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Returning 35 results for 'bringing binds diffusing class refine'.
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Monsters
Quests from the Infinite Staircase
action required). Her equipment melds into her new form. While in this form, her Armor Class is 16, she has the incapacitated condition, and she can’t move or speak.
Spellcasting. Derwyth is a 4th
;along with many animals, most of which are small woodland creatures. These animals act as Derwyth’s eyes and ears, quickly bringing her news of events in the wood, particularly the arrival and
magic-items
creatures, constantly glancing around as it studies your surroundings. When you attune to the armor, it binds itself to your flesh and shares its insight, granting the following benefits:
Darkvision
tasks, your armor can evolve, gaining additional powers and increasing its effective rarity.
Very Rare. A very rare coat grants you a +1 bonus to Armor Class;AC and allows you to see Invisible
Backgrounds
Strixhaven: A Curriculum of Chaos
any other field—you have grand visions of bringing your art to life in a fusion of magic and creativity.
Skill Proficiencies: Acrobatics, Performance
Tool Proficiencies: One type of
Pact Magic feature, the spells on the Prismari 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.)
magic-items
creatures, constantly glancing around as it studies your surroundings. When you attune to the armor, it binds itself to your flesh and shares its insight, granting the following benefits:
Darkvision
tasks, your armor can evolve, gaining additional powers and increasing its effective rarity.
Rare. A rare coat also grants you a +1 bonus to Armor Class;AC and allows you to see Invisible creatures
magic-items
creatures, constantly glancing around as it studies your surroundings. When you attune to the armor, it binds itself to your flesh and shares its insight, granting the following benefits:
Darkvision
tasks, your armor can evolve, gaining additional powers and increasing its effective rarity.
Rare. A rare coat also grants you a +1 bonus to Armor Class;AC and allows you to see Invisible creatures
races
Mordenkainen Presents: Monsters of the Multiverse
Harengons originated in the Feywild, where they spoke Sylvan and embodied the spirit of freedom and travel. In time, these rabbitfolk hopped into other worlds, bringing the fey realm’s
Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores
classes
Player’s Handbook
have a knack for finding the solution to just about any problem. A few even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine
are listed in the Rogue Features table.
Rogue Features
Level
Proficiency Bonus
Class Features
Sneak Attack
1
+2
Expertise, Sneak Attack, Thieves’ Cant, Weapon Mastery
classes
Basic Rules (2014)
variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the
class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves’ guilds or crime families. Plenty of rogues operate independently, but
classes
Basic Rules (2014)
circle, bringing a whiff of brimstone from the otherworldly plane beyond.
Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols
, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Sacred Oath When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now
you choose the Oath of Devotion, the Oath of the Ancients, or the Oath of Vengeance, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Sacred Oath When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now
you choose the Oath of Devotion, the Oath of the Ancients, or the Oath of Vengeance, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Sacred Oath When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now
you choose the Oath of Devotion, the Oath of the Ancients, or the Oath of Vengeance, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Sacred Oath When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now
you choose the Oath of Devotion, the Oath of the Ancients, or the Oath of Vengeance, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Sacred Oath When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now
you choose the Oath of Devotion, the Oath of the Ancients, or the Oath of Vengeance, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Sacred Oath When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now
you choose the Oath of Devotion, the Oath of the Ancients, or the Oath of Vengeance, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the circle, bringing a whiff of brimstone from the otherworldly plane beyond. Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols
, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the circle, bringing a whiff of brimstone from the otherworldly plane beyond. Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols
, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the circle, bringing a whiff of brimstone from the otherworldly plane beyond. Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols
, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the circle, bringing a whiff of brimstone from the otherworldly plane beyond. Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols
, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the circle, bringing a whiff of brimstone from the otherworldly plane beyond. Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols
, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the circle, bringing a whiff of brimstone from the otherworldly plane beyond. Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols
, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
specter and imagine the rider in command of the mount, but the truth is the opposite; the flying horror is an Undead monster that scours the wilds for a knightly corpse. On finding one, the horror binds
Class 15 (natural armor)
Hit Points 142 (15d12 + 45)
Speed 60 ft., fly 60 ft.
STR
22 (+6)
DEX
18 (+4)
CON
17 (+3)
INT
12 (+1)
WIS
13 (+1)
CHA
12 (+1)
Saving Throws
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
specter and imagine the rider in command of the mount, but the truth is the opposite; the flying horror is an Undead monster that scours the wilds for a knightly corpse. On finding one, the horror binds
Class 15 (natural armor)
Hit Points 142 (15d12 + 45)
Speed 60 ft., fly 60 ft.
STR
22 (+6)
DEX
18 (+4)
CON
17 (+3)
INT
12 (+1)
WIS
13 (+1)
CHA
12 (+1)
Saving Throws
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
specter and imagine the rider in command of the mount, but the truth is the opposite; the flying horror is an Undead monster that scours the wilds for a knightly corpse. On finding one, the horror binds
Class 15 (natural armor)
Hit Points 142 (15d12 + 45)
Speed 60 ft., fly 60 ft.
STR
22 (+6)
DEX
18 (+4)
CON
17 (+3)
INT
12 (+1)
WIS
13 (+1)
CHA
12 (+1)
Saving Throws
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
subclass represents a body of oaths that a Paladin begins taking upon joining the class. The final oath, taken at level 3, is the culmination of a Paladin’s training. Some characters with this class
of Devotion Uphold the Ideals of Justice and Order The Oath of Devotion binds Paladins to the ideals of justice and order. These Paladins meet the archetype of the knight in shining armor. They hold
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
subclass represents a body of oaths that a Paladin begins taking upon joining the class. The final oath, taken at level 3, is the culmination of a Paladin’s training. Some characters with this class
of Devotion Uphold the Ideals of Justice and Order The Oath of Devotion binds Paladins to the ideals of justice and order. These Paladins meet the archetype of the knight in shining armor. They hold
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
subclass represents a body of oaths that a Paladin begins taking upon joining the class. The final oath, taken at level 3, is the culmination of a Paladin’s training. Some characters with this class
of Devotion Uphold the Ideals of Justice and Order The Oath of Devotion binds Paladins to the ideals of justice and order. These Paladins meet the archetype of the knight in shining armor. They hold
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
keeping those that hold good wishes. Brigganocks refine wish stones into gems and use them to decorate their architecture and crafts, or they trade them to other Fey for food and favors. A more powerful
Armor Class 12
Hit Points 9 (2d4 + 4)
Speed 15 ft.
STR
4 (−3)
DEX
15 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
13 (+1)
Saving Throws Dex +4
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
keeping those that hold good wishes. Brigganocks refine wish stones into gems and use them to decorate their architecture and crafts, or they trade them to other Fey for food and favors. A more powerful
Armor Class 12
Hit Points 9 (2d4 + 4)
Speed 15 ft.
STR
4 (−3)
DEX
15 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
13 (+1)
Saving Throws Dex +4
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
keeping those that hold good wishes. Brigganocks refine wish stones into gems and use them to decorate their architecture and crafts, or they trade them to other Fey for food and favors. A more powerful
Armor Class 12
Hit Points 9 (2d4 + 4)
Speed 15 ft.
STR
4 (−3)
DEX
15 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
13 (+1)
Saving Throws Dex +4
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
frequent public executions to gain possession of suitable hands, or make bargains with assassins and torturers. Crawling Claw
Tiny undead, neutral evil
Armor Class 12
Hit Points 2 (1d4)
Speed 20
from the severed hand of a still-living murderer, the ritual binds the claw to the murderer’s soul. The disembodied hand can then return to its former limb, its undead flesh knitting to the living arm
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
frequent public executions to gain possession of suitable hands, or make bargains with assassins and torturers. Crawling Claw
Tiny undead, neutral evil
Armor Class 12
Hit Points 2 (1d4)
Speed 20
from the severed hand of a still-living murderer, the ritual binds the claw to the murderer’s soul. The disembodied hand can then return to its former limb, its undead flesh knitting to the living arm
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
frequent public executions to gain possession of suitable hands, or make bargains with assassins and torturers. Crawling Claw
Tiny undead, neutral evil
Armor Class 12
Hit Points 2 (1d4)
Speed 20
from the severed hand of a still-living murderer, the ritual binds the claw to the murderer’s soul. The disembodied hand can then return to its former limb, its undead flesh knitting to the living arm
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Nonaton Modron When modrons act against the will of Primus, nonatons are charged with bringing those rogue units into line. These inspectors also interrogate captured trespassers of Mechanus
, Typically Lawful Neutral
Armor Class 16 (natural armor)
Hit Points 161 (19d10 + 57)
Speed 30 ft., fly 30 ft. (hover)
STR
18 (+4)
DEX
13 (+1)
CON
16 (+3)
INT
16 (+3)
WIS
16 (+3
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Nonaton Modron When modrons act against the will of Primus, nonatons are charged with bringing those rogue units into line. These inspectors also interrogate captured trespassers of Mechanus
, Typically Lawful Neutral
Armor Class 16 (natural armor)
Hit Points 161 (19d10 + 57)
Speed 30 ft., fly 30 ft. (hover)
STR
18 (+4)
DEX
13 (+1)
CON
16 (+3)
INT
16 (+3)
WIS
16 (+3






