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Returning 35 results for 'collect can war'.
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college can war
Classes
Player’s Handbook
Inspire Valor and Smite Foes
War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of
excellence and courage. Clerics who tap into the magic of the War Domain excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers.
Gods of the War Domain watch over
Spells
Player’s Handbook
Disadvantage on Dexterity saving throws and attack rolls, and other creatures have Advantage on attack rolls against it. On each of its turns, the target can take an action to collect itself and repeat the save, ending the spell on itself on a success.
One creature that you can see within range must make a Wisdom saving throw. On a successful save, the target dances comically until the end of its next turn, during which it must spend all its
Classes
Player’s Handbook
Plumb the Depths of Magical Knowledge
Bards of the College of Lore collect spells and secrets from diverse sources, such as scholarly tomes, mystical rites, and peasant tales. The college’s
members gather in libraries and universities to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.
Magic Items
Dungeon Master’s Guide
Dragon Scale Mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunters carefully preserve the hide of a dead dragon. In
Resistance to one damage type determined by the kind of dragon that provided the scales (see the accompanying table).
Additionally, you can focus your senses as a Magic action to discern the distance
Monsters
Monster Manual
":"recharge", "rollAction":"War Cry"}. The giant or one creature of its choice that can see or hear it gains 16 (2d10 + 5) Temporary Hit Points and has Advantage on attack rolls until the start of the giant’s next turn.
Magic Items
Dungeon Master’s Guide
Long ago, in the Dragonlance setting, elves and humans waged a terrible war against chromatic dragons. When the world seemed doomed, the wizards of the Towers of High Sorcery came together and forged
five Orbs of Dragonkind to help defeat the dragons. One orb was taken to each of the five towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure
Magic Items
Dungeon Master’s Guide
, to his heir. The rightful inheritors passed the axe on for many generations.
Later, in an era marked by treachery and wickedness, the axe was lost in a bloody civil war fomented by greed for its power
, you can take a Magic action to summon an Earth Elemental. It appears in an unoccupied space you choose within 30 feet of yourself, understands your languages, obeys your commands, and takes its turn
Monsters
Eberron: Forge of the Artificer
Multiattack. The inquisitive makes three Crooked Staff attacks. It can replace one attack with a use of Inquisitive Eye.
Crooked Staff. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to
", "rollAction":"Crooked Staff", "rollDamageType":"Radiant"} Radiant damage.
Inquisitive Eye. Wisdom Saving Throw: DC 13, one creature the inquisitive can see within 60 feet. Failure: 10 (3d6);{"diceNotation
Monsters
Eberron: Forge of the Artificer
Lucky. When the medic rolls a 1 on the d20 of a D20 Test, it can reroll the die, and it must use the new roll.Multiattack. The medic makes two Radiant Burst attacks.
Radiant Burst.
of House Jorasco served alongside every nation’s armies in the Last War, providing medical care and magical healing to the injured. Though the warring nations treated Jorasco medics as
Classes
Forgotten Realms: Heroes of Faerûn
borders.
A Banneret relies on judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers. A lone Banneret is a skilled warrior, but when leading a band of allies one of these warriors can transform even a poorly equipped militia into a ferocious war band.
Monsters
Forgotten Realms: Adventures in Faerûn
Fey Ancestry. The drow has Advantage on saving throws it makes to avoid or end the Charmed condition, and magic can’t put the drow to sleep.
Sunlight Sensitivity. While in sunlight, the drow
consider the Underdark to be their true home. Their insidious schemes include raiding the surface, plotting against each other, and preparing for ultimate war.
Monsters
Forgotten Realms: Adventures in Faerûn
dozens of miles. Other deep dragons enjoy cultivating groves of molds and fungi, including colossal varieties sufficient to conceal the dragons’ sinuous forms. Many deep dragons collect forgotten
:
Preservation of Knowledge. Books and other written forms of communication with 1 mile of the lair become magically protected and can’t be damaged by nonmagical means.
Restless Sleep. When a
Monsters
Forgotten Realms: Adventures in Faerûn
local environment, consuming vast quantities of fish and pale crabs and cultivating fungal growths. They bully nearby communities when they can or enter into cautious arrangements with powerful
miles. Other deep dragons enjoy cultivating groves of molds and fungi, including colossal varieties sufficient to conceal the dragons’ sinuous forms. Many deep dragons collect forgotten tomes or
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks.
Rend. Melee Attack Roll: +12
Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.
Pounce
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks.
Rend. Melee Attack Roll: +9
). Immediately after another creature’s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.
Pounce. The
Species
Eberron: Forge of the Artificer
Warforged are mechanical beings built as weapons to fight in the Last War. An unexpected breakthrough produced sentient beings made from wood and metal that nevertheless can feel pain and emotion
Equipment
A target hit by a piece of Alchemical Ammunition packed with War Oil takes damage as normal for the ammunition, then becomes coated in War Oil for up to 1 minute. Alternatively, you can target a
additional 2d4 Fire damage to any creature that ends its turn while in contact with it. An ignited creature can douse the flames by using an action.
After burning for two rounds, being doused, or remaining unlit for 1 minute, War Oil dries up and ceases to be slippery or flammable.
Magic Items
Phandelver and Below: The Shattered Obelisk
wielding the war pick, you can use a bonus action to cast the daylight spell, choosing a point on the war pick. Once you use this bonus action, it can’t be used again until the next dawn.
The haft of this war pick is inlaid with crushed pearlescent stones that imbue the weapon with a faint luminescence. You gain a +1 bonus to attack and damage rolls made with this war pick.
While
Magic Items
The Book of Many Things
You gain a +1 bonus to attack and damage rolls made with this magic war pick. It has the following special properties:
Meld into Stone. You can cast the Meld into Stone spell from this war pick
. Once this property is used, it can’t be used again until the next dawn.
Petrification. The war pick has 1d6 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit
Orc War Chief
Legacy
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Monsters
Monster Manual (2014)
that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the war chief’s next turn. The war chief can then make one attack as a bonus action.
Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Gruumsh’s Fury. The orc deals an extra 4 (1d8);{"diceNotation":"1d8","rollType":"roll
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollAction":"Maul", "rollDamageType":"radiant"} radiant damage.
Holy Fire. The war priest targets one creature it can see within 60 feet of it. The target must make a DC 15 Wisdom saving throw. On
an army or serve as the right hand of a warlord on the battlefield.
War priests typically adorn themselves with a symbol of their faith. You can roll on the War Priest Holy Symbols table below, or
Deep Gnome (Svirfneblin)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
against magic.
Innate Spellcasting. The gnome's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:
At will
: nondetection (self only)
1/day each: blindness/deafness, blur, disguise selfWar Pick. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"War Pick"} to hit, reach 5 ft., one
Berserker
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
","rollAction":"Greataxe","rollDamageType":"slashing"} slashing damage.Unpredictable berserkers come together in war parties and seek conflict wherever they can find it.
Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next
Duergar Kavalrachni
Legacy
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Monsters
Out of the Abyss
Cavalry Training. When the duergar hits a target with a melee attack while mounted on a female steeder, the steeder can make a melee attack against the same target as a reaction.
Duergar Resilience
on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The duergar makes two war pick attacks.
Enlarge (Recharges after a Short or Long Rest). For 1 minute, the
War Domain
Legacy
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Classes
Player’s Handbook (2014)
War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case
, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers
Monsters
Out of the Abyss
Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.
War Pick. Melee Weapon Attack: +4;{"diceNotation
":"1d20+4","rollType":"to hit","rollAction":"War Pick"} to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2);{"diceNotation":"1d8+2","rollType":"damage","rollAction":"War Pick","rollDamageType":"piercing
Monsters
Waterdeep: Dungeon of the Mad Mage
duergar lacks the room to become Large, it attains the maximum size possible in the space available.
Multiattack. As a bonus action, it can make an attack with its javelin. This is in addition to a normal
action.
War Pick. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"War Pick"} to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2);{"diceNotation":"1d8+2","rollType
Monsters
Mordenkainen Presents: Monsters of the Multiverse
shoosuva is second only to a flind in status within a war band dedicated to Yeenoghu.PoisonCold, Fire, LightningRampage. When it reduces a creature to 0 hit points with a melee attack on its turn, the shoosuva can move up to half its speed and make one Bite attack.
", "rollDamageType":"piercing"} piercing damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, the target is also paralyzed. The target can repeat
Mastiff
Legacy
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Monsters
Basic Rules (2014)
must succeed on a DC 11 Strength saving throw or be knocked prone.Mastiffs are impressive hounds prized by humanoids for their loyalty and keen senses. Mastiffs can be trained as guard dogs, hunting dogs, and war dogs. Halflings and other Small humanoids ride them as mounts.
Monsters
Out of the Abyss
the Flame's innate spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no components:
At will: friends, message
3/day: command
Spellcasting. The
possible in the space available.
War Pick. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"War Pick"} to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2);{"diceNotation
Magic Items
Bigby Presents: Glory of the Giants
This brass war horn is engraved with the war rune, which glows purple when the horn is blown.
You can blow the horn as a bonus action. When you do, if you have the frightened condition, you
immediately end that condition on yourself. You also have advantage on saving throws against being frightened until the start of your next turn.
Invoking the Rune. When you blow the horn, you can also invoke
Monsters
Out of the Abyss
innate spellcasting ability is Intelligence (spell save DC 10). It can innately cast the following spells, requiring no components:
At will: friends, mage hand
1/day each: disguise self, sleep
Sunlight
attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.
War Pick
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Cavalry Training. When the duergar hits a target with a melee attack while mounted, the mount can use its reaction to make one melee attack against the same target.
Duergar Resilience. The duergar
Wisdom (Perception) checks that rely on sight.Multiattack. The duergar makes two War Pick attacks.
War Pick. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"War
Monsters
Mordenkainen Presents: Monsters of the Multiverse
engineers have built numerous war machines, including some that can be fused with a duergar. Such a duergar-machine hybrid is fueled by the duergar’s psionic energy, and the duergar inside the
machine can psychically channel pain into power when attacked.
These machines are deployed to assist with construction projects and war. Some duergar bravely volunteer to become hybrids, while other
Classes
Xanathar's Guide to Everything
response: “What good is being able to throw a mighty fireball if I die before I can cast it?”
War Magic Features
Wizard Level
Feature
2nd
Arcane Deflection, Tactical Wit
6th
Power Surge
10th
Durable Magic
14th
Deflecting Shroud
A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It






