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Returning 35 results for 'burn bottom diffusing class recording'.
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Backgrounds
Guildmasters’ Guide to Ravnica
you can work your way into a more prominent position.
Regardless of your past and the wealth of your family, your initial status with the guild is near the bottom, until you have proven your value
positions of power.
Orzhov Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Orzhov Guild Spells table are added to the spell list of your spellcasting class
Monsters
Fizban's Treasury of Dragons
with fear or suspicion, and rippling in side-to-side waves with amusement or joy.
Visions in Starlight
Many crystal dragons study the stars, recording their observations of the night sky and tracking
university, but the students must travel to the dragon’s mountain lair for class.
Crystal Dragon Lairs
Crystal dragons seek out frigid, picturesque locations with clear views of the sky
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Septon Modron Septons are auditors of base modrons in Mechanus, recording the activities in each of the plane’s sectors to ensure operations are in perfect order. They are easily identified by their
seven flexible limbs. CoupleofKooks “You ever notice how certain modrons sort of look like some kind of wacky dice?”
–Morte
Septon Modron Large Construct, Typically Lawful Neutral
Armor Class
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
1. Spiral Staircase The staircase is badly rusted but appears to be sturdy. The air inside the passageway is warm, humid, and rather foul. You reach the bottom of the stairs with a splash—the floor
from the Plume geyser will be noticeable everywhere in the dungeon). In the humidity, lamps and torches will burn fitfully and give off a lot of smoke. Floating on the water are splotches of green and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
1. Spiral Staircase The staircase is badly rusted but appears to be sturdy. The air inside the passageway is warm, humid, and rather foul. You reach the bottom of the stairs with a splash—the floor
from the Plume geyser will be noticeable everywhere in the dungeon). In the humidity, lamps and torches will burn fitfully and give off a lot of smoke. Floating on the water are splotches of green and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
1. Spiral Staircase The staircase is badly rusted but appears to be sturdy. The air inside the passageway is warm, humid, and rather foul. You reach the bottom of the stairs with a splash—the floor
from the Plume geyser will be noticeable everywhere in the dungeon). In the humidity, lamps and torches will burn fitfully and give off a lot of smoke. Floating on the water are splotches of green and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Septon Modron Septons are auditors of base modrons in Mechanus, recording the activities in each of the plane’s sectors to ensure operations are in perfect order. They are easily identified by their
seven flexible limbs. CoupleofKooks “You ever notice how certain modrons sort of look like some kind of wacky dice?”
–Morte
Septon Modron Large Construct, Typically Lawful Neutral
Armor Class
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Septon Modron Septons are auditors of base modrons in Mechanus, recording the activities in each of the plane’s sectors to ensure operations are in perfect order. They are easily identified by their
seven flexible limbs. CoupleofKooks “You ever notice how certain modrons sort of look like some kind of wacky dice?”
–Morte
Septon Modron Large Construct, Typically Lawful Neutral
Armor Class
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Proficiency Bonus The table that appears in your class description shows your proficiency bonus, which is +2 for a 1st-level character. Your proficiency bonus applies to many of the numbers you’ll be
recording on your character sheet: Attack rolls using weapons you’re proficient with Attack rolls with spells you cast Ability checks using skills you’re proficient in Ability checks using tools
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
has the roughest waters. Small thermal vents at the bottom of these lakes keep them from freezing completely, even in the coldest winters. Ten-Towns fishing boats are simple affairs. The smallest are
. People from Good Mead, Lonelywood, and Termalaine burn wood salvaged from nearby forests to heat their houses. In the other towns of Icewind Dale, wood is too precious a commodity to burn, so whale oil
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
has the roughest waters. Small thermal vents at the bottom of these lakes keep them from freezing completely, even in the coldest winters. Ten-Towns fishing boats are simple affairs. The smallest are
. People from Good Mead, Lonelywood, and Termalaine burn wood salvaged from nearby forests to heat their houses. In the other towns of Icewind Dale, wood is too precious a commodity to burn, so whale oil
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
has the roughest waters. Small thermal vents at the bottom of these lakes keep them from freezing completely, even in the coldest winters. Ten-Towns fishing boats are simple affairs. The smallest are
. People from Good Mead, Lonelywood, and Termalaine burn wood salvaged from nearby forests to heat their houses. In the other towns of Icewind Dale, wood is too precious a commodity to burn, so whale oil
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Proficiency Bonus The table that appears in your class description shows your proficiency bonus, which is +2 for a 1st-level character. Your proficiency bonus applies to many of the numbers you’ll be
recording on your character sheet: Attack rolls using weapons you’re proficient with Attack rolls with spells you cast Ability checks using skills you’re proficient in Ability checks using tools
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Proficiency Bonus The table that appears in your class description shows your proficiency bonus, which is +2 for a 1st-level character. Your proficiency bonus applies to many of the numbers you’ll be
recording on your character sheet: Attack rolls using weapons you’re proficient with Attack rolls with spells you cast Ability checks using skills you’re proficient in Ability checks using tools
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->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->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->Waterdeep: Dungeon of the Mad Mage
12. Candlelit Halls The walls of these 10-foot-high corridors and chambers are lined with shallow niches holding black wax candles that burn with a purple light. If the characters have had an easy
darkness ends it, though the darkness reappears after 1 hour. Other than the darkness, the pit contains nothing. 12d. Pit of Bones A 20-foot-deep pit spans the corridor in this location. The bottom of the pit is filled with the bones of rats that fell in and fed on each other until they all died.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Candlelit Halls The walls of these 10-foot-high corridors and chambers are lined with shallow niches holding black wax candles that burn with a purple light. If the characters have had an easy
darkness ends it, though the darkness reappears after 1 hour. Other than the darkness, the pit contains nothing. 12d. Pit of Bones A 20-foot-deep pit spans the corridor in this location. The bottom of the pit is filled with the bones of rats that fell in and fed on each other until they all died.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Candlelit Halls The walls of these 10-foot-high corridors and chambers are lined with shallow niches holding black wax candles that burn with a purple light. If the characters have had an easy
darkness ends it, though the darkness reappears after 1 hour. Other than the darkness, the pit contains nothing. 12d. Pit of Bones A 20-foot-deep pit spans the corridor in this location. The bottom of the pit is filled with the bones of rats that fell in and fed on each other until they all died.
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->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->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->Locathah Rising
Drowned Blade Drowned Blade
Medium undead, chaotic evil
Armor Class 10 (leather armor)
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR
16 (+3)
DEX
8 (−1)
CON
16 (+3)
INT
knew in life but can’t speak
Challenge 2 (450 XP)
Bottom Treader. The drowned blade cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement or attacks
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Drowned Blade Drowned Blade
Medium undead, chaotic evil
Armor Class 10 (leather armor)
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR
16 (+3)
DEX
8 (−1)
CON
16 (+3)
INT
knew in life but can’t speak
Challenge 2 (450 XP)
Bottom Treader. The drowned blade cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement or attacks
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Drowned Blade Drowned Blade
Medium undead, chaotic evil
Armor Class 10 (leather armor)
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR
16 (+3)
DEX
8 (−1)
CON
16 (+3)
INT
knew in life but can’t speak
Challenge 2 (450 XP)
Bottom Treader. The drowned blade cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement or attacks
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
2. Choose a Class Every adventurer is a member of a class. Class broadly describes a character’s vocation, what special talents he or she possesses, and the tactics he or she is most likely to employ
choice of class. Many of these benefits are class features — capabilities (including spellcasting) that set your character apart from members of other classes. You also gain a number of proficiencies
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
2. Choose a Class Every adventurer is a member of a class. Class broadly describes a character’s vocation, what special talents he or she possesses, and the tactics he or she is most likely to employ
choice of class. Many of these benefits are class features — capabilities (including spellcasting) that set your character apart from members of other classes. You also gain a number of proficiencies
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
2. Choose a Class Every adventurer is a member of a class. Class broadly describes a character’s vocation, what special talents he or she possesses, and the tactics he or she is most likely to employ
choice of class. Many of these benefits are class features — capabilities (including spellcasting) that set your character apart from members of other classes. You also gain a number of proficiencies
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the ocean in Tammeraut’s Fate, retains its fighting reflexes despite its rotting flesh. Drowned Ascetic
Medium undead, chaotic evil
Armor Class 13
Hit Points 75 (10d8 + 30)
Speed 30 ft.
STR
Senses darkvision 60 ft., passive Perception 9
Languages understands the languages it knew in life but can’t speak
Challenge 3 (700 XP)
Bottom Treader. The drowned ascetic cannot swim, and it
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
its bloated gray eyes. Drowned Blade
Medium undead, chaotic evil
Armor Class 10 (leather armor)
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR
16 (+3)
DEX
8 (-1)
CON
16 (+3
languages it knew in life but can’t speak
Challenge 2 (450 XP)
Bottom Treader. The drowned blade cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
its bloated gray eyes. Drowned Blade
Medium undead, chaotic evil
Armor Class 10 (leather armor)
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR
16 (+3)
DEX
8 (-1)
CON
16 (+3
languages it knew in life but can’t speak
Challenge 2 (450 XP)
Bottom Treader. The drowned blade cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the ocean in Tammeraut’s Fate, retains its fighting reflexes despite its rotting flesh. Drowned Ascetic
Medium undead, chaotic evil
Armor Class 13
Hit Points 75 (10d8 + 30)
Speed 30 ft.
STR
Senses darkvision 60 ft., passive Perception 9
Languages understands the languages it knew in life but can’t speak
Challenge 3 (700 XP)
Bottom Treader. The drowned ascetic cannot swim, and it
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the ocean in Tammeraut’s Fate, retains its fighting reflexes despite its rotting flesh. Drowned Ascetic
Medium undead, chaotic evil
Armor Class 13
Hit Points 75 (10d8 + 30)
Speed 30 ft.
STR
Senses darkvision 60 ft., passive Perception 9
Languages understands the languages it knew in life but can’t speak
Challenge 3 (700 XP)
Bottom Treader. The drowned ascetic cannot swim, and it
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
its bloated gray eyes. Drowned Blade
Medium undead, chaotic evil
Armor Class 10 (leather armor)
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR
16 (+3)
DEX
8 (-1)
CON
16 (+3
languages it knew in life but can’t speak
Challenge 2 (450 XP)
Bottom Treader. The drowned blade cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement






