Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'class releases groups to have reluctant'.
Other Suggestions:
class released group to have reluctant
class release groups to have reluctant
class release ground to have reluctant
class releases group to have reluctant
class released ground to have reluctant
Magic Items
Dungeon Master’s Guide
This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving
can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself
Monsters
Curse of Strahd
light weapons. They are reluctant to make bite attacks in raven form for fear of spreading their curse to those who don’t deserve it or who would abuse it.
A Kindness of Wereravens. Wereravens
refer to their tightly knit groups as kindnesses. A kindness of wereravens usually numbers between seven and twelve individuals. Not surprisingly, wereravens get along well with ravens and often hide
Backgrounds
Guildmasters’ Guide to Ravnica
leave the Dimir and join this guild, but there is no escaping the Dimir.
8
I chose this guild at random or on a lark.
Dimir Guild Spells
Prerequisite: Spellcasting or Pact Magic class
feature
For you, the spells on the Dimir Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to
Species
Spelljammer: Adventures in Space
Long ago, groups of elves ventured from the Feywild to the Astral Plane to be closer to their gods. Life in the Silver Void has imbued their souls with a spark of divine light. That light manifests
determine the scores, such as rolling or point buy.
The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You’re free to follow those
Monsters
Fizban's Treasury of Dragons
Psychic Step or Spellcasting.
Starlight Strike (Costs 3 Actions). The dragon releases a searing beam of starlight at a creature that it can see within 60 feet of it. The target must succeed on a DC 17
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
Staff of Power
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack
against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have
Paladin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
their oaths lead them into the service of the crown as leaders of elite groups of knights, but even then their loyalty is first to the cause of righteousness, not to crown and country.
Adventuring
. Although the class features related to your oath don’t appear until you reach 3rd level, plan ahead for that choice by reading the oath descriptions at the end of the class. Are you a devoted
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
. Xonthal performed most of his experiments here, and the dungeons once included numerous extradimensional spaces accessible from the main corridor (area 17). When the first two groups of cultists
sent down here to explore were killed by the elementals in area 15, Jorgen Pawl quickly declared the dungeon off limits. Iskander understood the risks of fleeing here, but he knew it was the one place where Jorgen’s fanatical followers would be reluctant to pursue him.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. Xonthal performed most of his experiments here, and the dungeons once included numerous extradimensional spaces accessible from the main corridor (area 17). When the first two groups of cultists
sent down here to explore were killed by the elementals in area 15, Jorgen Pawl quickly declared the dungeon off limits. Iskander understood the risks of fleeing here, but he knew it was the one place where Jorgen’s fanatical followers would be reluctant to pursue him.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Small Groups Most of the time, each player runs one character. The game plays best that way, without overwhelming anyone. But if your group is small, players can control more than one character. Or
chapter 9, "Dungeon Master’s Workshop." Don’t force a reluctant player to take on multiple characters, and don’t show favoritism by allowing only one player to do so. If one character is the mentor of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Mantrap A mantrap is a giant carnivorous plant that resembles an oversized flytrap. To attract prey, the mantrap releases a pollen that magically draws creatures to it. Though it will snap its leafy
jaws shut around any warm-blooded creature that strays within its reach, it prefers humanoid prey. Mantrap
Large plant, unaligned
Armor Class 12
Hit Points 45 (7d10 + 7)
Speed 5 ft.
STR
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Bow’s End Tavern Bow’s End Tavern is Strixhaven’s most popular late-night hangout. It opens at 6:00 p.m. and closes at 11:00 p.m. on class nights and 2:00 a.m. on weekends. The tavern is a squat but
of oak and black leather. Live musical acts often set up on the tavern’s patio, including performing groups made up of students, faculty, and staff alike.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
tended by a dragon or other creatures. If an egg hunter is discovered, it releases spores that make other creatures lethargic, allowing it to scurry to safety. If things turn dire, the egg hunter’s
physical form can magically harden, reducing the harm it suffers from even a dragon’s wrath. Egg Hunter Adult
Small Monstrosity, Unaligned
Armor Class 16 (natural armor)
Hit Points 52 (8d6 + 24
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
summon their dragon creators in case of dire need. Metallic Warbler
Tiny Construct, Typically Neutral Good
Armor Class 14 (natural armor)
Hit Points 14 (4d4 + 4)
Speed 40 ft., fly 60 ft
) slashing damage.
Calming Mist (Recharge 5–6). The warbler releases a calming gas in a 5-foot-radius sphere centered on itself. Each creature in that area must succeed on a DC 11 Charisma saving throw or
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
What You’ll Find Within Chapter 1 brims with new features and subclasses for the classes in the Player’s Handbook, and it presents the artificer class, a master of magical invention. The chapter also
offers feats for groups that use them. Chapter 2 contains patrons who can become one of the driving forces behind your group’s adventures. Chapter 3 sparkles with new magical options, including
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
, roll a d6. On a 5–6, the property recharges after 1 minute; otherwise, it can’t be used again for 24 hours. Nautiloid Ship Summary Armor Class: 15 (wood) Cargo: 17 tons Hit Points: 400 Crew: 20
Damage Threshold: 15 Keel/Beam: 180 ft./30 ft. Speed: fly 40 ft. (4½ mph) Cost: 50,000 gp 4 Ballistae (Crew: 3 Each) Armor Class: 15
Hit Points: 50
Cost: 50 gp (ballista), 5 gp (bolt)
It takes 1
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. The awakened zurkhwood’s False Appearance feature allows it to be mistaken for a normal zurkhwood mushroom (instead of a tree). Bridesmaid of Zuggtmoy
Medium plant, chaotic evil
Armor Class 13
success.
Infestation Spores (1/Day). The bridesmaid releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. Spells. While holding the staff, you can cast one of the spells on the
. Retributive Strike. You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
of Krynn, draconian foot soldiers formed from brass dragon eggs are called baaz draconians. Draconian Foot Soldier
Medium Monstrosity, Any Alignment
Armor Class 14 (natural armor)
Hit Points 22
calculating the fall’s damage.
Death Throes. When the draconian is reduced to 0 hit points, its body turns to stone and releases a petrifying gas. Each creature within 5 feet of the draconian must succeed
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Amethyst Dragon Wyrmling Amethyst Dragon Wyrmling
Medium Dragon (Gem), Typically Neutral
Armor Class 17 (natural armor)
Hit Points 75 (10d8 + 30)
Speed 30 ft., fly 60 ft. (hover), swim 30 ft
target. Hit: 9 (1d10 + 4) piercing damage plus 4 (1d8) force damage.
Singularity Breath (Recharge 5–6). The dragon creates a shining bead of gravitational force in its mouth, then releases the energy in
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
indiscriminately bores through creature and earth alike. Fiendish Auger Huge Construct, Typically Neutral Evil
Armor Class 15 (natural armor)
Hit Points 85 (9d12 + 27)
Speed 40 ft., burrow 30 ft
.
Bonus Actions
Burst of Heat (Recharge 5–6). The auger releases an intense burst of heat in a 30-foot-radius sphere centered on itself. This heat spreads around corners. Each creature in this area
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Young Amethyst Dragon Young Amethyst Dragon
Large Dragon (Gem), Typically Neutral
Armor Class 18 (natural armor)
Hit Points 168 (16d10 + 80)
Speed 40 ft., fly 80 ft. (hover), swim 40 ft
target. Hit: 9 (1d8 + 5) slashing damage.
Singularity Breath (Recharge 5–6). The dragon creates a shining bead of gravitational force in its mouth, then releases the energy in a 30-foot cone. Each
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
. Rakdos performers enjoy dressing cacklers in a variety of masks, hats, and costumes to lampoon public figures. Cackler
Small fiend (demon), chaotic evil
Armor Class 15 (natural armor)
Hit Points
innately cast the following spells, requiring no material components:
At will: fire bolt
1/day: Tasha’s hideous laughter
Last Laugh. When the cackler dies, it releases a dying laugh that scars
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, Typically Neutral Good
Armor Class 17 (natural armor)
Hit Points 68 (8d8 + 32)
Speed 30 ft.
STR
17 (+3)
DEX
10 (+0)
CON
18 (+4)
INT
14 (+2)
WIS
12 (+1
. The peacekeeper makes two Slam attacks.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) bludgeoning damage.
Calming Mist (Recharge 5–6). The peacekeeper releases
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Class 14 (natural armor)
Hit Points 7 (3d4)
Speed 20 ft., burrow 20 ft., fly 20 ft.
STR
4 (−3)
DEX
16 (+3)
CON
11 (+0)
INT
3 (−4)
WIS
8 (−1
rolls until the start of its next turn.
Bonus Actions
Scale Dust (1/Day). The scarab releases magical glittering dust from its wings. Each creature within 5 feet of the scarab must succeed on a DC
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Swarm of Hoard Scarabs Swarm of Hoard Scarabs
Medium Swarm of Tiny Monstrosities, Unaligned
Armor Class 14 (natural armor)
Hit Points 31 (7d8)
Speed 20 ft., burrow 20 ft., fly 20 ft.
STR
turn.
Bonus Actions
Scale Dust (1/Day). The swarm releases magical glittering dust from its wings. Each creature within 10 feet of the swarm must succeed on a DC 13 Dexterity saving throw or be
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Ancient Deep Dragon Ancient Deep Dragon
Gargantuan Dragon, Typically Neutral Evil
Armor Class 20 (natural armor)
Hit Points 201 (13d20 + 65)
Speed 40 ft., burrow 40 ft., fly 80 ft., swim 40
another creature’s turn. The dragon regains spent legendary actions at the start of its turn.
Commanding Spores. The dragon releases spores around a creature within 30 feet of it that it can see
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Ochre Jelly Ochre jellies are yellowish blobs that can slide under doors and through narrow cracks in pursuit of creatures to devour. They have enough bestial cunning to avoid large groups of enemies
Large ooze, unaligned
Armor Class 8
Hit Points 45 (6d10 + 12)
Speed 10 ft., climb 10 ft.
STR
15 (+2)
DEX
6 (−2)
CON
14 (+2)
INT
2 (−4)
WIS
6 (−2
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
or rest. Huddled together in groups, twig blights blend in with an area’s natural vegetation or with piles of debris or firewood. Given how dry they are, twig blights are particularly susceptible to
fire. Twig Blight
Small plant, neutral evil
Armor Class 13 (natural armor)
Hit Points 4 (1d6 + 1)
Speed 20 ft.
STR
6 (−2)
DEX
13 (+1)
CON
12 (+1)
INT
4 (−3
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Large Groups The biggest considerations with large groups are maintaining order at the table and keeping combat from becoming too slow. Structured Turns If you find yourself in a situation where
Information. If you tell the players what the Armor Class of their opponents is, you reduce the steps of interaction needed to resolve an attack. Instead of telling you a number and asking if it hits
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Adult Deep Dragon Adult Deep Dragon
Huge Dragon, Typically Neutral Evil
Armor Class 17 (natural armor)
Hit Points 147 (14d12 + 56)
Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.
STR
turn. The dragon regains spent legendary actions at the start of its turn.
Commanding Spores. The dragon releases spores around a creature within 30 feet of it that it can see. The target must
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
be found among the towering shelves of the Biblioplex, simultaneously retrieving scrolls for curious students while keeping a stern eye on any rowdy groups that might disrupt the quiet atmosphere
. Cogwork Archivist
Large Construct, Typically Lawful Neutral
Armor Class 17 (natural armor)
Hit Points 90 (12d10 + 24)
Speed 40 ft.
STR
18 (+4)
DEX
10 (+0)
CON
15 (+2
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
centaurs encounter settlements of other creatures built along their traditional routes. Reluctant Settlers. A centaur that can’t keep pace with the rest of its tribe is left behind. Some such centaurs
its days. Centaur
Large monstrosity, neutral good
Armor Class 12
Hit Points 45 (6d10 + 12)
Speed 50 ft.
STR
18 (+4)
DEX
14 (+2)
CON
14 (+2)
INT
9 (−1
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Horned Devil (Malebranche) Horned devils are lazy to the point of belligerence and reluctant to put themselves in harm’s way. Moreover, they hate and fear any creature stronger than themselves. When
tails. Horned Devil
Large fiend (devil), lawful evil
Armor Class 18 (natural armor)
Hit Points 178 (17d10 + 85)
Speed 20 ft., fly 60 ft.
STR
22 (+6)
DEX
17 (+3)
CON
21
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
archers and groups of archers are known for the special fletching of their arrows. You may roll on the Archer Fletching table to determine the distinctive fletching used by an individual archer or a group
Vrock feathers 9 Peryton feathers 10 Dryad leaf vanes 11 Drake scale vanes 12 Stirge wing vanes Archer
Medium Humanoid, Any Alignment
Armor Class 16 (studded leather)
Hit Points 75 (10d8 + 30