Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'conflict rely giving to have rage'.
Other Suggestions:
conflict rule given to have race
conflict read given to have race
conflict realm given to have race
conflict rarely given to have race
conflicts rely given to have race
Monsters
Icewind Dale: Rime of the Frostmaiden
Keen Hearing. The fox has advantage on Wisdom (Perception) checks that rely on hearing.
Chimeric Creation. The fox has fur that changes color to match its surroundings, giving it advantage on
Monsters
Storm King's Thunder
Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell.
Innate Spellcasting. The giant's innate spellcasting ability is Charisma. It can innately cast the following
bracers of defense, giving him AC 16.Multiattack. The giant makes two morningstar attacks.
Morningstar. Melee Weapon Attack: +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction
Monsters
Mythic Odysseys of Theros
Keen Smell. The typhon has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The typhon regains 20 hit points at the start of its turn. If it takes radiant damage, this trait
slither through the Underworld seeking only to consume. Once the souls of mortal warlords and cruel tyrants, typhons come into being over ages of festering bitterness and rage. Over time, these souls
Monsters
Mordenkainen Presents: Monsters of the Multiverse
on Wisdom (Perception) checks that rely on sight.Hooked Spear. Melee Weapon Attack: +2;{"diceNotation":"1d20+2", "rollType":"to hit", "rollAction":"Hooked Spear"} to hit, reach 5 ft., one target. Hit
the perils of the Underdark. Equal parts fearful and vicious, bands of these dwarf-kin prey on those weaker than themselves, while giving simpering obeisance to any creatures they deem more powerful. A
Species
Eberron: Rising from the Last War
Thuranni, Regalport (Lhazaar Principalities)
Elves have carried the Mark of Shadow for thousands of years. The mark’s bearers left Aerenal after the conflict that wiped out the Mark of Death
and established House Phiarlan in Khorvaire. These elves are expert entertainers, giving them access to all manner of places and secrets. Known to few, there has always been an elite force of spies and
Backgrounds
Guildmasters’ Guide to Ravnica
ruins. You are part of a savage society that clings desperately to the Old Ways — attuned to nature, full of primal rage, and given short shrift by a world consumed with continuing civilization
, conjure barrage
4th
dominate beast, stoneskin
5th
destructive wave
Fueled by the fire of rage burning in your heart, your magic is almost always accompanied by fiery
Monsters
Out of the Abyss
paralyzed.
Sunlight Sensitivity. While in sunlight, Horgar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Gauntlets of Ogre Power. Horgar wears a set
of gauntlets of ogre power, giving him a Strength score of 19.Multiattack. Horgar makes two melee attacks.
+2 Warhammer. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit
Monsters
Waterdeep: Dungeon of the Mad Mage
duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Deformed. It has advantage on Wisdom (Perception) checks, and on saving throws against being charmed
ears, three eyes, two noses, and two mouths. It has a third arm on the right side of its body, and its left leg splits into two at the knee, giving it three feet. The transformation drove the poor creature insane, and it regards all other creatures as threats that must be destroyed.Poison
Monsters
Guildmasters’ Guide to Ravnica
action.
Sunlight Sensitivity. While in sunlight, the vampire has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The vampire makes two attacks
the magic favored by Dimir mind mages, giving them a powerful combination of abilities ideal for espionage and infiltration.
Szadek’s Heirs. The founder of House Dimir, Szadek, was the first of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Wisdom (Perception) checks that rely on sight.Multiattack. The duergar makes two War Pick attacks.
War Pick. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"War
; they were infused with powerful psionic abilities but also a profound gloom. In some, this strain of sorrow inspires works of grand but melancholic beauty, while in others, it manifests as rage.
Like
Monsters
Mordenkainen Presents: Monsters of the Multiverse
(Perception) checks that rely on sight.Multiattack. The duergar makes two Shortsword or Javelin attacks.
Shortsword. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction
inspires works of grand but melancholic beauty, while in others, it manifests as rage.
Like many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The duergar makes two Iron Fist
were infused with powerful psionic abilities but also a profound gloom. In some, this strain of sorrow inspires works of grand but melancholic beauty, while in others, it manifests as rage.
Like
Monsters
Mordenkainen Presents: Monsters of the Multiverse
on Wisdom (Perception) checks that rely on sight.Quarterstaff. Melee Weapon Attack: +1;{"diceNotation":"1d20+1", "rollType":"to hit", "rollAction":"Quarterstaff"} to hit, reach 5 ft., one target. Hit
safe from the perils of the Underdark. Equal parts fearful and vicious, bands of these dwarf-kin prey on those weaker than themselves, while giving simpering obeisance to any creatures they deem more
Monsters
Mordenkainen Presents: Monsters of the Multiverse
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Soulblade. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Soulblade"} to hit
powerful psionic abilities but also a profound gloom. In some, this strain of sorrow inspires works of grand but melancholic beauty, while in others, it manifests as rage.
Like many who dwell in the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Fire Lance. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Fire Lance"} to hit
profound gloom. In some, this strain of sorrow inspires works of grand but melancholic beauty, while in others, it manifests as rage.
Like many who dwell in the Underdark, duergar must constantly be on
Monsters
Mordenkainen Presents: Monsters of the Multiverse
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The duergar makes two Mind-Poison Dagger attacks. It can replace one attack with a use of Mind Mastery
works of grand but melancholic beauty, while in others, it manifests as rage.
Like many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To
Monsters
Mordenkainen Presents: Monsters of the Multiverse
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The duergar makes three Psychic-Attuned Hammer or Javelin attacks and uses Call to Attack.
Psychic-Attuned
infused with powerful psionic abilities but also a profound gloom. In some, this strain of sorrow inspires works of grand but melancholic beauty, while in others, it manifests as rage.
Like many who
Monsters
Fizban's Treasury of Dragons
’s weapon attacks that rely on Strength deal half damage. On a successful save, the creature takes half as much damage and isn’t weakened.
Spellcasting (Psionics). The dragon casts one of the
come into conflict with bronze dragons when their coastal territories overlap, and they can nurture an inexplicably intense hatred of these metallic dragons. They can also draw the ire of druids and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
remnant of celestial matter imbued with life-giving magic. The collision released a storm of chaotic energy and sent countless islands spinning away into the void. Within some of them, bits of the god&rsquo
;s petrified flesh came back to life as morkoths: tentacled monstrosities brimming with malice and greed.
Morkoths are driven by greed and selfishness mixed with a yearning for conflict. They hoard
Monsters
Fizban's Treasury of Dragons
creature’s weapon attacks that rely on Strength deal half damage. On a successful save, the creature takes half as much damage and isn’t weakened.
Spellcasting (Psionics). The dragon casts one
.
Topaz dragons often come into conflict with bronze dragons when their coastal territories overlap, and they can nurture an inexplicably intense hatred of these metallic dragons. They can also draw
Monsters
Fizban's Treasury of Dragons
is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature’s weapon attacks that rely on
squid, so these dragons have ample opportunity to complain bitterly about being wet after diving deep into the ocean in search of prey.
Topaz dragons often come into conflict with bronze dragons when
Monsters
Fizban's Treasury of Dragons
saving throws, and the creature’s weapon attacks that rely on Strength deal half damage. On a successful save, the creature takes half as much damage and isn’t weakened.
Spellcasting (Psionics
conflict with bronze dragons when their coastal territories overlap, and they can nurture an inexplicably intense hatred of these metallic dragons. They can also draw the ire of druids and other nature
Monsters
Lost Laboratory of Kwalish
.
Sunlight Sensitivity. While in sunlight, an immured one has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Shackling Chains. Melee Weapon Attack: +5
","rollDamageType":"bludgeoning"} bludgeoning damage.Unpredictable berserkers come together in war parties and seek conflict wherever they can find it.
monsters
’s limbs sporadically twist and move in unnatural ways, giving the creature Disadvantage on attack rolls and on ability checks that rely on Charisma.Crooked hares look like rabbits at first glance
Half-Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
united under the leadership of a mighty warlock or having fought to a standstill after years of conflict, orc and human communities, sometimes form alliances. When these alliances are sealed by
-orcs hear the whispers of Gruumsh in their dreams, calling them to unleash the rage that simmers within them. Others feel Gruumsh’s exultation when they join in melee combat — and either
monsters
Hatred. The mitflit has Advantage on attack rolls against dwarves and gnomes.
Keen Smell. The mitflit has Advantage on Wisdom (Perception) checks that rely on smell.
Self-Loathing. The
unless their rage hits a breaking point.
Gremlins
Gremlins are cruel fey tricksters and saboteurs who have acclimated to life on the Material Plane, finding distinct niches for their inventive destructiveness.
Barbarian
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually
of his drow foe, then turns to drive his armored elbow into the gut of another.
These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury
monsters
Aberrant Unlife. The shanrigol is treated as both an Aberration and Undead creature for effects that rely on creature type.
Necrotic Decay. When the shanrigol dies, its flesh sublimates into
flesh from driders and urdefhans, giving it a web attack and necrotic decay ability. Not all shanrigol behemoths have these two abilities, but should have other abilities to replace them.
Shanrigols
monsters
directions at once. It has Advantage on Wisdom (Perception) checks that rely on sight. It can see Invisible creatures and objects, as well as into the Ethereal Plane, out to a range of 30 feet. It
terrifying abomination of teeth, tentacles, and unbridled rage, the froghemoth is capable of devouring dinosaurs and even dragons. It is a frighteningly effective ambush hunter, immersing itself in the
Rogue
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
companions are free to make their escape. Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about
variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt. Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving
, but a sign of weakness. The strong embrace nature—valuing keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.
, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature — keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.
, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature — keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt. Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving
, but a sign of weakness. The strong embrace nature—valuing keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Path of the Wrathful Dead Channel the Rage of the Unquiet Dead Barbarians who walk the Path of the Wrathful Dead commune with the spirits of the deceased and channel their spectral powers. These
gifted to them; others find they’ve become servants to the unending chorus clamoring for their attention.
Level 3: Rage of the Dead Your Rage taps into the endless fury of the unquiet dead. While your