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Returning 35 results for 'both button descent class refuse'.
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Sorcerer
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
unpredictable. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as
master it, or revel in its unpredictable nature? Is it a blessing or a curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? What do you intend
Backgrounds
Guildmasters’ Guide to Ravnica
light of the surface world, so your journey isn’t guaranteed to be safe.
Golgari Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Golgari Guild
Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Golgari Guild Spells
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
Netherese ensured their descendants were elevated with wealth, education, and privilege above the laboring class, though High Netherese who couldn’t use magic could never achieve true political or
those who didn’t use magic as undisciplined children in need of guidance, yet the mages were made helpless by their own surfeit of privilege. A typical High Netherese couldn’t sew a button, sharpen a
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
Netherese ensured their descendants were elevated with wealth, education, and privilege above the laboring class, though High Netherese who couldn’t use magic could never achieve true political or
those who didn’t use magic as undisciplined children in need of guidance, yet the mages were made helpless by their own surfeit of privilege. A typical High Netherese couldn’t sew a button, sharpen a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. At first, she orders the characters to release her. If they refuse, she tries to bargain with them (see “Roleplaying the Dao” below). While trapped inside the bottle, Keshma can’t attack or cast spells
refuse her commands. At first, Keshma promises the characters riches in exchange for freedom — the sapphires coiled through her braided hair and the platinum armbands (see “Treasure” below). Such
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
Netherese ensured their descendants were elevated with wealth, education, and privilege above the laboring class, though High Netherese who couldn’t use magic could never achieve true political or
those who didn’t use magic as undisciplined children in need of guidance, yet the mages were made helpless by their own surfeit of privilege. A typical High Netherese couldn’t sew a button, sharpen a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. At first, she orders the characters to release her. If they refuse, she tries to bargain with them (see “Roleplaying the Dao” below). While trapped inside the bottle, Keshma can’t attack or cast spells
refuse her commands. At first, Keshma promises the characters riches in exchange for freedom — the sapphires coiled through her braided hair and the platinum armbands (see “Treasure” below). Such
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. At first, she orders the characters to release her. If they refuse, she tries to bargain with them (see “Roleplaying the Dao” below). While trapped inside the bottle, Keshma can’t attack or cast spells
refuse her commands. At first, Keshma promises the characters riches in exchange for freedom — the sapphires coiled through her braided hair and the platinum armbands (see “Treasure” below). Such
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
worthy of further exploration. Hadozee Explorer
Medium Humanoid, Any Alignment
Armor Class 15 (studded leather)
Hit Points 49 (9d8 + 9)
Speed 30 ft., climb 30 ft.
STR
11 (+0)
DEX
the Disengage or Hide action.
Reactions
Safe Descent. When it would take damage from a fall, the hadozee extends its skin membranes to reduce the fall’s damage to 0, provided it isn’t wearing heavy armor.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
’ Wingbats, and the Night Howlers. Hadozee Warrior
Medium Humanoid, Any Alignment
Armor Class 16 (breastplate)
Hit Points 16 (3d8 + 3)
Speed 30 ft., climb 30 ft.
STR
11 (+0)
DEX
16 (+3
) piercing damage.
Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
Reactions
Safe Descent. When it would take damage from a fall
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
’ Wingbats, and the Night Howlers. Hadozee Warrior
Medium Humanoid, Any Alignment
Armor Class 16 (breastplate)
Hit Points 16 (3d8 + 3)
Speed 30 ft., climb 30 ft.
STR
11 (+0)
DEX
16 (+3
) piercing damage.
Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
Reactions
Safe Descent. When it would take damage from a fall
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Hadozee Shipmate Hadozee shipmates make up much of the crew aboard some spelljamming ships. Hadozee Shipmate
Medium Humanoid, Any Alignment
Armor Class 12
Hit Points 9 (2d8)
Speed 30 ft
+ 2) piercing damage.
Reactions
Safe Descent. When it would take damage from a fall, the hadozee extends its skin membranes to reduce the fall’s damage to 0, provided it isn’t wearing heavy armor.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Hadozee Shipmate Hadozee shipmates make up much of the crew aboard some spelljamming ships. Hadozee Shipmate
Medium Humanoid, Any Alignment
Armor Class 12
Hit Points 9 (2d8)
Speed 30 ft
+ 2) piercing damage.
Reactions
Safe Descent. When it would take damage from a fall, the hadozee extends its skin membranes to reduce the fall’s damage to 0, provided it isn’t wearing heavy armor.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
’ Wingbats, and the Night Howlers. Hadozee Warrior
Medium Humanoid, Any Alignment
Armor Class 16 (breastplate)
Hit Points 16 (3d8 + 3)
Speed 30 ft., climb 30 ft.
STR
11 (+0)
DEX
16 (+3
) piercing damage.
Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
Reactions
Safe Descent. When it would take damage from a fall
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
worthy of further exploration. Hadozee Explorer
Medium Humanoid, Any Alignment
Armor Class 15 (studded leather)
Hit Points 49 (9d8 + 9)
Speed 30 ft., climb 30 ft.
STR
11 (+0)
DEX
the Disengage or Hide action.
Reactions
Safe Descent. When it would take damage from a fall, the hadozee extends its skin membranes to reduce the fall’s damage to 0, provided it isn’t wearing heavy armor.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
worthy of further exploration. Hadozee Explorer
Medium Humanoid, Any Alignment
Armor Class 15 (studded leather)
Hit Points 49 (9d8 + 9)
Speed 30 ft., climb 30 ft.
STR
11 (+0)
DEX
the Disengage or Hide action.
Reactions
Safe Descent. When it would take damage from a fall, the hadozee extends its skin membranes to reduce the fall’s damage to 0, provided it isn’t wearing heavy armor.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Hadozee Shipmate Hadozee shipmates make up much of the crew aboard some spelljamming ships. Hadozee Shipmate
Medium Humanoid, Any Alignment
Armor Class 12
Hit Points 9 (2d8)
Speed 30 ft
+ 2) piercing damage.
Reactions
Safe Descent. When it would take damage from a fall, the hadozee extends its skin membranes to reduce the fall’s damage to 0, provided it isn’t wearing heavy armor.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Akroan society are the lektoi, the large warrior class of Akros. Members of this class claim descent from the seven warriors who first established the Kolophon after the fall of the archons. Though the
ornamentation, and some lektoi even wear their hair braided into stylized ram horns. Although the lektoi claim descent from heroes, membership in this noble class isn’t strictly hereditary. Anyone can earn
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Akroan society are the lektoi, the large warrior class of Akros. Members of this class claim descent from the seven warriors who first established the Kolophon after the fall of the archons. Though the
ornamentation, and some lektoi even wear their hair braided into stylized ram horns. Although the lektoi claim descent from heroes, membership in this noble class isn’t strictly hereditary. Anyone can earn
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Akroan society are the lektoi, the large warrior class of Akros. Members of this class claim descent from the seven warriors who first established the Kolophon after the fall of the archons. Though the
ornamentation, and some lektoi even wear their hair braided into stylized ram horns. Although the lektoi claim descent from heroes, membership in this noble class isn’t strictly hereditary. Anyone can earn
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Crane carries a red wooden key that unlocks the door to area L3. Steel Crane Medium humanoid (human)
Armor Class 17 (Unarmored Defense)
Hit Points 76 (9d8 + 36)
Speed 40 ft.
STR
13 (+1
the attack is reduced by 1d10 + 10. If the damage is reduced to 0, Steel Crane catches the missile if it’s small enough to hold in one hand and Steel Crane has a hand free.
Slow Descent (3/Day). When Steel Crane falls, he can slow his descent, taking no damage from the fall.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Crane carries a red wooden key that unlocks the door to area L3. Steel Crane Medium humanoid (human)
Armor Class 17 (Unarmored Defense)
Hit Points 76 (9d8 + 36)
Speed 40 ft.
STR
13 (+1
the attack is reduced by 1d10 + 10. If the damage is reduced to 0, Steel Crane catches the missile if it’s small enough to hold in one hand and Steel Crane has a hand free.
Slow Descent (3/Day). When Steel Crane falls, he can slow his descent, taking no damage from the fall.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Dementlieu sweats to get by, but admitting to reality means social ruin. The poorest citizens struggle to maintain a middle-class appearance, scrounging through garbage heaps at night to find wares to sell in
their shops in the morning. The members of the true middle class pretend to be titled aristocracy, but they wear much-patched and mended clothes, and starve for a week to host a ball that barely
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Crane carries a red wooden key that unlocks the door to area L3. Steel Crane Medium humanoid (human)
Armor Class 17 (Unarmored Defense)
Hit Points 76 (9d8 + 36)
Speed 40 ft.
STR
13 (+1
the attack is reduced by 1d10 + 10. If the damage is reduced to 0, Steel Crane catches the missile if it’s small enough to hold in one hand and Steel Crane has a hand free.
Slow Descent (3/Day). When Steel Crane falls, he can slow his descent, taking no damage from the fall.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
is run down but it isn’t a slum or a haven for thieves. Most of the residents are lower-class laborers or struggling artisans who can’t afford the higher rents of homes inside the city walls. 1
bystanders to become heroes in the city and earn favors from the merchant princes. 3. Refuse Pit An enormous sinkhole serves as the city’s garbage dump. Every type of refuse gets tossed here, up to and
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
, from the hide armor they wear to the weapons they wield. As they pick through the refuse of the rubblebelts, they sometimes come across magic items and other valuable treasures. Anarch
Small or
Medium humanoid (any race), chaotic neutral
Armor Class 13 (hide armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR
14(+2)
DEX
13(+1)
CON
12(+1)
INT
9(−1)
WIS
11(+0
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
primarily on waste and discarded refuse, often trailing behind larger creatures, ships, and asteroids. Night scavvers are 15 feet long. Their coloration resembles that of Wildspace itself: white spots
like stars sprinkled amid dark patches and patterns of color. Cooked night scavver meat is a popular offering in taverns across Wildspace. Night Scavver Huge Monstrosity, Unaligned
Armor Class 14
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Living Spell Areas of wild magic and sites that have been ravaged by powerful eldritch forces can give rise to spell effects that refuse to dissipate. These so-called living spells haunt the places
construct, unaligned
Armor Class 10
Hit Points 4 (1d8)
Speed 30 ft.
STR
2(−4)
DEX
10(+0)
CON
11(+0)
INT
1(−5)
WIS
10(+0)
CHA
1(−5)
Skills Perception
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
primarily on waste and discarded refuse, often trailing behind larger creatures, ships, and asteroids. Night scavvers are 15 feet long. Their coloration resembles that of Wildspace itself: white spots
like stars sprinkled amid dark patches and patterns of color. Cooked night scavver meat is a popular offering in taverns across Wildspace. Night Scavver Huge Monstrosity, Unaligned
Armor Class 14
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Living Spell Areas of wild magic and sites that have been ravaged by powerful eldritch forces can give rise to spell effects that refuse to dissipate. These so-called living spells haunt the places
construct, unaligned
Armor Class 10
Hit Points 4 (1d8)
Speed 30 ft.
STR
2(−4)
DEX
10(+0)
CON
11(+0)
INT
1(−5)
WIS
10(+0)
CHA
1(−5)
Skills Perception
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
primarily on waste and discarded refuse, often trailing behind larger creatures, ships, and asteroids. Night scavvers are 15 feet long. Their coloration resembles that of Wildspace itself: white spots
like stars sprinkled amid dark patches and patterns of color. Cooked night scavver meat is a popular offering in taverns across Wildspace. Night Scavver Huge Monstrosity, Unaligned
Armor Class 14
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
is run down but it isn’t a slum or a haven for thieves. Most of the residents are lower-class laborers or struggling artisans who can’t afford the higher rents of homes inside the city walls. 1
bystanders to become heroes in the city and earn favors from the merchant princes. 3. Refuse Pit An enormous sinkhole serves as the city’s garbage dump. Every type of refuse gets tossed here, up to and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
is run down but it isn’t a slum or a haven for thieves. Most of the residents are lower-class laborers or struggling artisans who can’t afford the higher rents of homes inside the city walls. 1
bystanders to become heroes in the city and earn favors from the merchant princes. 3. Refuse Pit An enormous sinkhole serves as the city’s garbage dump. Every type of refuse gets tossed here, up to and
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
, from the hide armor they wear to the weapons they wield. As they pick through the refuse of the rubblebelts, they sometimes come across magic items and other valuable treasures. Anarch
Small or
Medium humanoid (any race), chaotic neutral
Armor Class 13 (hide armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR
14(+2)
DEX
13(+1)
CON
12(+1)
INT
9(−1)
WIS
11(+0
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
, from the hide armor they wear to the weapons they wield. As they pick through the refuse of the rubblebelts, they sometimes come across magic items and other valuable treasures. Anarch
Small or
Medium humanoid (any race), chaotic neutral
Armor Class 13 (hide armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR
14(+2)
DEX
13(+1)
CON
12(+1)
INT
9(−1)
WIS
11(+0






