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Returning 35 results for 'branch before devised class retain'.
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Shapechange
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
hit points, you aren't knocked unconscious.
You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing
, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.
Your game statistics are
Magic Jar
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target
has any class levels, you can't use any of its class features.
Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all
Species
Spelljammer: Adventures in Space
Hadozees’ progenitors were mammals no bigger than house cats. Hunted by larger natural predators, they took to the trees and evolved wing-like flaps that enabled them to glide from branch to
branch.
Today, hadozees are sapient, bipedal beings eager to leave behind the fearsome predators of their home world and explore other worlds.
In addition to being natural climbers, hadozees have feet
Species
Mordenkainen Presents: Monsters of the Multiverse
birdfolk. Only when they roost on a branch or walk across the ground is their Humanoid nature clear. Standing upright, aarakocra are typically about 5 feet tall, and they have long, narrow legs that
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 suggestions on which scores to
Druid
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
out of sight on a high tree branch in the form of a leopard, a human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists&rsquo
the world from the incursion of aberrations.
Class Features
As a druid, you gain the following class features.
compendium
- Sources->Dungeons & Dragons->One-Shot Wonders: Holiday Adventure Pack
life and rebirth remains a mystery even to them. Each fleeting snowborn lives for up to 20 years.
A snowborn’s body is formed of compacted snow. They have a small sphere for a head, branch-like
are indistinguishable from a snowman, but retain consciousness. You don’t need to eat, drink or breathe. Glacial Form. Once per long rest, you can cast the False Life spell without using the material components or expending a spell slot, and harden your body into ice.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Aartuk Elder Aartuk Elder
Large Plant, Typically Lawful Evil
Armor Class 16 (natural armor)
Hit Points 75 (10d10 + 20)
Speed 20 ft., climb 20 ft.
STR
18 (+4)
DEX
10 (+0
Spider Climb. The aartuk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Multiattack. The aartuk makes two Branch attacks, two Radiant
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Aartuk Weedling Aartuk Weedling
Medium Plant, Typically Lawful Evil
Armor Class 15 (natural armor)
Hit Points 38 (7d8 + 7)
Speed 20 ft., climb 20 ft.
STR
14 (+2)
DEX
12 (+1
Spider Climb. The aartuk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Multiattack. The aartuk makes two Branch attacks, two
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Aartuk Starhorror Aartuk Starhorror
Medium Plant, Typically Lawful Evil
Armor Class 14 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 20 ft., climb 20 ft.
STR
12 (+1)
DEX
10
two Branch attacks, two Radiant Pellet attacks, or one of each.
Branch. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 8 (2d6 + 1) bludgeoning damage.
Radiant Pellet. Ranged Spell
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any
class levels, you can’t use any of its class features. Meanwhile, the possessed creature’s soul can perceive from the container using its own senses, but it can’t move or take actions at all. While
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any
class levels, you can’t use any of its class features. Meanwhile, the possessed creature’s soul can perceive from the container using its own senses, but it can’t move or take actions at all. While
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Doppelganger I’m a shapechanger. I have none of the traits of the race I’m imitating, but I retain my class features, background, and alignment. I have darkvision out to a range of 60 feet. I can
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
reduce your normal form to 0 hit points, you aren’t knocked unconscious. You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is
can’t be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
reduce your normal form to 0 hit points, you aren’t knocked unconscious. You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is
can’t be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, knotted branches. One end of a clothesline is tied to a high branch on the northwest side of the tree. Several old garments hang from the clothesline, the other end of which disappears into the fog
garments fall into the lake. The line can support up to 200 pounds of additional weight. Tree Blight Huge Plant, Typically Neutral Evil
Armor Class 15 (natural armor)
Hit Points 92 (8d12 + 40)
Speed
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
following rules apply: Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your
on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast. You retain the benefit of any features from your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
rules apply: Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your
a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast. You retain the benefit of any features from your
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
Armor Class 11 (natural armor)
Hit Points 11 (2d8 + 2)
Speed 10 ft., fly 60 ft. (hover)
STR
12 (+1)
DEX
10 (+0)
CON
14 (+2)
INT
1 (−5)
WIS
6 (−2
makes two Branch attacks.
Branch. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.
Wrap. The gadabout enters the space of a willing Medium or Small creature
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Class 15 (natural armor)
Hit Points 92 (8d12 + 40)
Speed 30 ft.
STR
23 (+6)
DEX
10 (+0)
CON
20 (+5)
INT
6 (–2)
WIS
10 (+0)
CHA
3 (–4
Multiattack. The blight makes one Branch attack and one Grasping Root attack.
Branch. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
Grasping
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Feral Ashenwight Feral ashenwights retain a fragment of the spark they had in life. However, they are devoid of memories or thoughts beyond a compulsive desire to destroy all living creatures they
encounter. Feral Ashenwight Medium Undead, Typically Neutral Evil
Armor Class 16 (natural armor)
Hit Points 65 (10d8 + 20)
Speed 25 ft.
STR
19 (+4)
DEX
13 (+1)
CON
15 (+2)
INT
4
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. Its skin becomes clammy and as smooth as a salamander’s. Some intelligent Humanoid mutates retain their personalities from before they were exposed to the Far Realm. Some, driven by the allure of
Armor Class 14
Hit Points 65 (10d8 + 20)
Speed 30 ft., fly 30 ft.
STR
12 (+1)
DEX
18 (+4)
CON
14 (+2)
INT
11 (+0)
WIS
13 (+1)
CHA
15 (+2)
Skills Perception +3, Stealth
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
that creates skum, though Dory’s condition is not as severe, and he has managed to retain his free will. Mr. Dory
Medium aberration, chaotic evil
Armor Class 18 (leather armor and shield)
Hit
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
seek out prey. A mature plant consists of a main vine, about 20 feet long. Smaller vines up to 5 feet long branch from the main vine every 6 inches. In late summer, the secondary vines produce bunches
, unaligned
Armor Class 13 (natural armor)
Hit Points 85 (10d10 + 30)
Speed 5 ft., climb 5 ft.
STR
18 (+4)
DEX
10 (+0)
CON
16 (+3)
INT
1 (–5)
WIS
10 (+0
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
seek out prey. A mature plant consists of a main vine, about 20 feet long. Smaller vines up to 5 feet long branch from the main vine every 6 inches. In late summer, the secondary vines produce bunches
, unaligned
Armor Class 13 (natural armor)
Hit Points 85 (10d10 + 30)
Speed 5 ft., climb 5 ft.
STR
18 (+4)
DEX
10 (+0)
CON
16 (+3)
INT
1 (-5)
WIS
10 (+0
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
class’s story since the class first appeared in Eldritch Wizardry (1976) and the original Player’s Handbook (1978). The idea is that druids prefer to be protected by animal skins, wood, and other
of a material other than metal, the druid might wear it. If you feel strongly about your druid breaking the taboo and donning metal, talk to your DM. Each class has story elements mixed with its game
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
they remain capable of experiencing all the delights of their corporeal forms. In contrast to Orzhov spirits, they also retain their personalities, which are almost uniformly cruel. Blood Bond
Class 16 (natural armor)
Hit Points 90 (12d8 + 36)
Speed 40 ft., fly 40 ft. (hover)
STR
16(+3)
DEX
18(+4)
CON
17(+3)
INT
16(+3)
WIS
13(+1)
CHA
19(+4
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Conflagration, the border region between those two planes. They retain none of the skills and motivation of their giant ancestors; they simply want to burn as much as they can until their own flames are
extinguished. When a cinder hulk dies, it collapses into a billowing cloud of searing smoke. Cinder Hulk Large Elemental, Typically Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 84 (8d10 + 40
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Rime Hulk Rime hulks are a withered branch of the frost giant family tree, descended from ancient giants who withdrew from the world and succumbed to their elemental nature. Most rime hulks dwell in
Armor Class 15 (natural armor)
Hit Points 85 (9d10 + 36)
Speed 30 ft.
STR
18 (+4)
DEX
10 (+0)
CON
18 (+4)
INT
8 (−1)
WIS
9 (−1)
CHA
6 (−2)
Damage Immunities cold
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, Laeral Silverhand. The Griffon Cavalry is a special branch of the City Guard whose members are veteran soldiers trained to fly griffon mounts. Griffon Cavalry Rider
Medium humanoid (any race), any
alignment
Armor Class 17 (half plate)
Hit Points 58 (9d8 + 18)
Speed 30 ft.
STR
14(+2)
DEX
15(+2)
CON
14(+2)
INT
10(+0)
WIS
12(+1)
CHA
10(+0)
Skills
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
transformed them into Elementals. They are little more than clouds of gravel and dust, barely maintaining a cohesive form. When a dust hulk dies, it disperses into a cloud of dust. Dust hulks retain
hardly fair to the giants who still survive and thrive in the world, heirs of tremendous glory.
—Bigby
Dust Hulk Large Elemental, Typically Chaotic Neutral
Armor Class 16 (natural armor)
Hit
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
class are also available here. And some of the items in this section represent a new type of wondrous item: magic tattoos. The Magic Items table lists all the magic items in this chapter and notes the
Bell Branch Yes Rare Devotee’s Censer Yes Rare Duplicitous Manuscript Yes Rare Elemental Essence Shard Yes Rare Far Realm Shard Yes Rare Fulminating Treatise Yes Rare Heart Weaver’s Primer Yes Rare
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
Conflagration, the border region between those two planes. They retain none of the skills and motivation of their giant ancestors; they simply want to burn as much as they can until their own flames are
extinguished. When a cinder hulk dies, it collapses into a billowing cloud of searing smoke. Cinder Hulk Large Elemental, Typically Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 84 (8d10 + 40
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
temporarily serves its creator as a thug, a thief, and a kidnapper that swallows the unwary. Hags have devised a ritual for creating banderhobbs—a hag who knows the ritual might be willing to teach it for
in the Shadowfell where the shadows sometimes reform and banderhobbs roam. Banderhobb
Large Monstrosity, Typically Neutral Evil
Armor Class 15 (natural armor)
Hit Points 84 (8d10 + 40)
Speed
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Guard Drake
Guard Drake
Medium dragon, unaligned
Armor Class 14 (natural armor)
Hit Points 52 (7d8 + 21)
Speed 30 ft.
STR
16(+3)
DEX
11(+0)
CON
16(+3)
INT
4
originally devised by the cult of Tiamat, but has spread to other groups that are skilled in arcana and associated with dragons. The cooperation of a dragon is necessary for the ritual to succeed, and a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
form a swarm, they merge their minds into a single intelligence with the accumulated memories of all the swarm’s constituents. The rats become smarter as a result, and retain their heightened
Rat Cranium Rat
Tiny Aberration, Unaligned
Armor Class 12
Hit Points 2 (1d4)
Speed 30 ft.
STR
2 (-4)
DEX
14 (+2)
CON
10 (+0)
INT
4 (-3)
WIS
11






