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Returning 5 results for 'both both down choice refined'.
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both both down choose refined
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Proficiencies 1st-level Expert feature The sidekick gains proficiency in one saving throw of your choice: Dexterity, Intelligence, or Charisma. In addition, the sidekick gains proficiency in five skills of
your choice, and it gains proficiency with light armor. If it is a humanoid or has a simple or martial weapon in its stat block, it also gains proficiency with all simple weapons and with two tools of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
); your choice of a vial of acid, a flask of alchemist’s fire, or a vial of antitoxin; and a hunting trap. Read the Opposition Also at rank 1, you can attempt to get a reading on one creature you can
see, trying to learn useful information about it. As a bonus action, make a DC 15 Wisdom (Insight) check. On a success, you learn three details of your choice about the creature. Once you use this
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Superiority Your experience on the battlefield has refined your fighting techniques. You learn maneuvers that are fueled by special dice called Superiority Dice. IGNATIUS BUDI Battle Master Subclass
Maneuvers. You learn three maneuvers of your choice from the “Maneuver Options” section later in this subclass’s description. Many maneuvers enhance an attack in some way. You can use only one maneuver per
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
magic to decipher. It reads, “Chambers of Hashutu, most refined and chosen, who is blessed with writhing gifts for hands.” This chamber contains a large tub crusted with blue stains, a desk and shelves
the elder brain’s choice within 60 feet of itself must succeed on a DC 17 Intelligence saving throw or take 32 (5d10 + 5) psychic damage and have the stunned condition for 1 minute. A stunned creature
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
above all else. They keep their larders filled with humanoids abducted from the Material Plane, then eat those creatures alive during elaborate feasts. Thinking of themselves as refined and cultured
the effect on itself on a success.
Scare (1/Day). One creature of the quasit’s choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can






