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Returning 35 results for 'class relying groups to have religions'.
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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
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
Druid
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
religions of the world. They believe that every living thing and every natural phenomenon—sun, moon, wind, fire, and the world itself—has a spirit. Their spells, then, are a means to
the world from the incursion of aberrations.
Class Features
As a druid, you gain the following class features.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
a new class, the artificer, that reflect the flavor of the world. It also presents group patrons, a new concept that adds a shared purpose to your party of adventurers. You can use this material in
Eberron or any other D&D setting. Chapter 2 provides an overview of the nations of Khorvaire (and beyond) and the religions of Eberron, handy details whether you’re a player seeking inspiration for your
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
clambering across rooftops. They favor ambush tactics and avoid confrontations with stronger forces, relying on their superior mobility to make their escape. Rubblebelt Stalker
Medium humanoid (any
race), chaotic neutral
Armor Class 14 (piecemeal armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft., climb 30 ft.
STR
10(+0)
DEX
15(+2)
CON
12(+1)
INT
10(+0)
WIS
14
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
The Angry Relying on violence to sustain their existence, the Angry grow more powerful when their foes fight back. If a creature opts not to attack, though, the Angry becomes confused, and its
attacks weaken. Each of the Angry has two heads, which bicker with each other until they find something else on which they can vent their wrath. The Angry
Medium monstrosity, neutral evil
Armor Class 18
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->Guildmasters' Guide to Ravnica
parks. Horncaller
Medium humanoid (any race), lawful good
Armor Class 13 (hide armor)
Hit Points 39 (6d8 + 12)
Speed 30 ft.
STR
13(+1)
DEX
12(+1)
CON
14(+2)
INT
community, and she has many non-Selesnya friends aside from the Guildpact. One of the most active advocates of cooperation among the guilds, she is relying on personal connections with members of other guilds to help that effort.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
conventional persuasion fails, or they might be rude and demanding, using and relying on charmed, obedient minions. Enchanter Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage
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->Monster Manual (2014)
any attack, relying on their superior strength and tactical insight to overcome anything that stands in their way. Few orc tribes actively seek out orogs to bolster their ranks. The orogs’ superiority
. Orog
Medium humanoid (orc), chaotic evil
Armor Class 18 (plate)
Hit Points 42 (5d8 + 20)
Speed 30 ft.
STR
18 (+4)
DEX
12 (+1)
CON
18 (+4)
INT
12 (+1)
WIS
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
identity. She also speaks little, relying on sharp hand gestures to direct dragonnel-riders in flight. Red Ruin
Medium Humanoid, Lawful Evil
Armor Class 20 (plate, shield)
Hit Points 150 (20d8
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->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->Baldur's Gate: Descent into Avernus
select group of devils and mortal followers who seek to cause strife and destabilize harmonious communities serve as Zariel’s chief corruptors. By funding evil groups, making and distributing weapons
light with a completely transformed perspective. INFERNAL ORDER OF BATTLE
Whereas demons attack in disorganized mobs, relying on shock and overwhelming numbers to carry the day, devils organize into
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
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Ochre Jelly Ochre jellies stalk and consume organic creatures, and they have enough bestial cunning to avoid large groups. Ochre Jelly
Large ooze, unaligned
Armor Class 8
Hit Points 45 (6d10
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Modifying a Class The classes in the Player’s Handbook capture a wide range of character archetypes, but your campaign world might have need of something more. The following section discusses ways to
modify existing classes to better serve your game’s needs. Changing Proficiencies Changing a class’s proficiencies is a safe and simple way to modify a class to better reflect your world. Swapping
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
cults that reject the oppression of authority by returning to nature. Inductees often mistake these cults for druidic circles or totemic religions whose ceremonies involve entering a labyrinth while
children in the world. Minotaur
Large monstrosity, chaotic evil
Armor Class 14 (natural armor)
Hit Points 76 (9d10 + 27)
Speed 40 ft.
STR
18 (+4)
DEX
11 (+0)
CON
16
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Githyanki Kith’rak The githyanki’s militarized culture assigns ranks and responsibilities to its citizens. Groups of ten warriors follow the commands of the sarths (githyanki warriors), while ten
Kith’rak
Medium humanoid (gith), lawful evil
Armor Class 18 (plate)
Hit Points 180 (24d8 + 72)
Speed 30 ft.
STR
18(+4)
DEX
16(+3)
CON
17(+3)
INT
16(+3)
WIS
15(+2
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Creature Type Each monster has a tag that identifies the type of creature it is. Certain spells, magic items, class features, and other effects in the game interact in special ways with creatures of
categorization and have no rules of their own, but certain game effects might refer to them. Lists of monster groups related by descriptive tags appear in appendix B.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
with pure hearts to seduce and corrupt to evil, savoring the destruction of their virtue. They use their magic to lure potential victims to their lairs, relying on illusion and their thralls to capture
flesh with claw and dagger before springing away to safety.
Lamia
Large monstrosity, chaotic evil
Armor Class 13 (natural armor)
Hit Points 97 (13d10 + 26)
Speed 30 ft.
STR
16
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
more than a few days into the future, instead relying on constant raids and hunting to survive. They take sadistic pleasure in hunting intelligent creatures weaker than themselves and show no mercy
Armor Class 11 (natural armor)
Hit Points 13 (2d8 + 4)
Speed 30 ft.
STR
14 (+2)
DEX
10 (+0)
CON
14 (+2)
INT
6 (−2)
WIS
10 (+0)
CHA
6 (−2
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the same desire for power that awakened them in undeath, some wights serve as shock troops for evil leaders, including wraiths. As soldiers, they are able to plan but seldom do so, relying on their
hunger for destruction to overwhelm any creature that stands before them. Undead Nature. A wight doesn’t require air, food, drink, or sleep. Wight
Medium undead, neutral evil
Armor Class 14 (studded
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
reel back. Groups of thanoi hunters work together to take down monsters far larger than themselves, including remorhazes and white dragons.
Thanoi Hunter
Medium Monstrosity, Any Alignment
Armor Class 14 (hide armor)
Hit Points 32 (5d8 + 10)
Speed 30 ft., swim 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
15 (+2)
INT
12 (+1)
WIS
16 (+3
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, often relying on the roll of a die to determine the results of an action.
3. The DM narrates the results of the adventurers’ actions. Describing the results often leads to another decision point
flexible, adapting to the circumstances of the adventure.
Often the action of an adventure takes place in the imagination of the players and DM, relying on the DM’s verbal descriptions to set the scene
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
outreach to Cyran refugees across Khorvaire. He has a great deal of popular sympathy, as well as allies in every nation, including the following groups and individuals: King Boranel. The ruler of
avengers who punish those they believe responsible for the Mourning have cast shadows on Prince Oargev’s reputation. As a result, the following groups consider Prince Oargev their foe: The Five
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
wherever they arise. Player characters who are not members of the druid class could belong to one of the societies or groups affiliated with the servants of the Old Faith; for example, the Gnarley Forest
Factions in Greyhawk Instead of the Forgotten Realms factions, the Flanaess has its own set of knightly orders, mage guilds, and elite societies that serve as power groups the player characters can
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
no weapons, relying entirely on its psychic abilities to manipulate and harm other creatures. Hypnos Magen
Medium construct, unaligned
Armor Class 12
Hit Points 34 (4d8 + 16)
Speed 30 ft
typically serve as guards. Demos Magen
Medium construct, unaligned
Armor Class 16 (chain mail)
Hit Points 51 (6d8 + 24)
Speed 30 ft.
STR
14 (+2)
DEX
14 (+2)
CON
18 (+4
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
groups, its expected challenge rating should be lower than the party’s level. Don’t fall into the trap of thinking that your monster must have a challenge rating equal to the level of the characters to
be a worthy challenge. Keep in mind that monsters with a lower challenge rating can be a threat to higher-level characters when encountered in groups. Monster Statistics by Challenge Rating
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
camouflage them in their favored habitats even when the landscape is draped in snow. Giant lynxes are crafty hunters, cooperating in small groups to trap prey and occasionally using a magical gift to scout
can be quite sure it’s looking at something that isn’t there. Or at a ghost.
—Diancastra
Giant Lynx Medium Fey, Typically Neutral
Armor Class 14
Hit Points 22 (4d8 + 4)
Speed 30 ft., climb 30
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
scraping of their hooks as they wend their way up cliffs and along cavern walls. Hook Horror
Large monstrosity, neutral
Armor Class 15 (natural armor)
Hit Points 75 (10d10 + 20)
Speed 30 ft
to flee.
Dedicated Clans. Hook horrors live in extended family groups or clans. Each clan is ruled by the eldest female, who typically places her mate in charge of the clan’s hunters. Hook horrors lay eggs, which are clustered in a central, well-defended area of a clan’s home caverns.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
attacks when its prey is asleep, exhausted, or otherwise weakened. Although crag cats are typically encountered singly, they can be found in family groups of two parents and 1d4 Small noncombatant cubs in
the spring, or in hungry packs in severe winter weather. Crag Cat
Large monstrosity, unaligned
Armor Class 13
Hit Points 34 (4d10 + 12)
Speed 40 ft., climb 30 ft.
STR
16 (+3)
DEX