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Returning 35 results for 'bringing bonus diffusing churning repelling'.
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Classes
Player’s Handbook
an indelible mark on the Sorcerer, a churning magic that can be passed down through generations.
Sorcerers don’t learn magic; the raw, roiling power of magic is part of them. The essential art
your available spell slots.
Sorcerer Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Class Features
Sorcery Points
Cantrips
Prepared
Monsters
Bigby Presents: Glory of the Giants
elemental might like few other forces in the multiverse can muster: blades of lightning, boulder-sized hailstones, and a storm of churning elements.
Regional Effects
The region surrounding a scion
of the scion gain a +8 bonus to attack and damage rolls.
Extreme Weather. The weather within 1 mile of the scion dramatically shifts day to day, ranging from pleasantly sunny to brutal hailstorms
Classes
Xanathar's Guide to Everything
might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most
3rd
Bonus Proficiencies, Fighting Style, Blade Flourish
6th
Extra Attack
14th
Master’s Flourish
Classes
Xanathar's Guide to Everything
might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most
3rd
Bonus Proficiencies, Fighting Style, Blade Flourish
6th
Extra Attack
14th
Master’s Flourish
Monsters
Bigby Presents: Glory of the Giants
churning elements.
Regional Effects
The region surrounding a scion of Stronmaus is altered by the giant’s magic, creating one or more of the following effects:
Elemental Portals. Two-way portals
the world.
Empowered Storm Giants. Storm giants within 1,000 feet of the scion gain a +8 bonus to attack and damage rolls.
Extreme Weather. The weather within 1 mile of the scion dramatically shifts
Monsters
Locathah Rising
than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw
action to cause one of the following effects; Gar can’t use the same effect two rounds in a row.
Gar may teleport anywhere within the coral mountain, bringing up to five willing creatures with
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, and churning seas and to face the monsters that lurk there. Even when they turn their devotion to other gods, orcs retain Gruumsh’s gifts: endurance, determination, and the ability to see in
. Adrenaline Rush. You can take the Dash action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus. You can use this trait a number of times
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, vast caverns, and churning seas and to face the monsters that lurk there. Even when they turn their devotion to other gods, orcs retain Gruumsh’s gifts: endurance, determination, and the ability to see
special traits. Adrenaline Rush. You can take the Dash action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus. You can use this trait a number
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, vast caverns, and churning seas and to face the monsters that lurk there. Even when they turn their devotion to other gods, orcs retain Gruumsh’s gifts: endurance, determination, and the ability to see
special traits. Adrenaline Rush. You can take the Dash action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus. You can use this trait a number
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, and churning seas and to face the monsters that lurk there. Even when they turn their devotion to other gods, orcs retain Gruumsh’s gifts: endurance, determination, and the ability to see in
. Adrenaline Rush. You can take the Dash action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus. You can use this trait a number of times
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, vast caverns, and churning seas and to face the monsters that lurk there. Even when they turn their devotion to other gods, orcs retain Gruumsh’s gifts: endurance, determination, and the ability to see
special traits. Adrenaline Rush. You can take the Dash action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus. You can use this trait a number
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, and churning seas and to face the monsters that lurk there. Even when they turn their devotion to other gods, orcs retain Gruumsh’s gifts: endurance, determination, and the ability to see in
. Adrenaline Rush. You can take the Dash action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus. You can use this trait a number of times
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Harengon 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
this race. Speed. Your walking speed is 30 feet. Hare-Trigger. You can add your proficiency bonus to your initiative rolls. Leporine Senses. You have proficiency in the Perception skill. Lucky Footwork
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
useful in repelling attacks by sahuagin, pirates, and other waterborne threats. Wind Speaker The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial
. (Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.) Tempestuous Magic Starting at 1st level, you can use a bonus action on
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
repelling attacks by sahuagin, pirates, and other waterborne threats. What is it with people and the weather?
It’s just the sky weeping and shouting because it’s so far away from me.
Storm Sorcery
Magic Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
repelling attacks by sahuagin, pirates, and other waterborne threats. What is it with people and the weather?
It’s just the sky weeping and shouting because it’s so far away from me.
Storm Sorcery
Magic Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Harengon 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
this race. Speed. Your walking speed is 30 feet. Hare-Trigger. You can add your proficiency bonus to your initiative rolls. Leporine Senses. You have proficiency in the Perception skill. Lucky Footwork
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Harengon 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
this race. Speed. Your walking speed is 30 feet. Hare-Trigger. You can add your proficiency bonus to your initiative rolls. Leporine Senses. You have proficiency in the Perception skill. Lucky Footwork
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
repelling attacks by sahuagin, pirates, and other waterborne threats. What is it with people and the weather?
It’s just the sky weeping and shouting because it’s so far away from me.
Storm Sorcery
Magic Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Bonus +3
Aberrant Form. The zealot exudes the chaos of the Far Realm. Any non-Aberration creature that starts its turn within 5 feet of the zealot must succeed on a DC 15 Wisdom saving throw or take 7
and using Charisma as the spellcasting ability (spell save DC 15):
At will: detect thoughts, minor illusion
1/day each: arcane gate, hunger of Hadar
Bonus Actions
Void Warp (Recharge 5–6). The
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
useful in repelling attacks by sahuagin, pirates, and other waterborne threats. Wind Speaker The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial
. (Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.) Tempestuous Magic Starting at 1st level, you can use a bonus action on
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
currents. From the waist up, riverines have skin the color of the waters they protect but are otherwise humanlike in appearance. From the waist down, they can manifest either humanlike legs or churning
(8,400 XP) Proficiency Bonus +4
Amphibious. The riverine can breathe air and water.
Legendary Resistance (3/Day). If the riverine fails a saving throw, it can choose to succeed instead.
Actions
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
currents. From the waist up, riverines have skin the color of the waters they protect but are otherwise humanlike in appearance. From the waist down, they can manifest either humanlike legs or churning
(8,400 XP) Proficiency Bonus +4
Amphibious. The riverine can breathe air and water.
Legendary Resistance (3/Day). If the riverine fails a saving throw, it can choose to succeed instead.
Actions
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Bonus +3
Aberrant Form. The zealot exudes the chaos of the Far Realm. Any non-Aberration creature that starts its turn within 5 feet of the zealot must succeed on a DC 15 Wisdom saving throw or take 7
and using Charisma as the spellcasting ability (spell save DC 15):
At will: detect thoughts, minor illusion
1/day each: arcane gate, hunger of Hadar
Bonus Actions
Void Warp (Recharge 5–6). The
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
useful in repelling attacks by sahuagin, pirates, and other waterborne threats. Wind Speaker The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial
. (Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.) Tempestuous Magic Starting at 1st level, you can use a bonus action on
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Bonus +3
Aberrant Form. The zealot exudes the chaos of the Far Realm. Any non-Aberration creature that starts its turn within 5 feet of the zealot must succeed on a DC 15 Wisdom saving throw or take 7
and using Charisma as the spellcasting ability (spell save DC 15):
At will: detect thoughts, minor illusion
1/day each: arcane gate, hunger of Hadar
Bonus Actions
Void Warp (Recharge 5–6). The
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
currents. From the waist up, riverines have skin the color of the waters they protect but are otherwise humanlike in appearance. From the waist down, they can manifest either humanlike legs or churning
(8,400 XP) Proficiency Bonus +4
Amphibious. The riverine can breathe air and water.
Legendary Resistance (3/Day). If the riverine fails a saving throw, it can choose to succeed instead.
Actions
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Efreet view all other creatures as enemies or potential serfs. They raid the Material Plane and the elemental planes, bringing captives back to their homes on the Elemental Plane of Fire. Efreet are
churning lakes of fire, or in the fabled City of Brass. Additionally, efreet military outposts thronging with their minions can be found scattered throughout the planes. On the Material Plane, efreet
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Efreet view all other creatures as enemies or potential serfs. They raid the Material Plane and the elemental planes, bringing captives back to their homes on the Elemental Plane of Fire. Efreet are
churning lakes of fire, or in the fabled City of Brass. Additionally, efreet military outposts thronging with their minions can be found scattered throughout the planes. On the Material Plane, efreet
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Hull Upgrades Any ship with a hull can gain one of the following upgrades. In some cases, an upgrade also provides a benefit to the ship’s other components. Churning Hull A tempest rages within these
its side, and the wood runs with fresh sap when damaged. The ship gains a +2 bonus to all Constitution checks or saving throws. As long as the ship has at least 1 hit point, it regains 10 hit points
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Efreet view all other creatures as enemies or potential serfs. They raid the Material Plane and the elemental planes, bringing captives back to their homes on the Elemental Plane of Fire. Efreet are
churning lakes of fire, or in the fabled City of Brass. Additionally, efreet military outposts thronging with their minions can be found scattered throughout the planes. On the Material Plane, efreet
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Hull Upgrades Any ship with a hull can gain one of the following upgrades. In some cases, an upgrade also provides a benefit to the ship’s other components. Churning Hull A tempest rages within these
its side, and the wood runs with fresh sap when damaged. The ship gains a +2 bonus to all Constitution checks or saving throws. As long as the ship has at least 1 hit point, it regains 10 hit points
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Hull Upgrades Any ship with a hull can gain one of the following upgrades. In some cases, an upgrade also provides a benefit to the ship’s other components. Churning Hull A tempest rages within these
its side, and the wood runs with fresh sap when damaged. The ship gains a +2 bonus to all Constitution checks or saving throws. As long as the ship has at least 1 hit point, it regains 10 hit points
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Languages Common plus any two languages
Challenge 2 (450 XP) Proficiency Bonus +2
Actions
Scroll Bash. Melee Spell Attack: +4 to hit, reach 30 ft., one target. Hit: 7 (1d10 + 2) bludgeoning
+7, Insight +3, Investigation +7
Senses passive Perception 11
Languages Common plus any two languages
Challenge 4 (1,100 XP) Proficiency Bonus +2
Actions
Multiattack. The pledgemage makes
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Languages Common plus any two languages
Challenge 2 (450 XP) Proficiency Bonus +2
Actions
Scroll Bash. Melee Spell Attack: +4 to hit, reach 30 ft., one target. Hit: 7 (1d10 + 2) bludgeoning
+7, Insight +3, Investigation +7
Senses passive Perception 11
Languages Common plus any two languages
Challenge 4 (1,100 XP) Proficiency Bonus +2
Actions
Multiattack. The pledgemage makes






