Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'burn been down class replaces'.
Other Suggestions:
bard been down class replaced
bard been down class replace
bard been down class replaces
been been down class replaced
been been down class replace
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Optional Class Features You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a ranger. Unlike the
noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them. If you take a feature that replaces another feature, you gain no benefit from the replaced one and don’t qualify for anything in the game that requires it.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Optional Class Features You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a cleric. Unlike the
noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them. If you take a feature that replaces another feature, you gain no benefit from the replaced one and don’t qualify for anything in the game that requires it.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Primal Awareness 3rd-level ranger feature, which replaces the Primeval Awareness feature You can focus your awareness through the interconnections of nature: you learn additional spells when you
reach certain levels in this class if you don’t already know them, as shown in the Primal Awareness Spells table. These spells don’t count against the number of ranger spells you know. Primal Awareness
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Favored Foe 1st-level ranger feature, which replaces the Favored Enemy feature and works with the Foe Slayer feature When you hit a creature with an attack roll, you can call on your mystical bond
, and you regain all expended uses when you finish a long rest. This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
the ritual succeeds, the darkling grows into a taller, elf-like form. The darkling perishes if the ritual fails. Darkling Elder
Medium Fey, Typically Chaotic Neutral
Armor Class 15 (studded
, Deception +3, Perception +6, Stealth +7
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
Languages Elvish, Sylvan
Challenge 2 (450 XP) Proficiency Bonus +2
Death Burn. When
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Deft Explorer 1st-level ranger feature, which replaces the Natural Explorer feature You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels
. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class. A Halfling Ranger explores the wilds Canny (1st Level) Choose one of
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
explodes outward when they die, incinerating the creatures and much of their possessions. Darkling
Small Fey, Typically Chaotic Neutral
Armor Class 14 (leather armor)
Hit Points 13 (3d6 + 3
light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must succeed on a DC 10 Constitution saving throw or
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
lives explodes outward when they die, incinerating the creatures and much of their possessions.
Darkling
Small Fey, Typically Chaotic Neutral
Armor Class 14 (leather armor)
Hit Points 13
, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must succeed on a DC 10 Constitution saving
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Class 14 (leather armor)
Hit Points 13 (3d6 + 3)
Speed 30 ft.
STR
9 (−1)
DEX
16 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Skills
darkling dies, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area and able to see the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Hands of Havoc Fire Starter The pyromaniacal agents known as fire starters burn away oppressive systems through chaos and flame. They wield hammers that emit magical flames—perfect for smashing and
burning. Hands of Havoc Fire Starter Small or Medium Humanoid, Any Alignment
Armor Class 16 (breastplate)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Statistics for Objects When time is a factor, you can assign an Armor Class and hit points to a destructible object. You can also give it immunities, resistances, and vulnerabilities to specific
types of damage. Armor Class. An object’s Armor Class is a measure of how difficult it is to deal damage to the object when striking it (because the object has no chance of dodging out of the way). The
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Statistics for Objects When time is a factor, you can assign an Armor Class and hit points to a destructible object. You can also give it immunities, resistances, and vulnerabilities to specific
types of damage. Armor Class An object's Armor Class is a measure of how difficult it is to deal damage to the object when striking it (because the object has no chance of dodging out of the way). The
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
fortress walls to glow a comforting orange. In lands far removed from volcanic heat, fire giants mine coal to burn. Traditional smithies occupy places of honor in their demesnes, and the giants’ stony
fortresses constantly belch plumes of sooty smoke. In more remote outposts, fire giants burn wood to keep their forge fires lit, deforesting leagues of land in all directions. Fire Giant
Huge giant
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
gain the Spellcaster class, a creature must have at least one language in its stat block that it can speak. A sidekick gains the following class features as it gains levels in this class, as
weapons. Spellcasting 1st-level Spellcaster feature The sidekick gains the ability to cast spells. (If the creature already has the Spellcasting trait, this feature replaces that trait.) Choose the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
personality. The stronger the death dragon, the more it fights the hate consuming it, holding on to some vestige of its memories. A death dragon’s bones burn with violet Cataclysmic fire, which it can
unleash in a horrific mockery of the breath weapon it possessed in life. The breath snuffs out life force and infuses undeath into corpses it touches. These zombies burn with Cataclysmic fire and serve
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Conflagration, the border region between those two planes. They retain none of the skills and motivation of their giant ancestors; they simply want to burn as much as they can until their own flames are
extinguished. When a cinder hulk dies, it collapses into a billowing cloud of searing smoke. Cinder Hulk Large Elemental, Typically Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 84 (8d10 + 40
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
past their knees, and bitter cold surrounds them. The demon lord’s gifts come at a cost, though, as the giants’ souls slowly burn away to fuel these newfound powers. Over time, the sensation of burning
Evil
Armor Class 16 (natural armor)
Hit Points 216 (16d12 + 112)
Speed 40 ft.
STR
26 (+8)
DEX
10 (+0)
CON
25 (+7)
INT
10 (+0)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
prey to the bitter end. When hell hounds feed, the flesh they consume stokes the infernal fires that burn within them. When a hell hound dies, that fire consumes the creature’s remains in a billowing
malevolent hunger, it quickly abandons or turns against its master. Hell Hound
Medium fiend, lawful evil
Armor Class 15 (natural armor)
Hit Points 45 (7d8 + 14)
Speed 50 ft.
STR
17 (+3
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
Conflagration, the border region between those two planes. They retain none of the skills and motivation of their giant ancestors; they simply want to burn as much as they can until their own flames are
extinguished. When a cinder hulk dies, it collapses into a billowing cloud of searing smoke. Cinder Hulk Large Elemental, Typically Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 84 (8d10 + 40
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare
you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces. You can doff or don the armor as an action. The armor
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
of fire and eager to show the cult’s enemies firsthand what it feels like to burn. They light things aflame to honor elemental fire and just for entertainment, but they don’t always think ahead about
what else nearby might catch fire. Eternal Flame Guardian
Medium humanoid (human), chaotic evil
Armor Class 17 (breastplate, shield; 15 while using a crossbow)
Hit Points 45 (7d8 + 14)
Speed 30
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Planes creates an explosion of fire that spreads across the sky. An enormous fiery bird forms in the center of the flames and smoke—an elder Elemental possessed by a need to burn everything to ash
. The phoenix rarely stays in one place for long as it strives to transform the world into an inferno. Phoenix
Gargantuan Elemental, Typically Neutral
Armor Class 18
Hit Points 175 (10d20 + 70
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
possessed by a need to burn everything to ash. The phoenix rarely stays in one place for long as it strives to transform the world into an inferno. To rise like a phoenix from the ashes — so many use
that quaint colloquialism. Little do they know the truth about the true horror of such a rebirth.
Phoenix
Gargantuan elemental, neutral
Armor Class 18
Hit Points 175 (10d20 + 70)
Speed 20 ft
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Dusk Hag Dusk hags resemble gnarled crones with shriveled orange skin, tangled gray hair, and eyes that burn like hot coals. They see visions of the future in their dreams, and their dark magic
death.” Dusk Hag
Medium fey, neutral evil
Armor Class 17 (natural armor)
Hit Points 82 (15d8 + 15)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
17 (+3
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
devour the light. Nintra’s eyes burn with green fire, and she speaks in a high, musical voice. Deception comes naturally to her, but imprisonment in The Scrivener’s Tale has made her impatient and prone
deserve a sovereign who is worthy of their love.” Flaw. “Why should I worry about the schemes of others? No one is my equal in cunning.” Nintra Siotta
Large fey
Armor Class 17
Hit Points 306 (36d10
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Elemental Eye directly rather than serving one of the subordinate cults. As described earlier in this chapter (see “Rejecting the Ordning”), membership in the cults of Elemental Evil replaces the ordning with
. Cult of Evil Fire. Fire giants who join Imix’s cult yearn to burn away the impurities of the world in volcanic eruptions and uncontrolled fires, creating a wasteland of ash ruled by fiery Imix alone
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Shields, cover, and other modifiers to AC? The target of Barkskin has an Armor Class of 17 if its AC is lower than that. This means the target effectively ignore any modifiers to its AC—including any armor
AC calculation. I find it confusing that the Mage Armor spell is named that when it doesn’t count as armor. Some spells and class features have figurative, not literal, names. The text of the spell
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
natural reality. Quandrix Apprentice Quandrix Apprentice Quandrix Apprentice
Medium or Small Humanoid (Wizard), Any Alignment
Armor Class 11 (14 with mage armor)
Hit Points 44 (8d8 + 8)
Speed 30
(spell save DC 12):
At will: guidance, mage hand
1/day each: enlarge/reduce, mage armor
Quandrix Pledgemage Quandrix Pledgemage
Medium or Small Humanoid (Wizard), Any Alignment
Armor Class
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
its mortal body and superficially resembles a zombie. However, instead of lifeless eyes, a revenant’s eyes burn with resolve and flare in the presence of its adversary. If the revenant’s original body
spellcasting capabilities. Similarly, revenants that wore armor and wielded weapons in life might continue to do so.
Revenant
Medium undead, neutral
Armor Class 13 (leather armor)
Hit Points
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
to a polite round of applause from the rest of the party after a particularly well-crafted spell.
— Jim Darkmagic
THE MAGIC OF MONEY
Eldritch Utility Though wizard encompasses a single class
, tapping directly into the Weave to reshape reality or burn it to the ground has an eventual effect on the mind, and your sleep is often haunted by a recurring nightmare whose indelible images you cannot
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, Unaligned
Armor Class 12 (natural armor)
Hit Points 9 (2d6 + 2)
Speed 30 ft.
STR
12 (+1)
DEX
13 (+1)
CON
12 (+1)
INT
4 (–3)
WIS
10 (+0)
CHA
6
the Story Tracker indicates that the unicorn horn is here, it replaces the wooden horn on the kids’ unicorn costume. The children don’t know that the horn is from a real unicorn. Squirt the Oilcan
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
light burn in its empty sockets. It is often garbed in the moldering remains of fine clothing and jewelry worn and dulled by the passage of time. Secrets of Undeath. No wizard takes up the path to
alignment
Armor Class 17 (natural armor)
Hit Points 135 (18d8 + 54)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
16 (+3)
INT
20 (+5)
WIS
14 (+2)
CHA
16
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
increase their value. As a result, Zariel’s servants are universally effective, disciplined, and dangerous. Zariel
Large Fiend (Devil), Lawful Evil
Armor Class 21 (natural armor)
Hit Points 420
2 Actions). Zariel turns her magical gaze toward one creature she can see within 120 feet of her and commands it to burn. The target must succeed on a DC 26 Wisdom saving throw or take 22 (4d10) fire
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
who command the consuls. Fist of Bane
Medium humanoid (human), lawful evil
Armor Class 18 (chain mail, shield)
Hit Points 22 (4d8 + 4)
Speed 30 ft.
STR
16 (+3)
DEX
11 (+0
damage.
Longbow. Ranged Weapon Attack: +2 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage.
Symbol of Bane
Iron Consul
Medium humanoid (human), lawful evil
Armor Class
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
(human), neutral evil
Armor Class 13 (chain shirt)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR
15 (+2)
DEX
11 (+0)
CON
14 (+2)
INT
10 (+0)
WIS
11 (+0
(human), neutral evil
Armor Class 14 (shield)
Hit Points 22 (4d8 + 4)
Speed 30 ft.
STR
15 (+2)
DEX
14 (+2)
CON
13 (+1)
INT
10 (+0)
WIS
11 (+0






