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Returning 35 results for 'class ward replaces'.
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Backgrounds
Guildmasters’ Guide to Ravnica
positions of power.
Orzhov Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Orzhov Guild Spells table are added to the spell list of your spellcasting class
command, illusory script
2nd
enthrall, ray of enfeeblement, zone of truth
3rd
bestow curse, speak with dead, spirit guardians
4th
blight, death ward
Backgrounds
Guildmasters’ Guide to Ravnica
lifestyle between adventures.
Boros Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Boros 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.)
Boros Guild Spells
Spell Level
Spells
Cantrip
fire bolt,
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
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
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
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->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
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->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->Waterdeep: Dragon Heist
), chaotic good
Armor Class 12 (15 with mage armor)
Hit Points 66 (12d8 + 12)
Speed 30 ft.
STR
10(+0)
DEX
14(+2)
CON
13(+1)
INT
18(+4)
WIS
15(+2)
CHA
stone, globe of invulnerability*
7th level (1 slot): symbol,* teleport
*Abjuration spell of 1st level or higher
Arcane Ward. Remallia has a magical ward that has 30 hit points. Whenever she
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Middle Dura Middle Dura caters to the working class of Sharn. It’s inns and taverns are modest in price, but there’s gold among the dross. The Bazaar is the largest commercial district in Sharn
. Ghallanda Hall has the only comfortable rooms in the ward; this old inn was the first Ghallanda enclave in Sharn, and it also has modest and poor rooms for the common folk of Dura.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Deft Explorer 1st-level ranger feature, which replaces the Natural Explorer feature You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels
. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class. A Halfling Ranger explores the wilds Canny (1st Level) Choose one of
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Deft Explorer 1st-level ranger feature, which replaces the Natural Explorer feature You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels
. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class. A Halfling Ranger explores the wilds Canny (1st Level) Choose one of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
), chaotic good
Armor Class 12 (15 with mage armor)
Hit Points 66 (12d8 + 12)
Speed 30 ft.
STR
10(+0)
DEX
14(+2)
CON
13(+1)
INT
18(+4)
WIS
15(+2)
CHA
stone, globe of invulnerability*
7th level (1 slot): symbol,* teleport
*Abjuration spell of 1st level or higher
Arcane Ward. Remallia has a magical ward that has 30 hit points. Whenever she
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Middle Northedge This ward caters to the middle class of Sharn, with a wide range of comfortable housing. Dwarves make up the majority of the population, especially in the district of Holdfast. In
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Middle Northedge This ward caters to the middle class of Sharn, with a wide range of comfortable housing. Dwarves make up the majority of the population, especially in the district of Holdfast. In
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Middle Dura Middle Dura caters to the working class of Sharn. It’s inns and taverns are modest in price, but there’s gold among the dross. The Bazaar is the largest commercial district in Sharn
. Ghallanda Hall has the only comfortable rooms in the ward; this old inn was the first Ghallanda enclave in Sharn, and it also has modest and poor rooms for the common folk of Dura.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
class of people to any specific ward.
Castle Ward. As the name indicates, Castle Ward contains Castle Waterdeep, Piergeiron’s Palace, and many other public buildings of the city. This ward is home to
doing so. THE WARDS OF WATERDEEP
Waterdeep has long been divided into several large regions called wards. To locals these are essential to Waterdeep, but outsiders often lose track of which ward
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
class of people to any specific ward.
Castle Ward. As the name indicates, Castle Ward contains Castle Waterdeep, Piergeiron’s Palace, and many other public buildings of the city. This ward is home to
doing so. THE WARDS OF WATERDEEP
Waterdeep has long been divided into several large regions called wards. To locals these are essential to Waterdeep, but outsiders often lose track of which ward
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
such associations foster splitting loyalties. The Market Ward is a largely middle-class ward, apart from a small percentage of rich entrepreneurs and magnates. Its most notable residents are titans
Market Ward Sigil boasts a market so vast it constitutes its own ward. Nestled between the bureaucratic Clerks’ Ward and the dignified Lady’s Ward, the Market Ward buzzes with business at all hours
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
such associations foster splitting loyalties. The Market Ward is a largely middle-class ward, apart from a small percentage of rich entrepreneurs and magnates. Its most notable residents are titans
Market Ward Sigil boasts a market so vast it constitutes its own ward. Nestled between the bureaucratic Clerks’ Ward and the dignified Lady’s Ward, the Market Ward buzzes with business at all hours
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Overview Gralhund Villa sits in the middle of an upper-class residential neighborhood in the North Ward. Here are some general facts to keep in mind: The streets around the villa have pedestrians and
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
instead. Once you use this trait, you can’t do so again until you finish a long rest. Spells of the Mark. If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of
Sentinel Spells table are added to the spell list of your spellcasting class. Mark of Sentinel Spells Spell Level Spells
1st compelled duel, shield of faith
2nd warding bond, zone of truth
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Saeth Cromley, a retired sergeant of the City Watch who assists in many of his investigations. A lifelong bachelor, Barnibus has a small, tidy estate in the Sea Ward that he inherited from his
Armor Class 10 (13 with mage armor)
Hit Points 24 (7d8 − 7)
Speed 30 ft.
STR
9(−1)
DEX
10(+0)
CON
9(−1)
INT
17(+3)
WIS
15(+2)
CHA
11(+0)
Saving Throws
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Overview Gralhund Villa sits in the middle of an upper-class residential neighborhood in the North Ward. Here are some general facts to keep in mind: The streets around the villa have pedestrians and
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
instead. Once you use this trait, you can’t do so again until you finish a long rest. Spells of the Mark. If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of
Sentinel Spells table are added to the spell list of your spellcasting class. Mark of Sentinel Spells Spell Level Spells
1st compelled duel, shield of faith
2nd warding bond, zone of truth
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
of Sentinel Spells table are added to the spell list of your spellcasting class. Mark of Sentinel Spells Spell Level Spells 1st compelled duel, shield of faith 2nd warding bond, zone of truth 3rd counterspell, protection from energy 4th death ward, guardian of faith 5th Bigby’s hand
attack instead. Once you use this trait, you can’t do so again until you finish a long rest. Spells of the Mark. If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Saeth Cromley, a retired sergeant of the City Watch who assists in many of his investigations. A lifelong bachelor, Barnibus has a small, tidy estate in the Sea Ward that he inherited from his
Armor Class 10 (13 with mage armor)
Hit Points 24 (7d8 − 7)
Speed 30 ft.
STR
9(−1)
DEX
10(+0)
CON
9(−1)
INT
17(+3)
WIS
15(+2)
CHA
11(+0)
Saving Throws
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
of Sentinel Spells table are added to the spell list of your spellcasting class. Mark of Sentinel Spells Spell Level Spells 1st compelled duel, shield of faith 2nd warding bond, zone of truth 3rd counterspell, protection from energy 4th death ward, guardian of faith 5th Bigby’s hand
attack instead. Once you use this trait, you can’t do so again until you finish a long rest. Spells of the Mark. If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
of Silver, listen for the children’s delighted screams and go give it a try. These shared stories and traditions impart to each ward a different culture, just as much as distinctions of class and
bounded by rivers or walls. But in Waterdeep, one can traverse from ward to ward by crossing a street — a fact that offers the drivers of hire-coaches some amusement when an ignorant tourist requests a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
of Silver, listen for the children’s delighted screams and go give it a try. These shared stories and traditions impart to each ward a different culture, just as much as distinctions of class and
bounded by rivers or walls. But in Waterdeep, one can traverse from ward to ward by crossing a street — a fact that offers the drivers of hire-coaches some amusement when an ignorant tourist requests a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Druid Spells When druids prepare their spells, they have access to the entire spell list for their class. Given that fact, beware of making all of these new spells available to a player who is easily
(transmutation)
Investiture of stone
(transmutation)
Investiture of wind
(transmutation)
Primordial ward
(abjuration)
7th Level Whirlwind
(evocation)
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Druid Spells When druids prepare their spells, they have access to the entire spell list for their class. Given that fact, beware of making all of these new spells available to a player who is easily
(transmutation)
Investiture of stone
(transmutation)
Investiture of wind
(transmutation)
Primordial ward
(abjuration)
7th Level Whirlwind
(evocation)
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Sprite Sprites are aggressive and hardy warriors, taking severe measures to ward strangers away from their homes. Interlopers that come too close have their moral character judged, then are put to
sleep or frightened off. Sprite
Tiny fey, neutral good
Armor Class 15 (leather armor)
Hit Points 2 (1d4)
Speed 10 ft., fly 40 ft.
STR
3(−4)
DEX
18(+4)
CON
10(+0