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Returning 35 results for 'build being diffusing city replace'.
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Spells
Player’s Handbook
creatures you can see immunity to a single spell or other magical effect for 8 hours.
Sudden Learning. You replace one of your feats with another feat for which you are eligible. You lose all the benefits of
the old feat and gain the benefits of the new one. You can’t replace a feat that is a prerequisite for any of your other feats or features.
Roll Redo. You undo a single recent event by forcing
Monsters
Forgotten Realms: Adventures in Faerûn
Blood-Soaked Resolve. While Bloodied, the cultist has Advantage on saving throws.Multiattack. The cultist makes three Cursed Blade attacks. It can replace one of these attacks with a use of
follow their paths of tyranny, murder, and necromancy.
More than any other gods, the Dead Three directly influence Faerûn—and particularly the city of Baldur’s Gate—in malign
Monsters
Forgotten Realms: Adventures in Faerûn
Babir makes two Marine Burst attacks. She can replace one of these attacks with a Tail attack.
Marine Burst. Melee or Ranged Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction
again until the start of her next turn.Scheming Marid Ruler
The calculating Biha Babir rules the pelagic city of Maran Saya in Calimshan. Though her physical form is as fluid as the ocean itself, she
Monsters
Forgotten Realms: Adventures in Faerûn
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Time-Warping Breath.
Rend. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction
artificers.
3
Jhaamdath, a prehistoric psiocracy.
4
Myth Drannor, a legendary city of magic.
5
Netheril, an empire of arcane secrets.
6
Ostoria, the first kingdom of the giants
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a
…
1
Evermeet, a mythical realm of the elves.
2
Imaskar, a southern empire of artificers.
3
Jhaamdath, a prehistoric psiocracy.
4
Myth Drannor, a legendary city of
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a
Evermeet, a mythical realm of the elves.
2
Imaskar, a southern empire of artificers.
3
Jhaamdath, a prehistoric psiocracy.
4
Myth Drannor, a legendary city of magic.
5
Netheril, an
Monsters
Forgotten Realms: Adventures in Faerûn
Magic Resistance. Manshoon has Advantage on saving throws against spells and other magical effects.Multiattack. Manshoon makes three Arcane Burst attacks. He can replace two attacks with a use of
clandestine coup. It’s widely believed he’s turned his attentions elsewhere, but another Manshoon clone lurks in that city, manipulating the Zhentarim behind the scenes to amass
Magic Items
Waterdeep: Dragon Heist
, an amulet, and a robe — that function as a single magic item when worn together, but only within the city of Waterdeep and its sewers. You become attuned to the ensemble as a single item.
Lord
.
Lord’s Robe. This elegant robe functions as a ring of free action, and it creates the illusion that you have a nondescript, androgynous humanoid build and stand 6 feet tall.
Monsters
Dragonlance: Shadow of the Dragon Queen
Toxic Mastery. Lohezet ignores a creature’s resistance to poison damage.Multiattack. Lohezet makes three Withering Blast attacks and uses Miasma if it’s available. He can replace one of
and Kendermore, Lohezet’s investigations of Istarian ruins revealed the location of the flying city of Onyari. He now travels with the Red Dragon Army, intent on finding the City of Lost Names and
monsters
Forgotten Realms: Adventures in Faerûn
Oppressive Burst in any combination. It can replace one attack with a use of Spellcasting to cast Dominate Person, if available.
Gauntlet. Melee Attack Roll: +8;{"diceNotation":"1d20+8", "rollType
particularly the city of Baldur’s Gate—in malign ways. Cultists who receive orders from their patron god directly are often the most ambitious and most dangerous.
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Multiattack. The witch makes two Poison Dagger attacks. It can replace one of these attacks with Spellcasting.
Poison Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType
, while others animate furniture, weapons, or other objects.
Feel free to build encounters with witches that include additional creatures such as animated armor, a flying sword, a rug of smothering, or a Tiny Beast acting as a spy.
Fighter
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
combatants on battlefields and in dungeons alike.
Trained for Danger
Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively
left behind. There are greater risks, perhaps, but also much greater rewards—few fighters in the city watch have the opportunity to discover a magic flame tongue sword, for example.
Creating a
Species
Eberron: Rising from the Last War
Ghallanda don’t sell information; they prefer to build friendship and deal in favors. But should a Ghallanda baron ever truly need something, they likely have a favor they can call in.
Ghallanda has
a number of “bound businesses”—franchises run directly by the house. The Gold Dragon Inn is such a business, with Gold Dragon Inns being found in every major city, each serving a
Monsters
Mordenkainen's Fiendish Folio Volume 1
wealth and power with a bitter mix of longing, regret, and shame, seeking always to replace the grandest treasures they once possessed. Simple coins, gems, or trade goods do nothing to satisfy the
roof of a merchant’s home, seizing what they seek, and stalking away before the town watch can rally.
Intricate Networks. Clever, ambitious, and greedy, many fog giants build up whole networks of
Species
Mordenkainen Presents: Monsters of the Multiverse
psionic powers and built a great city called Tu’narath. They have since spread throughout the multiverse, starting in outposts outside the Astral Plane, called creches, where time passes and their
;Quick 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
Ranger
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
defense. This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who
in a fight against monstrous foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways. Creating a
Rogue
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
avoiding danger, and a few learn magical tricks to supplement their other abilities. A Shady Living Every town and city has its share of rogues. Most of them live up to the worst stereotypes of the
. QUICK BUILD You can make a rogue quickly by following these suggestions. First, Dexterity should be your highest ability score. Make Intelligence your next-highest if you want to excel at
Monsters
Mordenkainen Presents: Monsters of the Multiverse
effects.Multiattack. Graz’zt makes two Wave of Sorrow attacks. He can replace one attack with a use of Spellcasting.
Wave of Sorrow (Greatsword). Melee Weapon Attack: +13;{"diceNotation":"1d20
Argent Palace, a grandiose structure in the city of Zelatar, found within his abyssal domain of Azzagrat. Graz’zt’s demonic influence radiates outward in a tangible ripple, warping reality
Tortle
Legacy
This doesn't reflect the latest rules and lore.
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Species
The Tortle Package
dozen) in a fortified compound enclosed by stone walls that are easily defensible. If no such compound exists, they build one. The parents spend the remainder of their lives guarding the compound
fortifications. They marvel at the works of other civilized creatures, humans in particular, and can lose themselves for years in a city, studying its architectural wonders and learning skills they can
Monsters
Fizban's Treasury of Dragons
the survivors (including the dragonborn ship captain) back to the city they came from.
Topaz Dragon Lairs
Topaz dragons are happiest by the sea. They spend most of their time basking in the
sun and have no desire to get wet, beyond enjoying a bit of sea spray in the air. But they love being able to see the water, so they build their lairs on the heights of seaside cliffs or near perfect
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
, they might build a warren and make a permanent home there, while continuing to expand the town’s sewers as the community grows. These so-called “city kobolds” live underground but
sewer tunnels, paying them with food and tools the kobolds wouldn’t have access to on their own. If they are treated well and left alone to do the job, the kobolds work industriously and build a
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
live on and in them while the city recovered. Orlumbor was once a simple shipwright island, supplying the city-states of the Sword Coast with vessels for their navies. Waterdeep in particular relied on
mercenary ships to replace the force, funneling ill-gotten proceeds into his own pockets, and leaving both the coffers and the shipyards of Orlumbor high and dry. After Neverember’s ouster
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
live on and in them while the city recovered. Orlumbor was once a simple shipwright island, supplying the city-states of the Sword Coast with vessels for their navies. Waterdeep in particular relied on
mercenary ships to replace the force, funneling ill-gotten proceeds into his own pockets, and leaving both the coffers and the shipyards of Orlumbor high and dry. After Neverember’s ouster
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
live on and in them while the city recovered. Orlumbor was once a simple shipwright island, supplying the city-states of the Sword Coast with vessels for their navies. Waterdeep in particular relied on
mercenary ships to replace the force, funneling ill-gotten proceeds into his own pockets, and leaving both the coffers and the shipyards of Orlumbor high and dry. After Neverember’s ouster
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
place of Neverwinter River, choking the city. While Neverwinter is filled with living creatures trying to build a better future, Evernight is populated by Undead—primarily vampires and ghouls—who
Evernight Calder Moore Evernight is a dismal mirror in the Shadowfell of the city of Neverwinter.
The sun never shines here, and ashen fog chokes the sky Evernight is a forlorn metropolis in the
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Gond The High House of Wonders, located in the Upper City, serves as the city’s temple of Gond, a god of innovation and invention. Within the walls of the temple, clergy members are permitted to brew
experimental potions and elixirs, build and test mechanical constructs, and hire locals to participate in controlled experiments — all in the spirit of invention and innovation. High-ranking members
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Gond The High House of Wonders, located in the Upper City, serves as the city’s temple of Gond, a god of innovation and invention. Within the walls of the temple, clergy members are permitted to brew
experimental potions and elixirs, build and test mechanical constructs, and hire locals to participate in controlled experiments — all in the spirit of invention and innovation. High-ranking members
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Gond The High House of Wonders, located in the Upper City, serves as the city’s temple of Gond, a god of innovation and invention. Within the walls of the temple, clergy members are permitted to brew
experimental potions and elixirs, build and test mechanical constructs, and hire locals to participate in controlled experiments — all in the spirit of invention and innovation. High-ranking members
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Gond The High House of Wonders, located in the Upper City, serves as the city’s temple of Gond, a god of innovation and invention. Within the walls of the temple, clergy members are permitted to brew
experimental potions and elixirs, build and test mechanical constructs, and hire locals to participate in controlled experiments — all in the spirit of invention and innovation. High-ranking members
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Gond The High House of Wonders, located in the Upper City, serves as the city’s temple of Gond, a god of innovation and invention. Within the walls of the temple, clergy members are permitted to brew
experimental potions and elixirs, build and test mechanical constructs, and hire locals to participate in controlled experiments — all in the spirit of invention and innovation. High-ranking members
Artificer
Legacy
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Classes
Tasha’s Cauldron of Everything
to keep airships and other wondrous devices operational.
Artificers in the City of Sigil share discoveries from throughout the multiverse, and from there, the gnome artificer Vi runs a cosmos-spanning
look at the Artificer table to see which features you get at each level. The descriptions of those features appear in the “Artificer Features” section.
QUICK BUILD
You can make an
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
place of Neverwinter River, choking the city. While Neverwinter is filled with living creatures trying to build a better future, Evernight is populated by Undead—primarily vampires and ghouls—who
Evernight Calder Moore Evernight is a dismal mirror in the Shadowfell of the city of Neverwinter.
The sun never shines here, and ashen fog chokes the sky Evernight is a forlorn metropolis in the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
place of Neverwinter River, choking the city. While Neverwinter is filled with living creatures trying to build a better future, Evernight is populated by Undead—primarily vampires and ghouls—who
Evernight Calder Moore Evernight is a dismal mirror in the Shadowfell of the city of Neverwinter.
The sun never shines here, and ashen fog chokes the sky Evernight is a forlorn metropolis in the
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
become bards, diplomats, mediators, or translators. Others, fascinated by their distant connection to the Fey, seek to build bridges between the Material Plane and the Feywild of Thelanis. These
end the Charmed condition. Fey Gift. You know the Friends cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Cleric, Druid, or Wizard spell list
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Gond The High House of Wonders, located in the Upper City, serves as the city’s temple of Gond, a god of innovation and invention. Within the walls of the temple, clergy members are permitted to brew
experimental potions and elixirs, build and test mechanical constructs, and hire locals to participate in controlled experiments — all in the spirit of invention and innovation. High-ranking members






