)
Bonded Mount. The knight is magically bound
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
that doesn’t correspond to your alignment. You gain these benefits while wearing the robe: If you aren’t wearing armor, your base Armor Class is 15 + your Dexterity modifier. You have advantage on
Robe of the Archmagi Wondrous item, legendary (requires attunement by a sorcerer, warlock, or wizard) This elegant garment is made from exquisite cloth of white, gray, or black and adorned with
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
that doesn’t correspond to your alignment. You gain these benefits while wearing the robe: If you aren’t wearing armor, your base Armor Class is 15 + your Dexterity modifier. You have advantage on
Robe of the Archmagi Wondrous item, legendary (requires attunement by a sorcerer, warlock, or wizard) This elegant garment is made from exquisite cloth of white, gray, or black and adorned with
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, and it leaves behind no tracks or other traces of its passage. Valenar Hawk Tiny fey, neutral
Armor Class 14
Hit Points 10 (4d4)
Speed 10 ft., fly 60 ft.
STR
8 (–1)
DEX
18 (+4
lasts until the hawk bonds with a different creature or until the bonded creature dies. While bonded, the hawk and the bonded creature can communicate telepathically with each other at a distance of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
that doesn’t correspond to your alignment. You gain these benefits while wearing the robe: If you aren’t wearing armor, your base Armor Class is 15 + your Dexterity modifier. You have advantage on
Robe of the Archmagi Wondrous item, legendary (requires attunement by a sorcerer, warlock, or wizard) This elegant garment is made from exquisite cloth of white, gray, or black and adorned with
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
that doesn’t correspond to your alignment. You gain these benefits while wearing the robe: If you aren’t wearing armor, your base Armor Class is 15 + your Dexterity modifier. You have advantage on
Robe of the Archmagi Wondrous item, legendary (requires attunement by a sorcerer, warlock, or wizard) This elegant garment is made from exquisite cloth of white, gray, or black and adorned with
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
that doesn’t correspond to your alignment. You gain these benefits while wearing the robe: If you aren’t wearing armor, your base Armor Class is 15 + your Dexterity modifier. You have advantage on
Robe of the Archmagi Wondrous item, legendary (requires attunement by a sorcerer, warlock, or wizard) This elegant garment is made from exquisite cloth of white, gray, or black and adorned with
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
that doesn’t correspond to your alignment. You gain these benefits while wearing the robe: If you aren’t wearing armor, your base Armor Class is 15 + your Dexterity modifier. You have advantage on
Robe of the Archmagi Wondrous item, legendary (requires attunement by a sorcerer, warlock, or wizard) This elegant garment is made from exquisite cloth of white, gray, or black and adorned with
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
while wearing the robe. Armor. If you aren’t wearing armor, your base Armor Class is 15 plus your Dexterity modifier. Magic Resistance. You have Advantage on saving throws against spells and other magical effects. War Mage. Your spell save DC and spell attack bonus each increase by 2.
Robe of the Archmagi Wondrous Item, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard) This elegant garment is made from exquisite cloth and adorned with runes. You gain these benefits
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
while wearing the robe. Armor. If you aren’t wearing armor, your base Armor Class is 15 plus your Dexterity modifier. Magic Resistance. You have Advantage on saving throws against spells and other magical effects. War Mage. Your spell save DC and spell attack bonus each increase by 2.
Robe of the Archmagi Wondrous Item, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard) This elegant garment is made from exquisite cloth and adorned with runes. You gain these benefits
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Shifter Shifters are tied to primal spirits, which most of them refer to as the beast within. They are lithe of form and have bestial features: large eyes, flat noses, pointed ears, and light fur
over much of their bodies. When a shifter fully embraces the beast within by “shifting,” these features become even more pronounced. Shifter
Medium humanoid (shifter), any alignment
Armor Class 14
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
while wearing the robe. Armor. If you aren’t wearing armor, your base Armor Class is 15 plus your Dexterity modifier. Magic Resistance. You have Advantage on saving throws against spells and other magical effects. War Mage. Your spell save DC and spell attack bonus each increase by 2.
Robe of the Archmagi Wondrous Item, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard) This elegant garment is made from exquisite cloth and adorned with runes. You gain these benefits
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
while wearing the robe. Armor. If you aren’t wearing armor, your base Armor Class is 15 plus your Dexterity modifier. Magic Resistance. You have Advantage on saving throws against spells and other magical effects. War Mage. Your spell save DC and spell attack bonus each increase by 2.
Robe of the Archmagi Wondrous Item, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard) This elegant garment is made from exquisite cloth and adorned with runes. You gain these benefits
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Shifter Shifters are tied to primal spirits, which most of them refer to as the beast within. They are lithe of form and have bestial features: large eyes, flat noses, pointed ears, and light fur
over much of their bodies. When a shifter fully embraces the beast within by “shifting,” these features become even more pronounced. Shifter
Medium humanoid (shifter), any alignment
Armor Class 14
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Shifter Shifters are tied to primal spirits, which most of them refer to as the beast within. They are lithe of form and have bestial features: large eyes, flat noses, pointed ears, and light fur
over much of their bodies. When a shifter fully embraces the beast within by “shifting,” these features become even more pronounced. Shifter
Medium humanoid (shifter), any alignment
Armor Class 14
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Shifter John Thacker Shifters—sometimes called “weretouched”—descend from people who contracted full or partial lycanthropy. Humanoids with a bestial aspect, shifters can’t change shape fully, but
have a bestial cast, often with large eyes and pointed ears; most shifters also possess prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. While a shifter’s
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Shifter John Thacker Shifters—sometimes called “weretouched”—descend from people who contracted full or partial lycanthropy. Humanoids with a bestial aspect, shifters can’t change shape fully, but
have a bestial cast, often with large eyes and pointed ears; most shifters also possess prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. While a shifter’s
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Shifter John Thacker Shifters—sometimes called “weretouched”—descend from people who contracted full or partial lycanthropy. Humanoids with a bestial aspect, shifters can’t change shape fully, but
have a bestial cast, often with large eyes and pointed ears; most shifters also possess prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. While a shifter’s
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
using a spell slot of 3rd level or higher, use the higher level wherever the spell’s level appears in the stat block. Bestial Spirit
Small beast
Armor Class 11 + the level of the spell (natural
: Concentration, up to 1 hour You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Large celestial, lawful neutral
Armor Class 17 (natural armor)
Hit Points 93 (11d10 + 33)
Speed 40 ft.
STR
19(+4)
DEX
16(+3)
CON
17(+3)
INT
10(+0)
WIS
17
bond lasts until the felidar bonds with a different creature or until the bonded creature dies. This bond has the following effects:
The felidar and the bonded creature can communicate
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Large celestial, lawful neutral
Armor Class 17 (natural armor)
Hit Points 93 (11d10 + 33)
Speed 40 ft.
STR
19(+4)
DEX
16(+3)
CON
17(+3)
INT
10(+0)
WIS
17
bond lasts until the felidar bonds with a different creature or until the bonded creature dies. This bond has the following effects:
The felidar and the bonded creature can communicate
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Large celestial, lawful neutral
Armor Class 17 (natural armor)
Hit Points 93 (11d10 + 33)
Speed 40 ft.
STR
19(+4)
DEX
16(+3)
CON
17(+3)
INT
10(+0)
WIS
17
bond lasts until the felidar bonds with a different creature or until the bonded creature dies. This bond has the following effects:
The felidar and the bonded creature can communicate






