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Returning 35 results for 'both before devices class replaces'.
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Artificer
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Classes
Tasha’s Cauldron of Everything
members of this class. The strange technologies in the Barrier Peaks of the world of Greyhawk have inspired some folk to walk the path of the artificer, and in Mystara, various nations employ artificers
to keep airships and other wondrous devices operational.
Artificers in the City of Sigil share discoveries from throughout the multiverse, and from there, the gnome artificer Vi runs a cosmos-spanning
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Testing Phase On the day of the Exam, Dean Tullus doesn’t show up for class. After 10 minutes of uncertainty, one of the dean’s teaching assistants steps in to administer the Exam. Each character
makes two ability checks related to parts of the test: Magical Devices and Their Functions. Matching a list of magical devices with their functions requires a successful DC 18 Intelligence (History
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Optional Class Features You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a ranger. Unlike the
noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them. If you take a feature that replaces another feature, you gain no benefit from the replaced one and don’t qualify for anything in the game that requires it.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Optional Class Features You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a cleric. Unlike the
noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them. If you take a feature that replaces another feature, you gain no benefit from the replaced one and don’t qualify for anything in the game that requires it.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Primal Awareness 3rd-level ranger feature, which replaces the Primeval Awareness feature You can focus your awareness through the interconnections of nature: you learn additional spells when you
reach certain levels in this class if you don’t already know them, as shown in the Primal Awareness Spells table. These spells don’t count against the number of ranger spells you know. Primal Awareness
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Favored Foe 1st-level ranger feature, which replaces the Favored Enemy feature and works with the Foe Slayer feature When you hit a creature with an attack roll, you can call on your mystical bond
, and you regain all expended uses when you finish a long rest. This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
role played by artificers in the campaign and the sort of organizations you might have ties to. ARTIFICERS IN OTHER WORLDS
Eberron is the world most associated with artificers, yet the class can be
found throughout the D&D multiverse. In the Forgotten Realms, for example, the island of Lantan is home to many artificers, and in the world of Dragonlance, tinker gnomes are often members of this class
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Deft Explorer 1st-level ranger feature, which replaces the Natural Explorer feature You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels
. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class. A Halfling Ranger explores the wilds Canny (1st Level) Choose one of
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
role played by artificers in the campaign and the sort of organizations you might have ties to. ARTIFICERS IN OTHER WORLDS
Eberron is the world most associated with artificers, yet the class can be
found throughout the D&D multiverse. In the Forgotten Realms, for example, the island of Lantan is home to many artificers, and in the world of Dragonlance, tinker gnomes are often members of this class
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
the world of Dragonlance, tinker gnomes are often members of this class. The strange technologies in the Barrier Peaks of the world of Greyhawk have inspired some folk to walk the path of the
artificer, and in Mystara, various nations employ artificers to keep airships and other wondrous devices operational. Artificers in the City of Sigil share discoveries from throughout the multiverse, and from
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
these devices, their beards shorn and their ongoing agony channeled into psionic energy that powers the screamer. Duergar Screamer
Medium construct, lawful evil
Armor Class 15 (natural armor)
Hit
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
devices produce explosions, but all the most interesting ones (from the Izzet perspective) do. Cosmotronic Blastseeker
Medium humanoid (any race), chaotic neutral
Armor Class 15 (chain shirt
Blastseekers While chemisters focus on inventing new tools, weapons, and other devices for the guild to use, the role of a blastseeker is to put those devices to work. Despite the name, not all such
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
maturity, it is ejected from the mass as an encephalon gemmule. When spawned, a gemmule appears as a misshapen, spindly legged, pyramid-shaped nugget of soft, fleshy matter. If left to its own devices, an
encephalon gemmule grows into an encephalon cluster in a matter of days, at which point it begins producing its own gemmules. Encephalon Gemmule Tiny Aberration, Unaligned
Armor Class 14
Hit
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
second- and third-floor ceilings are 30 feet high. Many students employ deep concentration
techniques to help them tackle
their rigorous class schedules Magic Stairs. As in all Strixhaven buildings
mobility devices, depending on users’ needs.
In certain multistory buildings (including the Biblioplex and Captain Dapplewing’s Manor), magic transport circles also allow characters quick access between different levels.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
seven flexible limbs. CoupleofKooks “You ever notice how certain modrons sort of look like some kind of wacky dice?”
–Morte
Septon Modron Large Construct, Typically Lawful Neutral
Armor Class
hexton modron (top), a septon modron (middle), and two octon modrons
(bottom) oversee the smooth functioning of devices on the Plane of Mechanus
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
dozens of magical floating lights that emanate from magical firework-like devices that will be set off soon after the event begins. These tube-like devices are among the decorations being set up during
the day’s preparations. Choose a character and have them make a DC 16 Intelligence (Investigation) check. On a successful check, they notice that one of the devices is faulty. On a failed check, the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
gain the Spellcaster class, a creature must have at least one language in its stat block that it can speak. A sidekick gains the following class features as it gains levels in this class, as
weapons. Spellcasting 1st-level Spellcaster feature The sidekick gains the ability to cast spells. (If the creature already has the Spellcasting trait, this feature replaces that trait.) Choose the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Duergar Despot Duergar despots replace parts of their bodies with mechanical devices that they control through their psionic abilities. Duergar Despot
Medium humanoid (dwarf), lawful evil
Armor
Class 21 (natural armor)
Hit Points 119 (14d8 + 56)
Speed 25 ft.
STR
20(+5)
DEX
5(−3)
CON
19(+4)
INT
15(+2)
WIS
14(+2)
CHA
13(+1)
Saving Throws Con
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare
you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces. You can doff or don the armor as an action. The armor
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
aspects of a dragon’s breath weapon attacks and a beholder’s eye rays. An eyedrake left to its own devices exhibits much of the stereotypical behavior of a young dragon, attempting to establish a lair
, Typically Lawful Evil
Armor Class 16 (natural armor)
Hit Points 119 (14d10 + 42)
Speed 0 ft., fly 30 ft. (hover)
STR
16 (+3)
DEX
10 (+0)
CON
16 (+3)
INT
14 (+2
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
devices, including guild artisans and even sailors, also fall naturally into this role. Artificer or rogue makes a natural class choice for the Safecracker. Talker. From con artists to fences, anyone who
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
frequent public executions to gain possession of suitable hands, or make bargains with assassins and torturers. Crawling Claw
Tiny undead, neutral evil
Armor Class 12
Hit Points 2 (1d4)
Speed 20
by the claw’s torturous fragmented state. Left to its own devices, a crawling claw imitates and recreates the same murderous acts it committed in life.
Living Claws. If a crawling claw is animated
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
life with undeath. Left to its own devices, a solitary spawn of Kyuss travels aimlessly. If it stumbles across a living creature, the spawn attacks with the sole intent of creating more spawn
. Whether spawn are dispersed or clustered, they reproduce exponentially if nothing stops them. Spawn of Kyuss
Medium Undead, Typically Chaotic Evil
Armor Class 10
Hit Points 76 (9d8 + 36)
Speed 30 ft
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
to the Underworld’s borders. Two-Headed Cerberus
Medium monstrosity, lawful evil
Armor Class 12
Hit Points 39 (6d8 + 12)
Speed 40 ft.
STR
15 (+2)
DEX
14 (+2)
CON
14 (+2
wards of the Underworld, Erebos’s greatest treasures, and noteworthy souls who might attempt to escape the realm of the dead. Three-headed cerberi commonly serve demons, but if left to their own devices
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Shields, cover, and other modifiers to AC? The target of Barkskin has an Armor Class of 17 if its AC is lower than that. This means the target effectively ignore any modifiers to its AC—including any armor
AC calculation. I find it confusing that the Mage Armor spell is named that when it doesn’t count as armor. Some spells and class features have figurative, not literal, names. The text of the spell
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
natural reality. Quandrix Apprentice Quandrix Apprentice Quandrix Apprentice
Medium or Small Humanoid (Wizard), Any Alignment
Armor Class 11 (14 with mage armor)
Hit Points 44 (8d8 + 8)
Speed 30
(spell save DC 12):
At will: guidance, mage hand
1/day each: enlarge/reduce, mage armor
Quandrix Pledgemage Quandrix Pledgemage
Medium or Small Humanoid (Wizard), Any Alignment
Armor Class
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
imprisoned in an undead body drives a spawn of Kyuss insane. Corruption Without End. Spawn of Kyuss are expressions of Orcus’s intent to replace all life with undeath. Left to its own devices, a solitary
Armor Class 10
Hit Points 76 (9d8 + 36)
Speed 30 ft.
STR
16(+3)
DEX
11(+0)
CON
18(+4)
INT
5(−3)
WIS
7(−2)
CHA
3(−4)
Saving Throws Wis +1
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. It also guides you through creating characters destined to be legends and adventures born of this mythic setting. Chapter 1 covers the heroes of Theros: the races, class options, and backgrounds
you can use to launch your campaign. Chapter 5 details treasures of Theros, including the artifacts of the gods, the magical inventions of renowned artisans, and various other devices infused with the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Clockworks Gnomes’ tinkering with magic and mechanical devices has produced many failed Constructs but also has resulted in genuine advances, such as clockworks. The methods used to craft clockworks
segmented body remains buried. If detected, it sends electrical shocks through the ground toward pursuers while it retreats. Clockwork Bronze Scout
Medium Construct, Unaligned
Armor Class 13
Hit
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, Unaligned
Armor Class 12 (natural armor)
Hit Points 9 (2d6 + 2)
Speed 30 ft.
STR
12 (+1)
DEX
13 (+1)
CON
12 (+1)
INT
4 (–3)
WIS
10 (+0)
CHA
6
the Story Tracker indicates that the unicorn horn is here, it replaces the wooden horn on the kids’ unicorn costume. The children don’t know that the horn is from a real unicorn. Squirt the Oilcan
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
you want them to, for they are as much plot devices as magic items. Tracking down and recovering an Artifact is often the main goal of an adventure. Characters must chase down rumors, undergo
–90 As 61–70 above, except the spell is level 3. 91–00 While attuned to the Artifact, you gain a +1 bonus to Armor Class. Major Beneficial Properties 1d100 Property 01–20 While attuned to the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
-square pillars contain critical information and the collected history of the society that created the spaceship. They also contain Aphelion’s consciousness. Each server has Armor Class 19; 50 hit points
any devices they found. S65: Irradiated Rooms Apart from their locations, these irradiated rooms are identical to those on the ship’s first level (see area S13). S66: Hull Breach A gaping hole pierces
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
(human), neutral evil
Armor Class 13 (chain shirt)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR
15 (+2)
DEX
11 (+0)
CON
14 (+2)
INT
10 (+0)
WIS
11 (+0
(human), neutral evil
Armor Class 14 (shield)
Hit Points 22 (4d8 + 4)
Speed 30 ft.
STR
15 (+2)
DEX
14 (+2)
CON
13 (+1)
INT
10 (+0)
WIS
11 (+0
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
parts of their bodies with mechanical devices that they control through their psionic abilities. Duergar Despot
Medium Humanoid (Dwarf), Any Alignment
Armor Class 21 (natural armor)
Hit Points
Kavalrachni
Medium Humanoid (Dwarf), Any Alignment
Armor Class 16 (scale mail, shield)
Hit Points 26 (4d8 + 8)
Speed 25 ft.
STR
14 (+2)
DEX
11 (+0)
CON
14 (+2
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
ancient empires. The regalia of their terrible rule still adorns their linen-wrapped bodies, their moldering robes stitched with evil symbols and bronze armor etched with devices of dynasties that fell a
Class 17 (natural armor)
Hit Points 97 (13d8 + 39)
Speed 20 ft.
STR
18 (+4)
DEX
10 (+0)
CON
17 (+3)
INT
11 (+0)
WIS
18 (+4)
CHA
16 (+3)
Saving






