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Returning 35 results for 'branch before druids class respected'.
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branches before druids class respect
branches before druids class respected
Classes
Player’s Handbook
Starting Equipment
Choose A or B: (A) Leather;Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer's Pack, Herbalism Kit, and 9 GP; or (B) 50 GP
Druids belong to ancient
orders that call on the forces of nature. Harnessing the magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction.
Revering nature above all
Species
Lorwyn: First Light
boggarts, known as “aunties,” serve as respected leaders who keep the peace. Lorwyn boggarts value sharing knowledge and past experiences with their communities. Many are willing to brave great
Druids. A Lorwyn boggart might alternatively find a calling as a Ranger, especially the Fey Wanderer subclass, or as a Wizard, especially the Diviner subclass, as boggarts have proven fond of
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
.
Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over
Backgrounds
Guildmasters’ Guide to Ravnica
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
become as rich as the oligarchs. (Evil)
3
Power. One day, I will be the one giving orders. (Evil)
4
Prestige. I want to be admired, respected, feared, or even hated for my position
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
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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. Crouching 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
. Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature’s indomitable will.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Crouching 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
. Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature’s indomitable will.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
, especially in the Talenta Plains, but stout halflings can be found in any community. Ghostwise halflings are extremely rare; in the Talenta Plains they are considered to be touched by the spirits and often become respected druids, while in the Five Nations they are generally seen as oddities.
Monsters
Fizban's Treasury of Dragons
work—those are the words I live by.
7
I am always the first to offer a compliment.
8
Get off my snowfield, you immature bipeds! When I was a wyrmling, people respected their elders
university, but the students must travel to the dragon’s mountain lair for class.
Crystal Dragon Lairs
Crystal dragons seek out frigid, picturesque locations with clear views of the sky
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
into the Druid class must have Strength and Wisdom scores of 13 or higher, since Strength is the primary ability for Barbarians and Wisdom is the primary ability for Druids.
Prerequisites To qualify for a new class, you must have a score of at least 13 in the primary ability of the new class and your current classes. For example, a Barbarian who decides to multiclass
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
life in the domain. The following families are Borca’s most prominent, though dozens of lesser branch families orbit each: Boritsi. The Boritsi name is a mark of quality and innovation, appearing across
agriculture—particularly rearing pigs. Treacherous branch families have warred among themselves since the loss of nearly the entire main family. Eris. The elderly Tolashara Eris claims to be the last of her
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
into the Druid class must have Strength and Wisdom scores of 13 or higher, since Strength is the primary ability for Barbarians and Wisdom is the primary ability for Druids.
Prerequisites To qualify for a new class, you must have a score of at least 13 in the primary ability of the new class and your current classes. For example, a Barbarian who decides to multiclass
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
Druid What happens if a druid wears metal armor? The druid explodes. Well, not actually. Druids have a taboo against wearing metal armor and wielding a metal shield. The taboo has been part of the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Druid Circle At 2nd level, you choose to identify with a circle of druids: the Circle of the Land or the Circle of the Moon, both detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Circle class feature in the Player’s Handbook, the Circle of the Moon is common for Circle of Swords druids, although some belong to the Circle of the Land (Forest). The Emerald Enclave Less a druid
clothing as a symbol of their membership, often bearing the emblem of a stag’s head. In the Druid Circle class feature in the Player’s Handbook, Emerald Enclave druids belong to the Circle of the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Druid Circle At 2nd level, you choose to identify with a circle of druids: the Circle of the Land or the Circle of the Moon, both detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
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->Basic Rules (2014)
Proficiencies When you gain your first level in a class other than your initial class, you gain only some of new class's starting proficiencies, as shown in the Multiclassing Proficiencies table
. Multiclassing Proficiencies Class Proficiencies Gained Barbarian Shields, simple weapons, martial weapons Bard Light armor, one skill of your choice, one musical instrument of your choice Cleric Light
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)
Class Features As a druid, you gain the following class features. Hit Points Hit Dice: 1d8 per druid level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or
5) + your Constitution modifier per druid level after 1st Proficiencies Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) Weapons: Clubs, daggers
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
enhance one’s studies. The university’s understanding of magic is expansive. Characters of any class can study at Strixhaven, whether they’re full-fledged spellcasters like wizards, clerics, and
druids; they manage a spell or two thanks to a subclass or feat; or they manifest magical abilities that aren’t even spells. (For example, a barbarian who follows the Path of the Ancestral Guardian
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, the section for druids presents details on how the Wild Shape feature works, and the warlock receives a collection of new choices for the class’s Eldritch Invocations feature. Each of the class
the story. This chapter provides a variety of new options for them, focusing on additional subclasses for each of the classes in the Player’s Handbook. Each class offers a character-defining choice at
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Proficiencies When you gain your first level in a class other than your initial class, you gain only some of new class’s starting proficiencies, as shown in the Multiclassing Proficiencies table
character will multiclass into the rogue class, and thus his character becomes a 4th-level fighter and 1st-level rogue (written as fighter 4/rogue 1).
When Gary’s character earns enough experience
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
communal warrens where laws and hierarchies are considered suggestions. The oldest and most powerful boggarts, known as “aunties,” serve as respected leaders who keep the peace. Lorwyn boggarts value
magic. Boggarts who feel drawn to learning and using these natural affinities often become Druids. A Lorwyn boggart might alternatively find a calling as a Ranger, especially the Fey Wanderer subclass
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Druid of the Old Ways The druids of the Old Ways are the keepers of ancient Gruul traditions devoted to the primal ferocity of animal gods such as Ilharg the Raze-Boar and Kashath the Stalker. The
End-Raze. The druids of the Old Ways believe that civilization will never be eradicated by scattered raids and petty skirmishes. They cling to the idea of a coming apocalypse, the End-Raze, when
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->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->Princes of the Apocalypse
druids of the Flanaess belong to a great order known as the Old Faith. Each region of the continent falls under the purview of a Great Druid, who in turn oversees a hierarchy of lower-ranking druids
scattered throughout the lands under his or her dominion. Among their other concerns, the Druids of the Old Faith are staunch enemies of the followers of Elemental Evil and root out its worshipers
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Darkling Elder A wise and respected darkling can undergo a ritual to become an elder. Other elders mark the supplicant with glowing tattoos, channeling away some of the darkling’s absorbed light. If
the ritual succeeds, the darkling grows into a taller, elf-like form. The darkling perishes if the ritual fails. Darkling Elder
Medium Fey, Typically Chaotic Neutral
Armor Class 15 (studded
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Living Ship Druids, rangers, and clerics devoted to gods of nature are often found aboard living ships, as are Wildspace explorers who don’t want to have to worry about their ship’s air envelope
Armor Class: 15 (wood) Cargo: 10 tons Hit Points: 250 Crew: 5 (plus the treant) Damage Threshold: 15 Keel/Beam: 80 ft./20 ft. Speed: fly 40 ft. (4½ mph) Cost: 25,000 gp Ballista (Crew: 3) Armor
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Druid Spells When druids prepare their spells, they have access to the entire spell list for their class. Given that fact, beware of making all of these new spells available to a player who is easily






