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Returning 35 results for 'class rune grave to her replaces'.
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Species
Van Richten’s Guide to Ravenloft
resurrected, but something went wrong.
2
Stitches bind your body’s mismatched pieces, and your memories come from multiple different lives.
3
After clawing free from your grave, you realized
body hosts a possessing spirit that shares its memories and replaces your missing appendages with phantasmal limbs.
8
In public, you pass as an unremarkable individual, but you can feel the
Summon Undead
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Tasha’s Cauldron of Everything
slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Undead Spirit
Medium undead
Armor Class 11 + the level of the spell (natural armor
of the undead until the end of the target’s next turn.
Grave Bolt (Skeletal Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d4 + 3 + the spell
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
classes
feature
5
19
+6
Epic Boon
5
20
+6
Grave Strike
5
Monster Hunter Class Features
As a Monster Hunter, you gain the following class features when you reach the specified Monster Hunter levels. These features are listed in the Monster Hunter Features table.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
unborn child, yielding a cult champion who can wield special abilities; a cambion linked to Orcus replaces Fiendish Charm with Spawn of the Grave, and one linked to Baphomet replaces it with Horned
melee attack against a target of its choice. Spawn of the Grave. At the end of each of the cambion’s turns, each undead of its choice that it can see within 30 feet gains 10 temporary hit points
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
unborn child, yielding a cult champion who can wield special abilities; a cambion linked to Orcus replaces Fiendish Charm with Spawn of the Grave, and one linked to Baphomet replaces it with Horned
melee attack against a target of its choice. Spawn of the Grave. At the end of each of the cambion’s turns, each undead of its choice that it can see within 30 feet gains 10 temporary hit points
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
.
3 After clawing free from your grave, you realized you have no memories except for a single name.
4 You were a necromancer’s undead servant for years. One day, your consciousness returned
body isn’t what it once was.
7 Your body hosts a possessing spirit that shares its memories and replaces your missing appendages with phantasmal limbs.
8 In public, you pass as an unremarkable individual, but you can feel the itchy straw stuffing inside you.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
.
3 After clawing free from your grave, you realized you have no memories except for a single name.
4 You were a necromancer’s undead servant for years. One day, your consciousness returned
body isn’t what it once was.
7 Your body hosts a possessing spirit that shares its memories and replaces your missing appendages with phantasmal limbs.
8 In public, you pass as an unremarkable individual, but you can feel the itchy straw stuffing inside you.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Optional Class Features You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a cleric. Unlike the
noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them. If you take a feature that replaces another feature, you gain no benefit from the replaced one and don’t qualify for anything in the game that requires it.
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->Tasha’s Cauldron of Everything
Optional Class Features You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a ranger. Unlike the
noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them. If you take a feature that replaces another feature, you gain no benefit from the replaced one and don’t qualify for anything in the game that requires it.
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->Tasha’s Cauldron of Everything
Optional Class Features You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a cleric. Unlike the
noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them. If you take a feature that replaces another feature, you gain no benefit from the replaced one and don’t qualify for anything in the game that requires it.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Optional Class Features You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a ranger. Unlike the
noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them. If you take a feature that replaces another feature, you gain no benefit from the replaced one and don’t qualify for anything in the game that requires it.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Favored Foe 1st-level ranger feature, which replaces the Favored Enemy feature and works with the Foe Slayer feature When you hit a creature with an attack roll, you can call on your mystical bond
, and you regain all expended uses when you finish a long rest. This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.
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->Tasha’s Cauldron of Everything
Primal Awareness 3rd-level ranger feature, which replaces the Primeval Awareness feature You can focus your awareness through the interconnections of nature: you learn additional spells when you
reach certain levels in this class if you don’t already know them, as shown in the Primal Awareness Spells table. These spells don’t count against the number of ranger spells you know. Primal Awareness
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Primal Awareness 3rd-level ranger feature, which replaces the Primeval Awareness feature You can focus your awareness through the interconnections of nature: you learn additional spells when you
reach certain levels in this class if you don’t already know them, as shown in the Primal Awareness Spells table. These spells don’t count against the number of ranger spells you know. Primal Awareness
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
infirmary, tattered paper fan 10–12 Sewer pipe Infinite Well The Abyss Celestial blood, demon ichor 13–15 Cell door Prison Carceri Broken key, length of chain 16–18 Open grave Dead Nations Hades
Broken blade, medal 28–30 Clock tower face High Courts Mechanus Metal cog, perfectly balanced scales 31–33 Razorvine trellis Great Foundry Arcadia Rune-inscribed ingot, sprig of grapes 34–36 Temple
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
infirmary, tattered paper fan 10–12 Sewer pipe Infinite Well The Abyss Celestial blood, demon ichor 13–15 Cell door Prison Carceri Broken key, length of chain 16–18 Open grave Dead Nations Hades
Broken blade, medal 28–30 Clock tower face High Courts Mechanus Metal cog, perfectly balanced scales 31–33 Razorvine trellis Great Foundry Arcadia Rune-inscribed ingot, sprig of grapes 34–36 Temple
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->Tasha’s Cauldron of Everything
Favored Foe 1st-level ranger feature, which replaces the Favored Enemy feature and works with the Foe Slayer feature When you hit a creature with an attack roll, you can call on your mystical bond
, and you regain all expended uses when you finish a long rest. This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.
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->Ghosts of Saltmarsh
rune-etched, iron chains. Raiders and pirates who operate under the blessings of a storm god sometimes make use of this upgrade. By draping the chains over a ship’s hull, the storm’s fury thrashes
used again until 1d4 hours have passed. Frost-Locked Hull This upgrade replaces a ship’s hull with supernatural ice drawn from the elemental planes. The hull and the other components of the ship are
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