Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'bullying blade diffusing complex race'.
Other Suggestions:
building blade diffusing complex rage
building blue diffusing complete race
building blazes diffusing complete race
building blade defusing complete race
building blade diffusing complete races
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Magic Resistance. The high fae has advantage on saving throws against spells and other magical effects.Multiattack. The high fae makes two Fae Blade attacks and uses Vexing Prank once.
Fae Blade
. Melee Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Fae Blade"} to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5);{"diceNotation":"3d8+5", "rollType":"damage
Species
Eberron: Rising from the Last War
If you want a wall of muscle to get between you and a blade, go to House Deneith. If you want someone to anticipate the threat and make sure you aren’t even in the room with whoever’s
holding that blade, that’s what we do.
—Baron Trelib d’Medani
The Mark of Detection is an inquisitive’s dream. It sharpens powers of observation and intuition, allowing the
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Fae Blade attacks. It can replace one of these attacks with Stunning Soliloquy if available.
Fae Blade. Melee Weapon Attack: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Fae Blade
"} to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7);{"diceNotation":"3d8+7", "rollType":"damage", "rollAction":"Fae Blade", "rollDamageType":"force"} force damage.
Stunning Soliloquy (Recharge 5–6
Bugbear
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
.
Gang Mentality
Since bugbears aren’t a particularly fecund race, their overall population is small and spread over a wide area. Bugbears live in family groups that operate much like gangs. The
is tight-knit, and its members cooperate well when hunting or bullying other creatures. But when the fortunes of a gang turn sour, the individuals become selfish, and might sabotage one another to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
Track the Broken Blade Baron Althon, a local noble, hires the party to search for the legendary cache of weapons forged by Durgeddin the smith. He shows the characters a broken blade bearing the
they recover. He will pay the characters 20 gp each just for bringing back information about the dwarven complex, and an additional 100 gp if they provide detailed maps.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
Track the Broken Blade Baron Althon, a local noble, hires the party to search for the legendary cache of weapons forged by Durgeddin the smith. He shows the characters a broken blade bearing the
they recover. He will pay the characters 20 gp each just for bringing back information about the dwarven complex, and an additional 100 gp if they provide detailed maps.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
Track the Broken Blade Baron Althon, a local noble, hires the party to search for the legendary cache of weapons forged by Durgeddin the smith. He shows the characters a broken blade bearing the
they recover. He will pay the characters 20 gp each just for bringing back information about the dwarven complex, and an additional 100 gp if they provide detailed maps.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Retreat! If the adventurers retreat from the sounds of battle, they barely escape from a partial collapse of their local section of Araumycos’s cavern complex. They race ahead of a small horde of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Retreat! If the adventurers retreat from the sounds of battle, they barely escape from a partial collapse of their local section of Araumycos’s cavern complex. They race ahead of a small horde of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Retreat! If the adventurers retreat from the sounds of battle, they barely escape from a partial collapse of their local section of Araumycos’s cavern complex. They race ahead of a small horde of
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Humanoid. Size. You are Medium or Small. You choose the size when you select this race. Speed. Your walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were
produce flame cantrip. Starting at 3rd level, you can cast the burning hands spell with this trait. Starting at 5th level, you can also cast the flame blade spell with this trait, without requiring a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Humanoid. Size. You are Medium or Small. You choose the size when you select this race. Speed. Your walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were
produce flame cantrip. Starting at 3rd level, you can cast the burning hands spell with this trait. Starting at 5th level, you can also cast the flame blade spell with this trait, without requiring a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Humanoid. Size. You are Medium or Small. You choose the size when you select this race. Speed. Your walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were
produce flame cantrip. Starting at 3rd level, you can cast the burning hands spell with this trait. Starting at 5th level, you can also cast the flame blade spell with this trait, without requiring a
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Complex Traps A complex trap poses multiple dangers to adventurers. After a complex trap activates, it remains dangerous round after round until the characters avoid it or disable it. Some complex
traps become more dangerous over time, as they accumulate power or gain speed. Complex traps are also more difficult to disable than simple ones. A single check is not enough. Instead, a series of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Complex Traps A complex trap poses multiple dangers to adventurers. After a complex trap activates, it remains dangerous round after round until the characters avoid it or disable it. Some complex
traps become more dangerous over time, as they accumulate power or gain speed. Complex traps are also more difficult to disable than simple ones. A single check is not enough. Instead, a series of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Complex Traps A complex trap poses multiple dangers to adventurers. After a complex trap activates, it remains dangerous round after round until the characters avoid it or disable it. Some complex
traps become more dangerous over time, as they accumulate power or gain speed. Complex traps are also more difficult to disable than simple ones. A single check is not enough. Instead, a series of
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
are Medium or Small. You choose the size when you select this race. Speed. Your walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in
walking speed on the ground or a floor. Merge with Stone. You know the blade ward cantrip. You can cast it as normal, and you can also cast it as a bonus action a number of times equal to your
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
are Medium or Small. You choose the size when you select this race. Speed. Your walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in
walking speed on the ground or a floor. Merge with Stone. You know the blade ward cantrip. You can cast it as normal, and you can also cast it as a bonus action a number of times equal to your
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
are Medium or Small. You choose the size when you select this race. Speed. Your walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in
walking speed on the ground or a floor. Merge with Stone. You know the blade ward cantrip. You can cast it as normal, and you can also cast it as a bonus action a number of times equal to your
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Rakdos Performer By offering a place for those of many different talents, the Cult of Rakdos has seen its numbers swell with performing artists, including blade jugglers, fire eaters, and high wire
humanoid (any race), chaotic evil
Armor Class 13
Hit Points 22 (4d8 + 4)
Speed 40 ft., climb 30 ft.
STR
13(+1)
DEX
17(+3)
CON
12(+1)
INT
10(+0)
WIS
8(−1
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Rakdos Performer By offering a place for those of many different talents, the Cult of Rakdos has seen its numbers swell with performing artists, including blade jugglers, fire eaters, and high wire
humanoid (any race), chaotic evil
Armor Class 13
Hit Points 22 (4d8 + 4)
Speed 40 ft., climb 30 ft.
STR
13(+1)
DEX
17(+3)
CON
12(+1)
INT
10(+0)
WIS
8(−1
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Rakdos Performer By offering a place for those of many different talents, the Cult of Rakdos has seen its numbers swell with performing artists, including blade jugglers, fire eaters, and high wire
humanoid (any race), chaotic evil
Armor Class 13
Hit Points 22 (4d8 + 4)
Speed 40 ft., climb 30 ft.
STR
13(+1)
DEX
17(+3)
CON
12(+1)
INT
10(+0)
WIS
8(−1
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
The Ghohlbrorn’s Lair This inn is the only establishment in Gracklstugh that accepts non-duergar guests. “Ghohlbrorn” means “bulette” in Dwarvish, and the inn is built inside a small cavern complex
beneath the Blade Bazaar at the northern end of the Darklake District. Its halls are cold and damp. A central chamber serves as a dining room, branching out into different small, twisting halls along
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
The Ghohlbrorn’s Lair This inn is the only establishment in Gracklstugh that accepts non-duergar guests. “Ghohlbrorn” means “bulette” in Dwarvish, and the inn is built inside a small cavern complex
beneath the Blade Bazaar at the northern end of the Darklake District. Its halls are cold and damp. A central chamber serves as a dining room, branching out into different small, twisting halls along
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
The Ghohlbrorn’s Lair This inn is the only establishment in Gracklstugh that accepts non-duergar guests. “Ghohlbrorn” means “bulette” in Dwarvish, and the inn is built inside a small cavern complex
beneath the Blade Bazaar at the northern end of the Darklake District. Its halls are cold and damp. A central chamber serves as a dining room, branching out into different small, twisting halls along
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
— even other elves — are subordinate to them in skill, significance, and sophistication. They claim the title of “high elves” with pride, and indeed their race is responsible for great, and sometimes
with other art forms, which produces the complex dance of the bladesingers as well as the enchanting music of their bards and the meticulous craftwork of their artisans. Sun elf adventurers often bring
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
— even other elves — are subordinate to them in skill, significance, and sophistication. They claim the title of “high elves” with pride, and indeed their race is responsible for great, and sometimes
with other art forms, which produces the complex dance of the bladesingers as well as the enchanting music of their bards and the meticulous craftwork of their artisans. Sun elf adventurers often bring
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
aren’t a particularly fecund race, their overall population is small and spread over a wide area. Bugbears live in family groups that operate much like gangs. The individuals in a group typically number
well when hunting or bullying other creatures. But when the fortunes of a gang turn sour, the individuals become selfish, and might sabotage one another to remove opposition or exile weaker or
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
aren’t a particularly fecund race, their overall population is small and spread over a wide area. Bugbears live in family groups that operate much like gangs. The individuals in a group typically number
well when hunting or bullying other creatures. But when the fortunes of a gang turn sour, the individuals become selfish, and might sabotage one another to remove opposition or exile weaker or
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
aren’t a particularly fecund race, their overall population is small and spread over a wide area. Bugbears live in family groups that operate much like gangs. The individuals in a group typically number
well when hunting or bullying other creatures. But when the fortunes of a gang turn sour, the individuals become selfish, and might sabotage one another to remove opposition or exile weaker or
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
— even other elves — are subordinate to them in skill, significance, and sophistication. They claim the title of “high elves” with pride, and indeed their race is responsible for great, and sometimes
with other art forms, which produces the complex dance of the bladesingers as well as the enchanting music of their bards and the meticulous craftwork of their artisans. Sun elf adventurers often bring
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
himself in the third person (“Who dares defy Klarg?” or “Klarg will build a throne from your bones, puny ones!”). The goblins under his command resent his bullying. Fire Pit. The hot coals in the
climb the chimney from area 3, since Klarg does not expect an attack from that direction. If the wolf is killed, the bugbear attempts to climb down the chimney to area 3 and flee the cave complex
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
himself in the third person (“Who dares defy Klarg?” or “Klarg will build a throne from your bones, puny ones!”). The goblins under his command resent his bullying. Fire Pit. The hot coals in the
climb the chimney from area 3, since Klarg does not expect an attack from that direction. If the wolf is killed, the bugbear attempts to climb down the chimney to area 3 and flee the cave complex
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
himself in the third person (“Who dares defy Klarg?” or “Klarg will build a throne from your bones, puny ones!”). The goblins under his command resent his bullying. Fire Pit. The hot coals in the
climb the chimney from area 3, since Klarg does not expect an attack from that direction. If the wolf is killed, the bugbear attempts to climb down the chimney to area 3 and flee the cave complex
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
spells, and magewrights cast their non-cantrip spells as rituals—even spells that can’t normally be cast in this way. Most magewright rituals take 10 minutes to perform, but certain complex rituals can
take up to 1 hour. However long the ritual takes, it requires extra material components, usually in the form of dragonshards. Magewright
Medium humanoid (any race), any alignment
Armor Class 11






