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Returning 35 results for 'branch before defeat cantrips reflect'.
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Classes
Player’s Handbook
more attuned to its origin, developing distinct powers that reflect its source.
Sorcerers are rare. Some family lines produce exactly one Sorcerer in every generation, but most of the time, the
your available spell slots.
Sorcerer Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Class Features
Sorcery Points
Cantrips
Prepared
Monsters
Princes of the Apocalypse
Fey Ancestry. Aerisi has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Howling Defeat. When Aerisi drops to 0 hit points, her body disappears in a howling
spell attacks). Aerisi has the following wizard spells prepared (an asterisked spell is from appendix B):
Cantrips (at will): gust,* mage hand, message, prestidigitation, ray of frost, shocking
The Celestial
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Xanathar's Guide to Everything
find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, and a
Features
Warlock Level
Feature
1st
Expanded Spell List, Bonus Cantrips, Healing Light
6th
Radiant Soul
10th
Celestial Resilience
14th
Searing Vengeance
Monsters
Mordenkainen's Fiendish Folio Volume 1
, set itself up as a petty lord, and rule over all those who fall into its grasp.
A Sinister Cycle. A forlarren in its fey aspect demonstrates self-destructive urges that reflect the inherent tension in
. Unfortunately, when it reaches that breaking point, its diabolical nature asserts itself, and it remains in this scheming, dominating mindset until its plans are foiled and it faces defeat. Then, overwhelmed
Backgrounds
Sword Coast Adventurer's Guide
Silverwatch or even one of the magic-wielding Spellguard.
Perhaps you hail from Neverwinter and have served as one of its Wintershield watchmen, the newly founded branch of guards who vow to keep safe the
defeat my company suffered or the enemies who dealt it.
5
Those who fight beside me are those worth dying for.
6
I fight for those who cannot fight for themselves.
d6
Flaw
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
.
Beak and Feather
From below, aarakocra look much like large birds. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing
aarakocra. To be grounded, trapped underground, or imprisoned by the cold, unyielding earth is a torment few aarakocra can withstand. Even when perched on a high branch or at rest in their mountaintop
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Chapter 5: Den of the Hill Giants In this chapter, adventurers match wits with Guh, a monstrously fat hill giant chief whose den lies on a branch of the Dessarin River in the hills northeast of
Goldenfields. If the characters defeat Guh and obtain her conch of teleportation, they can use it to teleport to Maelstrom, King Hekaton’s undersea citadel (see chapter 10, “Hold of the Storm Giants
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
cavern. Some of the crystal faces reflect distorted images of the cavern, while others flicker with scenes of the lich-god Vecna visiting destruction on distant worlds.
Three tunnels branch off the
reflect vague, phantasmagoric scenes of the unreality at the tunnel’s far end. A creature can walk up to 50 feet down a tunnel and remain in Vecna’s Grasp. To the creature, the tunnel appears to go on
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. When the key stops turning, Skabatha attacks objects or creatures indiscriminately until something lifts her spirits and quells her rage, such as the defeat of an enemy or some other triumph, whereupon
Skabatha’s back while she lives, and it serves no function in the adventure other than to reflect her current mood.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
defeat) and to set the course for the campaign to come. The characters might enjoy changing cosmetic elements of their franchise headquarters to reflect their recent victories, spread their reputation
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your
. Celestial Features Warlock Level Feature 1st Expanded Spell List, Bonus Cantrips, Healing Light 6th Radiant Soul 10th Celestial Resilience 14th Searing Vengeance Expanded Spell List The Celestial
Goblin
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
cruel in victory, goblins are fawning and servile in defeat, just as in their own society lower castes must scrape before those of greater status and as goblin tribes bow before other goblinoids
goblin is a sorcerer with the wild magic origin whose every casting, including cantrips, is accompanied by a wild magic surge. Use the mage stat block in the Monster Manual to represent this goblin, adding
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
11 for the wizard spell list. Cantrips At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown
in the Cantrips Known column of the Wizard table. Spellbook At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
11 for the wizard spell list. Cantrips At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown
in the Cantrips Known column of the Wizard table. Spellbook At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
weaves his ritual and encourages the characters to follow the vampire to Pandemonium when they can. In this case, Kas lacks the completed Rod of Seven Parts. Adjust chapter 10 to reflect that Miska never
eventually defeat Kas, they learn where Vecna weaves his ritual and can proceed to chapter 11. The Characters Defeat Kas. If the characters defeat Kas, allow them to decide how to proceed. They might still
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
modify existing classes to better serve your game’s needs. Changing Proficiencies Changing a class’s proficiencies is a safe and simple way to modify a class to better reflect your world. Swapping
your world might worship a patron deity, performing secret missions in that deity’s name. To reflect this cultural detail, you could add Religion to the list of skills that a rogue character can choose
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
——Spell Slots per Spell Level—— Level Proficiency Bonus Class Features Cantrips Prepared Spells 1 2 3 4 5 6 7 8 9 1 +2 Spellcasting, Ritual Adept, Arcane Recovery 3 4 2 — — — — — — — — 2 +2 Scholar 3 5 3
spell list later in the class’s description. Cantrips. You know three Wizard cantrips of your choice. Light, Mage Hand, and Ray of Frost are recommended. Whenever you finish a Long Rest, you can
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Ghosts of Saltmarsh The adventures in this book are meant to interact with Saltmarsh. They were designed as stand-alone adventures but can be adapted to reflect the ambitions of the town’s factions
ideal lookout point for any sea-based threats. The Final Enemy The three competing factions in Saltmarsh unite in an effort to defeat the sahuagin threat. Both the traditionalists and the loyalists
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
——Spell Slots per Spell Level—— Level Proficiency Bonus Class Features Cantrips Prepared Spells 1 2 3 4 5 6 7 8 9 1 +2 Spellcasting, Ritual Adept, Arcane Recovery 3 4 2 — — — — — — — — 2 +2 Scholar 3 5 3
spell list later in the class’s description. Cantrips. You know three Wizard cantrips of your choice. Light, Mage Hand, and Ray of Frost are recommended. Whenever you finish a Long Rest, you can replace
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, and anything beyond 30 feet is in darkness. Cart wheels have carved shallow ruts in the dirt floor leading to the back of the mine, where the cave-in was never fully excavated. Smaller tunnels branch
oppressive gloom and shadow.
The main tunnel heads into the mountain, ending at a pile of rubble left over from the cave-in. Secondary hallways branch off to the left and the right. The meenlocks
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
cost of their free will. The Cult of the Howling Hatred relies upon deception and trickery both to recruit its members and defeat its enemies. Even so, those that underestimate the air cult for their
the following sorcerer spells (an asterisked spell is from appendix B):
Cantrips (at will): gust,* light, message, ray of frost
1st level (2 slots): expeditious retreat, feather fall
Actions
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): acid splash, fire bolt, ray of frost
ready to wield a deadly combination of unarmed fighting techniques and shadow magic to deceive and defeat her foes. She continues to spy on other hobgoblins, but is now also empowered to conduct
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
they need to confront, defeat, and subjugate their enemies. Every colony investigates a wide variety of topics and phenomena. A few members might focus on straightforward projects such as developing new
topics pursued by a colony reflect the ambitions and priorities of the elder brain that controls it. Each one has particular ideas about how best to contribute to the ultimate success of the Grand Design
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
face of defeat and find reinforcements, they might instead press the attack.
As an optional rule to reflect this ferocity, a sahuagin that comes within 30 feet of a hostile creature that doesn’t have
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
reflect their demeanors: a flamboyant, golden disc for the Lightcaller and a closed, silver helmet for the coolly distant Nightwhisperer. The circadian monarchs swap places at dusk and dawn, and
gate-town’s roads, which branch from the Bone Plinth in the town center. The courts of the Lightcaller and Nightwhisperer face each other opposite the ivory fountain. Moondark Tower The gates of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
into its grasp. A Sinister Cycle. A forlarren in its fey aspect demonstrates self-destructive urges that reflect the inherent tension in its nature. That aspect might drive it to drink itself nearly to
asserts itself, and it remains in this scheming, dominating mindset until its plans are foiled and it faces defeat. Then, overwhelmed with fear and shame, the forlarren’s diabolical nature fades and its
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
background. If you take the soldier background, you can be more than just a grunt. What did you do during the Last War? What was your greatest triumph or most tragic defeat? If you’re a spy, are you a prized
heroes of pulp adventure are often able to overcome seemingly impossible odds. One way to reflect this is to use the optional hero points rule from chapter 9 of the Dungeon Master’s Guide. This is
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
bridges spiral and swirl everywhere. Some groves have no gravity, and visitors are encouraged to float among the beauty and reflect upon their lives. Reasons to Visit. Adventurers might visit the
. There is no finer lodging in all Netheril than the court, and its astronomical prices reflect its grandeur and sophistication. A single room costs 10 PP per night; a suite that sleeps five people costs
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
followers of a ki-rin might travel incognito across the land, seeking news of growing evil and working behind the scenes, or might be champions of their master’s cause, out to defeat villainy wherever it
following cleric spells prepared:
Cantrips (at will): light, mending, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): command, cure wounds, detect evil and good, protection from evil and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Caer Locations (C10-C19) C10. Servants’ Quarters This room is for servants to rest, bathe, and clean their uniforms, and the furnishings reflect as much. After taking over the castle, the cultists
causes immediately after sharing the following information with the characters: Xardorok Sunblight, a duergar warlord, will conquer Icewind Dale unless the characters defeat him. Xardorok has a
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
of this vault, allowing access from area S2. Eleven sealed crypts line its walls. One crypt has been broken open, and a branch of the fissure connects it to area S2. The broken crypt bears a plaque
them a gift, the mirror of reflected pasts (see appendix A). An elven relic used to help long-lived peoples recall happier times, the mirror was intended to help the kingpriest reflect on simpler
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
(spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells (an asterisked spell is from appendix B):
Cantrips (at will): acid splash, blade ward, light, mending, mold earth
attacks). It knows the following sorcerer spells (an asterisked spell is from appendix B):
Cantrips (at will): acid splash, blade ward, light, mending, mold earth*
1st level (4 slots): expeditious
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
, occupying three caves that branch off the warren’s central area to the northwest, southwest, and southeast. The passage opens into a long, low cavern that has three narrow, twisting passages leading off into
following sorcerer spells:
Cantrips (at will): fire bolt, mage hand, poison spray, prestidigitation, ray of frost
1st level (6 slots): burning hands, shield, sleep
2nd level (3 slots): invisibility
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
half of this room is Difficult Terrain, as it is littered with furniture. Talking with Pierre. If the characters defeat his grick guards, Pierre is Friendly toward them and eager to talk. Pierre
ordering his victims to retrieve the box, then watching them die trying. B12: Detritus Dens Two chambers carpeted with rotting vegetation branch off from the tunnel. This vegetation is piled high and
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Figaro and defeat Ilren, Kycera is grateful and provides all the information above willingly. Treasure. Within the pantry are 2d4 unopened casks of aged wine, each worth 500 gp. Kycera happily allows
spelljamming ship, the Verdant Branch, was attacked by space pirates, he escaped on a lifeboat with his best friend, a blink dog named Ikasa, as well as a treant named Redbud, who had grown into the lifeboat’s






