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Returning 35 results for 'breaks bar diffusing class reorx'.
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Species
Dragonlance: Shadow of the Dragon Queen
During the mythical origins of Krynn, Reorx, god of craft, indulged in an age of unfettered creation. Many peoples sprang from his divine forge, but not all among them remained as the god created
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 increase. You’re free to
Backgrounds
Guildmasters’ Guide to Ravnica
the crime. Most people are too daunted by you to report your wrongdoing to the Azorius.
Rakdos Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Rakdos
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.)
Rakdos Guild Spells
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
a d20. On a roll of 5 or lower, or 2 or lower for a Small character, the bar breaks. If the bar doesn’t break and the roll is 10 or lower, some obvious sign of the bar’s weakness becomes evident
feet deep. Eight large, spidery bushes with thorny stems, white leaves, and enormous yellow blossoms grow across its bottom.
Five feet beyond the nearest edge of the pit is a bronze bar, set level
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
a d20. On a roll of 5 or lower, or 2 or lower for a Small character, the bar breaks. If the bar doesn’t break and the roll is 10 or lower, some obvious sign of the bar’s weakness becomes evident
feet deep. Eight large, spidery bushes with thorny stems, white leaves, and enormous yellow blossoms grow across its bottom.
Five feet beyond the nearest edge of the pit is a bronze bar, set level
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
a d20. On a roll of 5 or lower, or 2 or lower for a Small character, the bar breaks. If the bar doesn’t break and the roll is 10 or lower, some obvious sign of the bar’s weakness becomes evident
feet deep. Eight large, spidery bushes with thorny stems, white leaves, and enormous yellow blossoms grow across its bottom.
Five feet beyond the nearest edge of the pit is a bronze bar, set level
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
a workweek of fine food, strong drink, and socializing. A character can attempt to carouse among lower-, middle-, or upper-class folk. A character can carouse with the lower class for 10 gp to cover
expenses, or 50 gp for the middle class. Carousing with the upper class requires 250 gp for the workweek and access to the local nobility. A character with the noble background can mingle with the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
a workweek of fine food, strong drink, and socializing. A character can attempt to carouse among lower-, middle-, or upper-class folk. A character can carouse with the lower class for 10 gp to cover
expenses, or 50 gp for the middle class. Carousing with the upper class requires 250 gp for the workweek and access to the local nobility. A character with the noble background can mingle with the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
a workweek of fine food, strong drink, and socializing. A character can attempt to carouse among lower-, middle-, or upper-class folk. A character can carouse with the lower class for 10 gp to cover
expenses, or 50 gp for the middle class. Carousing with the upper class requires 250 gp for the workweek and access to the local nobility. A character with the noble background can mingle with the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The DM determines an object's Armor Class and hit points, and might decide that
immune to effects that require other saves. When an object drops to 0 hit points, it breaks. A character can also attempt a Strength check to break an object. The DM sets the DC for any such check.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The DM determines an object's Armor Class and hit points, and might decide that
immune to effects that require other saves. When an object drops to 0 hit points, it breaks. A character can also attempt a Strength check to break an object. The DM sets the DC for any such check.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The DM determines an object's Armor Class and hit points, and might decide that
immune to effects that require other saves. When an object drops to 0 hit points, it breaks. A character can also attempt a Strength check to break an object. The DM sets the DC for any such check.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The DM determines an object's Armor Class and hit points, and might decide that
immune to effects that require other saves. When an object drops to 0 hit points, it breaks. A character can also attempt a Strength check to break an object. The DM sets the DC for any such check.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The DM determines an object's Armor Class and hit points, and might decide that
immune to effects that require other saves. When an object drops to 0 hit points, it breaks. A character can also attempt a Strength check to break an object. The DM sets the DC for any such check.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The DM determines an object's Armor Class and hit points, and might decide that
immune to effects that require other saves. When an object drops to 0 hit points, it breaks. A character can also attempt a Strength check to break an object. The DM sets the DC for any such check.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Werebat Caves These dark, rough-hewn caves have rubble-strewn floors and 30-foot-high ceilings. In total, nineteen goblin werebats (see appendix A) dwell here. If combat breaks out anywhere in
.
Treasure. The chest at the east end of the cave contains a beaten copper tankard (10 gp), a crowbar, a set of manacles, a bar of soap, five wooden holy symbols of Malar, a shoddy cloak made from a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
secured to a heavy iron bar just inside the door in area T4. From where he is, Grund can use an action to release two chains. He starts with the cage at the western end of the tunnel, sealing off retreat
not already trapped. A falling cage targets the corresponding 10-foot square section of the passage. Targets in the area can stand still, taking no damage as the plaster on the cage bottom breaks and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Werebat Caves These dark, rough-hewn caves have rubble-strewn floors and 30-foot-high ceilings. In total, nineteen goblin werebats (see appendix A) dwell here. If combat breaks out anywhere in
.
Treasure. The chest at the east end of the cave contains a beaten copper tankard (10 gp), a crowbar, a set of manacles, a bar of soap, five wooden holy symbols of Malar, a shoddy cloak made from a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
secured to a heavy iron bar just inside the door in area T4. From where he is, Grund can use an action to release two chains. He starts with the cage at the western end of the tunnel, sealing off retreat
not already trapped. A falling cage targets the corresponding 10-foot square section of the passage. Targets in the area can stand still, taking no damage as the plaster on the cage bottom breaks and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
secured to a heavy iron bar just inside the door in area T4. From where he is, Grund can use an action to release two chains. He starts with the cage at the western end of the tunnel, sealing off retreat
not already trapped. A falling cage targets the corresponding 10-foot square section of the passage. Targets in the area can stand still, taking no damage as the plaster on the cage bottom breaks and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Werebat Caves These dark, rough-hewn caves have rubble-strewn floors and 30-foot-high ceilings. In total, nineteen goblin werebats (see appendix A) dwell here. If combat breaks out anywhere in
.
Treasure. The chest at the east end of the cave contains a beaten copper tankard (10 gp), a crowbar, a set of manacles, a bar of soap, five wooden holy symbols of Malar, a shoddy cloak made from a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
deity Tavern d20 Type 1–5 Quiet, low-key bar 6–9 Raucous dive 10 Thieves’ guild hangout 11 Gathering place for a secret society 12–13 Upper-class dining club 14–15 Gambling den 16–17 Caters to
twice on the Tavern Name Generator table) 16–17 Warehouse (roll once on the Warehouse table) 18–20 Shop (roll once on the Shop table) Residence d20 Type 1–2 Abandoned squat 3–8 Middle-class home
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
deity Tavern d20 Type 1–5 Quiet, low-key bar 6–9 Raucous dive 10 Thieves’ guild hangout 11 Gathering place for a secret society 12–13 Upper-class dining club 14–15 Gambling den 16–17 Caters to
twice on the Tavern Name Generator table) 16–17 Warehouse (roll once on the Warehouse table) 18–20 Shop (roll once on the Shop table) Residence d20 Type 1–2 Abandoned squat 3–8 Middle-class home
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
deity Tavern d20 Type 1–5 Quiet, low-key bar 6–9 Raucous dive 10 Thieves’ guild hangout 11 Gathering place for a secret society 12–13 Upper-class dining club 14–15 Gambling den 16–17 Caters to
twice on the Tavern Name Generator table) 16–17 Warehouse (roll once on the Warehouse table) 18–20 Shop (roll once on the Shop table) Residence d20 Type 1–2 Abandoned squat 3–8 Middle-class home
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. One wall holds a small, smoky fireplace, while a long bar of dark-stained wood stands along the opposite wall. Standing behind the bar under oval plaques set with yellowing fish skeletons is a heavyset
human bartender. She pours ale for a half-elf seated at the bar, quietly engaging him in conversation.
Friends of Dran Enterprises Fryer (N female human commoner) is the owner of the Fishbone Tavern
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
locations indicated on the map, ready to attack anyone who climbs the nearest steps. The wights chant a word in Netherese (“Meat!”) in a rasping chorus as they advance. If fighting breaks out at
Armor Class 13 (armor scraps)
Hit Points 204 (24d12 + 48)
Speed 50 ft.
STR
29 (+9)
DEX
14 (+2)
CON
15 (+2)
INT
3 (–4)
WIS
8 (–1)
CHA
1
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
darkness where the shadows hunger. As a shadow drains its victim’s strength and physical form, the victim’s shadow darkens and begins to move of its own volition. In death, the creature’s shadow breaks free
require air, food, drink, or sleep. Shadow
Medium undead, chaotic evil
Armor Class 12
Hit Points 16 (3d8 + 3)
Speed 40 ft.
STR
6 (−2)
DEX
14 (+2)
CON
13 (+1)
INT
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
darkness where the shadows hunger. As a shadow drains its victim’s strength and physical form, the victim’s shadow darkens and begins to move of its own volition. In death, the creature’s shadow breaks free
require air, food, drink, or sleep. Shadow
Medium undead, chaotic evil
Armor Class 12
Hit Points 16 (3d8 + 3)
Speed 40 ft.
STR
6 (−2)
DEX
14 (+2)
CON
13 (+1)
INT
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to
creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.
Top to Bottom: Demon Armor,
Defender, and Dimensional Shackles
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
darkness where the shadows hunger. As a shadow drains its victim’s strength and physical form, the victim’s shadow darkens and begins to move of its own volition. In death, the creature’s shadow breaks free
require air, food, drink, or sleep. Shadow
Medium undead, chaotic evil
Armor Class 12
Hit Points 16 (3d8 + 3)
Speed 40 ft.
STR
6 (−2)
DEX
14 (+2)
CON
13 (+1)
INT
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
— true to its name — the sire of insanity breaks the new cultist’s mind. A sire of insanity is a bloated demon resembling a bipedal lizard. It stands some thirty feet tall and weighs many thousands of
pounds, so it tends to keep hidden away in its subterranean lair, working its evil from the shadows. Sire of Insanity
Huge fiend (demon), chaotic evil
Armor Class 17 (natural armor)
Hit Points 157
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to
creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.
Top to Bottom: Demon Armor,
Defender, and Dimensional Shackles
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
locations indicated on the map, ready to attack anyone who climbs the nearest steps. The wights chant a word in Netherese (“Meat!”) in a rasping chorus as they advance. If fighting breaks out at
Armor Class 13 (armor scraps)
Hit Points 204 (24d12 + 48)
Speed 50 ft.
STR
29 (+9)
DEX
14 (+2)
CON
15 (+2)
INT
3 (–4)
WIS
8 (–1)
CHA
1
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to
creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.
Top to Bottom: Demon Armor,
Defender, and Dimensional Shackles
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
locations indicated on the map, ready to attack anyone who climbs the nearest steps. The wights chant a word in Netherese (“Meat!”) in a rasping chorus as they advance. If fighting breaks out at
Armor Class 13 (armor scraps)
Hit Points 204 (24d12 + 48)
Speed 50 ft.
STR
29 (+9)
DEX
14 (+2)
CON
15 (+2)
INT
3 (–4)
WIS
8 (–1)
CHA
1
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. One wall holds a small, smoky fireplace, while a long bar of dark-stained wood stands along the opposite wall. Standing behind the bar under oval plaques set with yellowing fish skeletons is a heavyset
human bartender. She pours ale for a half-elf seated at the bar, quietly engaging him in conversation.
Friends of Dran Enterprises Fryer (N female human commoner) is the owner of the Fishbone Tavern






