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Returning 35 results for 'class refine grave to her replaces'.
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Classes
Player’s Handbook
have a knack for finding the solution to just about any problem. A few even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine
are listed in the Rogue Features table.
Rogue Features
Level
Proficiency Bonus
Class Features
Sneak Attack
1
+2
Expertise, Sneak Attack, Thieves’ Cant, Weapon Mastery
Species
Van Richten’s Guide to Ravenloft
resurrected, but something went wrong.
2
Stitches bind your body’s mismatched pieces, and your memories come from multiple different lives.
3
After clawing free from your grave, you realized
body hosts a possessing spirit that shares its memories and replaces your missing appendages with phantasmal limbs.
8
In public, you pass as an unremarkable individual, but you can feel the
Summon Undead
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Tasha’s Cauldron of Everything
slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Undead Spirit
Medium undead
Armor Class 11 + the level of the spell (natural armor
of the undead until the end of the target’s next turn.
Grave Bolt (Skeletal Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d4 + 3 + the spell
classes
feature
5
19
+6
Epic Boon
5
20
+6
Grave Strike
5
Monster Hunter Class Features
As a Monster Hunter, you gain the following class features when you reach the specified Monster Hunter levels. These features are listed in the Monster Hunter Features table.
Rogue
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the
class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves’ guilds or crime families. Plenty of rogues operate independently, but
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
unborn child, yielding a cult champion who can wield special abilities; a cambion linked to Orcus replaces Fiendish Charm with Spawn of the Grave, and one linked to Baphomet replaces it with Horned
melee attack against a target of its choice. Spawn of the Grave. At the end of each of the cambion’s turns, each undead of its choice that it can see within 30 feet gains 10 temporary hit points
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
unborn child, yielding a cult champion who can wield special abilities; a cambion linked to Orcus replaces Fiendish Charm with Spawn of the Grave, and one linked to Baphomet replaces it with Horned
melee attack against a target of its choice. Spawn of the Grave. At the end of each of the cambion’s turns, each undead of its choice that it can see within 30 feet gains 10 temporary hit points
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
.
3 After clawing free from your grave, you realized you have no memories except for a single name.
4 You were a necromancer’s undead servant for years. One day, your consciousness returned
body isn’t what it once was.
7 Your body hosts a possessing spirit that shares its memories and replaces your missing appendages with phantasmal limbs.
8 In public, you pass as an unremarkable individual, but you can feel the itchy straw stuffing inside you.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
.
3 After clawing free from your grave, you realized you have no memories except for a single name.
4 You were a necromancer’s undead servant for years. One day, your consciousness returned
body isn’t what it once was.
7 Your body hosts a possessing spirit that shares its memories and replaces your missing appendages with phantasmal limbs.
8 In public, you pass as an unremarkable individual, but you can feel the itchy straw stuffing inside you.
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
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
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
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->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
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->Xanathar's Guide to Everything
Keeper of Souls Domain Spells You gain domain spells at the cleric levels listed in the Grave Domain Spells table. See the Divine Domain class feature for how domain spells work. Grave Domain Spells
Grave Domain Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is
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->Xanathar's Guide to Everything
Keeper of Souls Domain Spells You gain domain spells at the cleric levels listed in the Grave Domain Spells table. See the Divine Domain class feature for how domain spells work. Grave Domain Spells
Grave Domain Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
they experiment with it and refine its magical capabilities. Tools of the Trade 3rd-level Armorer feature You gain proficiency with heavy armor. You also gain proficiency with smith’s tools. If you
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
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
. Undead Nature. A wight doesn’t require air, food, drink, or sleep. Deathlock Wight Medium undead, neutral evil
Armor Class 12 (15 with mage armor)
Hit Points 37 (5d8 + 15)
Speed 30 ft.
STR
11
Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The wight attacks twice with Grave Bolt.
Grave Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 7 (1d8
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
they experiment with it and refine its magical capabilities. Tools of the Trade 3rd-level Armorer feature You gain proficiency with heavy armor. You also gain proficiency with smith’s tools. If you
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
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->Strixhaven: A Curriculum of Chaos
Clue in the Bayou At the end of the characters’ first Exam in Professor Lang’s class, she takes them aside with a grave look on her face. She waits for the other students to leave the room before she
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
necromancers. Deathlock Wight
Medium undead, neutral evil
Armor Class 12 (15 with mage armor)
Hit Points 37 (5d8 + 15)
Speed 30 ft.
STR
11(+0)
DEX
14(+2)
CON
16(+3)
INT
sight.
Actions
Multiattack. The wight attacks twice with Grave Bolt.
Grave Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 7 (1d8 + 3) necrotic damage.
Life Drain. Melee
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Clue in the Bayou At the end of the characters’ first Exam in Professor Lang’s class, she takes them aside with a grave look on her face. She waits for the other students to leave the room before she
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
necromancers. Deathlock Wight
Medium undead, neutral evil
Armor Class 12 (15 with mage armor)
Hit Points 37 (5d8 + 15)
Speed 30 ft.
STR
11(+0)
DEX
14(+2)
CON
16(+3)
INT
sight.
Actions
Multiattack. The wight attacks twice with Grave Bolt.
Grave Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 7 (1d8 + 3) necrotic damage.
Life Drain. Melee
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
. Undead Nature. A wight doesn’t require air, food, drink, or sleep. Deathlock Wight Medium undead, neutral evil
Armor Class 12 (15 with mage armor)
Hit Points 37 (5d8 + 15)
Speed 30 ft.
STR
11
Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The wight attacks twice with Grave Bolt.
Grave Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 7 (1d8
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
might be forced to serve another powerful creature or might need to gather servants of its own. Deathlock
Medium Undead (Warlock), Typically Neutral Evil
Armor Class 12 (15 with mage armor)
Hit
throws against any effect that turns Undead.
Unusual Nature. The deathlock doesn’t require air, food, drink, or sleep.
Actions
Multiattack. The deathlock makes two Deathly Claw or Grave Bolt
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
might be forced to serve another powerful creature or might need to gather servants of its own. Deathlock
Medium Undead (Warlock), Typically Neutral Evil
Armor Class 12 (15 with mage armor)
Hit
throws against any effect that turns Undead.
Unusual Nature. The deathlock doesn’t require air, food, drink, or sleep.
Actions
Multiattack. The deathlock makes two Deathly Claw or Grave Bolt
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Deathlock Mastermind Deathlock Mastermind
Medium undead, neutral evil
Armor Class 13 (16 with mage armor)
Hit Points 110 (20d8 + 20)
Speed 30 ft.
STR
11(+0)
DEX
16(+3)
CON
+ 3 necrotic damage).
Grave Bolts. Ranged Spell Attack: +6 to hit, range 120 ft., one or two targets. Hit: 18 (4d8) necrotic damage. If the target is Large or smaller, it must succeed on a DC 16
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
Exorcist Small or Medium Humanoid, Any Alignment
Armor Class 13 (16 with mage armor)
Hit Points 112 (15d8 + 45)
Speed 30 ft.
STR
8 (–1)
DEX
16 (+3)
CON
16 (+3)
INT
17 (+3)
WIS
, Fiends, or Undead.
Actions
Multiattack. The exorcist makes two Grave Burst attacks.
Grave Burst. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 120 ft., one target. Hit: 19 (3d10
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Deathlock Mastermind Deathlock Mastermind
Medium undead, neutral evil
Armor Class 13 (16 with mage armor)
Hit Points 110 (20d8 + 20)
Speed 30 ft.
STR
11(+0)
DEX
16(+3)
CON
+ 3 necrotic damage).
Grave Bolts. Ranged Spell Attack: +6 to hit, range 120 ft., one or two targets. Hit: 18 (4d8) necrotic damage. If the target is Large or smaller, it must succeed on a DC 16
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Dwarven Religion Our forebears instill within us the potential for everything that made them great. It is our responsibility to refine that gift into something wonderful.
— Vistra Frostbeard
The
secrets Grave,* Knowledge Gemstone in a mountain
Gorm Gulthyn LG Vigilance War Bronze half-mask
Haela Brightaxe CG Combat prowess, luck in battle War Upright sword with blade sheathed