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Returning 35 results for 'commune pl prowess take'.
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Magic Items
Dungeon Master’s Guide
and regains 1 expended charge daily at dawn. While touching the planchette, you can take 1 minute to cast one of the spells on the table below. The table indicates how many charges you must expend to
cast the spell. As you cast the spell, you call on the spirits of the dead to help guide the planchette across the board’s surface, answering your questions by pointing to the letters or words on the board.
Spell
Charge Cost
Augury
1
Commune
3
Monsters
Monster Manual
Emotions, Greater Restoration, Pass without Trace, Water Breathing 1/Day Each: Commune, Dispel Evil and Good, Plane ShiftLegendary Action Uses: 3. Immediately after another creature’s turn, the
empyrean can expend a use to take one of the following actions. The empyrean regains all expended uses at the start of each of its turns.
Bolster. The empyrean gains 10 Temporary Hit Points, and the
Monsters
Monster Manual
Emotions, Greater Restoration, Pass without Trace, Water Breathing 1/Day Each: Commune, Dispel Evil and Good, Plane ShiftLegendary Action Uses: 3. Immediately after another creature’s turn, the
empyrean can expend a use to take one of the following actions. The empyrean regains all expended uses at the start of each of its turns.
Bolster. The empyrean gains 10 Temporary Hit Points, and the
Monsters
Monster Manual
spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 25):
At Will: Detect Evil and Good1/Day Each: Commune, Control Weather, Dispel Evil and Good
, ResurrectionLegendary Action Uses: 3. Immediately after another creature’s turn, the solar can expend a use to take one of the following actions. The solar regains all expended uses at the start of
Monsters
Journeys through the Radiant Citadel
throw or take 27 (5d10);{"diceNotation":"5d10","rollType":"damage","rollAction":"Disorienting Futures","rollDamageType":"psychic"} psychic damage and have disadvantage on attack rolls until the start
: detect evil and good
2/day each: cure wounds (as a 6th-level spell), lesser restoration
1/day each: commune (as an action), dispel evil and goodA pari is an angelic harbinger gifted with foresight
Spells
Xanathar's Guide to Everything
You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can’t cast spells, and you gain the following benefits:
You gain 50 temporary hit points. If
twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.
Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.
Monsters
Fizban's Treasury of Dragons
-shifting prowess allow it to take on the semblance of a vast trove of treasures, not just a single object. Like smaller mimic;mimics, hoard mimics exude adhesive goo to trap prey. They can also vent a
Monsters
Waterdeep: Dungeon of the Mad Mage
and good, flame strike, raise dead
1/day each: commune, control weather, insect plague
Magic Resistance. The planetar has advantage on saving throws against spells and other magical
death.Unless he is incapacitated, Fazrian can take one of the following lair actions on initiative count 20 (losing initiative ties) while on the Terminus Level:
Blood flows from Fazrian's eyes until
Monsters
Vecna: Eve of Ruin
/day each: Globe of Invulnerability, Hold MonsterThe false lich can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of
ritual. This transforms the corpse into a near-identical copy of the lich with immense necrotic power and some of its creator’s arcane prowess. The creator then embeds enchanted gemstones into the
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Evasion. If the high fae is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only
prowess, moving with a speed and grace others can only imagine. Their tall stature, large wings, elaborate horns, and massive weapons give them a truly intimidating silhouette.
The most trusted high
Monsters
Mordenkainen Presents: Monsters of the Multiverse
):
At will: commune with nature (as an action), meld into stone, stone shape
1/day: Otto's irresistible danceKorreds are secretive creatures that have strong ties to earth and stone. They prefer to
can manipulate or animate. Korreds take great pride in their hair and equally great offense at anyone who attempts to cut it without permission.Bludgeoning, Piercing, and Slashing from Nonmagical
Monsters
Acquisitions Incorporated
subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. She
folk hear the tales of her prowess, the “C” Team cartographer's fame among her fellow halflings has become nothing short of legendary. Still, this adoration might be augmented by the sheer number of
Classes
Xanathar's Guide to Everything
Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock
weapon skills and magic, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers.
College of Swords Features
Bard Level
Feature
Classes
Xanathar's Guide to Everything
Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock
weapon skills and magic, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers.
College of Swords Features
Bard Level
Feature
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Constitution saving throw or take 13 (2d12);{"diceNotation":"2d12","rollType":"damage","rollAction":"Stinger","rollDamageType":"poison"} poison damage and become poisoned until it finishes a short or
appear, and they obey his commands. They remain until they die or Geryon uses an action to dismiss any or all of them.Geryon can take 3 legendary actions, choosing from the options below. Only one
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Constitution saving throw or take 13 (2d12);{"diceNotation":"2d12","rollType":"damage","rollAction":"Stinger","rollDamageType":"poison"} poison damage and become poisoned until it finishes a short or
teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.Geryon can take 3 legendary actions, choosing from the options below. Only one legendary
Monsters
Sleeping Dragon’s Wake
well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.Lhammaruntosz can take 3 legendary
within 10 feet of Lhammaruntosz must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7);{"diceNotation":"2d6+7","rollType":"damage","rollAction":"Wing Attack","rollDamageType":"bludgeoning
Monsters
Mordenkainen Presents: Monsters of the Multiverse
energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 22 (4d8 + 4);{"diceNotation":"4d8+4", "rollType":"damage", "rollAction":"Mind Blast
their own safety. Once they taste freedom from the colony, some prize their privacy, others seek to commune with similar minds, and still others seek to dominate a colony by elevating themselves to the
Monsters
Fizban's Treasury of Dragons
rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of an ancient dragon resemble glowing white or pale lavender orbs. Crystalline horns
dragon's lair, and its members telepathically commune with the dragon and any visitors in the lair from time to time.
2
A young amethyst dragon and a githzerai zerth travel together, learning
classes
Those who learn the fighting prowess of the Bulwark Warriors protect their allies from certain death. Bulwark Warriors guard their allies by provoking their enemies. With endurance and strength as their primary skills, these warriors are prepared to take lethal strikes for their compatriots.
Empyrean
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
spell attacks). It can innately cast the following spells, requiring no material components:
At will: greater restoration, pass without trace, water breathing, water walk
1/day each: commune, dispel
","rollDamageType":"radiant"}, or thunder;{"diceNotation":"7d6","rollType":"damage","rollAction":"Bolt","rollDamageType":"thunder"}.The empyrean can take 3 legendary actions, choosing from the options below
Solar
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
, resurrection
1/day each: commune, control weather
Magic Resistance. The solar has advantage on saving throws against spells and other magical effects.Multiattack. The solar makes two greatsword attacks
, disease, poison, blindness, or deafness.The solar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another
Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children.
Exploration and Adventure
Elves take up adventuring out of wanderlust
they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some
Bugbear
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
, preferring to operate at night. They do take the heads of enemy leaders, but they are no more likely to eat people indiscriminately than humans are. Bugbears aren’t likely to attack lone travelers or
otherwise produce anything of value. They bully weaker creatures into doing their bidding, so they can take it easy. When a superior force tries to intimidate bugbears into service, they will try to escape
Monk
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
. Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of
adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and monks don’t undertake it lightly. Those who leave their cloisters take their work
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
represents both life and the grave. It is her worshipers that raise young orcs to be warriors, and then, at the end of their lives, take them to Yurtrus and Shargaas to be carried into death and the
for survival in the material world, but to keep Maglubiyet at bay in the conflict on the planes. Her children will remain in her care, and if need be she wouldn’t hesitate to take to the field
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
has 3 charges and regains 1 expended charge daily at dawn. While touching the planchette, you can take 1 minute to cast one of the spells on the table below. The table indicates how many charges you
must expend to cast the spell. As you cast the spell, you call on the spirits of the dead to guide the planchette across the board’s surface, answering your questions by pointing to the letters or words on the board. Spell Charge Cost Augury 1 Commune 3
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
has 3 charges and regains 1 expended charge daily at dawn. While touching the planchette, you can take 1 minute to cast one of the spells on the table below. The table indicates how many charges you
must expend to cast the spell. As you cast the spell, you call on the spirits of the dead to guide the planchette across the board’s surface, answering your questions by pointing to the letters or words on the board. Spell Charge Cost Augury 1 Commune 3
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
serpent gods taught the humans how to take on aspects of the snake, but the cost of the change was high, requiring many sacrifices for each person to be transformed. Entire households of slaves in
— yuan-ti make perfect courtiers. And, worse for the rest of us, rulers.
— Elminster
The physical and magical prowess of the yuan-ti empire allowed the former humans to retain their
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, you can choose from any category. Prerequisite. To take a feat, you must meet any prerequisite in its description unless a feature allows you to take the feat without the prerequisite. If a prerequisite
includes a class, you must have at least 1 level in that class to take the feat. Benefit. The benefits of a feat are detailed after any prerequisites are listed. If you have a feat, you gain its
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, you can choose from any category. Prerequisite. To take a feat, you must meet any prerequisite in its description unless a feature allows you to take the feat without the prerequisite. If a prerequisite
includes a class, you must have at least 1 level in that class to take the feat. Benefit. The benefits of a feat are detailed after any prerequisites are listed. If you have a feat, you gain its
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
meddling in mortal affairs, and heroes sometimes call on their gods for aid in times of desperate need. Spells such as divination and commune give characters the opportunity to ask their gods for
divine ordeal. (JAIME JONES) At other times, the gods take the initiative to reach out to mortal heroes, sending them on quests or meddling in their adventures. Dreams, omens, and emissaries are the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Exploration and Adventure Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society
, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Gnoll Pack Lord Rising above other gnolls with their viciousness and physical prowess, gnoll pack lords terrorize weaker gnolls into their service. These brutes drive other gnolls to acts of great
targets another creature it can see within 60 feet of itself that has the Rampage Bonus Action. The target can take a Reaction to make one melee attack.
Bonus Actions
Rampage (2/Day). Immediately
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
meddling in mortal affairs, and heroes sometimes call on their gods for aid in times of desperate need. Spells such as divination and commune give characters the opportunity to ask their gods for
divine ordeal. (JAIME JONES) At other times, the gods take the initiative to reach out to mortal heroes, sending them on quests or meddling in their adventures. Dreams, omens, and emissaries are the