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Returning 35 results for 'common relation granting to have repeats'.
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Classes
Player’s Handbook
one precise strike than wear an opponent down with a barrage of blows.
Some Rogues began their careers as criminals, while others used their cunning to fight crime. Whatever a Rogue’s relation
to the law, no common criminal or officer of the law can match the subtle brilliance of the greatest Rogues.
Becoming a Rogue...
As a Level 1 Character
Gain all the traits in the Core Rogue
Magic Items
Dungeon Master’s Guide
repeats the save at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the save, a creature is immune to this effect for the next 24 hours. Once the figurine has
has an Intelligence of 8 and can speak Common. It also has Blindsight with a range of 60 feet. Once it has been used, it can’t be used again until 7 days have passed.
Figurine of Wondrous
Magic Items
Acquisitions Incorporated
Map of Shortcuts
At rank 3, your map case becomes a common magic item. In addition to storing normal maps, your cartographer’s map case can be used to generate a special map identifying a
reduced by half while you follow that route. If you succeed at the check by 5 or more, the map includes notes on the terrain, granting you advantage on the next ability check you make to travel
Orc
Legacy
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races
Mordenkainen Presents: Monsters of the Multiverse
Orcs trace their creation to the one-eyed god Gruumsh, an unstoppable warrior and powerful leader. The divine qualities of Gruumsh resonate within orcs, granting them a reflection of his toughness
, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Immunities Cold
Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 18
Languages Common, Draconic
CR 9 (XP 5,000; PB +4)
Actions
Multiattack. The dragon makes three Rend attacks. It
has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Some Rogues began their careers as criminals, while others used their cunning to fight crime. Whatever a Rogue’s relation to the law, no common criminal or officer of the law can match the subtle
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Constitution Saving Throw: DC 13, each creature in a 15-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target
has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Young Silver Dragon Large
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
(+0)
CHA
10 (+0)
Skills Athletics +3, Perception +2
Senses passive Perception 12
Languages Common
Challenge 1/2 (100 XP) Proficiency Bonus +2
Actions
Multiattack. The soldier
Hold the Line. If an ally within 5 feet of the soldier must make a saving throw, the soldier encourages the ally, granting advantage on the roll.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
strike than wear an opponent down with a barrage of blows. Some Rogues began their careers as criminals, while others used their cunning to fight crime. Whatever a Rogue’s relation to the law, no common
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Perception 10
Languages Abyssal, Common
CR 1 (XP 200; PB +2)
Traits
Magic Resistance. The quasit has Advantage on saving throws against spells and other magical effects.
Actions
Rend. Melee
condition. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Shape-Shift. The quasit shape-shifts to
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
nightmares. This chapter explores how to create a character prepared to face the horrors of Ravenloft, while also forging ties to the haunted pedigrees and grim fates common to the Domains of Dread
whether the Dark Powers of Ravenloft have exerted their influence upon you, granting you a double-edged supernatural gift. Subclass Options. Consider choosing the College of Spirits bard or the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Dex 13 +1 +1
Con 12 +1 +1
Mod Save
Int 7 −2 −2
Wis 10 +0 +0
Cha 13 +1 +1
Senses Passive Perception 10
Languages Common
CR 1 (XP 200; PB +2
Throw: DC 11, each Humanoid and Giant in a 300-foot Emanation originating from the harpy when the song starts. Failure: The target has the Charmed condition until the song ends and repeats the save at
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
, Ulla calls out, “Who goes there?” in Gnomish, then Pog repeats the question in Common. Their orders are to “attack shapechangers on sight.” Since anyone might be a shapechanger, they attack anyone
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 16
Languages Common, Draconic
CR 6 (XP 2,300; PB +3)
Actions
Multiattack. The dragon makes three Rend attacks. It can
Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 1 minute. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
discover that it’s an awakened plesiosaurus. A frost druid (see appendix C) recently cast an awaken spell on the creature, granting it an Intelligence of 10 and the ability to communicate in the Common
Compendium
- Sources->Dungeons & Dragons->Monster Manual
ft.; Passive Perception 19
Languages Common, Draconic
CR 10 (XP 5,900; PB +4)
Traits
Amphibious. The dragon can breathe air and water.
Actions
Multiattack. The dragon makes three Rend
in a 30-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 3 (1d6) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
.
STR
19(+4)
DEX
8(−1)
CON
16(+3)
INT
5(−3)
WIS
7(−2)
CHA
7(−2)
Senses darkvision 60 ft., passive Perception 8
Languages Common, Giant
Challenge 3 (700
saving throw or be knocked unconscious for 1 minute. The unconscious target repeats the saving throw if it takes damage and at the end of each of its turns, ending the effect on itself on a success.
[Tooltip Not Found]
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
common structures of the domain and the magic that helped create them is clearly beyond the reach of mere mortals to create or destroy. Dark Fantasy Adventure Sites d8 Adventure Site
1 An
into the reagents of a wish-granting elixir
4 A criminal consortium’s lavish sewer-academy, where recruits are transformed to be perfectly suited to enacting one near-impossible heist
5 The
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, each creature in a 15-foot Cone. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious
Common, Draconic
CR 6 (XP 2,300; PB +3)
Actions
Multiattack. The dragon makes three Rend attacks. It can replace two attacks with a use of Sleep Breath.
Rend. Melee Attack Roll: +7, reach 10
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, Unconscious
Senses Darkvision 120 ft.; Passive Perception 13
Languages Common plus two other languages
CR 7 (XP 2,900; PB +3)
Traits
Undead Restoration. If the revenant dies, it revives 24
the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Disadvantage on Strength-based D20 Tests and subtracts 2 (1d4) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds
Fire
Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 19
Languages Common, Draconic
CR 10 (XP 5,900; PB +4)
Traits
Amphibious. The dragon can breathe air and water
Compendium
- Sources->Dungeons & Dragons->Monster Manual
26 +8 +8
Skills History +11, Perception +16, Stealth +7
Immunities Cold
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 26
Languages Common, Draconic
CR 23 (XP
.
Paralyzing Breath. Constitution Saving Throw: DC 24, each creature in a 90-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
their foe with both hands and loudly repeats the word “bonk.”
Hoopak
Kender Skirmisher
Small Humanoid, Any Alignment
Armor Class 14 (leather armor)
Hit Points 14 (4d6)
Speed 30 ft
Immunities frightened
Senses passive Perception 13
Languages Common, Kenderspeak
Challenge 1/4 (50 XP) Proficiency Bonus +2
Actions
Hoopak. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft
Compendium
- Sources->Dungeons & Dragons->Monster Manual
+6 +6
Skills History +8, Perception +11, Stealth +5
Immunities Cold
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21
Languages Common, Draconic
CR 16 (XP 15,000, or
. Constitution Saving Throw: DC 20, each creature in a 60-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Wis 12 +1 +1
Cha 14 +2 +2
Skills Deception +6, Insight +3
Immunities Charmed
Senses Darkvision 60 ft.; Passive Perception 11
Languages Common plus three other languages
CR 3
the Frightened condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Bonus Actions
Shape-Shift. The
Compendium
- Sources->Dungeons & Dragons->Monster Manual
150 ft.; Passive Perception 14
Languages Common plus one other language
CR 6 (XP 2,300; PB +3)
Actions
Multiattack. The medusa makes two Claw attacks and one Snake Hair attack, or it makes
30-foot Cone. If the medusa sees its reflection in the Cone, the medusa must make this save. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if
Compendium
- Sources->Dungeons & Dragons->Monster Manual
+0 +2
Cha 10 +0 +0
Skills Deception +2, Religion +2
Gear Leather Armor, Sickle
Senses Passive Perception 10
Languages Common
CR 1/8 (XP 25; PB +2)
Actions
Ritual Sickle
cult’s mysteries than lower-ranking cultists are, granting them access to magical powers from their patrons. Cultist Fanatic Medium or Small Humanoid, Neutral
AC 13 Initiative +2 (12)
HP 44 (8d8
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Senses Darkvision 60 ft.; Passive Perception 13
Languages Common plus one other language
CR 5 (XP 1,800; PB +3)
Traits
Regeneration. The revenant regains 10 Hit Points at the start of each
target has the Frightened condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. If the Frightened target
Compendium
- Sources->Dungeons & Dragons->Monster Manual
animals or cultivating personas so they can pass as common people. Adult Gold Dragon Huge Dragon (Metallic), Lawful Good
AC 19 Initiative +14 (24)
HP 243 (18d12 + 126)
Speed 40 ft., Fly 80 ft
, Perception +14, Persuasion +13, Stealth +8
Immunities Fire
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 24
Languages Common, Draconic
CR 17 (XP 18,000, or 20,000 in lair; PB +6
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
presented them to his closest allies in the Cult of the Dragon, granting each the power of a wyrmspeaker. Using the magic of the dragon masks, this Inner Circle of Wyrmspeakers helps Severin prepare the way
wings, and festooned with jewelry and draconic imagery reflecting the wearer’s favorite type of dragon. Masks are common at cult gatherings. Cultists avoid this regalia in public, but a character who
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
them to his closest allies in the Cult of the Dragon, granting each the power of a wyrmspeaker. Using the magic of the dragon masks, this Inner Circle of Wyrmspeakers helps Severin prepare the way
wings, and festooned with jewelry and draconic imagery reflecting the wearer’s favorite type of dragon. Masks are common at cult gatherings. Cultists avoid this regalia in public, but a character who
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Crypt Features Once the characters solve the puzzle in Talhundereth’s crypt entrance (area T20), they can enter this structure when they wish. The following features are common throughout the Crypt
invading some sacred or secret place important to that character, such as a childhood home. 4 Each character hears low muttering in Dwarvish that repeats, “The brain eaters have come! Save us! If you cannot
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
presented them to his closest allies in the Cult of the Dragon, granting each the power of a wyrmspeaker. Using the magic of the dragon masks, this Inner Circle of Wyrmspeakers helps Severin prepare the way
wings, and festooned with jewelry and draconic imagery reflecting the wearer’s favorite type of dragon. Masks are common at cult gatherings. Cultists avoid this regalia in public, but a character who
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
(+4)
DEX
8 (−1)
CON
16 (+3)
INT
5 (−3)
WIS
7 (−2)
CHA
7 (−2)
Senses darkvision 60 ft., passive Perception 8
Languages Common, Giant
Challenge 4 (1,100
)
DEX
12 (+1)
CON
16 (+3)
INT
5 (−3)
WIS
7 (−2)
CHA
7 (−2)
Senses darkvision 60 ft., passive Perception 8
Languages Common, Giant
Challenge 2 (450 XP
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Miniatures Often, players can rely on your descriptions to imagine where their characters are in relation to their surroundings and their enemies. Certain combat encounters, however, can benefit from
having visual aids or physical props, the most common of which are miniatures and a battle grid. Miniatures are typically used in conjunction with model terrain, modular dungeon tiles, or maps drawn