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                        Returning 9 results for 'class worsens religions'.
                    
                
                        
                            
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     Eberron or any other D&D setting. Chapter 2 provides an overview of the nations of Khorvaire (and beyond) and the religions of Eberron, handy details whether you’re a player seeking inspiration for your
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                    Modifying a Class The classes in the Player’s Handbook capture a wide range of character archetypes, but your campaign world might have need of something more. The following section discusses ways to
                                                
                                            
                                                
                                                     modify existing classes to better serve your game’s needs. Changing Proficiencies Changing a class’s proficiencies is a safe and simple way to modify a class to better reflect your world. Swapping
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     cults that reject the oppression of authority by returning to nature. Inductees often mistake these cults for druidic circles or totemic religions whose ceremonies involve entering a labyrinth while
                                                
                                            
                                                
                                                     children in the world. Minotaur
 Large monstrosity, chaotic evil
 Armor Class 14 (natural armor)
 Hit Points 76 (9d10 + 27)
 Speed 40 ft.
   STR
  18 (+4)
 
  DEX
  11 (+0)
 
  CON
  16
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     defined by what I consume.”  Juiblex
 Huge fiend (demon), chaotic evil
 Armor Class 18 (natural armor)
 Hit Points 350 (28d12 + 168)
 Speed 30 ft.
   STR
 24(+7)
 
  DEX
 10(+0)
 
  CON
                                                
                                            
                                                
                                                     penalty worsens each time a target is subjected to this effect. If the penalty on an object drops to −5, the object is destroyed.
 Legendary Actions
 Juiblex can take 3 legendary actions, choosing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     is irrelevant. I am defined by what I consume.”  Juiblex
 Huge fiend (demon), chaotic evil
 Armor Class 18 (natural armor)
 Hit Points 350 (28d12 + 168)
 Speed 30 ft.
   STR
 24(+7)
 
  DEX
                                                
                                            
                                                
                                                     to damage rolls. The penalty worsens each time a target is subjected to this effect. If the penalty on an object drops to −5, the object is destroyed.
 Legendary Actions
 Juiblex can take 3 legendary
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
                                                    
                                                
                                            
                                                     city’s middle ground. Rampant crime, class grudges, foreign threats, and economic pressures leave many Baldurians feeling trapped within their own homes. Flaming Fist patrols react to threats with
                                                
                                            
                                                
                                                    : Flaming Fist mercenaries, the Watch
 Commerce: Dyes, fish, imports from Chult, mercenaries, nautical supplies
 Organizations: The Guild, neighborhood crews, trade guilds
 Religions: Gond, Tymora
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     city’s middle ground. Rampant crime, class grudges, foreign threats, and economic pressures leave many Baldurians feeling trapped within their own homes. Flaming Fist patrols react to threats with
                                                
                                            
                                                
                                                     mercenaries, the Watch
 Commerce: Dyes, fish, imports from Chult, mercenaries, nautical supplies
 Organizations: The Guild, neighborhood crews, trade guilds
 Religions: Gond, Tymora, Umberlee, any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                    ): The first sourcebook for the setting, this provides a general overview of the world. This includes the artificer class and statistics for monsters unique to Eberron (deathless, daelkyr, quori), along
                                                
                                            
                                                
                                                     religions of Eberron, including the rival pantheons of the Sovereign Host and the Dark Six, the young faith of the Silver Flame, and the mysterious Blood of Vol. Five Nations (3.5E): This provides
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     (Demon), Chaotic Evil
 Armor Class 18 (natural armor)
 Hit Points 350 (28d12 + 168)
 Speed 30 ft., climb 30 ft.
   STR
  24 (+7) 
  DEX
  10 (+0) 
  CON
  23 (+6) 
  INT
  20 (+5
                                                
                                            
                                                
                                                     carrying or wearing takes a permanent −1 penalty to damage rolls. The penalty worsens each time a target is subjected to this effect. If the penalty on an object drops to −5, the object is destroyed
                                                
                                            
                                        






