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Returning 35 results for 'confer race grabbing to have require'.
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Monsters
Spelljammer: Adventures in Space
. The comet deals double damage to objects and structures.
Unusual Nature. The comet doesn’t require air, food, drink, or sleep.Multiattack. The comet makes one Slam attack and one Spit Fire
, and other unsuspecting targets to destroy.
A murder comet’s creator can bind their spirit to the comet. In this form, the comet’s creator becomes ageless and immortal, free to race across
Monsters
Mythic Odysseys of Theros
volcanoes, where they caper among the forces of dissolution and rebirth. During avalanches and volcanic eruptions, groups of oreads might race ahead of the destruction, dancing, singing, and doing what
times of special need, deities tied to facets of nature might employ nymphs as messengers, guardians, or scouts.
Immortal Nature. A nymph doesn't require food, drink, or sleep.
Fire, Poison
Species
Spelljammer: Adventures in Space
.
Although thri-kreen don’t sleep, they do require periods of inactivity to revitalize themselves. During these periods, they are fully aware of what’s happening around them.
Thri-kreen
member of the human race or one of the game’s fantastical races. If you create a character using a race option presented here, follow these additional rules during character creation.
Ability
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
creature awakens if it takes at least 5 damage on one turn. A healthy menga bush usually has 2d6 ounces of leaves. Once picked, the leaves require 1 day to dry out before they can confer any benefit.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
creature awakens if it takes at least 5 damage on one turn. A healthy menga bush usually has 2d6 ounces of leaves. Once picked, the leaves require 1 day to dry out before they can confer any benefit.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Max Bonus Common 1st — Uncommon 3rd +1 Rare 6th +2 Very rare 8th +3 Legendary 9th +4 Maximum Spell Level. This column of the table indicates the highest-level spell effect the item should confer, in
the form of a once-per-day or similarly limited property. For example, a common item might confer the benefit of a 1st-level spell once per day (or just once, if it’s consumable). A rare, very rare
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Very Rare 8 +3 Legendary 9 +4 Maximum Spell Level. This column of the table indicates the highest-level spell effect the item should confer, in the form of a once-per-day or similarly limited
property. For example, a Common magic item might confer the benefit of a level 1 spell once per day (or just once if it’s consumable). A Rare, Very Rare, or Legendary magic item might allow its possessor to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Very Rare 8 +3 Legendary 9 +4 Maximum Spell Level. This column of the table indicates the highest-level spell effect the item should confer, in the form of a once-per-day or similarly limited
property. For example, a Common magic item might confer the benefit of a level 1 spell once per day (or just once if it’s consumable). A Rare, Very Rare, or Legendary magic item might allow its possessor to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Max Bonus Common 1st — Uncommon 3rd +1 Rare 6th +2 Very rare 8th +3 Legendary 9th +4 Maximum Spell Level. This column of the table indicates the highest-level spell effect the item should confer, in
the form of a once-per-day or similarly limited property. For example, a common item might confer the benefit of a 1st-level spell once per day (or just once, if it’s consumable). A rare, very rare
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Concentration. Many items, such as Potions, bypass the casting of a spell and confer the spell’s effects with its usual duration. Certain items make exceptions to these rules, changing the casting time
, duration, or other parts of a spell. A magic item may require the user to use their own spellcasting ability when casting a spell from the item. If the user has more than one spellcasting ability, the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
items, such as potions, bypass the casting of a spell and confer the spell's effects, with their usual duration. Certain items make exceptions to these rules, changing the casting time, duration, or
other parts of a spell. A magic item, such as certain staffs, may require you to use your own spellcasting ability when you cast a spell from the item. If you have more than one spellcasting ability
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
items, such as potions, bypass the casting of a spell and confer the spell's effects, with their usual duration. Certain items make exceptions to these rules, changing the casting time, duration, or
other parts of a spell. A magic item, such as certain staffs, may require you to use your own spellcasting ability when you cast a spell from the item. If you have more than one spellcasting ability
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Concentration. Many items, such as Potions, bypass the casting of a spell and confer the spell’s effects with its usual duration. Certain items make exceptions to these rules, changing the casting time
, duration, or other parts of a spell. A magic item may require the user to use their own spellcasting ability when casting a spell from the item. If the user has more than one spellcasting ability, the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Nagas Nagas are intelligent serpents that inhabit the ruins of the past, amassing arcane treasures and knowledge. The first nagas were created as immortal guardians by a humanoid race long lost to
history. When this race died out, the nagas deemed themselves the rightful inheritors of their masters’ treasures and magical lore. Industrious and driven, nagas occasionally venture out from their
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Nagas Nagas are intelligent serpents that inhabit the ruins of the past, amassing arcane treasures and knowledge. The first nagas were created as immortal guardians by a humanoid race long lost to
history. When this race died out, the nagas deemed themselves the rightful inheritors of their masters’ treasures and magical lore. Industrious and driven, nagas occasionally venture out from their
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, and wealthy patrons. Bard
Medium humanoid (any race), any alignment
Armor Class 15 (chain shirt)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1
rest. The bard can confer this benefit on itself as well.
Taunt (2/Day). The bard can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the bard, the
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Bard Bard
Medium humanoid (any race), any alignment
Armor Class 15 (chain shirt)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
11(+0)
DEX
14(+2)
CON
12(+1)
INT
10(+0
can perform a song while taking a short rest. Any ally who hears the song regains an extra 1d6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. The bard can confer
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, or wealthy patrons. Bard
Medium humanoid (any race), any alignment
Armor Class 15 (chain shirt)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
11(+0)
DEX
14(+2)
CON
12(+1
bard can confer this benefit on itself as well.
Taunt (2/Day). The bard can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the bard, the target must
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Bard Bard
Medium humanoid (any race), any alignment
Armor Class 15 (chain shirt)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
11(+0)
DEX
14(+2)
CON
12(+1)
INT
10(+0
can perform a song while taking a short rest. Any ally who hears the song regains an extra 1d6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. The bard can confer
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, or wealthy patrons. Bard
Medium humanoid (any race), any alignment
Armor Class 15 (chain shirt)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
11(+0)
DEX
14(+2)
CON
12(+1
bard can confer this benefit on itself as well.
Taunt (2/Day). The bard can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the bard, the target must
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, and wealthy patrons. Bard
Medium humanoid (any race), any alignment
Armor Class 15 (chain shirt)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1
rest. The bard can confer this benefit on itself as well.
Taunt (2/Day). The bard can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the bard, the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Weapon Proficiency Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are simple and martial. Most people can use simple weapons
with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Weapon Proficiency Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are simple and martial. Most people can use simple weapons
with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Weapon Proficiency Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are simple and martial. Most people can use simple weapons
with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Weapon Proficiency Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are simple and martial. Most people can use simple weapons
with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Scaladar Scaladar are constructs created by Trobriand, one of Halaster’s apprentices. They move and attack like giant scorpions, grabbing prey with two large pincer claws and delivering a deadly
scaladar doesn’t require air, food, drink, or sleep. Scaladar
Huge construct, unaligned
Armor Class 19 (natural armor)
Hit Points 94 (7d12 + 49)
Speed 30 ft., climb 20 ft.
STR
19(+4
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Scaladar Scaladar are constructs created by Trobriand, one of Halaster’s apprentices. They move and attack like giant scorpions, grabbing prey with two large pincer claws and delivering a deadly
scaladar doesn’t require air, food, drink, or sleep. Scaladar
Huge construct, unaligned
Armor Class 19 (natural armor)
Hit Points 94 (7d12 + 49)
Speed 30 ft., climb 20 ft.
STR
19(+4
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Creating a Race or Subrace This section teaches you how to modify existing races, as well as create new ones. The most important step in customizing or designing races for your campaign is to start
with the story behind the race or subrace you wish to create. Having a firm idea of a race’s story in your campaign will help you make decisions during the creation process. Ask yourself several
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
as Potions, bypass the casting of a spell and confer the spell’s effects with its usual duration. Certain items make exceptions to these rules, changing the casting time, duration, or other parts of
a spell. A magic item may require the user to use their own spellcasting ability when casting a spell from the item. If the user has more than one spellcasting ability, the user chooses which one to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Creating a Race or Subrace This section teaches you how to modify existing races, as well as create new ones. The most important step in customizing or designing races for your campaign is to start
with the story behind the race or subrace you wish to create. Having a firm idea of a race’s story in your campaign will help you make decisions during the creation process. Ask yourself several
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
as Potions, bypass the casting of a spell and confer the spell’s effects with its usual duration. Certain items make exceptions to these rules, changing the casting time, duration, or other parts of
a spell. A magic item may require the user to use their own spellcasting ability when casting a spell from the item. If the user has more than one spellcasting ability, the user chooses which one to
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
this race). None of these spells require spell components when you cast them with this trait. Mental Discipline. Your innate psychic defenses grant you advantage on saving throws you make to avoid or
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
this race). None of these spells require spell components when you cast them with this trait. Mental Discipline. Your innate psychic defenses grant you advantage on saving throws you make to avoid or
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
race). None of these spells require spell components when you cast them with this trait. Psychic Resilience. You have resistance to psychic damage.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
race). None of these spells require spell components when you cast them with this trait. Psychic Resilience. You have resistance to psychic damage.