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Returning 35 results for 'bonus being diffusing currents races'.
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Monsters
Mythic Odysseys of Theros
: cone of cold
1/day each: fog cloud, gust of wind, wind wall
Summon Water Weird (Recharges after a Short or Long Rest). As a bonus action, the triton magically summons 1d4;{"diceNotation":"1d4
":"cold"} cold damage.Triton masters of waves sculpt storms and change the tides, bending the sea to their will. Drawing forth living currents and the icy cold of the deep, these mages make the ocean their
Sea Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Mordenkainen’s Tome of Foes
Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, the sea elves navigated the deepest currents and
as many perils in their watery world as other elves face on dry land, but none are as deadly as the sahuagin. The animosity between these two races stems from the sahuagin’s ferocious
Species
Mordenkainen Presents: Monsters of the Multiverse
Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, sea elves navigated the currents and explored the
meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Currents Ocean water is moved by wind and tides to create constant river-like flows called currents. Tidal currents are typically the strongest. They’re usually found within 50 miles of shore and at
depths of less than 300 feet. These currents have a speed of 1d6 miles per hour that changes daily. Currents become weaker farther out to sea and deeper in the ocean. These currents have a speed of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Currents Ocean water is moved by wind and tides to create constant river-like flows called currents. Tidal currents are typically the strongest. They’re usually found within 50 miles of shore and at
depths of less than 300 feet. These currents have a speed of 1d6 miles per hour that changes daily. Currents become weaker farther out to sea and deeper in the ocean. These currents have a speed of
Magic Items
Mythic Odysseys of Theros
currents of the deep ocean. This weapon functions as a trident that grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using the bident, the target takes an extra 2d10
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Currents Ocean water is moved by wind and tides to create constant river-like flows called currents. Tidal currents are typically the strongest. They’re usually found within 50 miles of shore and at
depths of less than 300 feet. These currents have a speed of 1d6 miles per hour that changes daily. Currents become weaker farther out to sea and deeper in the ocean. These currents have a speed of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Sea Elf Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, the sea elves navigated the deepest currents
face on dry land, but none are as deadly as the sahuagin. The animosity between these two races stems from the sahuagin’s ferocious territoriality. They simply won’t abide any other intelligent society
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Sea Elf Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, the sea elves navigated the deepest currents
face on dry land, but none are as deadly as the sahuagin. The animosity between these two races stems from the sahuagin’s ferocious territoriality. They simply won’t abide any other intelligent society
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Sea Elf Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, the sea elves navigated the deepest currents
face on dry land, but none are as deadly as the sahuagin. The animosity between these two races stems from the sahuagin’s ferocious territoriality. They simply won’t abide any other intelligent society
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Sandbars Waves and currents deposit sand in shallow water near the shoreline. These sandbars form a line that can be between 10 feet and 3 miles in length and width. During high tide, sandbars are
on the Sandbar DCs table. If the ship fails this save, it gets stuck on the sandbar. A ship can become unstuck by using an action to make a Strength check, with a bonus equal to the crew’s quality
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Sandbars Waves and currents deposit sand in shallow water near the shoreline. These sandbars form a line that can be between 10 feet and 3 miles in length and width. During high tide, sandbars are
on the Sandbar DCs table. If the ship fails this save, it gets stuck on the sandbar. A ship can become unstuck by using an action to make a Strength check, with a bonus equal to the crew’s quality
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Sandbars Waves and currents deposit sand in shallow water near the shoreline. These sandbars form a line that can be between 10 feet and 3 miles in length and width. During high tide, sandbars are
on the Sandbar DCs table. If the ship fails this save, it gets stuck on the sandbar. A ship can become unstuck by using an action to make a Strength check, with a bonus equal to the crew’s quality
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
and tool proficiencies, and some races give you more proficiencies. Be sure to note all of these proficiencies, as well as your proficiency bonus, on your character sheet. Your proficiency bonus can’t
Proficiency Bonus The table that appears in your class description shows your proficiency bonus, which is +2 for a 1st-level character. Your proficiency bonus applies to many of the numbers you’ll be
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
and tool proficiencies, and some races give you more proficiencies. Be sure to note all of these proficiencies, as well as your proficiency bonus, on your character sheet. Your proficiency bonus can’t
Proficiency Bonus The table that appears in your class description shows your proficiency bonus, which is +2 for a 1st-level character. Your proficiency bonus applies to many of the numbers you’ll be
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
and tool proficiencies, and some races give you more proficiencies. Be sure to note all of these proficiencies, as well as your proficiency bonus, on your character sheet. Your proficiency bonus can’t
Proficiency Bonus The table that appears in your class description shows your proficiency bonus, which is +2 for a 1st-level character. Your proficiency bonus applies to many of the numbers you’ll be
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
currents. From the waist up, riverines have skin the color of the waters they protect but are otherwise humanlike in appearance. From the waist down, they can manifest either humanlike legs or churning
(8,400 XP) Proficiency Bonus +4
Amphibious. The riverine can breathe air and water.
Legendary Resistance (3/Day). If the riverine fails a saving throw, it can choose to succeed instead.
Actions
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
currents. From the waist up, riverines have skin the color of the waters they protect but are otherwise humanlike in appearance. From the waist down, they can manifest either humanlike legs or churning
(8,400 XP) Proficiency Bonus +4
Amphibious. The riverine can breathe air and water.
Legendary Resistance (3/Day). If the riverine fails a saving throw, it can choose to succeed instead.
Actions
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
currents. From the waist up, riverines have skin the color of the waters they protect but are otherwise humanlike in appearance. From the waist down, they can manifest either humanlike legs or churning
(8,400 XP) Proficiency Bonus +4
Amphibious. The riverine can breathe air and water.
Legendary Resistance (3/Day). If the riverine fails a saving throw, it can choose to succeed instead.
Actions
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
their ancestors’ passion for artistry, but instead of carving stone, they view their bodies as living works of art. As they fly, coursing along wind currents or blowing through underground tunnels
Immunities exhaustion, grappled, paralyzed, petrified, poisoned, restrained
Senses darkvision 60 ft., passive Perception 11
Languages Giant, Terran
Challenge 5 (1,800 XP) Proficiency Bonus +3
Air Form
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
their ancestors’ passion for artistry, but instead of carving stone, they view their bodies as living works of art. As they fly, coursing along wind currents or blowing through underground tunnels
Immunities exhaustion, grappled, paralyzed, petrified, poisoned, restrained
Senses darkvision 60 ft., passive Perception 11
Languages Giant, Terran
Challenge 5 (1,800 XP) Proficiency Bonus +3
Air Form
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
terrible responsibilities. Bident of the Deep. Thassa’s signature weapon thrums with the icy currents of the deep ocean. This weapon functions as a trident that grants a +3 bonus to attack and damage
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
terrible responsibilities. Bident of the Deep. Thassa’s signature weapon thrums with the icy currents of the deep ocean. This weapon functions as a trident that grants a +3 bonus to attack and damage
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
their ancestors’ passion for artistry, but instead of carving stone, they view their bodies as living works of art. As they fly, coursing along wind currents or blowing through underground tunnels
Immunities exhaustion, grappled, paralyzed, petrified, poisoned, restrained
Senses darkvision 60 ft., passive Perception 11
Languages Giant, Terran
Challenge 5 (1,800 XP) Proficiency Bonus +3
Air Form
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
terrible responsibilities. Bident of the Deep. Thassa’s signature weapon thrums with the icy currents of the deep ocean. This weapon functions as a trident that grants a +3 bonus to attack and damage
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Racial Traits The game traits of the monstrous races are given here. Refer to chapter 1 for their cultural and roleplaying notes. Some of these races are more or less powerful than the typical D&D
races—a reason for the monstrous races to be used in a campaign with care. Bugbear Traits Your bugbear character has the following racial traits. Ability Score Increase. Your Strength score increases by
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Racial Traits The game traits of the monstrous races are given here. Refer to chapter 1 for their cultural and roleplaying notes. Some of these races are more or less powerful than the typical D&D
races—a reason for the monstrous races to be used in a campaign with care. Bugbear Traits Your bugbear character has the following racial traits. Ability Score Increase. Your Strength score increases by
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Racial Traits The game traits of the monstrous races are given here. Refer to chapter 1 for their cultural and roleplaying notes. Some of these races are more or less powerful than the typical D&D
races—a reason for the monstrous races to be used in a campaign with care. Bugbear Traits Your bugbear character has the following racial traits. Ability Score Increase. Your Strength score increases by
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level
harsh to most other creatures and includes numerous hard consonants and sibilants.
UNCOMMON RACES
The dragonborn and the rest of the races in this chapter are uncommon. They don’t exist
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level
harsh to most other creatures and includes numerous hard consonants and sibilants.
UNCOMMON RACES
The dragonborn and the rest of the races in this chapter are uncommon. They don’t exist
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level
harsh to most other creatures and includes numerous hard consonants and sibilants.
UNCOMMON RACES
The dragonborn and the rest of the races in this chapter are uncommon. They don’t exist
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. After you rest, you can spend Hit Dice to regain hit points (see “Resting” in the Adventuring section).
Proficiency Bonus The table that appears in your class description shows your proficiency bonus
, which is +2 for a 1st-level character. Your proficiency bonus applies to many of the numbers you’ll be recording on your character sheet:
Attack rolls using weapons you’re proficient with Attack
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. After you rest, you can spend Hit Dice to regain hit points (see “Resting” in the Adventuring section).
Proficiency Bonus The table that appears in your class description shows your proficiency bonus
, which is +2 for a 1st-level character. Your proficiency bonus applies to many of the numbers you’ll be recording on your character sheet:
Attack rolls using weapons you’re proficient with Attack
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. After you rest, you can spend Hit Dice to regain hit points (see “Resting” in the Adventuring section).
Proficiency Bonus The table that appears in your class description shows your proficiency bonus
, which is +2 for a 1st-level character. Your proficiency bonus applies to many of the numbers you’ll be recording on your character sheet:
Attack rolls using weapons you’re proficient with Attack
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Court, and if so, what’s your relationship with them? Do you find dealing with the short-lived races to be a challenge, or are you patient with them? Elf Variants
The Valenar and Aereni are
bonus is doubled for any ability check you make that uses this chosen proficiency. A Valenar elf gains proficiency with the scimitar, double scimitar, longbow, and shortbow.






