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Returning 35 results for 'class resolve grasping to have rewards'.
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Backgrounds
Guildmasters’ Guide to Ravnica
light of the surface world, so your journey isn’t guaranteed to be safe.
Golgari Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Golgari 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 all of them.)
Golgari Guild Spells
Arcane Hand
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
hand moves with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the
.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.
Bigby's Hand
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Player’s Handbook (2014)
hand moves with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the
.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.
feats
General Feat (Prerequisite: Level 4+)
You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
Underdog’s Resolve. When
you are attacked by a creature that has a CR higher than your level, you gain a +2 bonus to your Armor Class for that attack.
Vengeful Strike. You have Advantage on attack rolls against any creature
Rogue
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
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
an angry thieves’ guild master? Or did you leave your guild in search of bigger risks and bigger rewards? Is it greed that drives you in your adventures, or some other desire or ideal? What
races
Mordenkainen Presents: Monsters of the Multiverse
a scale color more akin to that of a chromatic or a metallic dragon. A kobold’s cry can express a range of emotion: anger, resolve, elation, fear, and more. Regardless of the emotion expressed
character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character
Warlock
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
for your patron, or did your patron find and choose you? Do you chafe under the obligations of your pact or serve joyfully in anticipation of the rewards promised to you? Work with your DM to
20th +6 Eldritch Master 4 15 4 5th 8 Class Features As a warlock, you gain the following class features.
classes
Basic Rules (2014)
opponent’s sword flares with blue light an instant before she sends lightning flashing forth to smite him.
All of these heroes are fighters, perhaps the most diverse class of characters in the
left behind. There are greater risks, perhaps, but also much greater rewards—few fighters in the city watch have the opportunity to discover a magic flame tongue sword, for example.
Creating a
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
. 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
saving throws against spells and other magical effects.
Actions
Multiattack. The archivist makes two Grasping Limb attacks.
Grasping Limb. Melee Weapon Attack: +6 to hit, reach 15 ft., one target
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
. 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
saving throws against spells and other magical effects.
Actions
Multiattack. The archivist makes two Grasping Limb attacks.
Grasping Limb. Melee Weapon Attack: +6 to hit, reach 15 ft., one target
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Attack Rolls In combat, an attack roll is used to determine whether an attack hits. You can also use attack rolls to resolve noncombat activities that are similar to attacks in combat, such as an
archery contest or a game of darts. Assign an Armor Class to the target, decide whether the character is proficient with the weapon used, then have the player make an attack roll. (See also “Degrees of Success” in this chapter.)
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Attack Rolls In combat, an attack roll is used to determine whether an attack hits. You can also use attack rolls to resolve noncombat activities that are similar to attacks in combat, such as an
archery contest or a game of darts. Assign an Armor Class to the target, decide whether the character is proficient with the weapon used, then have the player make an attack roll. (See also “Degrees of Success” in this chapter.)
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
remain within 5 feet of it. Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or
spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
remain within 5 feet of it. Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or
spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
edicts, hurling bricks at troublemakers and subduing them by causing the streets to sprout grasping cobblestone hands. When dabus communicate, rather than speaking or signing words, they create esoteric
. Dabus Medium Celestial, Typically Lawful Neutral
Armor Class 12
Hit Points 44 (8d8 + 8)
Speed 20 ft., fly 30 ft. (hover)
STR
8 (−1)
DEX
14 (+2)
CON
12 (+1)
INT
16 (+3)
WIS
15
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Class 15 (natural armor)
Hit Points 92 (8d12 + 40)
Speed 30 ft.
STR
23 (+6)
DEX
10 (+0)
CON
20 (+5)
INT
6 (–2)
WIS
10 (+0)
CHA
3 (–4
Multiattack. The blight makes one Branch attack and one Grasping Root attack.
Branch. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
Grasping
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Class 15 (natural armor)
Hit Points 92 (8d12 + 40)
Speed 30 ft.
STR
23 (+6)
DEX
10 (+0)
CON
20 (+5)
INT
6 (–2)
WIS
10 (+0)
CHA
3 (–4
Multiattack. The blight makes one Branch attack and one Grasping Root attack.
Branch. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
Grasping
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
edicts, hurling bricks at troublemakers and subduing them by causing the streets to sprout grasping cobblestone hands. When dabus communicate, rather than speaking or signing words, they create esoteric
. Dabus Medium Celestial, Typically Lawful Neutral
Armor Class 12
Hit Points 44 (8d8 + 8)
Speed 20 ft., fly 30 ft. (hover)
STR
8 (−1)
DEX
14 (+2)
CON
12 (+1)
INT
16 (+3)
WIS
15
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
The Hungry Horrid beasts with grasping claws and yawning mouths, the Hungry do whatever is necessary to sate their appetites. These greedy devourers consume all life and energy they encounter
monstrosity, neutral evil
Armor Class 17 (natural armor)
Hit Points 225 (30d8 + 90)
Speed 30 ft.
STR
19(+4)
DEX
10(+0)
CON
17(+3)
INT
6(−2)
WIS
11(+0)
CHA
6
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
The Hungry Horrid beasts with grasping claws and yawning mouths, the Hungry do whatever is necessary to sate their appetites. These greedy devourers consume all life and energy they encounter
monstrosity, neutral evil
Armor Class 17 (natural armor)
Hit Points 225 (30d8 + 90)
Speed 30 ft.
STR
19(+4)
DEX
10(+0)
CON
17(+3)
INT
6(−2)
WIS
11(+0)
CHA
6
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
in a game session that hearkens to some event from an earlier session. Foreshadowing is about planting seeds early so you can reap the rewards later. Having an up-to-date campaign journal makes
cameo to this halfling? This halfling could be tied to a bigger plot or have information that could help the characters resolve some conflict. Suddenly, a minor trinket foreshadows bigger events to come
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
in a game session that hearkens to some event from an earlier session. Foreshadowing is about planting seeds early so you can reap the rewards later. Having an up-to-date campaign journal makes
cameo to this halfling? This halfling could be tied to a bigger plot or have information that could help the characters resolve some conflict. Suddenly, a minor trinket foreshadows bigger events to come
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
front of the ship also acts as a devastating ram. Provide the players with that handout for easy reference. Hammerhead Ship Summary Armor Class 15 (wood) Cargo: 30 tons Hit Points: 400 Crew: 15
appendix B. The ship is equipped with two ballista and a mangonel, each on a rotating mount. The tentacles at the ship’s bow also act as a piercing ram. Squid Ship Summary Armor Class 15 (wood) Cargo
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
race one another through asteroid belts and other obstacle courses, either for rewards or bragging rights. Damselfly Ship Summary Armor Class: 19 (metal) Cargo: 5 tons Hit Points: 200 Crew: 9 Damage
Threshold: 15 Keel/Beam: 100 ft./20 ft. Speed: fly 70 ft. (8 mph) Cost: 20,000 gp Ballista (Crew: 3) Armor Class: 15
Hit Points: 50
Cost: 50 gp (ballista), 5 gp (bolt)
It takes 1 action to load
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
race one another through asteroid belts and other obstacle courses, either for rewards or bragging rights. Damselfly Ship Summary Armor Class: 19 (metal) Cargo: 5 tons Hit Points: 200 Crew: 9 Damage
Threshold: 15 Keel/Beam: 100 ft./20 ft. Speed: fly 70 ft. (8 mph) Cost: 20,000 gp Ballista (Crew: 3) Armor Class: 15
Hit Points: 50
Cost: 50 gp (ballista), 5 gp (bolt)
It takes 1 action to load
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
front of the ship also acts as a devastating ram. Provide the players with that handout for easy reference. Hammerhead Ship Summary Armor Class 15 (wood) Cargo: 30 tons Hit Points: 400 Crew: 15
appendix B. The ship is equipped with two ballista and a mangonel, each on a rotating mount. The tentacles at the ship’s bow also act as a piercing ram. Squid Ship Summary Armor Class 15 (wood) Cargo
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Interacting with Objects A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such as
to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The DM determines an object's Armor Class and hit points, and might decide that
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Interacting with Objects A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such as
to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The DM determines an object's Armor Class and hit points, and might decide that
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
dead master’s voice, taunting victims or bargaining with powerful foes. Vine Blight
Medium plant, neutral evil
Armor Class 12 (natural armor)
Hit Points 26 (4d8 + 8)
Speed 10 ft.
STR
15
target is restrained, and the blight can’t constrict another target.
Entangling Plants (Recharge 5–6). Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Interacting with Objects A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such as
to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The DM determines an object's Armor Class and hit points, and might decide that
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Interacting with Objects A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such as
to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The DM determines an object's Armor Class and hit points, and might decide that
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
dead master’s voice, taunting victims or bargaining with powerful foes. Vine Blight
Medium plant, neutral evil
Armor Class 12 (natural armor)
Hit Points 26 (4d8 + 8)
Speed 10 ft.
STR
15
target is restrained, and the blight can’t constrict another target.
Entangling Plants (Recharge 5–6). Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
garments fall into the lake. The line can support up to 200 pounds of additional weight. Tree Blight Huge Plant, Typically Neutral Evil
Armor Class 15 (natural armor)
Hit Points 92 (8d12 + 40)
Speed
) check to discern that the blight is animate.
Siege Monster. The blight deals double damage to objects and structures.
Actions
Multiattack. The blight makes one Branch attack and one Grasping Root
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
situation, ask the players what their characters want to do. Note what the players say, and identify how to resolve their actions. Ask them for more information if you need it. Sometimes the players
characters don’t need to take turns, but you need to give each player a chance to tell you what their character is doing so you can decide how to resolve everyone’s actions. In combat, everyone takes
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Evil
Armor Class 18 (natural armor)
Hit Points 157 (15d10 + 75)
Speed 30 ft., swim 80 ft.
STR
19 (+4)
DEX
18 (+4)
CON
21 (+5)
INT
19 (+4)
WIS
12
attacks, and it uses Grasping Spout.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 30 (4d12 + 4) piercing damage.
Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one