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Returning 35 results for 'bottom barriers diffusing class rites'.
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Magic Items
Dungeon Master’s Guide
;s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot
ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers.
Button 6. The rod assumes or remains in its normal form and indicates
Classes
Player’s Handbook
explosive fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their
Class Features
Cantrips
Prepared Spells
1
2
3
4
5
6
7
8
9
1
+2
Spellcasting, Ritual Adept, Arcane Recovery
3
4
2
—
—
—
—
—
—
&mdash
Classes
Player’s Handbook
prayers and rites that help them draw on power from the Outer Planes.
Not every member of a temple or shrine is a Cleric. Some priests are called to a simple life of temple service, carrying out their
Class Features
Channel Divinity
Cantrips
Prepared Spells
1
2
3
4
5
6
7
8
9
1
+2
Spellcasting, Divine Order
—
3
4
2
—
—
—
—
—
&mdash
Classes
Player’s Handbook
, individual Druids gain their magic from nature, a nature deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles
to determine your available spell slots.
Druid Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Class Features
Wild Shape
Cantrips
Rod of Lordly Might
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart
battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.
If you press button 6, the rod assumes or remains in its normal form and
Backgrounds
Guildmasters’ Guide to Ravnica
you can work your way into a more prominent position.
Regardless of your past and the wealth of your family, your initial status with the guild is near the bottom, until you have proven your value
positions of power.
Orzhov Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Orzhov Guild Spells table are added to the spell list of your spellcasting class
Species
Mordenkainen Presents: Monsters of the Multiverse
Yuan-ti were originally humans who transformed themselves into serpent folk through ancient rituals. Most yuan-ti were corrupted into monsters by those rites, but some yuan-ti instead became a new
by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers
Backgrounds
Guildmasters’ Guide to Ravnica
even be stripped of your position.
Azorius Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Azorius 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.)
Azorius Guild Spells
Spell Level
Spells
Cantrip
Cleric
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
to those chosen to fulfill a high calling.
Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric
Intervention Improvement
5
4
3
3
3
3
2
2
1
1
Class Features
As a cleric, you gain the following class features.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Emerald Claw. The Odakyr Rites. The nation of Karrnath has a proud martial heritage, and its soldiers are unmatched in discipline. But in the early years of the Last War, Karrnath was crippled by famine and
as cannon fodder. Over decades, a high priest named Malevanor worked with the necromancers of the Blood of Vol to develop the Odakyr Rites, which grant Karrnathi undead the ability to make tactical
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Emerald Claw. The Odakyr Rites. The nation of Karrnath has a proud martial heritage, and its soldiers are unmatched in discipline. But in the early years of the Last War, Karrnath was crippled by famine and
as cannon fodder. Over decades, a high priest named Malevanor worked with the necromancers of the Blood of Vol to develop the Odakyr Rites, which grant Karrnathi undead the ability to make tactical
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Emerald Claw. The Odakyr Rites. The nation of Karrnath has a proud martial heritage, and its soldiers are unmatched in discipline. But in the early years of the Last War, Karrnath was crippled by famine and
as cannon fodder. Over decades, a high priest named Malevanor worked with the necromancers of the Blood of Vol to develop the Odakyr Rites, which grant Karrnathi undead the ability to make tactical
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Drowned Blade Drowned Blade
Medium undead, chaotic evil
Armor Class 10 (leather armor)
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR
16 (+3)
DEX
8 (−1)
CON
16 (+3)
INT
knew in life but can’t speak
Challenge 2 (450 XP)
Bottom Treader. The drowned blade cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement or attacks
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Drowned Blade Drowned Blade
Medium undead, chaotic evil
Armor Class 10 (leather armor)
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR
16 (+3)
DEX
8 (−1)
CON
16 (+3)
INT
knew in life but can’t speak
Challenge 2 (450 XP)
Bottom Treader. The drowned blade cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement or attacks
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. Rods Top to Bottom: Rulership
bonus to attack and damage rolls made with it. If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Drowned Blade Drowned Blade
Medium undead, chaotic evil
Armor Class 10 (leather armor)
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR
16 (+3)
DEX
8 (−1)
CON
16 (+3)
INT
knew in life but can’t speak
Challenge 2 (450 XP)
Bottom Treader. The drowned blade cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement or attacks
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. Rods Top to Bottom: Rulership
bonus to attack and damage rolls made with it. If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. Rods Top to Bottom: Rulership
bonus to attack and damage rolls made with it. If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Class 2nd Warp sense Divination Sorcerer, warlock, wizard 4th Gate seal Abjuration Sorcerer, warlock, wizard Gate Seal 4th-Level Abjuration Casting Time: 1 minute Range: 60 feet Components: V, S, M
. On a failed check, you learn nothing and can’t study that portal again using this spell until you cast it again. The spell can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
(shapechanger), neutral
Armor Class 14
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR
11 (+0)
DEX
18 (+4)
CON
14 (+2)
INT
11 (+0)
WIS
12 (+1)
CHA
14 (+2
of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is within range, the doppelganger can
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
(shapechanger), neutral
Armor Class 14
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR
11 (+0)
DEX
18 (+4)
CON
14 (+2)
INT
11 (+0)
WIS
12 (+1)
CHA
14 (+2
of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is within range, the doppelganger can
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
(shapechanger), neutral
Armor Class 14
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR
11(+0)
DEX
18(+4)
CON
14(+2)
INT
11(+0)
WIS
12(+1)
CHA
14(+2)
Skills
creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Class 2nd Warp sense Divination Sorcerer, warlock, wizard 4th Gate seal Abjuration Sorcerer, warlock, wizard Gate Seal 4th-Level Abjuration Casting Time: 1 minute Range: 60 feet Components: V, S, M
. On a failed check, you learn nothing and can’t study that portal again using this spell until you cast it again. The spell can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Class 2nd Warp sense Divination Sorcerer, warlock, wizard 4th Gate seal Abjuration Sorcerer, warlock, wizard Gate Seal 4th-Level Abjuration Casting Time: 1 minute Range: 60 feet Components: V, S, M
. On a failed check, you learn nothing and can’t study that portal again using this spell until you cast it again. The spell can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
. Others are transformed as punishment, forced to endure endless contemplation with no way to interact with the world. Brain in a Jar
Medium undead, any alignment
Armor Class 11 (natural armor
)
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
. Others are transformed as punishment, forced to endure endless contemplation with no way to interact with the world. Brain in a Jar
Medium undead, any alignment
Armor Class 11 (natural armor
)
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
(shapechanger), neutral
Armor Class 14
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR
11 (+0)
DEX
18 (+4)
CON
14 (+2)
INT
11 (+0)
WIS
12 (+1)
CHA
14 (+2
of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is within range, the doppelganger can
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
(shapechanger), neutral
Armor Class 14
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR
11(+0)
DEX
18(+4)
CON
14(+2)
INT
11(+0)
WIS
12(+1)
CHA
14(+2)
Skills
creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
. Others are transformed as punishment, forced to endure endless contemplation with no way to interact with the world. Brain in a Jar
Medium undead, any alignment
Armor Class 11 (natural armor
)
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
(shapechanger), neutral
Armor Class 14
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR
11(+0)
DEX
18(+4)
CON
14(+2)
INT
11(+0)
WIS
12(+1)
CHA
14(+2)
Skills
creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the ocean in Tammeraut’s Fate, retains its fighting reflexes despite its rotting flesh. Drowned Ascetic
Medium undead, chaotic evil
Armor Class 13
Hit Points 75 (10d8 + 30)
Speed 30 ft.
STR
Senses darkvision 60 ft., passive Perception 9
Languages understands the languages it knew in life but can’t speak
Challenge 3 (700 XP)
Bottom Treader. The drowned ascetic cannot swim, and it
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
and Rites. Thanks to his prolonged absence from mortal giants’ affairs, Annam has few priests. On some worlds, he has no priests and his name is all but forgotten. On other worlds, a priest of Annam
what they want, without regard for the needs of weaker creatures. The ordning holds no meaning for hill giants—who are on the bottom rung—or ogres and ettins, who are even lower. The only social order
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
its bloated gray eyes. Drowned Blade
Medium undead, chaotic evil
Armor Class 10 (leather armor)
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR
16 (+3)
DEX
8 (-1)
CON
16 (+3
languages it knew in life but can’t speak
Challenge 2 (450 XP)
Bottom Treader. The drowned blade cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites. A priest typically has one or more acolytes to help
with religious ceremonies and other sacred duties. Priest
Medium humanoid (any race), any alignment
Armor Class 13 (chain shirt)
Hit Points 27 (5d8 + 5)
Speed 30 ft.
STR
10 (+0)
DEX
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the ocean in Tammeraut’s Fate, retains its fighting reflexes despite its rotting flesh. Drowned Ascetic
Medium undead, chaotic evil
Armor Class 13
Hit Points 75 (10d8 + 30)
Speed 30 ft.
STR
Senses darkvision 60 ft., passive Perception 9
Languages understands the languages it knew in life but can’t speak
Challenge 3 (700 XP)
Bottom Treader. The drowned ascetic cannot swim, and it






