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Returning 35 results for 'both both divinity change rin'.
Ki-rin
Legacy
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Monsters
Volo's Guide to Monsters
concentrate for the change in weather to persist.
Within 3 miles of the lair, winds buoy non-evil creatures that fall due to no act of the ki-rin or its allies. Such creatures descend at a rate of 60 feet
Innate Spellcasting. The ki-rin's innate spellcasting ability is Charisma (spell save DC 17). The ki-rin can innately cast the following spells, requiring no material components:
At will: gaseous
Monsters
Mordenkainen Presents: Monsters of the Multiverse
change in weather to persist.
Pure Waters. Water flows pure within 3 miles of a ki-rin’s lair. Any purposeful corruption of the water lasts for no longer than 3 minutes.
Realm of Respite. Curses
Legendary Resistance (3/Day). If the ki-rin fails a saving throw, it can choose to succeed instead.
Magic Resistance. The ki-rin has advantage on saving throws against spells and other magical
races
Acquisitions Incorporated
discoveries is that their physical forms change as they age, signifying that the mutative power of That-Which-Endures is not done with them. The first verdan emerged from the Underdark as creatures of goblin
to change those names when they wander into a human area. A verdan is also not hesitant to change their name as their physical appearance changes — or, indeed, whenever the mood strikes them
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
change in weather to persist. Within 3 miles of the lair, winds buoy non-evil creatures that fall due to no act of the ki-rin or its allies. Such creatures descend at a rate of 60 feet per round and
Ki-rin Ki-rins are noble, celestial creatures. In the Outer Planes, ki-rins in service to benevolent deities take a direct role in the eternal struggle between good and evil. In the mortal world, a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
change in weather to persist. Within 3 miles of the lair, winds buoy non-evil creatures that fall due to no act of the ki-rin or its allies. Such creatures descend at a rate of 60 feet per round and
Ki-rin Ki-rins are noble, celestial creatures. In the Outer Planes, ki-rins in service to benevolent deities take a direct role in the eternal struggle between good and evil. In the mortal world, a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
change in weather to persist. Within 3 miles of the lair, winds buoy non-evil creatures that fall due to no act of the ki-rin or its allies. Such creatures descend at a rate of 60 feet per round and
Ki-rin Ki-rins are noble, celestial creatures. In the Outer Planes, ki-rins in service to benevolent deities take a direct role in the eternal struggle between good and evil. In the mortal world, a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
spell’s point of origin is always the point outdoors closest to the center of its lair. The ki-rin doesn’t need to maintain a clear path to the sky or to concentrate for the change in weather to persist
Ki-rin Ki-rins are noble, celestial creatures. In the Outer Planes, ki-rins in service to benevolent deities take a direct role in the eternal struggle between good and evil. In the mortal world, ki
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
spell’s point of origin is always the point outdoors closest to the center of its lair. The ki-rin doesn’t need to maintain a clear path to the sky or to concentrate for the change in weather to persist
Ki-rin Ki-rins are noble, celestial creatures. In the Outer Planes, ki-rins in service to benevolent deities take a direct role in the eternal struggle between good and evil. In the mortal world, ki
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
spell’s point of origin is always the point outdoors closest to the center of its lair. The ki-rin doesn’t need to maintain a clear path to the sky or to concentrate for the change in weather to persist
Ki-rin Ki-rins are noble, celestial creatures. In the Outer Planes, ki-rins in service to benevolent deities take a direct role in the eternal struggle between good and evil. In the mortal world, ki
classes
Xanathar's Guide to Everything
;Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day
made the decision, follow through with it knowing your path is just.
Oath of Redemption Features
Paladin Level
Feature
3rd
Oath Spells, Channel Divinity
7th
Aura of the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
sunlight. When a group of verdan live near dwarves, they might take on more dwarven-sounding names, only to change those names when they wander into a human area. A verdan is also not hesitant to change
altogether. Verdan Names: Bronn, Crahma, Dolar, Dreeda, Duglee, Gruvald, Hulm, Jeal, Kalo, Klesh, Korm, Lathi, Ovlig, Paracii, Pils, Praet, Promul, Reezni, Rin, Shylk, Slyra, Sollo, Stalsii, Stromvo, Stussa
classes
Xanathar's Guide to Everything
;Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day
made the decision, follow through with it knowing your path is just.
Oath of Redemption Features
Paladin Level
Feature
3rd
Oath Spells, Channel Divinity
7th
Aura of the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
sunlight. When a group of verdan live near dwarves, they might take on more dwarven-sounding names, only to change those names when they wander into a human area. A verdan is also not hesitant to change
altogether. Verdan Names: Bronn, Crahma, Dolar, Dreeda, Duglee, Gruvald, Hulm, Jeal, Kalo, Klesh, Korm, Lathi, Ovlig, Paracii, Pils, Praet, Promul, Reezni, Rin, Shylk, Slyra, Sollo, Stalsii, Stromvo, Stussa
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
sunlight. When a group of verdan live near dwarves, they might take on more dwarven-sounding names, only to change those names when they wander into a human area. A verdan is also not hesitant to change
altogether. Verdan Names: Bronn, Crahma, Dolar, Dreeda, Duglee, Gruvald, Hulm, Jeal, Kalo, Klesh, Korm, Lathi, Ovlig, Paracii, Pils, Praet, Promul, Reezni, Rin, Shylk, Slyra, Sollo, Stalsii, Stromvo, Stussa
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path. Patience. Change
someone? That always makes me feel better.
Oath of Redemption Features Paladin Level Feature 3rd Oath Spells, Channel Divinity 7th Aura of the Guardian (10 ft.) 15th Protective Spirit 18th Aura of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path. Patience. Change
someone? That always makes me feel better.
Oath of Redemption Features Paladin Level Feature 3rd Oath Spells, Channel Divinity 7th Aura of the Guardian (10 ft.) 15th Protective Spirit 18th Aura of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path. Patience. Change
someone? That always makes me feel better.
Oath of Redemption Features Paladin Level Feature 3rd Oath Spells, Channel Divinity 7th Aura of the Guardian (10 ft.) 15th Protective Spirit 18th Aura of
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Dreams of Divinity Theros possesses a unique metaphysical property: things believed and dreamed here eventually become real. The collective unconscious of mortal people has the literal power of
anything to make the gods less real or change the nature of a god. Threatened with the wrath of Heliod, for example, a mortal can’t simply “disbelieve” the god out of existence or turn his wrath to kindness
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Dreams of Divinity Theros possesses a unique metaphysical property: things believed and dreamed here eventually become real. The collective unconscious of mortal people has the literal power of
anything to make the gods less real or change the nature of a god. Threatened with the wrath of Heliod, for example, a mortal can’t simply “disbelieve” the god out of existence or turn his wrath to kindness
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
—Spell Slots per Spell Level— Level Proficiency Bonus Class Features Channel Divinity Prepared Spells 1 2 3 4 5 1 +2 Lay On Hands, Spellcasting, Weapon Mastery — 2 2 — — — — 2 +2 Fighting Style
, Paladin’s Smite — 3 2 — — — — 3 +2 Channel Divinity, Paladin Subclass 2 4 3 — — — — 4 +2 Ability Score Improvement 2 5 3 — — — — 5 +3 Extra Attack, Faithful Steed 2 6 4 2 — — — 6 +3 Aura of Protection 2 6
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
—Spell Slots per Spell Level— Level Proficiency Bonus Class Features Channel Divinity Prepared Spells 1 2 3 4 5 1 +2 Lay On Hands, Spellcasting, Weapon Mastery — 2 2 — — — — 2 +2 Fighting Style
, Paladin’s Smite — 3 2 — — — — 3 +2 Channel Divinity, Paladin Subclass 2 4 3 — — — — 4 +2 Ability Score Improvement 2 5 3 — — — — 5 +3 Extra Attack, Faithful Steed 2 6 4 2 — — — 6 +3 Aura of Protection 2 6
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
—Spell Slots per Spell Level— Level Proficiency Bonus Class Features Channel Divinity Prepared Spells 1 2 3 4 5 1 +2 Lay On Hands, Spellcasting, Weapon Mastery — 2 2 — — — — 2 +2 Fighting Style
, Paladin’s Smite — 3 2 — — — — 3 +2 Channel Divinity, Paladin Subclass 2 4 3 — — — — 4 +2 Ability Score Improvement 2 5 3 — — — — 5 +3 Extra Attack, Faithful Steed 2 6 4 2 — — — 6 +3 Aura of Protection 2 6
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
——Spell Slots per Spell Level—— Level Proficiency Bonus Class Features Channel Divinity Cantrips Prepared Spells 1 2 3 4 5 6 7 8 9 1 +2 Spellcasting, Divine Order — 3 4 2 — — — — — — — — 2 +2 Channel
Divinity 2 3 5 3 — — — — — — — — 3 +2 Cleric Subclass 2 3 6 4 2 — — — — — — — 4 +2 Ability Score Improvement 2 4 7 4 3 — — — — — — — 5 +3 Sear Undead 2 4 9 4 3 2 — — — — — — 6 +3 Subclass feature 3 4 10
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Dreams of Divinity Theros possesses a unique metaphysical property: things believed and dreamed here eventually become real. The collective unconscious of mortal people has the literal power of
anything to make the gods less real or change the nature of a god. Threatened with the wrath of Heliod, for example, a mortal can’t simply “disbelieve” the god out of existence or turn his wrath to kindness
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
to greater divinity. They demand obeisance from weaker creatures and use every resource at their disposal to war against neighbors, seeking the captives, sacrifices, glory, and riches the anathemas
believe they need to achieve true divinity. Anathemas don’t age, allowing them to pursue their goals until the end of days. Truly powerful ones might rule multiple yuan-ti cities and bring entire
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
——Spell Slots per Spell Level—— Level Proficiency Bonus Class Features Channel Divinity Cantrips Prepared Spells 1 2 3 4 5 6 7 8 9 1 +2 Spellcasting, Divine Order — 3 4 2 — — — — — — — — 2 +2 Channel
Divinity 2 3 5 3 — — — — — — — — 3 +2 Cleric Subclass 2 3 6 4 2 — — — — — — — 4 +2 Ability Score Improvement 2 4 7 4 3 — — — — — — — 5 +3 Sear Undead 2 4 9 4 3 2 — — — — — — 6 +3 Subclass feature 3 4 10 4
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
——Spell Slots per Spell Level—— Level Proficiency Bonus Class Features Channel Divinity Cantrips Prepared Spells 1 2 3 4 5 6 7 8 9 1 +2 Spellcasting, Divine Order — 3 4 2 — — — — — — — — 2 +2 Channel
Divinity 2 3 5 3 — — — — — — — — 3 +2 Cleric Subclass 2 3 6 4 2 — — — — — — — 4 +2 Ability Score Improvement 2 4 7 4 3 — — — — — — — 5 +3 Sear Undead 2 4 9 4 3 2 — — — — — — 6 +3 Subclass feature 3 4 10
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
——Spell Slots per Spell Level—— Level Proficiency Bonus Class Features Channel Divinity Cantrips Prepared Spells 1 2 3 4 5 6 7 8 9 1 +2 Spellcasting, Divine Order — 3 4 2 — — — — — — — — 2 +2 Channel
Divinity 2 3 5 3 — — — — — — — — 3 +2 Cleric Subclass 2 3 6 4 2 — — — — — — — 4 +2 Ability Score Improvement 2 4 7 4 3 — — — — — — — 5 +3 Sear Undead 2 4 9 4 3 2 — — — — — — 6 +3 Subclass feature 3 4 10 4
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
——Spell Slots per Spell Level—— Level Proficiency Bonus Class Features Channel Divinity Cantrips Prepared Spells 1 2 3 4 5 6 7 8 9 1 +2 Spellcasting, Divine Order — 3 4 2 — — — — — — — — 2 +2 Channel
Divinity 2 3 5 3 — — — — — — — — 3 +2 Cleric Subclass 2 3 6 4 2 — — — — — — — 4 +2 Ability Score Improvement 2 4 7 4 3 — — — — — — — 5 +3 Sear Undead 2 4 9 4 3 2 — — — — — — 6 +3 Subclass feature 3 4 10 4
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
—Spell Slots per Spell Level— Level Proficiency Bonus Class Features Channel Divinity Prepared Spells 1 2 3 4 5 1 +2 Lay On Hands, Spellcasting, Weapon Mastery — 2 2 — — — — 2 +2 Fighting Style
, Paladin’s Smite — 3 2 — — — — 3 +2 Channel Divinity, Paladin Subclass 2 4 3 — — — — 4 +2 Ability Score Improvement 2 5 3 — — — — 5 +3 Extra Attack, Faithful Steed 2 6 4 2 — — — 6 +3 Aura of Protection 2 6
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
—Spell Slots per Spell Level— Level Proficiency Bonus Class Features Channel Divinity Prepared Spells 1 2 3 4 5 1 +2 Lay On Hands, Spellcasting, Weapon Mastery — 2 2 — — — — 2 +2 Fighting Style
, Paladin’s Smite — 3 2 — — — — 3 +2 Channel Divinity, Paladin Subclass 2 4 3 — — — — 4 +2 Ability Score Improvement 2 5 3 — — — — 5 +3 Extra Attack, Faithful Steed 2 6 4 2 — — — 6 +3 Aura of Protection 2 6
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
as Cleric spells for you. Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for
also included above.) Level 2: Channel Divinity You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
as Cleric spells for you. Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for
also included above.) Level 2: Channel Divinity You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
as Cleric spells for you. Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for
also included above.) Level 2: Channel Divinity You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
to greater divinity. They demand obeisance from weaker creatures and use every resource at their disposal to war against neighbors, seeking the captives, sacrifices, glory, and riches the anathemas
believe they need to achieve true divinity. Anathemas don’t age, allowing them to pursue their goals until the end of days. Truly powerful ones might rule multiple yuan-ti cities and bring entire