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Returning 35 results for 'both blows diffusing choose reserves'.
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Classes
Player’s Handbook
Core Rogue Traits
Primary Ability
Dexterity
Hit Point Die
D8 per Rogue level
Saving Throw Proficiencies
Dexterity and Intelligence
Skill Proficiencies
Choose 4: Acrobatics
Light property
Tool Proficiencies
Thieves’ Tools
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather Armor, 2 Dagger;Daggers, Shortsword, Shortbow
Backgrounds
Forgotten Realms: Heroes of Faerûn
Ability Scores: Strength, Constitution, Charisma Feat: Tough Skill Proficiencies: Intimidation and Perception Tool Proficiency:Smith's Tools Equipment: Choose A or B: (A) Mace, Smith's Tools, Fine
served as a Flaming Fist, where you learned how to preempt trouble with your intimidating stare and, when necessary, absorb deadly blows. Flaming Fist mercenaries, active or retired, are known as some
Monsters
Quests from the Infinite Staircase
Horrid Plant Varieties. A horrid plant comes in one of three varieties (choose or roll a d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Horrid Plant Varieties"}): 1–2, dew drinker
connect the flowers to reserves of acidic sap in the plant’s trunk. Purple blossoms squirt this sap at prey through the flowers’ pistils.
Snapper Saw
Snapper saws resemble ordinary bushes
Ancient Brass Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its
initiative ties), the dragon takes a lair action to cause one of the following effects:
A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15
Ancient Silver Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its
fog cloud spell. The fog lasts until initiative count 20 on the next round.
A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on
Adult Brass Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its
to cause one of the following effects:
A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from
Adult Silver Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its
spell. The fog lasts until initiative count 20 on the next round.
A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 15
Backgrounds
The Book of Many Things
containing 13 gp
Feature: Still Standing
You have weathered ruinous misfortune, and you possess hidden reserves others don’t expect. You gain the Alert, Skilled, or Tough feat (your choice). Your
seizing the tiniest scrap of hope, choose Alert. If you’ve redoubled your efforts to reclaim what was once yours, choose Skilled. If you’ve stoically persevered through your misfortune, select Tough.
Geryon (Summoner Variant)
Legacy
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Monsters
Mordenkainen’s Tome of Foes
(3/Day). If Geryon fails a saving throw, he can choose to succeed instead.
Magic Resistance. Geryon has advantage on saving throws against spells and other magical effects.
Magic Weapons. Geryon's
see.
Sound the Horn (1/Day). As an action Geryon blows his horn, which causes 5d4;{"diceNotation":"5d4","rollType":"roll","rollAction":"Sound the Horn"} minotaur;minotaurs to appear in unoccupied spaces
Monsters
Waterdeep: Dungeon of the Mad Mage
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its
dragon creates fog as if it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
A blisteringly cold wind blows through the lair near the dragon. Each creature within
Geryon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
(3/Day). If Geryon fails a saving throw, he can choose to succeed instead.
Magic Resistance. Geryon has advantage on saving throws against spells and other magical effects.
Magic Weapons. Geryon's
minotaur;minotaurs.
Sound the Horn (1/Day). Geryon blows his horn, which causes 5d4;{"diceNotation":"5d4","rollType":"roll","rollAction":"Sound the Horn"} minotaur;minotaurs to appear in unoccupied spaces
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The giant can breathe air and water.
Legendary Resistance (1/Day). If the giant fails a saving throw, it can choose to succeed instead.Multiattack. The giant makes two Lightning Sword
their banks; snow, dust, or sand forms deep drifts or dunes.
Lightning. Flashes of lightning and peals of thunder are continual, day and night, within 5 miles of the lair.
Winds. High wind blows within
Monk
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
, knocking their blows aside and sending them reeling, until at last she stands alone. Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first charging orcs reach him, he
enter this secluded life to hide from a crime you committed? Or did you choose the monastic life for yourself? Consider why you left. Did the head of your monastery choose you for a particularly
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Legendary Resistance (3/Day). If Geryon fails a saving throw, he can choose to succeed instead.
Magic Resistance. Geryon has advantage on saving throws against spells and other magical effects
allows him to summon enslaved minotaurs.
Sound the Horn (1/Day). Geryon blows his horn, which causes 5d4;{"diceNotation":"5d4","rollType":"roll","rollAction":"Sound the Horn"} minotaur;minotaurs
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Legendary Resistance (3/Day). If Geryon fails a saving throw, he can choose to succeed instead.
Magic Resistance. Geryon has advantage on saving throws against spells and other magical effects
teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.
Sound the Horn (1/Day). Geryon blows his horn, which causes 5d4;{"diceNotation":"5d4
Monsters
Quests from the Infinite Staircase
, he can choose to succeed instead.
Magic Resistance. Nafas has advantage on saving throws against spells and other magical effects.
Noble Genie. Nafas doesn’t suffer any of the penalties that
typically reserves the Wish spell for creatures he deems worthy of its gifts, he isn’t above leveraging that power against formidable threats, rewriting reality to forcibly tilt the scales in his
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don’t already have it. Your martial arts technique mixes combat training with the precision of a dancer and
Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn. Tipsy Sway Starting at 6th level
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don’t already have it. Your martial arts technique mixes combat training with the precision of a dancer and
Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn. Tipsy Sway Starting at 6th level
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don’t already have it. Your martial arts technique mixes combat training with the precision of a dancer and
Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn. Tipsy Sway Starting at 6th level
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
excellence to deal devastating blows. Improved Critical Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. Remarkable Athlete Starting
running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier. Additional Fighting Style At 10th level, you can choose a second option from the Fighting
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
excellence to deal devastating blows. Improved Critical Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. Remarkable Athlete Starting
running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier. Additional Fighting Style At 10th level, you can choose a second option from the Fighting
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
excellence to deal devastating blows. Improved Critical Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. Remarkable Athlete Starting
running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier. Additional Fighting Style At 10th level, you can choose a second option from the Fighting
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
excellence to deal devastating blows. Improved Critical Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. Remarkable Athlete Starting
running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier. Additional Fighting Style At 10th level, you can choose a second option from the Fighting
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
excellence to deal devastating blows. Improved Critical Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. Remarkable Athlete Starting
running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier. Additional Fighting Style At 10th level, you can choose a second option from the Fighting
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
excellence to deal devastating blows. Improved Critical Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. Remarkable Athlete Starting
running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier. Additional Fighting Style At 10th level, you can choose a second option from the Fighting
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn’t alter the
take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level. Storm Guide At 6th level, you gain the ability to subtly control the weather around you. If
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action. If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a
or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn’t alter the
take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level. Storm Guide At 6th level, you gain the ability to subtly control the weather around you. If
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn’t alter the
take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level. Storm Guide At 6th level, you gain the ability to subtly control the weather around you. If
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action. If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a
or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Intelligence Skill Proficiencies Choose 4: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth Weapon Proficiencies Simple weapons and
Martial weapons that have the Finesse or Light property Tool Proficiencies Thieves’ Tools Armor Training Light armor Starting Equipment Choose A or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Intelligence Skill Proficiencies Choose 4: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth Weapon Proficiencies Simple weapons and
Martial weapons that have the Finesse or Light property Tool Proficiencies Thieves’ Tools Armor Training Light armor Starting Equipment Choose A or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rogue Core Rogue Traits Primary Ability Dexterity Hit Point Die D8 per Rogue level Saving Throw Proficiencies Dexterity and Intelligence Skill Proficiencies Choose 4: Acrobatics, Athletics
Proficiencies Thieves’ Tools Armor Training Light armor Starting Equipment Choose A or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves’ Tools, Burglar’s Pack, and 8 GP
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action. If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a
or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
knight’s actions can awaken reserves of courage and conviction in allies that they never suspected they had. Restriction: Knighthood Purple Dragon knights are tied to a specific order of Cormyrean
knighthood. Banneret serves as the generic name for this archetype if you use it in other campaign settings or to model warlords other than Purple Dragon knights. Rallying Cry When you choose this archetype at






