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Returning 35 results for 'class rites grasping to her rune'.
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Classes
Player’s Handbook
prayers and rites that help them draw on power from the Outer Planes.
Not every member of a temple or shrine is a Cleric. Some priests are called to a simple life of temple service, carrying out their
Class Features
Channel Divinity
Cantrips
Prepared Spells
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Spellcasting, Divine Order
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Classes
Player’s Handbook
, individual Druids gain their magic from nature, a nature deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles
to determine your available spell slots.
Druid Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Class Features
Wild Shape
Cantrips
Monsters
Bigby Presents: Glory of the Giants
Blood Rune. The fomorian has a blood rune inscribed on an effigy or some other object in its possession. While holding or wearing the object bearing the rune, the giant can use its Corrupting Hex
action and Poisoning Rebuke reaction.
The object bearing the blood rune has AC 15; 30 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end
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
Backgrounds
Guildmasters’ Guide to Ravnica
even be stripped of your position.
Azorius Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Azorius 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.)
Azorius Guild Spells
Spell Level
Spells
Cantrip
feats
Studying funeral rites and tending the dead’s rest has made you a conduit between the worlds of the living and the dead. You gain the following benefits.
Divine Channel. You gain one use of
the Channel Divinity feature from the Cleric class, and you can create the Turn Undead effect with it. If you already have Channel Divinity, you add this use to the feature from one class of your choice
Nature Domain
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Player’s Handbook (2014)
particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret
with animals
3rd
barkskin, spike growth
5th
plant growth, wind wall
7th
dominate beast, grasping vine
9th
insect plague, tree stride
Classes
Player’s Handbook (2014)
particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret
, speak with animals, spike growth
5th
plant growth, wind wall
7th
dominate beast, grasping vine
9th
insect plague, tree stride
races
Mordenkainen Presents: Monsters of the Multiverse
Yuan-ti were originally humans who transformed themselves into serpent folk through ancient rituals. Most yuan-ti were corrupted into monsters by those rites, but some yuan-ti instead became a new
by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers
Cleric
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
to those chosen to fulfill a high calling.
Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric
Intervention Improvement
5
4
3
3
3
3
2
2
1
1
Class Features
As a cleric, you gain the following class features.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a
bear only one of your runes at a time. The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a
bear only one of your runes at a time. The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wall behind the curtain are fifteen paintings, each one 5 feet long and 3 feet tall, arranged in three rows of five. Each painting depicts a graduating class of dour-faced Dweomercore wizards. Most of
the older paintings show the students as skeletons — signifying which graduating students have died. Careful examination reveals that Halaster appears in every class picture except the center portrait
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wall behind the curtain are fifteen paintings, each one 5 feet long and 3 feet tall, arranged in three rows of five. Each painting depicts a graduating class of dour-faced Dweomercore wizards. Most of
the older paintings show the students as skeletons — signifying which graduating students have died. Careful examination reveals that Halaster appears in every class picture except the center portrait
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->Bigby Presents: Glory of the Giants
dare to challenge them. Wielding the power of rune magic in addition to the innate magic that courses through them, these storm giants are highly respected. If any giant can draw Annam’s attention to
the world, it would likely be a tempest caller. Tempest callers implant crystal balls inscribed with the storm rune into their foreheads or eye sockets, allowing them to see through magical deception
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Frost Giant Ice Shaper Frost giants who master rune magic are known as ice shapers, and their sheer power typically contributes to a meteoric rise in the giants’ ordning. Many of them end up as jarls
ice shards. Frost Giant Ice Shaper Huge Giant (Cleric), Any Alignment
Armor Class 16 (chain mail)
Hit Points 310 (27d12 + 135)
Speed 40 ft.
STR
23 (+6)
DEX
10 (+0)
CON
21 (+5
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Stone Giant Rockspeaker Stone giants practice rune magic more than other giants do, perhaps because of these giants’ interest in and aptitude for carving stone. Stone giants who combine this magic
emit brilliantly colored, intense beams of light than can sear flesh and inhibit enemies. Stone Giant Rockspeaker Huge Giant (Wizard), Any Alignment
Armor Class 19 (natural armor)
Hit Points 276
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
dare to challenge them. Wielding the power of rune magic in addition to the innate magic that courses through them, these storm giants are highly respected. If any giant can draw Annam’s attention to
the world, it would likely be a tempest caller. Tempest callers implant crystal balls inscribed with the storm rune into their foreheads or eye sockets, allowing them to see through magical deception
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->Bigby Presents: Glory of the Giants
Deep Crawler Huge Giant, Any Alignment
Armor Class 14 (natural armor)
Hit Points 184 (16d12 + 80)
Speed 30 ft., climb 30 ft.
STR
23 (+6)
DEX
15 (+2)
CON
20 (+5)
INT
9 (−1)
WIS
Chaotic Evil
Armor Class 14 (17 with mage armor)
Hit Points 253 (22d12 + 110)
Speed 30 ft.
STR
23 (+6)
DEX
18 (+4)
CON
20 (+5)
INT
19 (+4)
WIS
14 (+2)
CHA
16 (+3
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Frost Giant Ice Shaper Frost giants who master rune magic are known as ice shapers, and their sheer power typically contributes to a meteoric rise in the giants’ ordning. Many of them end up as jarls
ice shards. Frost Giant Ice Shaper Huge Giant (Cleric), Any Alignment
Armor Class 16 (chain mail)
Hit Points 310 (27d12 + 135)
Speed 40 ft.
STR
23 (+6)
DEX
10 (+0)
CON
21 (+5
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Deep Crawler Huge Giant, Any Alignment
Armor Class 14 (natural armor)
Hit Points 184 (16d12 + 80)
Speed 30 ft., climb 30 ft.
STR
23 (+6)
DEX
15 (+2)
CON
20 (+5)
INT
9 (−1)
WIS
Chaotic Evil
Armor Class 14 (17 with mage armor)
Hit Points 253 (22d12 + 110)
Speed 30 ft.
STR
23 (+6)
DEX
18 (+4)
CON
20 (+5)
INT
19 (+4)
WIS
14 (+2)
CHA
16 (+3
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Stone Giant Rockspeaker Stone giants practice rune magic more than other giants do, perhaps because of these giants’ interest in and aptitude for carving stone. Stone giants who combine this magic
emit brilliantly colored, intense beams of light than can sear flesh and inhibit enemies. Stone Giant Rockspeaker Huge Giant (Wizard), Any Alignment
Armor Class 19 (natural armor)
Hit Points 276
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
rune magic to create a shadowy scythe blade at the end of a staff and to conjure an aura of tormented souls for protection. Death Giant Shrouded One Huge Giant (Wizard), Any Alignment
Armor Class 12
and the Material Plane for souls that might please their divine queen. Most giants know better than to make regular use of the death rune.
—Diancastra
“Know better”? Perhaps, but there’s no
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
rune magic to create a shadowy scythe blade at the end of a staff and to conjure an aura of tormented souls for protection. Death Giant Shrouded One Huge Giant (Wizard), Any Alignment
Armor Class 12
and the Material Plane for souls that might please their divine queen. Most giants know better than to make regular use of the death rune.
—Diancastra
“Know better”? Perhaps, but there’s no
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Hill Giant Avalancher Hill giants who master rune magic discover a close connection to the natural forces of earth and stone. Their magic, combined with their size and strength, helps them quickly
), Any Alignment
Armor Class 15 (natural armor)
Hit Points 220 (21d12 + 84)
Speed 40 ft.
STR
21 (+5)
DEX
8 (−1)
CON
19 (+4)
INT
9 (−1)
WIS
18 (+4)
CHA
10 (+0)
Saving
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Hill Giant Avalancher Hill giants who master rune magic discover a close connection to the natural forces of earth and stone. Their magic, combined with their size and strength, helps them quickly
), Any Alignment
Armor Class 15 (natural armor)
Hit Points 220 (21d12 + 84)
Speed 40 ft.
STR
21 (+5)
DEX
8 (−1)
CON
19 (+4)
INT
9 (−1)
WIS
18 (+4)
CHA
10 (+0)
Saving
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
Fire Giant Forgecaller A fire giant who masters traditional rune magic can control the heat of a volcanic environment and conjure raw elemental energy of fire and magma. In a fire giant community
conjure waves of magma and can fly by jetting magical fire from their legs and body. Fire Giant Forgecaller Huge Giant (Cleric), Any Alignment
Armor Class 18 (plate)
Hit Points 312 (25d12 + 150
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Fire Giant Forgecaller A fire giant who masters traditional rune magic can control the heat of a volcanic environment and conjure raw elemental energy of fire and magma. In a fire giant community
conjure waves of magma and can fly by jetting magical fire from their legs and body. Fire Giant Forgecaller Huge Giant (Cleric), Any Alignment
Armor Class 18 (plate)
Hit Points 312 (25d12 + 150
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
to giants runs deeper than fanciful stories. This chapter is for any D&D character who aspires to forge a link to the mighty giants. From sources of havoc-wreaking power to the artful study of rune
backgrounds: the giant foundling and the rune carver. These backgrounds represent formative years spent studying and living among giants, and they grant access to feats that represent that experience
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Fire Giant Forgecaller A fire giant who masters traditional rune magic can control the heat of a volcanic environment and conjure raw elemental energy of fire and magma. In a fire giant community
conjure waves of magma and can fly by jetting magical fire from their legs and body. Fire Giant Forgecaller Huge Giant (Cleric), Any Alignment
Armor Class 18 (plate)
Hit Points 312 (25d12 + 150
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
to giants runs deeper than fanciful stories. This chapter is for any D&D character who aspires to forge a link to the mighty giants. From sources of havoc-wreaking power to the artful study of rune
backgrounds: the giant foundling and the rune carver. These backgrounds represent formative years spent studying and living among giants, and they grant access to feats that represent that experience
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
Fire Giant Forgecaller A fire giant who masters traditional rune magic can control the heat of a volcanic environment and conjure raw elemental energy of fire and magma. In a fire giant community
conjure waves of magma and can fly by jetting magical fire from their legs and body. Fire Giant Forgecaller Huge Giant (Cleric), Any Alignment
Armor Class 18 (plate)
Hit Points 312 (25d12 + 150
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
corpulent bulk of tumorous skin than builds up in strange whorls all over the seer’s body. Hands become bulky, flipper-like appendages capable of grasping their strange staffs — formed of some blend of
expands to assault other creatures. The seer’s goal is to tap the energy sources and master the rites that will enable it to extend a bridge between the vulnerable sanity of the Material Plane and the