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Returning 35 results for 'champions wounds religion'.
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Monsters
The Book of Many Things
2/day: Mass Cure Wounds (cast at 8th level)
1/day each: Blade Barrier, Divination, Greater RestorationThe medusa can take 3 legendary actions, choosing from the options below. It can take only one
Euryale’s story and unwavering conviction.
These medusas are divinely empowered champions, drawing their power from a cosmic truth, the will of a deity, or the primal forces of nature. They
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Wisdom as the spellcasting ability (spell save DC 17):
At will: light, major image (6th-level version), thaumaturgy
3/day each: cure wounds, dispel magic, lesser restoration, sending
1/day each
working behind the scenes, or they might be champions of their master’s cause, out to defeat villainy wherever it is found.
When viewed from the outside, a ki-rin’s lair is indistinguishable
feats
Wisdom (Medicine) or Intelligence (Arcana or Religion) checks made to determine if the creature is cursed, diseased, possessed, or afflicted by any of the following conditions: blinded, deafened
, exhaustion, incapacitated, paralyzed, or poisoned.
You learn the spare the dying cantrip and can cast it as a bonus action.
You gain the ability to cast the spell cure wounds without using a spell slot, up
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
spirits. Then, when the destruction of the old kingdoms was complete, a group of bold champions — Inspired vessels of the Dreaming Dark — formed a new nation from the ashes of the old. Having conquered
Dark has three objectives in Khorvaire. The first is to cause chaos and strife whenever possible, turning allies against one another and spreading fear. The second is to promote their chosen champions
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
spirits. Then, when the destruction of the old kingdoms was complete, a group of bold champions — Inspired vessels of the Dreaming Dark — formed a new nation from the ashes of the old. Having conquered
Dark has three objectives in Khorvaire. The first is to cause chaos and strife whenever possible, turning allies against one another and spreading fear. The second is to promote their chosen champions
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Klothys’s Champions The world has suffered terrible wounds from the hubris of mortals and divine entities alike. Klothys directs her champions to thwart the overly ambitious, undo their damage, and
reinforce the natural order that sustains Theros. The Klothys’s Quests table suggests a few adventures the god’s champions might involve themselves in. Klothys’s Quests d6 Adventure Goal
1
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Klothys’s Champions The world has suffered terrible wounds from the hubris of mortals and divine entities alike. Klothys directs her champions to thwart the overly ambitious, undo their damage, and
reinforce the natural order that sustains Theros. The Klothys’s Quests table suggests a few adventures the god’s champions might involve themselves in. Klothys’s Quests d6 Adventure Goal
1
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
evils of the Wastes. When creating a Ghaash’kala character, consider the following: The Binding Flame. The Ghaash’kala worship Kalok Shash, the “Binding Flame.” Fundamentally the same religion as the
Silver Flame, Kalok Shash is a harsh faith that requires all able-bodied folk to fight in the endless war against the forces of darkness. Sacred Champions. As a Ghaash’kala, you are a champion of the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
evils of the Wastes. When creating a Ghaash’kala character, consider the following: The Binding Flame. The Ghaash’kala worship Kalok Shash, the “Binding Flame.” Fundamentally the same religion as the
Silver Flame, Kalok Shash is a harsh faith that requires all able-bodied folk to fight in the endless war against the forces of darkness. Sacred Champions. As a Ghaash’kala, you are a champion of the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
13 (+1)
INT
11 (+0)
WIS
18 (+4)
CHA
15 (+2)
Saving Throws Wis +6, Cha +4
Skills Deception +4, History +2, Religion +2
Senses passive Perception 14
Languages Common
the following spells prepared from the cleric spell list:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): command, cure wounds, healing word, sanctuary
2nd level (3
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
(+1)
INT
11 (+0)
WIS
18 (+4)
CHA
15 (+2)
Saving Throws Wis +6, Cha +4
Skills Deception +4, History +2, Religion +2
Senses passive Perception 14
Languages Common
the following spells prepared from the cleric spell list:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): command, cure wounds, healing word, sanctuary
2nd level (3 slots
Compendium
- Sources->Dungeons & Dragons->Divine Contention
)
INT
15 (+2)
WIS
18 (+4)
CHA
13 (+1)
Saving Throws Wis +8
Skills Arcana +6, Investigation +6, Religion +6
Senses passive Perception 14
Languages Common, plus one of
the dying
1st level (4 slots): bless, cure wounds, shield of faith
2nd level (3 slots): aid, lesser restoration
3rd level (3 slots): protection from energy, revivify
4th level (3 slots
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
)
CHA
11 (+0)
Skills Medicine +4, Religion +2
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 1/4 (50 XP)
Spellcasting. The acolyte is a 1st-level
1st level (3 slots): bless, cure wounds, sanctuary
Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
13 (+1)
INT
11 (+0)
WIS
18 (+4)
CHA
15 (+2)
Saving Throws Wis +6, Cha +4
Skills Deception +4, History +2, Religion +2
Senses passive Perception 14
Languages Common
the following spells prepared from the cleric spell list:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): command, cure wounds, healing word, sanctuary
2nd level (3
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
13 (+1)
INT
11 (+0)
WIS
18 (+4)
CHA
15 (+2)
Saving Throws Wis +6, Cha +4
Skills Deception +4, History +2, Religion +2
Senses passive Perception 14
Languages Common
the following spells prepared from the cleric spell list:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): command, cure wounds, healing word, sanctuary
2nd level (3
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
(+0)
WIS
14 (+2)
CHA
11 (+0)
Skills Medicine +4, Religion +2
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 1/4 (50 XP) Proficiency
:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (3 slots): bless, cure wounds, sanctuary
Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
13 (+1)
INT
11 (+0)
WIS
18 (+4)
CHA
15 (+2)
Saving Throws Wis +6, Cha +4
Skills Deception +4, History +2, Religion +2
Senses passive Perception 14
Languages Common
the following spells prepared from the cleric spell list:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): command, cure wounds, healing word, sanctuary
2nd level (3
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
(+1)
INT
11 (+0)
WIS
18 (+4)
CHA
15 (+2)
Saving Throws Wis +6, Cha +4
Skills Deception +4, History +2, Religion +2
Senses passive Perception 14
Languages Common
the following spells prepared from the cleric spell list:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): command, cure wounds, healing word, sanctuary
2nd level (3 slots
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
(+0)
WIS
14 (+2)
CHA
11 (+0)
Skills Medicine +4, Religion +2
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 1/4 (50 XP) Proficiency
:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (3 slots): bless, cure wounds, sanctuary
Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
)
CHA
11 (+0)
Skills Medicine +4, Religion +2
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 1/4 (50 XP)
Spellcasting. The acolyte is a 1st-level
1st level (3 slots): bless, cure wounds, sanctuary
Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
)
INT
15 (+2)
WIS
18 (+4)
CHA
13 (+1)
Saving Throws Wis +8
Skills Arcana +6, Investigation +6, Religion +6
Senses passive Perception 14
Languages Common, plus one of
the dying
1st level (4 slots): bless, cure wounds, shield of faith
2nd level (3 slots): aid, lesser restoration
3rd level (3 slots): protection from energy, revivify
4th level (3 slots
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Champion of Gorm Champions are blessed by Gorm to lead their fellow guardians. In battle, they channel auras of ghostly lightning to protect Gorm’s servants. Champion of Gorm Medium Humanoid
)
Saving Throws Str +5, Wis +4
Skills Athletics +5, Insight +4, Religion +3
Senses passive Perception 12
Languages Common
Challenge 2 (450 XP) Proficiency Bonus +2
Brave. The champion has
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Champion of Madarua Champions of Madarua represent the most skilled warriors in the faction. Hardened by battle, they lead the charge into the fray and inspire their fellow warriors to strike with
12 (+1)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws Str +5, Dex +3
Skills Acrobatics +3, Religion +3
Senses passive Perception 11
Languages Common
Challenge 2 (450 XP) Proficiency
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Champion of Gorm Champions are blessed by Gorm to lead their fellow guardians. In battle, they channel auras of ghostly lightning to protect Gorm’s servants. Champion of Gorm Medium Humanoid
)
Saving Throws Str +5, Wis +4
Skills Athletics +5, Insight +4, Religion +3
Senses passive Perception 12
Languages Common
Challenge 2 (450 XP) Proficiency Bonus +2
Brave. The champion has
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Champion of Madarua Champions of Madarua represent the most skilled warriors in the faction. Hardened by battle, they lead the charge into the fray and inspire their fellow warriors to strike with
12 (+1)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws Str +5, Dex +3
Skills Acrobatics +3, Religion +3
Senses passive Perception 11
Languages Common
Challenge 2 (450 XP) Proficiency
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
12(+1)
INT
10(+0)
WIS
13(+1)
CHA
14(+2)
Skills Deception +4, Persuasion +4, Religion +2
Senses passive Perception 11
Languages any one language (usually Common
, inflict wounds, shield of faith
2nd level (3 slots): hold person, spiritual weapon
Actions
Multiattack. The fanatic makes two melee attacks.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
)
WIS
14 (+2)
CHA
13 (+1)
Saving Throws Wis +4
Skills Arcana +4, Investigation +4, Religion +4
Senses passive Perception 12
Languages Common, plus one of your choice
Magical
save DC 12, +4 to hit with spell attacks). The spellcaster has following cleric spells prepared:
Cantrips (at will): guidance, sacred flame
1st level (2 slots): cure wounds
Spellcasting (Mage
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
11(+0)
WIS
17(+3)
CHA
13(+1)
Saving Throws Con +6, Wis +7
Skills Intimidation +5, Religion +4
Senses passive Perception 13
Languages any two languages
Challenge 9 (5,000
movement, guardian of faith, stoneskin
5th level (1 slot): flame strike, mass cure wounds, hold monster
Actions
Multiattack. The priest makes two melee attacks.
Maul. Melee Weapon Attack: +7 to
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
11(+0)
WIS
17(+3)
CHA
13(+1)
Saving Throws Con +6, Wis +7
Skills Intimidation +5, Religion +4
Senses passive Perception 13
Languages any two languages
Challenge 9 (5,000
movement, guardian of faith, stoneskin
5th level (1 slot): flame strike, mass cure wounds, hold monster
Actions
Multiattack. The priest makes two melee attacks.
Maul. Melee Weapon Attack: +7 to
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
)
WIS
17 (+3)
CHA
10 (+0)
Saving Throws Con +6, Wis +6
Skills Medicine +6, Religion +5
Condition Immunities frightened
Senses passive Perception 13
Languages Common
blessed regains 5 (1d10) hit points.
Spellcasting. The blessed casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 14):
At will: light, thaumaturgy
1/day each: enhance ability, flame strike, mass cure wounds, revivify, tongues
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
)
INT
10 (+0)
WIS
13 (+1)
CHA
14 (+2)
Skills Deception +4, Persuasion +4, Religion +2
Senses passive Perception 11
Languages any one language (usually Common)
Challenge 2
(spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): command, inflict wounds
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
)
WIS
14 (+2)
CHA
13 (+1)
Saving Throws Wis +4
Skills Arcana +4, Investigation +4, Religion +4
Senses passive Perception 12
Languages Common, plus one of your choice
Magical
save DC 12, +4 to hit with spell attacks). The spellcaster has following cleric spells prepared:
Cantrips (at will): guidance, sacred flame
1st level (2 slots): cure wounds
Spellcasting (Mage
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
12(+1)
INT
10(+0)
WIS
13(+1)
CHA
14(+2)
Skills Deception +4, Persuasion +4, Religion +2
Senses passive Perception 11
Languages any one language (usually Common
, inflict wounds, shield of faith
2nd level (3 slots): hold person, spiritual weapon
Actions
Multiattack. The fanatic makes two melee attacks.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
)
WIS
17 (+3)
CHA
10 (+0)
Saving Throws Con +6, Wis +6
Skills Medicine +6, Religion +5
Condition Immunities frightened
Senses passive Perception 13
Languages Common
blessed regains 5 (1d10) hit points.
Spellcasting. The blessed casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 14):
At will: light, thaumaturgy
1/day each: enhance ability, flame strike, mass cure wounds, revivify, tongues
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
)
INT
10 (+0)
WIS
13 (+1)
CHA
14 (+2)
Skills Deception +4, Persuasion +4, Religion +2
Senses passive Perception 11
Languages any one language (usually Common)
Challenge 2
(spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): command, inflict wounds