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Returning 35 results for 'class ridding guides to have revering'.
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Classes
Player’s Handbook
orders that call on the forces of nature. Harnessing the magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction.
Revering nature above all
to determine your available spell slots.
Druid Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Class Features
Wild Shape
Cantrips
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Strixhaven Campus Guide With cheerful dispositions and a knack for walking backward, Strixhaven campus guides lead gaggles of prospective students on tours. The guides’ gold and silver chassis are
built in shapes reminiscent of the star arches surrounding Strixhaven. Embedded in their chests are holographic maps of the university’s campuses, which the guides use to provide directions. However
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Scout Scouts are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance. Scout
Medium humanoid (any race), any alignment
Armor Class 13 (leather armor)
Hit Points 16 (3d8 + 3)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
11 (+0
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Scout Scouts are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance. Scout
Medium humanoid (any race), any alignment
Armor Class 13 (leather armor)
Hit Points 16 (3d8 + 3)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
11 (+0
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Strixhaven Campus Guide With cheerful dispositions and a knack for walking backward, Strixhaven campus guides lead gaggles of prospective students on tours. The guides’ gold and silver chassis are
built in shapes reminiscent of the star arches surrounding Strixhaven. Embedded in their chests are holographic maps of the university’s campuses, which the guides use to provide directions. However
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Tairnadal most often encountered in Khorvaire. Despite sharing a homeland with the Aereni, the Tairnadal have distinct religious traditions, revering their patron ancestors rather than the Undying Court. In
creating a Tairnadal character, including a Valenar elf, think about your patron ancestor. Most Tairnadal pursue the same class as their patron, so if your character is a wizard, your ancestor was
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Tairnadal most often encountered in Khorvaire. Despite sharing a homeland with the Aereni, the Tairnadal have distinct religious traditions, revering their patron ancestors rather than the Undying Court. In
creating a Tairnadal character, including a Valenar elf, think about your patron ancestor. Most Tairnadal pursue the same class as their patron, so if your character is a wizard, your ancestor was
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
classes in mind, but any class will do. Team Up. Your character joins the other players’ characters to form an adventuring party. These adventurers are allies who face challenges and fantastical
respond to them however you can imagine, guided by the rules. Although the DM controls all the monsters you encounter, the DM isn’t your adversary. The DM guides your party’s journey as your characters become more powerful.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Hippocamp Noble steeds of the sea, hippocamps feature in countless tales as guides and mounts to tritons and other ocean-faring heroes. While these curious but cautious aquatic equines naturally
harnessed by the god’s will. Hippocamp
Large monstrosity, chaotic good
Armor Class 13 (natural armor)
Hit Points 22 (4d10)
Speed 20 ft., swim 50 ft.
STR
14 (+2)
DEX
15 (+2)
CON
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Hippocamp Noble steeds of the sea, hippocamps feature in countless tales as guides and mounts to tritons and other ocean-faring heroes. While these curious but cautious aquatic equines naturally
harnessed by the god’s will. Hippocamp
Large monstrosity, chaotic good
Armor Class 13 (natural armor)
Hit Points 22 (4d10)
Speed 20 ft., swim 50 ft.
STR
14 (+2)
DEX
15 (+2)
CON
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Using This Book This book is a gateway to using Eberron as a setting for your D&D campaign. It guides players and the Dungeon Master through the process of creating characters and adventures set in
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
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Using This Book This book is a gateway to using Eberron as a setting for your D&D campaign. It guides players and the Dungeon Master through the process of creating characters and adventures set in
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
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
home plane, the Outlands, and the Great Wheel beyond. These bariaur wanderers often serve as guides in the Outlands, assisting visitors by eagerly suggesting gate-town attractions and other points of
(see the “Planar Influences” section in this book’s introduction). Bariaur Wanderer Medium Celestial, Typically Chaotic Good
Armor Class 14 (studded leather)
Hit Points 71 (11d8 + 22)
Speed 40 ft
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
home plane, the Outlands, and the Great Wheel beyond. These bariaur wanderers often serve as guides in the Outlands, assisting visitors by eagerly suggesting gate-town attractions and other points of
(see the “Planar Influences” section in this book’s introduction). Bariaur Wanderer Medium Celestial, Typically Chaotic Good
Armor Class 14 (studded leather)
Hit Points 71 (11d8 + 22)
Speed 40 ft
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Tabaxi hunters are trained to survive in the wild, making them excellent guides. Tabaxi minstrels gather in small troupes and make themselves at home in any settlement, earning coin through music and
Creek, Bright Cliffs, and Snoring Mountain. Tabaxi Hunter Medium humanoid (tabaxi), chaotic good
Armor Class 14 (leather armor)
Hit Points 40 (9d8)
Speed 30 ft., climb 20 ft.
STR
10 (+0
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Tabaxi hunters are trained to survive in the wild, making them excellent guides. Tabaxi minstrels gather in small troupes and make themselves at home in any settlement, earning coin through music and
Creek, Bright Cliffs, and Snoring Mountain. Tabaxi Hunter Medium humanoid (tabaxi), chaotic good
Armor Class 14 (leather armor)
Hit Points 40 (9d8)
Speed 30 ft., climb 20 ft.
STR
10 (+0
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
leader of their company of guides, which at this point might also include Clapperclaw the scarecrow and Squirt the oilcan. If you feel burdened by all these nonplayer characters, give them
responsibilities that don’t require a lot of your attention. For example, Clapperclaw’s main duty might be to carry Squirt, while Amidor might spend nearly all its time watching over the other guides and whispering
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
corpses or a more insidious means of ridding the wilderness of growing humanoid populations. Little information survives regarding this sect, but the assassin bugs’ unsettling humanoid-like limbs and
monstrosity, neutral
Armor Class 14 (natural armor)
Hit Points 55 (10d8 + 10)
Speed 10 ft., fly 50 ft.
STR
13(+1)
DEX
14(+2)
CON
13(+1)
INT
4(−3)
WIS
12(+1
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
leader of their company of guides, which at this point might also include Clapperclaw the scarecrow and Squirt the oilcan. If you feel burdened by all these nonplayer characters, give them
responsibilities that don’t require a lot of your attention. For example, Clapperclaw’s main duty might be to carry Squirt, while Amidor might spend nearly all its time watching over the other guides and whispering
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
corpses or a more insidious means of ridding the wilderness of growing humanoid populations. Little information survives regarding this sect, but the assassin bugs’ unsettling humanoid-like limbs and
monstrosity, neutral
Armor Class 14 (natural armor)
Hit Points 55 (10d8 + 10)
Speed 10 ft., fly 50 ft.
STR
13(+1)
DEX
14(+2)
CON
13(+1)
INT
4(−3)
WIS
12(+1
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, the DC of which equals the onlooker’s Wisdom (Insight) check result. Icewind Kobold
Small humanoid (kobold), any alignment
Armor Class 14 (hide armor)
Hit Points 9 (2d6 + 2)
Speed 30 ft
or Ranged Weapon Attack: +0 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 1 (1d6 − 2) piercing damage.
Icewind Kobold Zombie The necromancer Vellynne Harpell has Icewind kobold guides in
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
surface world makes them valuable guides, and their insights can help other stone giants grasp the dangers of living in a dream. Dreamwalkers become divorced from reality by isolation, shame, and their
, the collected things accrete to their bodies, becoming encased in stone. Stone Giant Dreamwalker
Huge Giant, Typically Chaotic Neutral
Armor Class 18 (natural armor)
Hit Points 161 (14d12 + 70
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
surface world makes them valuable guides, and their insights can help other stone giants grasp the dangers of living in a dream. Dreamwalkers become divorced from reality by isolation, shame, and their
, the collected things accrete to their bodies, becoming encased in stone. Stone Giant Dreamwalker
Huge Giant, Typically Chaotic Neutral
Armor Class 18 (natural armor)
Hit Points 161 (14d12 + 70
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, the DC of which equals the onlooker’s Wisdom (Insight) check result. Icewind Kobold
Small humanoid (kobold), any alignment
Armor Class 14 (hide armor)
Hit Points 9 (2d6 + 2)
Speed 30 ft
or Ranged Weapon Attack: +0 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 1 (1d6 − 2) piercing damage.
Icewind Kobold Zombie The necromancer Vellynne Harpell has Icewind kobold guides in
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
your point of entry into Ravnica as a setting for your D&D campaign. It guides you through the process of creating characters and adventures set here. Chapter 1 is all about building characters. It
offers new race and class options, reflecting the unique character of Ravnica as a Magic setting, and the creatures and characters seen on Magic cards. You can also use this material in any other D&D
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
your point of entry into Ravnica as a setting for your D&D campaign. It guides you through the process of creating characters and adventures set here. Chapter 1 is all about building characters. It
offers new race and class options, reflecting the unique character of Ravnica as a Magic setting, and the creatures and characters seen on Magic cards. You can also use this material in any other D&D
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Market Ward The Market Ward is where most of Port Nyanzaru’s regular shops are located and where most of its tradesfolk, merchants, and other middle-class residents live and work. 18. Red Bazaar No
. Kaya’s House of Repose is much quieter, but a bed for the night costs 1 gp. Wilderness guides are known to frequent both establishments, looking for work (see “Finding a Guide”). 19. Fish Market Seafood
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Market Ward The Market Ward is where most of Port Nyanzaru’s regular shops are located and where most of its tradesfolk, merchants, and other middle-class residents live and work. 18. Red Bazaar No
. Kaya’s House of Repose is much quieter, but a bed for the night costs 1 gp. Wilderness guides are known to frequent both establishments, looking for work (see “Finding a Guide”). 19. Fish Market Seafood
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
your core belief system. Ideals might answer any of these questions: What are the principles that you will never betray? What would prompt you to make sacrifices? What drives you to act and guides
to your class, your background, your race, or some other aspect of your character’s history or personality. You might also gain new bonds over the course of your adventures. Flaws Finally, choose a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
your core belief system. Ideals might answer any of these questions: What are the principles that you will never betray? What would prompt you to make sacrifices? What drives you to act and guides
to your class, your background, your race, or some other aspect of your character’s history or personality. You might also gain new bonds over the course of your adventures. Flaws Finally, choose a
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. It also guides you through creating characters destined to be legends and adventures born of this mythic setting. Chapter 1 covers the heroes of Theros: the races, class options, and backgrounds
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. It also guides you through creating characters destined to be legends and adventures born of this mythic setting. Chapter 1 covers the heroes of Theros: the races, class options, and backgrounds
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
lethal foe. Because they travel widely, orthons are unequaled as guides through the layers of the Nine Hells. Orthon
Large Fiend (Devil), Typically Lawful Evil
Armor Class 17 (half plate)
Hit
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
lethal foe. Because they travel widely, orthons are unequaled as guides through the layers of the Nine Hells. Orthon
Large Fiend (Devil), Typically Lawful Evil
Armor Class 17 (half plate)
Hit
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
work for anyone who offers it the promise of a worthy struggle against a lethal foe. Because they travel widely, orthons are unequaled as guides through the layers of the Nine Hells. Orthon
Large fiend
(devil), lawful evil
Armor Class 17 (half plate)
Hit Points 105 (10d10 + 50)
Speed 30 ft., climb 30 ft.
STR
22(+6)
DEX
16(+3)
CON
21(+5)
INT
15(+2)
WIS
15