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Returning 35 results for 'both bow danger contract replicate'.
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Spells
Player’s Handbook
the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Celestial Spirit
Large
a number of attacks equal to half this spell’s level (round down).
Radiant Bow (Avenger Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 600 ft. Hit: 2d6 + 2 + the
Monsters
Mythic Odysseys of Theros
lives of pure whimsy. When forced to defend their friends and homes, satyr thornbearers are quick to take up their bows and strike against danger. Particularly amid the dense trees of the Skola Vale
from a thornbearer's bow might rain down like a volley from a whole army.
While most satyrs are known for their high spirits, love of revels, and gregarious personalities, these outgoing people are
Fighter
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
exquisite bow. The half-orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.
A dwarf in chain mail interposes his shield between the ogre’s club
Specialists
Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of
Warforged
Legacy
This doesn't reflect the latest rules and lore.
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Species
Eberron: Rising from the Last War
warforged embrace a concrete purpose — such as protecting allies, completing a contract, or exploring a land — and embrace this task as they once did war. However, there are warforged who
chosen new names as a way to express their path in life. A few take on human names, often the name of a fallen friend or mentor.
Warforged Names: Anchor, Banner, Bastion, Blade, Blue, Bow, Cart
Summon Celestial
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Tasha’s Cauldron of Everything
don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level
;— Proficiency Bonus equals your bonus
Actions
Multiattack. The celestial makes a number of attacks equal to half this spell’s level (rounded down).
Radiant Bow (Avenger Only
Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
insults with vengeance.
Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They
skill with sword, bow, and strategy.
Hidden Woodland Realms
Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Making a Deal with Zariel Characters out of other options might simply bow to Zariel’s power. If the characters make a deal with Zariel to save Elturel, they must specify that the city is to be freed
both clear and present dangers to Avernus. Although Zariel would relish slaying either of them personally, she gladly draws up a contract agreeing to trade Elturel and the souls within the city for
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Making a Deal with Zariel Characters out of other options might simply bow to Zariel’s power. If the characters make a deal with Zariel to save Elturel, they must specify that the city is to be freed
both clear and present dangers to Avernus. Although Zariel would relish slaying either of them personally, she gladly draws up a contract agreeing to trade Elturel and the souls within the city for
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Making a Deal with Zariel Characters out of other options might simply bow to Zariel’s power. If the characters make a deal with Zariel to save Elturel, they must specify that the city is to be freed
both clear and present dangers to Avernus. Although Zariel would relish slaying either of them personally, she gladly draws up a contract agreeing to trade Elturel and the souls within the city for
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
The Job at Hand The posted contract explains that any interested parties are to meet with Guildmaster Tabeth at the local guild house. When the characters follow up, Tabeth provides them with the
, remains a danger due to undead guarding the only safe approach: a beach called the Skull Dunes. The mariners’ guild is willing to pay 2,000 gp to the characters if they can land, explore the island
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
The Job at Hand The posted contract explains that any interested parties are to meet with Guildmaster Tabeth at the local guild house. When the characters follow up, Tabeth provides them with the
, remains a danger due to undead guarding the only safe approach: a beach called the Skull Dunes. The mariners’ guild is willing to pay 2,000 gp to the characters if they can land, explore the island
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
The Job at Hand The posted contract explains that any interested parties are to meet with Guildmaster Tabeth at the local guild house. When the characters follow up, Tabeth provides them with the
, remains a danger due to undead guarding the only safe approach: a beach called the Skull Dunes. The mariners’ guild is willing to pay 2,000 gp to the characters if they can land, explore the island
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
danger and end their research, a warlock plunges ahead, heedless of the cost. Thus, it takes a peculiar mixture of intelligence, curiosity, and recklessness to produce a warlock. Many folk would describe
story and roleplaying opportunities. So you got your powers by making a contract with something? Is it in writing, perchance? Well, never mind. Just tell me this: Can I get your powers by eating you?
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
danger and end their research, a warlock plunges ahead, heedless of the cost. Thus, it takes a peculiar mixture of intelligence, curiosity, and recklessness to produce a warlock. Many folk would describe
story and roleplaying opportunities. So you got your powers by making a contract with something? Is it in writing, perchance? Well, never mind. Just tell me this: Can I get your powers by eating you?
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
danger and end their research, a warlock plunges ahead, heedless of the cost. Thus, it takes a peculiar mixture of intelligence, curiosity, and recklessness to produce a warlock. Many folk would describe
story and roleplaying opportunities. So you got your powers by making a contract with something? Is it in writing, perchance? Well, never mind. Just tell me this: Can I get your powers by eating you?
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat
from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat
from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat
from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat
from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat
from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat
from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block. Celestial Spirit Large
spell’s level (round down).
Radiant Bow (Avenger Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 600 ft. Hit: 2d6 + 2 + the spell’s level Radiant damage.
Radiant Mace
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block. Celestial Spirit Large
spell’s level (round down).
Radiant Bow (Avenger Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 600 ft. Hit: 2d6 + 2 + the spell’s level Radiant damage.
Radiant Mace
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
the Dodge action and uses its move to avoid danger. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell’s level appears in the
makes a number of attacks equal to half this spell’s level (rounded down).
Radiant Bow (Avenger Only). Ranged Weapon Attack: your spell attack modifier to hit, range 150/600 ft., one target. Hit: 2d6
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
movement to avoid danger. Celestial Spirit Large Celestial, Neutral
AC 11 + the spell’s level + 2 (Defender only)
HP 40 + 10 for each spell level above 5
Speed 30 ft., Fly 40 ft.
Mod
spirit makes a number of attacks equal to half this spell’s level (round down).
Radiant Bow (Avenger Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 600 ft. Hit: 2d6 + 2 + the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block. Celestial Spirit Large
spell’s level (round down).
Radiant Bow (Avenger Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 600 ft. Hit: 2d6 + 2 + the spell’s level Radiant damage.
Radiant Mace
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
movement to avoid danger. Celestial Spirit Large Celestial, Neutral
AC 11 + the spell’s level + 2 (Defender only)
HP 40 + 10 for each spell level above 5
Speed 30 ft., Fly 40 ft.
Mod
spirit makes a number of attacks equal to half this spell’s level (round down).
Radiant Bow (Avenger Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 600 ft. Hit: 2d6 + 2 + the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
the Dodge action and uses its move to avoid danger. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell’s level appears in the
makes a number of attacks equal to half this spell’s level (rounded down).
Radiant Bow (Avenger Only). Ranged Weapon Attack: your spell attack modifier to hit, range 150/600 ft., one target. Hit: 2d6
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
movement to avoid danger. Celestial Spirit Large Celestial, Neutral
AC 11 + the spell’s level + 2 (Defender only)
HP 40 + 10 for each spell level above 5
Speed 30 ft., Fly 40 ft.
Mod
spirit makes a number of attacks equal to half this spell’s level (round down).
Radiant Bow (Avenger Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 600 ft. Hit: 2d6 + 2 + the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
the Dodge action and uses its move to avoid danger. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell’s level appears in the
makes a number of attacks equal to half this spell’s level (rounded down).
Radiant Bow (Avenger Only). Ranged Weapon Attack: your spell attack modifier to hit, range 150/600 ft., one target. Hit: 2d6
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
leave the ship, they trail him to make sure he isn’t being followed. If they realize Amrik is in danger, they swoop down to attack whoever appears to be threatening him. The imps otherwise avoid combat
and turn invisible to avoid capture or death. L2. Forecastle This deck is littered with the corpses of 1d4 dead seagulls (see area L1 for more information). Hanging off the end of the ship’s bow is
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
leave the ship, they trail him to make sure he isn’t being followed. If they realize Amrik is in danger, they swoop down to attack whoever appears to be threatening him. The imps otherwise avoid combat
and turn invisible to avoid capture or death. L2. Forecastle This deck is littered with the corpses of 1d4 dead seagulls (see area L1 for more information). Hanging off the end of the ship’s bow is
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
leave the ship, they trail him to make sure he isn’t being followed. If they realize Amrik is in danger, they swoop down to attack whoever appears to be threatening him. The imps otherwise avoid combat
and turn invisible to avoid capture or death. L2. Forecastle This deck is littered with the corpses of 1d4 dead seagulls (see area L1 for more information). Hanging off the end of the ship’s bow is
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
real danger on the walkway and the bridge comes from their uneven surface and the lack of a railing. A character who moves no more than 10 feet per turn and devotes all their attention to watching
where they place their feet is in no danger while moving through this area. But a character who moves more quickly or who performs any other action in addition to moving must succeed on a DC 13 Dexterity
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
real danger on the walkway and the bridge comes from their uneven surface and the lack of a railing. A character who moves no more than 10 feet per turn and devotes all their attention to watching
where they place their feet is in no danger while moving through this area. But a character who moves more quickly or who performs any other action in addition to moving must succeed on a DC 13 Dexterity






