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Returning 35 results for 'channel combat with'.
Classes
Player’s Handbook
Paladin’s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.
Paladins train to learn the skills of combat, mastering a variety of weapons and
Spell Level—
Level
Proficiency Bonus
Class Features
Channel Divinity
Prepared Spells
1
2
3
4
5
1
+2
Lay On Hands, Spellcasting, Weapon Mastery
—
2
2
&mdash
Classes
Player’s Handbook
proficiency above, Explorer's Pack, and 11 GP; or (B) 50 GP
Monks use rigorous combat training and mental discipline to align themselves with the multiverse and focus their internal reservoirs of
manifestation of defense and speed, this power infuses all that a Monk does.
Monks focus their internal power to create extraordinary, even supernatural, effects. They channel uncanny speed and
Monsters
Eberron: Forge of the Artificer
sacrosanct, these medics also learned to channel their healing power into dazzling light to help them reach the wounded and escape from the thick of combat when necessary.Mark of Healing (2/Day). The medic casts Cure Wounds or Lesser Restoration, using Wisdom as the spellcasting ability.
Classes
Forgotten Realms: Heroes of Faerûn
Wield Weapon and Wizardry in Elegant Tandem
Bladesingers master a tradition of wizardry that incorporates swordplay and dance. In combat, a Bladesinger uses intricate, elegant maneuvers that fend
off harm and allow the Bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a Bladesinger at work remember the display as one of the more beautiful
Equipment
Combat
Utility
Whimsy
14
17
15
Springs come in various sizes from different machines. Because of their spiral shape and ferrous material, they are prized by magic users to
channel energies into spells and potions. Merchants who deal in arcana are always looking for springs found within the ruins of those who came before.
Classes
Sword Coast Adventurer's Guide
elven ways.
In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many
Monsters
Spelljammer: Adventures in Space
important individuals and locations is entrusted to astral elf honor guards, highly trained warriors who are more than capable of holding their own in combat.
Astral Elves
Long ago, some elves ventured
pantheon of elven deities is repaid with divine power. For example, the gods invest astral elf warriors with the power to channel the radiant energy of starlight through their weapons, just as they
Bladesinging
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Sword Coast Adventurer's Guide
elven ways.
In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many
spells
Eberron: Forge of the Artificer
by the new one. You determine the homunculus’s appearance, such as a mechanical-looking bird, winged vial, or miniature animate cauldron.
Combat. The homunculus is an ally to you and your
allies. In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your commands (no action required by you). If you don’t issue any, it takes the Dodge
Path of the Zealot
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Xanathar's Guide to Everything
Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots — warriors who channel their rage into powerful displays of divine power.
A
gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good.
Path of the Zealot Features
Barbarian Level
Feature
3rd
Divine Fury
Cleric
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
their combat training to let them wade into melee with the power of the gods on their side.
Divine Agents
Not every acolyte or officiant at a temple or shrine is a cleric. Some priests are called to
Channel Divinity (1/rest), Divine Domain Feature
3
3
—
—
—
—
—
—
—
—
3rd
+2
&mdash
Monk
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
. Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of
’ physical capabilities, and some of their special attacks can hinder the flow of ki in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
with Rage, and wade into hand-to-hand combat. Then follow the Path of the Berserker to unleash raw violence. Bard. Perform spells that inspire and heal allies or beguile foes. Then join the College of
Lore to collect knowledge and magical secrets. Cleric. Invoke divine magic to heal, bolster, and smite. Then harness the Life Domain to be a master of healing. Druid. Channel nature magic to heal
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
forms.
Sea to channel tides and storms.
Stars to gain powers in a starry form.
Fighter. Master all weapons and armor. Then embody the...
Battle Master to use special combat maneuvers.
Champion
below.
Barbarian. Storm with Rage, and wade into hand-to-hand combat. Then follow the Path of the...
Berserker to unleash raw violence.
Wild Heart to manifest kinship with animals.
World
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
character’s most exciting capabilities. This chapter offers twelve classes, each of which contains four subclasses—all summarized below.
Barbarian. Storm with Rage, and wade into hand-to-hand combat
wield searing, warding light.
Trickery Domain to bedevil foes with mischief.
War Domain to inspire valor and chastise foes.
Druid. Channel nature magic to heal, shape-shift, and control the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Path of the Zealot Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots — warriors who channel their rage into powerful displays of
general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good. Path of the Zealot Features Barbarian Level Feature 3rd Divine Fury, Warrior
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
someone? That always makes me feel better.
Oath of Redemption Features Paladin Level Feature 3rd Oath Spells, Channel Divinity 7th Aura of the Guardian (10 ft.) 15th Protective Spirit 18th Aura of
hold monster, wall of force Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. Emissary of Peace. You can use your Channel Divinity to augment
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
tool proficiency above, Explorer’s Pack, and 11 GP; or (B) 50 GP Monks use rigorous combat training and mental discipline to align themselves with the multiverse and focus their internal reservoirs of
subtler manifestation of defense and speed, this power infuses all that a Monk does. Monks focus their internal power to create extraordinary, even supernatural, effects. They channel uncanny speed and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
(B) 50 GP Monks use rigorous combat training and mental discipline to align themselves with the multiverse and focus their internal reservoirs of power. Different Monks conceptualize this power in
infuses all that a Monk does. Monks focus their internal power to create extraordinary, even supernatural, effects. They channel uncanny speed and strength into their attacks, with or without the use of
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
End Simulation After two full rounds of combat have been resolved, end the combat by reading or paraphrasing the following: A thunderous explosion shakes the ship, filling the air with splinters of
an illusory exercise conducted in one of the academy’s simulation chambers—large circular spaces whose rune-scribed walls channel potent magical power, and which contain training versions of
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
bonus (PB) in several places. In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it
Strike. Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + PB force damage.
Reactions
Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.
Homunculus Servants
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
cure wounds Battle Ready 3rd-level Battle Smith feature Your combat training and your experiments with magic have paid off in two ways: You gain proficiency with martial weapons. When you attack
bonus (PB) in several places. You determine the creature’s appearance and whether it has two legs or four; your choice has no effect on its game statistics. In combat, the defender shares your initiative
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
bonus (PB) in several places. In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it
Strike. Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + PB force damage.
Reactions
Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
changed to read as follows: “In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes
.
Reactions
Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
shield 17th banishing smite, mass cure wounds Battle Ready When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways: You gain proficiency with martial
proficiency bonus (PB) in several places. You determine the creature’s appearance and whether it has two legs or four; your choice has no effect on its game statistics. In combat, the defender shares your
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
stat block. In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn
Strike. Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. Hit: 1d4 + 2 force damage.
Reactions
Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.
[Tooltip Not Found]
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Worshiping Mogis Mogis exhorts his followers to channel their hatred and rage into ever greater acts of cruelty and violence. He demands actions over words, making his followers an active and
a single being, the act of war personified. But the inherent tension between honor and brutality in combat led to a dichotomy of purpose too great for a single god to reconcile. Ripping himself apart
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
, Conjure Barrage
13 Aura of Purity, Fire Shield
17 Banishing Smite, Mass Cure Wounds
Level 3: Battle Ready Your combat training and your experiments with magic have paid off in two ways
Friendly to you and your allies and obeys you. It vanishes if you die. The Defender in Combat. In combat, the defender acts during your turn. It can move and take its Reaction on its own, but the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways. In combat
, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Bladesinging Bladesingers are elves who bravely defend their people and lands. They are elf wizards who master a school of sword fighting grounded in a tradition of arcane magic. In combat, a
bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Training in War and Song When you adopt
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
their view of inferior races.
Silver Swords. In ancient times, gith knights created special weapons to combat their mind flayer masters. These silver swords channel the force of the wielder’s will
areas of the Material Plane to raise their young. Doubling as military academies, these creches train young githyanki to harness their psychic and combat abilities. When a githyanki grows to adulthood
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Monster Behavior The attitudes, motivations, and behavior of the monsters in an encounter help determine how a social interaction plays out (and whether it might erupt into combat) and influence the
course of combat. Brian Valeza Kobolds build a barricade to keep adventurers at bay Initial Attitudes A published adventure typically notes or implies whether a creature’s initial attitude toward the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
subconscious, the ritual manifests the most terrifying figures the characters can think of — their bosses. At the start of combat, wraithlike Far Realm versions of Omin Dran, Jim Darkmagic, Môrgæn, and Viari
the thick of combat at a location of your choosing, and lays into the characters. Far Realm Friends d4 Far Realm Friend
1 Omin Dran
2 Jim Darkmagic
3 Môrgæn
4 Viari
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
apartments and storefronts rises up on either side of a channel of sluggish, tainted water. The structures down near the waterline are empty and desolate, while the ramshackle additions built over
than from stone.
A narrow timber bridge sags across the channel, leading from the back of a crooked alley to what appears to be a partially sunken galley whose structure has been incorporated into the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
1d10 at 14th level. Symbiotic Entity 2nd-level Circle of Spores feature You gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken
creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies. In combat, the zombie’s turn comes immediately after yours. It obeys






