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Returning 35 results for 'class revealing gives to her rebuke'.
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Monsters
Keys from the Golden Vault
isn’t incapacitated.Fiendish Rebuke (3/Day). Immediately after a creature within 5 feet of Sythian hits him with an attack roll, Sythian forces that creature to make a DC 14 Constitution saving
throw. The creature takes 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Fiendish Rebuke", "rollDamageType":"fire"} fire damage on a failed saving throw, or half as much damage on a
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
Backgrounds
Guildmasters’ Guide to Ravnica
the crime. Most people are too daunted by you to report your wrongdoing to the Azorius.
Rakdos Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Rakdos
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.)
Rakdos Guild Spells
Species
Spelljammer: Adventures in Space
as a starry gleam in an astral elf’s eyes.
Because nothing ages on the Astral Plane, astral elves who inhabit that plane can be very old, and their longevity gives them an unusual perspective on
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
Backgrounds
Baldur’s Gate: Descent into Avernus
Being who you are, you could never be a hero. Whether due to your class, your people, your family, or your sins, something about you prevents you from effectively pursuing the path you’ve
unidentifiable as your true self. By removing your disguise and revealing your true face, you are no longer identifiable as your persona. This allows you to change appearances between your two personalities as
Backgrounds
Guildmasters’ Guide to Ravnica
food and fresh water in these areas for yourself and up to five other people each day.
Gruul Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Gruul
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.)
Gruul Guild Spells
Monk
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
they gain experience, their martial training and their mastery of ki gives them more power over their bodies and the bodies of their foes. Training and Asceticism Small walled cloisters dot the
+30 ft. Empty Body 19th +6 1d10 19 +30 ft. Ability Score Improvement 20th +6 1d10 20 +30 ft. Perfect Self Class Features As a monk, you gain the following class features.
races
Mordenkainen Presents: Monsters of the Multiverse
’t have a unified story of how they were created, but they all have a sense of being mystically connected to the natural world. Carrying their shelter on their backs gives tortles a special
” section for your 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
Saving Throws
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Rules
modifier for a Dexterity saving throw.
A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the DM.
Each class gives
bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well.
The Difficulty Class for a saving throw is determined by the effect that causes it
Sorcerer
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
to do with it? Perhaps you feel like you’ve been given this power for some lofty purpose. Or you might decide that the power gives you the right to do what you want, to take what you want from
20th +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1 Class Features As a sorcerer, you gain the following class features.
Druid
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
; activities.
Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life
the world from the incursion of aberrations.
Class Features
As a druid, you gain the following class features.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Feats This chapter offers a collection of feats, which are special features not tied to a character class. A feat represents a talent or an area of expertise that gives a character special
background gives you a feat, and at certain levels, your class gives you the Ability Score Improvement feat or the choice of another feat for which you qualify. By whatever means you acquire a feat, you can take it only once unless its description says otherwise.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
chapter offers a collection of feats, which are special features not tied to a character class. A feat represents a talent or an area of expertise that gives a character special capabilities. It
embodies training, experience, and abilities beyond what a class provides. The sections below explain the parts of a feat and list a variety of feat options separated into categories. Your background gives
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
chapter offers a collection of feats, which are special features not tied to a character class. A feat represents a talent or an area of expertise that gives a character special capabilities. It
embodies training, experience, and abilities beyond what a class provides. The sections below explain the parts of a feat and list a variety of feat options separated into categories. Your background gives
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
quick to defend them if they sense any ill intent. Dragon chosen are skilled in close combat, using two weapons to tear at their foes. Dragon Chosen
Medium Humanoid, Any Alignment
Armor Class 17
+ 4) piercing damage.
Reaction
Biting Rebuke. Immediately after the chosen takes damage from a creature within 5 feet of it, it can make a Shortsword attack with advantage against that creature.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
quick to defend them if they sense any ill intent. Dragon chosen are skilled in close combat, using two weapons to tear at their foes. Dragon Chosen
Medium Humanoid, Any Alignment
Armor Class 17
+ 4) piercing damage.
Reaction
Biting Rebuke. Immediately after the chosen takes damage from a creature within 5 feet of it, it can make a Shortsword attack with advantage against that creature.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Armor Class An Armor Class (AC) is the target number for an attack roll. AC represents how difficult it is to hit a target. Your base AC calculation is 10 plus your Dexterity modifier. If a rule
gives you another base AC calculation, you choose which calculation to use; you can’t use more than one. See also “Attack Roll.”
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Armor Class An Armor Class (AC) is the target number for an attack roll. AC represents how difficult it is to hit a target. Your base AC calculation is 10 plus your Dexterity modifier. If a rule
gives you another base AC calculation, you choose which calculation to use; you can’t use more than one. See also “Attack Roll.”
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Armor Class An Armor Class (AC) is the target number for an attack roll. AC represents how difficult it is to hit a target. Your base AC calculation is 10 plus your Dexterity modifier. If a rule
gives you another base AC calculation, you choose which calculation to use; you can’t use more than one. See also “Attack Roll.”
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Armor Class An Armor Class (AC) is the target number for an attack roll. AC represents how difficult it is to hit a target. Your base AC calculation is 10 plus your Dexterity modifier. If a rule
gives you another base AC calculation, you choose which calculation to use; you can’t use more than one. See also “Attack Roll.”
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Feats A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides. At certain levels
, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Feats A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides. At certain levels
, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Spells This chapter gives rules for casting spells. It also includes descriptions of common spells in the worlds of Dungeons & Dragons. Those spells are used by many class features, magic items, and monsters.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Spells This chapter gives rules for casting spells. It also includes descriptions of common spells in the worlds of Dungeons & Dragons. Those spells are used by many class features, magic items, and monsters.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
to strangers. These tentacled, telepathic creatures jet through the air in short bursts, venting gases with a sound that gives them their name. Rather than speaking, flumphs communicate
Performing a psychic song or “smell poem.” 3 Recovering and nursing fallen adventurers. 4 Revealing the location of helpful magic items. 5 Serving as a guide to a foe’s hidden lair. 6 Sharing excessive encouragement and praise.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
to strangers. These tentacled, telepathic creatures jet through the air in short bursts, venting gases with a sound that gives them their name. Rather than speaking, flumphs communicate
Performing a psychic song or “smell poem.” 3 Recovering and nursing fallen adventurers. 4 Revealing the location of helpful magic items. 5 Serving as a guide to a foe’s hidden lair. 6 Sharing excessive encouragement and praise.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Armor Class 10 (13 with mage armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft.
STR
13 (+1)
DEX
11 (+0)
CON
12 (+1)
INT
9 (–1)
WIS
11 (+0)
CHA
14 (+2
knows the following warlock spells:
Cantrips (at will): fire bolt, guidance, light, mage hand, prestidigitation
1st–2nd level (2 2nd-level slots): burning hands, flaming sphere, hellish rebuke
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Armor Class 10 (13 with mage armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft.
STR
13 (+1)
DEX
11 (+0)
CON
12 (+1)
INT
9 (–1)
WIS
11 (+0)
CHA
14 (+2
knows the following warlock spells:
Cantrips (at will): fire bolt, guidance, light, mage hand, prestidigitation
1st–2nd level (2 2nd-level slots): burning hands, flaming sphere, hellish rebuke
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
the Guardian (30 ft.) 20th Emissary of Redemption Oath Spells You gain oath spells at the paladin levels listed in the Oath of Redemption Spells table. See the Sacred Oath class feature for how oath
your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes. Rebuke the Violent. You can use your Channel Divinity to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
proficiencies: armor, weapons, skills, saving throws, and sometimes tools. Your proficiencies define many of the things your character can do particularly well, from using certain weapons to telling a convincing lie. On your character sheet, record all the features that your class gives you at 1st level.
2. Choose a Class bruenor Every adventurer is a member of a class. Class broadly describes a character’s vocation, what special talents he or she possesses, and the tactics he or she is most likely
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
proficiencies: armor, weapons, skills, saving throws, and sometimes tools. Your proficiencies define many of the things your character can do particularly well, from using certain weapons to telling a convincing lie. On your character sheet, record all the features that your class gives you at 1st level.
2. Choose a Class bruenor Every adventurer is a member of a class. Class broadly describes a character’s vocation, what special talents he or she possesses, and the tactics he or she is most likely
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Chapter 7: Spells KAI CARPENTER Archmages of Greyhawk—Jallarzi, Mordenkainen, and Bigby—
prepare their magic as they open a gate to another plane This chapter gives rules for casting spells. It
also includes descriptions of common spells in the worlds of Dungeons & Dragons. Those spells are used by many class features, magic items, and monsters.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Chapter 7: Spells KAI CARPENTER Archmages of Greyhawk—Jallarzi, Mordenkainen, and Bigby—
prepare their magic as they open a gate to another plane This chapter gives rules for casting spells. It
also includes descriptions of common spells in the worlds of Dungeons & Dragons. Those spells are used by many class features, magic items, and monsters.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Warlock of the Fiend Warlock of the Fiend
Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 78 (12d8 + 24)
Speed 30 ft.
STR
10(+0)
DEX
14
): eldritch blast, fire bolt, friends, mage hand, minor illusion, prestidigitation, shocking grasp
1st–5th level (4 5th-level slots): banishment, burning hands, flame strike, hellish rebuke, magic
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
. 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
12(+1)
INT
15
, hunger of Hadar, hypnotic pattern, phantasmal force, sleep
Fiend patron: blindness/deafness, burning hands, command, fireball, hellish rebuke, scorching ray
Great Old One patron: armor of Agathys