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Returning 29 results for 'both before directly could replace'.
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Monsters
Forgotten Realms: Adventures in Faerûn
Blood-Soaked Resolve. While Bloodied, the cultist has Advantage on saving throws.Multiattack. The cultist makes three Cursed Blade attacks. It can replace one of these attacks with a use of
follow their paths of tyranny, murder, and necromancy.
More than any other gods, the Dead Three directly influence Faerûn—and particularly the city of Baldur’s Gate—in malign
Monsters
Forgotten Realms: Adventures in Faerûn
Oppressive Burst in any combination. It can replace one attack with a use of Spellcasting to cast Dominate Person, if available.
Gauntlet. Melee Attack Roll: +8;{"diceNotation":"1d20+8", "rollType
attack roll. Response: The cultist makes one Gauntlet or Oppressive Burst attack against the triggering creature.Cultists of Bane sow strife, either by directly bullying others or by abusing existing
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
contact other plane spells or similar magic. Bel Bel rankles at Zariel’s rulership of the layer of the Nine Hells that was once his, but he won’t challenge her directly as long as he thinks Asmodeus
pit fiend Gargauth would like nothing more than to be released from its prison and replace Zariel as Lord of Avernus. If the characters possess the Shield of the Hidden Lord, they can free Gargauth as
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
and Gaining Invocations. Whenever you gain a Warlock level, you can replace one of your invocations with another one for which you qualify. You can’t replace an invocation if it’s a prerequisite for
recommended. Whenever you gain a Warlock level, you can replace one of your cantrips from this feature with another Warlock cantrip of your choice. When you reach Warlock levels 4 and 10, you learn another
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
and Gaining Invocations. Whenever you gain a Warlock level, you can replace one of your invocations with another one for which you qualify. You can’t replace an invocation if it’s a prerequisite for
recommended. Whenever you gain a Warlock level, you can replace one of your cantrips from this feature with another Warlock cantrip of your choice. When you reach Warlock levels 4 and 10, you learn another
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
summon allies to their destructive cause.
“You must find the leaders, eliminate them, and stop the cults’ plot. However, the temple is crawling with cultists. Instead of battling them all directly
Destroy Celene? “Those who worship Elemental Evil want to wipe out order and replace it with chaos. They hate my realm because they hate all that is good.” Why Choose Us? “My knights are trained to face
Compendium
- Sources->Dungeons & Dragons->Monster Manual
politics directly, they support individuals who have ambitious goals or who popularize the return of great universities, inspiring athletics events or festivals, and other salutary civic institutions of
. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Paralyzing Breath or (B) Spellcasting to cast Ice Knife.
Rend. Melee Attack Roll: +13, reach 10 ft. Hit: 17 (2d8
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
: Improved Armorer You gain the following benefits. Armor Replication. You learn an additional plan for your Replicate Magic Item feature, and it must be in the Armor category. If you replace that plan, you
must replace it with another Armor plan. In addition, you can create an additional item with that feature, and the item must also be in the Armor category. Improved Arsenal. You gain a +1 bonus to
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
replace one spell on your list with another Paladin spell for which you have spell slots. Spellcasting Ability. Charisma is your spellcasting ability for your Paladin spells. Spellcasting Focus. You can
Paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a Paladin level, you can replace one of these cantrips with another Cleric cantrip. Level 2: Paladin’s Smite You
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
replace one spell on your list with another Paladin spell for which you have spell slots. Spellcasting Ability. Charisma is your spellcasting ability for your Paladin spells. Spellcasting Focus. You can use
spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a Paladin level, you can replace one of these cantrips with another Cleric cantrip. Level 2: Paladin’s Smite You
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
character. (The devil is always in need of fresh servants to shovel fuel in the engine room, and fresh minds to replace the brains in the control room.) If the characters reject this offer, the Grand
attacked or its orders are openly defied, the bone devil orders the characters attacked at once. The Grand Master fights only if directly threatened, or if its bodyguards and monks appear to be losing the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
is iconic to many D&D settings. In your own world, you can replace Ostoria with another giant empire or adapt it to create your own origin story.
VONINHEIM, THE LOST CAPITAL
Voninheim (“Titan
construction directly to one or more of Annam’s sons, arguing that even giants couldn’t have erected such a monumental edifice. The palace stood firm and unshaken as glaciers that could flatten mountains
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
attack. You learn two additional maneuvers of your choice when you reach Fighter levels 7, 10, and 15. Each time you learn new maneuvers, you can also replace one maneuver you know with a different
replace one of your attacks to direct one of your companions to strike. When you do so, choose a willing creature who can see or hear you and expend one Superiority Die. That creature can immediately use
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
seeks to replace its lost members and make sure that each house is represented. While the Twelve provides a way for your group to work for multiple dragonmarked houses, its goals and benefits are
from House Cannith, House Lyrandar, House Orien, and others, as well as those who work directly for the Twelve. The institute evaluates ways that the manifest zone might improve life in Sharn, seeks a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
hair each dawn.
3 You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.
4 Your shadow dances while no one is looking directly at it.
5 Horns or antlers
: Hunter’s Prey You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one. Colossus Slayer. Your tenacity
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
list. Guidance, Sacred Flame, and Thaumaturgy are recommended. Whenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the Cleric spell list
directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each time you use this class’s Channel Divinity
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
outside threat. 5 Body Snatchers. The syndicate consists predominantly, if not entirely, of creatures that possess or impersonate other people. They seek to replace influential individuals throughout
syndicate as your group’s patron, you gain the following perks. Assignments. The syndicate doesn’t pay you directly, but it assigns you to particular tasks on behalf of its clients or the organization
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
list. Guidance, Sacred Flame, and Thaumaturgy are recommended. Whenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the Cleric spell list
the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1). Level 2: Channel Divinity You can channel divine energy directly
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
12 feet. The stairs are in excellent condition, but swarms of poisonous snakes slither over them. If snakes are killed, more crawl out through holes in the stone to replace them, so the swarms can
, staring directly into your eyes as it moves. Its face is remarkably humanlike, and its tongue flicks before it speaks.
“I am Saja N’baza. What do you seek in this ancient place? Speak truly, for I hear
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. If the players try to keep the special NPCs out of the fight, you can endanger them by having one or more groups of monsters threaten the NPCs directly, thereby requiring the player-controlled NPCs to
attacks. Replace the giant’s greatclub attack with the following attack option: Unarmed Attack. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (3d4 + 5) bludgeoning damage.
After
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
itself on a success.
Legendary Actions
The lich gains the following legendary action options, which replace all of the lich’s legendary actions.
Tentacles. The lich makes one attack with its
insidious suggestions fail to take hold, an elder brain asserts its dominance more directly. It seizes control of a resistant mind and controls the creature’s body as it would a puppet. Against the rare
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the characters (or if the characters approach openly), the goblins shoot arrows through the arrow slits. However, they can’t fire directly at enemies who have reached or gone past the broken gate. The
abandoned. In addition, King Grol posts sentries to drive off intruders who get too close. Each of these two rooms is occupied by two goblin bosses armed with shortbows. Replace the goblin bosses
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
fire from spreading to it. Then they spend the next several days repairing the crane, clearing rubble, and installing rickety ladders to replace the stairs, while Dory devotes himself to plotting revenge
water. A creature can swim from this pool through the bilge directly into areas D8 and D9, and vice versa. The cloudy water conceals three skum (see appendix C and the “Skum” sidebar). If they were
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
other kind. Directly in front of the missing door, the walls, ceiling, and floor have fallen away to reveal a deep sinkhole fissure. Inside the ruin, a hempen rope anchored firmly in the rubble
mostly missing, but can be collected from the floor nearby. If characters replace any of the shattered side plating, it magically reattaches itself. More oddly, if the characters don’t replace the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
eyestalk (scrying sensor) protruding from the ceiling directly in front of the double door to the south. A secret door is hidden in the west wall. Blinking Eyes. The blinking eye carvings are slightly
circle on the floor. Their eyes are scrunched shut, but they are aware of their surroundings. Protruding from the ceiling, directly above the circle, is a large, flaring bronze “bell” similar in shape
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
warrior appears at the second-story arrow slit directly over the gate. You can’t see much of him, but he wears a leather jerkin and has a black beard. “Who are you? What do you want?”
The person at
, the dead guards are replaced by troops from areas K8 or area K20. If those guards are killed too, it takes Grimjaw 1d4 + 1 days to get reinforcements and replace the gate guards. During this period
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
double door. The lever is directly above the doors. Z3: Mess Hall Blue-tinted lava flows through geometric carvings that run along the walls’ top edges, bathing the room in eerie light. Three
used to replace the drained shards of the elevator, bucket conveyor, and mine carts in lieu of recharging them with spell slots. The shards are worth 15 gp each to a spellcaster. Mine Carts. The mine
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
with scenes of farms and woodlands. This room served as a mess hall long ago, and many fine feasts were held here. The Black Earth cultists intend to repair the hall and replace the imagery with their
charged) left behind by a previous victim. B15. Stone Forge Characters approaching this area hear the ringing of hammers on anvils before they enter. This room looks out directly over area B10. A forge
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
any creature within 10 feet of its surface, or an Engulf attack against any creature in contact with its surface. Alternatively, it can replace any of its pseudopod attacks with attempts to shove a
, with that crystal bauble leading directly to Kwalish’s lab. Kwalish’s Bauble Gate. A glass workshop can be found by characters exploring the city. Its kiln remains magically lit even beneath the






