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Returning 35 results for 'conferred right grasp to have religion'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
Undead.Multiattack. The alhoon makes two Chilling Grasp or Arcane Bolt attacks.
Chilling Grasp. Melee Spell Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Chilling Grasp"} to hit
, reach 5 ft., one target. Hit: 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Chilling Grasp", "rollDamageType":"cold"} cold damage, and the alhoon regains 14 hit points.
Arcane
Monsters
Mordenkainen Presents: Monsters of the Multiverse
hands become bulky, flipper-like appendages able to grasp the seer’s strange staff formed of a blend of flesh, bone, and star stuff.
A star spawn seer is almost always accompanied by one or more
often in the wake of a comet—or perhaps this phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, cultists gather together, read
Backgrounds
Sword Coast Adventurer's Guide
you owe allegiance to.
Skill Proficiencies: Persuasion, plus one from among Arcana, History, Nature, and Religion, as appropriate for your order
Tool Proficiencies: One type of gaming set or musical
honest.
Knights of the Silver Chalice. The Knights of the Silver Chalice was formed by edict of the demigod Siamorphe in Waterdeep a century ago. Siamorphe’s ethos is the nobility’s right
Magic Items
Lost Laboratory of Kwalish
to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone
in the Religion skill, or a +1 bonus to checks with that skill if already proficient, while this polished, steely sphere orbits your head.
Monsters
Mordenkainen's Fiendish Folio Volume 1
are content to lead peaceful lives as hunters and gatherers, the magic that created the crab folk sometimes compels them to lash out in fearsome raids when the conditions are right.
Aquatic Vassals
deeply embedded magical compulsion to obedience.
Treasure Hungry. The hag had a particular love of silver, and was loath to allow even the smallest bit of that metal to slip through her grasp. Her
beyond their grasp. All it takes is one fool with a forbidden book and generations of work crumbles as yet another human civilization falls to dust.
The Exalted Assembly of the Feline Court
coordinates efforts to sustain and protect their servants. They forge magical pact with those who show the right mix of cunning, bravery, and etiquette.
beyond their grasp. All it takes is one fool with a forbidden book and generations of work crumbles as yet another human civilization falls to dust.
The Exalted Assembly of the Feline Court
coordinates efforts to sustain and protect their servants. They forge magical pact with those who show the right mix of cunning, bravery, and etiquette.
Ioun Stone
Legacy
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Magic Items
Basic Rules (2014)
to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone
in the Religion skill, or a +1 bonus to checks with that skill if already proficient, while this tiny golden gem orbits your head.
Ioun Stone of Language Knowledge;Language Knowledge (Rare). You
Sorcerer
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue. Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some
to do with it? Perhaps you feel like you’ve been given this power for some lofty purpose. Or you might decide that the power gives you the right to do what you want, to take what you want from
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Vecna’s Grasp Locations These locations are keyed to map 11.1. Dyson Logos Map 11.1: Vecna’s Grasp View Player Version E1: Kaleidoscopic Cavern Characters who use the magic of Vecna’s Link to
transport to Vecna’s Grasp appear in this chamber. Read the following to set the scene: You appear before a thirty-foot-wide mass of translucent purple crystals embedded in the floor of a large obsidian
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Vecna’s Grasp Locations These locations are keyed to map 11.1. Dyson Logos Map 11.1: Vecna’s Grasp View Player Version E1: Kaleidoscopic Cavern Characters who use the magic of Vecna’s Link to
transport to Vecna’s Grasp appear in this chamber. Read the following to set the scene: You appear before a thirty-foot-wide mass of translucent purple crystals embedded in the floor of a large obsidian
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, Religion +5
Senses darkvision 60 ft., passive Perception 12
Languages Common, Bullywug, Draconic, Elvish, Goblin, Sylvan
Challenge 3 (700 XP)
Fey Ancestry. Dralmorrer has advantage on saving
spell attacks). Dralmorrer has the following spells prepared from the wizard spell list:
Cantrips (at will): fire bolt, prestidigitation, shocking grasp
1st level (4 slots): longstrider, magic
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, Religion +5
Senses darkvision 60 ft., passive Perception 12
Languages Common, Bullywug, Draconic, Elvish, Goblin, Sylvan
Challenge 3 (700 XP)
Fey Ancestry. Dralmorrer has advantage on saving
spell attacks). Dralmorrer has the following spells prepared from the wizard spell list:
Cantrips (at will): fire bolt, prestidigitation, shocking grasp
1st level (4 slots): longstrider, magic
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
)
WIS
18 (+4)
CHA
11 (+0)
Skills Arcana +11, History +11, Insight +7, Investigation +11, Medicine +10, Nature +11, Religion +11
Senses passive Perception 14
Languages Common
plus any five languages
Challenge 5 (1,800 XP) Proficiency Bonus +3
Actions
Shocking Grasp (Cantrip). Melee Spell Attack: +8 to hit (with advantage if the target is wearing armor made of metal
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
)
WIS
18 (+4)
CHA
11 (+0)
Skills Arcana +11, History +11, Insight +7, Investigation +11, Medicine +10, Nature +11, Religion +11
Senses passive Perception 14
Languages Common
plus any five languages
Challenge 5 (1,800 XP) Proficiency Bonus +3
Actions
Shocking Grasp (Cantrip). Melee Spell Attack: +8 to hit (with advantage if the target is wearing armor made of metal
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
member of your family, by right of birth, or it could have been left to you by a friend, a mentor, a teacher, or someone else important in your life. The revelation of your inheritance changed your life
: Survival, plus one from among Arcana, History, and Religion Tool Proficiencies: Your choice of a gaming set or a musical instrument Languages: Any one of your choice Equipment: Your inheritance, a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
statue of a scowling medusa with a longbow and an empty quiver. The statue gazes north. When a creature sets off the trap in area 2, a poisoned arrow materializes in the medusa’s grasp as the statue
, doing so with a successful DC 18 Strength (Athletics) check. If it is toppled, the statue does not animate until returned to its former position. (If Wormriddle learns about the toppled statue, she and her flesh golems set it right before seeking to punish those responsible.)
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. Upon its completion, free-willed undeath is conferred on the mind flayers, turning them into alhoons. Initially, an alhoon can be difficult to distinguish from a normal mind flayer. The most obvious
, where it remains in communion with any other trapped alhoon minds, as well as the souls of those sacrificed. The undeath conferred by a periapt of mind trapping lasts only so long as the life of the
Compendium
- Sources->Dungeons & Dragons->Divine Contention
)
INT
15 (+2)
WIS
18 (+4)
CHA
13 (+1)
Saving Throws Wis +8
Skills Arcana +6, Investigation +6, Religion +6
Senses passive Perception 14
Languages Common, plus one of
ft.
STR
10 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
18 (+4)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws Wis +6
Skills Arcana +8, Investigation +8, Religion +8
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. Upon its completion, free-willed undeath is conferred on the mind flayers, turning them into alhoons. Initially, an alhoon can be difficult to distinguish from a normal mind flayer. The most obvious
, where it remains in communion with any other trapped alhoon minds, as well as the souls of those sacrificed. The undeath conferred by a periapt of mind trapping lasts only so long as the life of the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
(+2)
CON
15(+2)
INT
12(+1)
WIS
12(+1)
CHA
18(+4)
Saving Throws Wis +4, Cha +7
Skills Arcana +4, Deception +7, Persuasion +7, Religion +4
Damage Resistances
): eldritch blast, fire bolt, friends, mage hand, minor illusion, prestidigitation, shocking grasp
1st–5th level (4 5th-level slots): banishment, burning hands, flame strike, hellish rebuke, magic
Compendium
- Sources->Dungeons & Dragons->Divine Contention
)
INT
15 (+2)
WIS
18 (+4)
CHA
13 (+1)
Saving Throws Wis +8
Skills Arcana +6, Investigation +6, Religion +6
Senses passive Perception 14
Languages Common, plus one of
ft.
STR
10 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
18 (+4)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws Wis +6
Skills Arcana +8, Investigation +8, Religion +8
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
member of your family, by right of birth, or it could have been left to you by a friend, a mentor, a teacher, or someone else important in your life. The revelation of your inheritance changed your life
: Survival, plus one from among Arcana, History, and Religion Tool Proficiencies: Your choice of a gaming set or a musical instrument Languages: Any one of your choice Equipment: Your inheritance, a
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
(+2)
CON
15(+2)
INT
12(+1)
WIS
12(+1)
CHA
18(+4)
Saving Throws Wis +4, Cha +7
Skills Arcana +4, Deception +7, Persuasion +7, Religion +4
Damage Resistances
): eldritch blast, fire bolt, friends, mage hand, minor illusion, prestidigitation, shocking grasp
1st–5th level (4 5th-level slots): banishment, burning hands, flame strike, hellish rebuke, magic
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
statue of a scowling medusa with a longbow and an empty quiver. The statue gazes north. When a creature sets off the trap in area 2, a poisoned arrow materializes in the medusa’s grasp as the statue
, doing so with a successful DC 18 Strength (Athletics) check. If it is toppled, the statue does not animate until returned to its former position. (If Wormriddle learns about the toppled statue, she and her flesh golems set it right before seeking to punish those responsible.)
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Statue. An alcove in the south wall contains a gilded statue of Halaster Blackcloak holding what looks like coins in its outstretched right hand.
Secret Door. A northwest alcove contains a secret
and psionics. Recognizing this sinister figure requires a successful DC 20 Intelligence (Religion) check; dwarves (including duergar) have advantage on the check. A successful DC 15 Intelligence
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Statue. An alcove in the south wall contains a gilded statue of Halaster Blackcloak holding what looks like coins in its outstretched right hand.
Secret Door. A northwest alcove contains a secret
and psionics. Recognizing this sinister figure requires a successful DC 20 Intelligence (Religion) check; dwarves (including duergar) have advantage on the check. A successful DC 15 Intelligence
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
because those schemes impact the world as a whole, not because the dragon is interested in the characters individually—at least not initially. As the characters become powers in their own right
nation or religion that owes the dragon allegiance. Adventures at this scale might involve dragons as villains or as patrons, and they might well involve multiple dragons in conflict with each other. The
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
because those schemes impact the world as a whole, not because the dragon is interested in the characters individually—at least not initially. As the characters become powers in their own right
nation or religion that owes the dragon allegiance. Adventures at this scale might involve dragons as villains or as patrons, and they might well involve multiple dragons in conflict with each other. The
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Triboar Trail and the High Road. Two entrances into the building are apparent: a smaller one at the northern corner, and a larger one, suitable for beasts of burden and wagons, near the first.
Right now
building to the party, who are easier to reach. If the zombies are defeated and examined, each bears a brand on its forehead in the shape of a skull. A successful DC 15 Intelligence (Religion) check reveals
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
high or low esteem? Or does your adventuring party stand out from the larger order for some reason? Is your behavior in line with the expectations of your religion, or is it unorthodox in some way
of fresh air into the ranks of your faith. If only more people of faith would act as you do! 6 Anathema. For right or wrong, your behavior and beliefs are viewed as unacceptable, and the hierarchy of your faith actively opposes your work.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
high or low esteem? Or does your adventuring party stand out from the larger order for some reason? Is your behavior in line with the expectations of your religion, or is it unorthodox in some way
of fresh air into the ranks of your faith. If only more people of faith would act as you do! 6 Anathema. For right or wrong, your behavior and beliefs are viewed as unacceptable, and the hierarchy of your faith actively opposes your work.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
depicts a hooded and bearded male figure with his left hand held high, index finger pointed up. The other portrays an armored male knight with his gauntleted right hand extended, its palm facing inward
The two statues facing the pit represent Azuth (god of wizardry) and Torm (god of courage and self-sacrifice). Either can be identified with a successful DC 12 Intelligence (Religion) check. A detect
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
depicts a hooded and bearded male figure with his left hand held high, index finger pointed up. The other portrays an armored male knight with his gauntleted right hand extended, its palm facing inward
The two statues facing the pit represent Azuth (god of wizardry) and Torm (god of courage and self-sacrifice). Either can be identified with a successful DC 12 Intelligence (Religion) check. A detect
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Triboar Trail and the High Road. Two entrances into the building are apparent: a smaller one at the northern corner, and a larger one, suitable for beasts of burden and wagons, near the first.
Right now
building to the party, who are easier to reach. If the zombies are defeated and examined, each bears a brand on its forehead in the shape of a skull. A successful DC 15 Intelligence (Religion) check reveals