Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'commune weapons record'.
Other Suggestions:
common weapons reborn
combine weapons records
command weapons records
common weapons records
common weapons regard
Monsters
Waterdeep: Dungeon of the Mad Mage
Angelic Weapons. The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8;{"diceNotation":"5d8","rollType":"damage","rollAction":"Angelic
Weapons","rollDamageType":"radiant"} radiant damage (included in the attack).
Divine Awareness. The planetar knows if it hears a lie.
Innate Spellcasting. The planetar's spellcasting ability is Charisma
Monsters
Baldur’s Gate: Descent into Avernus
Magic Weapons. The hellwasp’s weapon attacks are magical.Multiattack. The hellwasp makes two attacks: one with its sting and one with its sword talons.
Sting. Melee Weapon Attack: +7
chambers and passages. The hellwasps use these nests as communal shelters and food storage. A typical nest is large enough to support a commune of 1d10 + 10;{"diceNotation":"1d10+10","rollType":"roll
Monsters
Curse of Strahd
Angelic Weapons. The Abbot's weapon attacks are magical. When the Abbot hits with any weapon, the weapon deals an extra 4d8;{"diceNotation":"4d8","rollType":"damage","rollAction":"Angelic Weapons
spells, requiring only verbal components:
At will: detect evil and good
1/day each: commune, raise dead
Magic Resistance. The Abbot has advantage on saving throws against spells and other magical
Monsters
Sleeping Dragon’s Wake
for the next 24 hours.
Breath Weapons (Recharge 5–6). Lhammaruntosz uses one of the following breath weapons.
Lightning Breath. Lhammaruntosz exhales lightning in a 90- foot line that is 5
Bahamut, which the dragon can use to commune with the deity.
In recent decades Lhammaruntosz has retreated inside the shrine, becoming reclusive due to a attack by a disguised demon which has driven her
Deva
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Angelic Weapons. The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8;{"diceNotation":"4d8","rollType":"damage","rollAction":"Angelic Weapons
, requiring only verbal components:
At will: detect evil and good
1/day each: commune, raise dead
Magic Resistance. The deva has advantage on saving throws against spells and other magical
Planetar
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Angelic Weapons. The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8;{"diceNotation":"5d8","rollType":"damage","rollAction":"Angelic
Weapons","rollDamageType":"radiant"} radiant damage (included in the attack).
Divine Awareness. The planetar knows if it hears a lie.
Innate Spellcasting. The planetar's spellcasting ability is Charisma
Empyrean
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
has advantage on saving throws against spells and other magical effects.
Magic Weapons. The empyrean’s weapon attacks are magical.
Alignment. The alignment of an Empyrean is chaotic good (75
Solar
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Angelic Weapons. The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8;{"diceNotation":"6d8","rollType":"damage","rollAction":"Angelic Weapons
, 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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
proficiencies: armor, weapons, skills, saving throws, and sometimes tools. Your proficiencies define many of the things your character can do particularly well, from using certain weapons to telling a convincing lie. On your character sheet, record all the features that your class gives you at 1st level.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
proficiencies: armor, weapons, skills, saving throws, and sometimes tools. Your proficiencies define many of the things your character can do particularly well, from using certain weapons to telling a convincing lie. On your character sheet, record all the features that your class gives you at 1st level.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
: armor, weapons, skills, saving throws, and sometimes tools. Your proficiencies define many of the things your character can do particularly well, from using certain weapons to telling a convincing lie
.
On your character sheet, record all the features that your class gives you at 1st level.
Level Typically, a character starts at 1st level and advances in level by adventuring and gaining
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
: armor, weapons, skills, saving throws, and sometimes tools. Your proficiencies define many of the things your character can do particularly well, from using certain weapons to telling a convincing lie
.
On your character sheet, record all the features that your class gives you at 1st level.
Level Typically, a character starts at 1st level and advances in level by adventuring and gaining
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
5. Choose Equipment Your class and background determine your character’s starting equipment, including weapons, armor, and other adventuring gear. Record this equipment on your character sheet. All
character’s AC equals 10 + his or her Dexterity modifier. If your character wears armor, carries a shield, or both, calculate your AC using the rules in the Equipment section. Record your AC on your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
5. Choose Equipment Your class and background determine your character’s starting equipment, including weapons, armor, and other adventuring gear. Record this equipment on your character sheet. All
character’s AC equals 10 + his or her Dexterity modifier. If your character wears armor, carries a shield, or both, calculate your AC using the rules in the Equipment section. Record your AC on your
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
5. Choose Equipment Your class and background determine your character’s starting equipment, including weapons, armor, and other adventuring gear. Record this equipment on your character sheet. All
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
5. Choose Equipment Your class and background determine your character’s starting equipment, including weapons, armor, and other adventuring gear. Record this equipment on your character sheet. All
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Planetar Planetars act as the weapons of the gods they serve, presenting a tangible representation of their deities’ might. A planetar can call down rain to relieve a drought, or can loose an insect
(15,000 XP)
Angelic Weapons. The planetar’s weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).
Divine
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Planetar Planetars act as the weapons of the gods they serve, presenting a tangible representation of their deities’ might. A planetar can call down rain to relieve a drought, or can loose an insect
(15,000 XP)
Angelic Weapons. The planetar’s weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).
Divine
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
recording on your character sheet: Attack rolls using weapons you’re proficient with Attack rolls with spells you cast Ability checks using skills you’re proficient in Ability checks using tools
features on his character sheet.
As a 1st-level fighter, Bruenor has 1 Hit Die—a d10—and starts with hit points equal to 10 + his Constitution modifier. Bob notes this, and will record the final
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
with certain weapons or tools, proficiency in one or more skills, or the ability to use minor spells. These traits sometimes dovetail with the capabilities of certain classes (see step 2). For example
them later.
Record the traits granted by your race on your character sheet. Be sure to note your starting languages and your base speed as well.
BUILDING BRUENOR, STEP 1
Bob is sitting down to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
with certain weapons or tools, proficiency in one or more skills, or the ability to use minor spells. These traits sometimes dovetail with the capabilities of certain classes (see step 2). For example
them later.
Record the traits granted by your race on your character sheet. Be sure to note your starting languages and your base speed as well.
BUILDING BRUENOR, STEP 1
Bob is sitting down to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
character’s race grants particular racial traits, such as special senses, proficiency with certain weapons or tools, proficiency in one or more skills, or the ability to use minor spells. These traits
ability scores, which you determine in step 3. Note these increases and remember to apply them later. Record the traits granted by your race on your character sheet. Be sure to note your starting
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
character’s race grants particular racial traits, such as special senses, proficiency with certain weapons or tools, proficiency in one or more skills, or the ability to use minor spells. These traits
ability scores, which you determine in step 3. Note these increases and remember to apply them later. Record the traits granted by your race on your character sheet. Be sure to note your starting
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
recording on your character sheet: Attack rolls using weapons you’re proficient with Attack rolls with spells you cast Ability checks using skills you’re proficient in Ability checks using tools
features on his character sheet.
As a 1st-level fighter, Bruenor has 1 Hit Die—a d10—and starts with hit points equal to 10 + his Constitution modifier. Bob notes this, and will record the final
Compendium
- Sources->Dungeons & Dragons->Monster Manual
use magic and blessed weapons to protect the just and root out wickedness across the Multiverse. These angels act where they can against overwhelming evil, but to avoid the attention of the Lower
: Detect Evil and Good
1/Day Each: Commune, Control Weather, Dispel Evil and Good, Raise Dead
Bonus Actions
Divine Aid (2/Day). The planetar casts Cure Wounds, Invisibility, Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
... Primary Ability Complexity Barbarian Battle Strength Average Bard Performing Charisma High Cleric Gods Wisdom Average Druid Nature Wisdom High Fighter Weapons Strength or Dexterity Low Monk Unarmed
character sheet. Typically, a character starts at level 1 and advances in level by adventuring and gaining Experience Points (XP). Write Your XP. Also record your Experience Points. A level 1 character
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
). The master of the Augury is an elf named Kestia. She has ties to a number of angels of Syrania, and if she chooses she can perform commune. However, as this requires her to call in a celestial favor
heading to Xen’drik. The shops of the Mystic Market deal in magic items, whether locally produced or bought from explorers. The Mithral Blade produces fine and uncommon weapons and armor. Wise Wood
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
storage. A typical nest is large enough to support a commune of 1d10 + 10 hellwasps, with each hellwasp having an equal voice and role in the society. Hellwasp Telepathy. Hellwasps communicate with one
Senses darkvision 60 ft., passive Perception 10
Languages Infernal, telepathy 300 ft. (with other hellwasps only)
Challenge 5 (1,800 XP)
Magic Weapons. The hellwasp’s weapon attacks are
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
... Primary Ability Complexity Barbarian Battle Strength Average Bard Performing Charisma High Cleric Gods Wisdom Average Druid Nature Wisdom High Fighter Weapons Strength or Dexterity Low Monk Unarmed
character sheet. Typically, a character starts at level 1 and advances in level by adventuring and gaining Experience Points (XP). Write Your XP. Also record your Experience Points. A level 1 character
Compendium
- Sources->Dungeons & Dragons->Monster Manual
use magic and blessed weapons to protect the just and root out wickedness across the Multiverse. These angels act where they can against overwhelming evil, but to avoid the attention of the Lower
: Detect Evil and Good
1/Day Each: Commune, Control Weather, Dispel Evil and Good, Raise Dead
Bonus Actions
Divine Aid (2/Day). The planetar casts Cure Wounds, Invisibility, Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
). The master of the Augury is an elf named Kestia. She has ties to a number of angels of Syrania, and if she chooses she can perform commune. However, as this requires her to call in a celestial favor
heading to Xen’drik. The shops of the Mystic Market deal in magic items, whether locally produced or bought from explorers. The Mithral Blade produces fine and uncommon weapons and armor. Wise Wood
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Likes... Primary Ability Complexity Barbarian Battle Strength Average Bard Performing Charisma High Cleric Gods Wisdom Average Druid Nature Wisdom High Fighter Weapons Strength or Dexterity Low
your character sheet. Typically, a character starts at level 1 and advances in level by adventuring and gaining Experience Points (XP). Write Your XP. Also record your Experience Points. A level 1
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
)
Angelic Weapons. The deva’s weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).
Innate Spellcasting. The deva’s
spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components:
At will: detect evil and good
1/day each: commune, raise
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
)
Angelic Weapons. The deva’s weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).
Innate Spellcasting. The deva’s
spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components:
At will: detect evil and good
1/day each: commune, raise
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
storage. A typical nest is large enough to support a commune of 1d10 + 10 hellwasps, with each hellwasp having an equal voice and role in the society. Hellwasp Telepathy. Hellwasps communicate with one
Senses darkvision 60 ft., passive Perception 10
Languages Infernal, telepathy 300 ft. (with other hellwasps only)
Challenge 5 (1,800 XP)
Magic Weapons. The hellwasp’s weapon attacks are