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Returning 35 results for 'bow basic delving certain rituals'.
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Spells
Player’s Handbook
Avenger or Defender. Your choice determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies
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
Eberron: Rising from the Last War
this way. Most magewright rituals take 10 minutes to perform, but certain complex rituals can take up to 1 hour. However long the ritual takes, it requires extra material components, usually in the
Spellcasting. The magewright’s spellcasting ability is Intelligence (spell save DC 12). To cast one of its rituals, the magewright must provide additional material components whose value in
Fighter
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery
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
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
people who mix characteristics of humans and snakes.
Blessed with resistance to magical and poisonous effects by the rituals that created them, each of these yuan-ti manifests their serpentine heritage
Monsters
Mordenkainen Presents: Monsters of the Multiverse
communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil Blessings
Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following powers are unique to specific cults; typically a creature has only one
Monsters
Mordenkainen Presents: Monsters of the Multiverse
blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil Blessings
Disciples of certain Elder Evils can bestow supernatural gifts on those who serve
Monsters
Mordenkainen Presents: Monsters of the Multiverse
available for communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil
Blessings
Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following powers are unique to specific cults; typically a creature has
Monsters
Mordenkainen Presents: Monsters of the Multiverse
available for communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil
Blessings
Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following powers are unique to specific cults; typically a creature has
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some
Well-Rounded 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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some
Well-Rounded 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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some
Well-Rounded 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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some
Well-Rounded 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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some
Well-Rounded 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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some
Well-Rounded 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
Ranger
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
of steel, cutting down one enemy after another. After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the
the creature while he readies his bow. Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
; Elminster
The serpent creatures known as yuan-ti are all that remains of an ancient, decadent human empire. Ages ago their dark gods taught them profane, cannibalistic rituals to mix their flesh
advisor in human society. The very rare offspring of such a union are always purebloods, although they may appear fully human at birth and for several years afterward.
The yuan-ti know rituals that
Monsters
Mordenkainen Presents: Monsters of the Multiverse
aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil Blessings
Disciples of certain Elder Evils can bestow supernatural gifts on those
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Trained for Danger Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat
delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Trained for Danger Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat
delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Trained for Danger Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat
delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Trained for Danger Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat
delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Trained for Danger Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat
delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Trained for Danger Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat
delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but
classes
Player’s Handbook
weapon techniques, and a well-equipped Fighter always has the right tool at hand for any combat situation. Likewise, a Fighter is adept with every form of armor. Beyond that basic degree of familiarity
, each Fighter specializes in certain styles of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Adventure Background Markos Delphi grew up with an insatiable curiosity. Eventually, he had his fill of worldly knowledge and began delving into the arcane, eager to understand the secrets of the
from the sage’s library. In addition to containing lore about stars and the planes of existence, the book describes rituals that can be used to summon extraplanar entities. Krokulmar needs Markos to
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Adventure Background Markos Delphi grew up with an insatiable curiosity. Eventually, he had his fill of worldly knowledge and began delving into the arcane, eager to understand the secrets of the
from the sage’s library. In addition to containing lore about stars and the planes of existence, the book describes rituals that can be used to summon extraplanar entities. Krokulmar needs Markos to
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Adventure Background Markos Delphi grew up with an insatiable curiosity. Eventually, he had his fill of worldly knowledge and began delving into the arcane, eager to understand the secrets of the
from the sage’s library. In addition to containing lore about stars and the planes of existence, the book describes rituals that can be used to summon extraplanar entities. Krokulmar needs Markos to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Attack The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists. With this action, you make one melee
or ranged attack. See the "Making an Attack" section for the rules that govern attacks. Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Attack The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists. With this action, you make one melee
or ranged attack. See the "Making an Attack" section for the rules that govern attacks. Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Attack The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists. With this action, you make one melee
or ranged attack. See the "Making an Attack" section for the rules that govern attacks. Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, the spell description tells you exactly when you can do so.
Longer Casting Times Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. When you cast a
Casting a Spell When a character casts any spell, the same basic rules are followed, regardless of the character’s class or the spell’s effects. Each spell description in Chapter 11 begins with a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Attack The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists. With this action, you make one melee
or ranged attack. See the "Making an Attack" section for the rules that govern attacks. Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, the spell description tells you exactly when you can do so.
Longer Casting Times Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. When you cast a
Casting a Spell When a character casts any spell, the same basic rules are followed, regardless of the character’s class or the spell’s effects. Each spell description in Chapter 11 begins with a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, the spell description tells you exactly when you can do so.
Longer Casting Times Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. When you cast a
Casting a Spell When a character casts any spell, the same basic rules are followed, regardless of the character’s class or the spell’s effects. Each spell description in Chapter 11 begins with a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Attack The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists. With this action, you make one melee
or ranged attack. See the "Making an Attack" section for the rules that govern attacks. Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action.






