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Returning 35 results for 'conviction rage giving to her requires'.
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condition rare giving to her requires
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condition ranger giving to her requires
Species
Van Richten’s Guide to Ravenloft
domain exposes the populace to supernatural forces, occasionally giving rise to hexbloods.
Kartakass. Whimsical witches make their homes in the forests of Kartakass. They eagerly grant the wishes of
their own kind or that embodies the hexblood’s nature. This requires that both the hag and hexblood be in the same place and consent to the lengthy ritual—circumstances most hexbloods shun but
Species
Guildmasters’ Guide to Ravnica
, loxodons are true terrors—bellowing with rage, trumpeting and flapping their ears. Their serene wisdom, fierce loyalty, and unwavering conviction are tremendous assets to their guilds
Monsters
Van Richten’s Guide to Ravenloft
","rollAction":"Slasher's Knife","rollDamageType":"necrotic"}. The wound ends if the target regains hit points or if a creature uses an action to stanch the wound, which requires a successful DC 15 Wisdom
relentless killers began life as innocents, any semblance of who they were is washed away in a tide of gore and rage. These killers’ grisly work swiftly becomes the stuff of legends,striking
Monsters
Van Richten’s Guide to Ravenloft
"} necrotic damage from the wound left by the shrapnel. The wound ends if the target regains any hit points or if a creature uses an action to stanch the wound, which requires a successful DC 15
is washed away in a tide of gore and rage. These killers’ grisly work swiftly becomes the stuff of legends,striking fear into innocents across lands and over ages.
Creating a Relentless Killer
Backgrounds
Guildmasters’ Guide to Ravnica
)
2
Justice. Achieving justice requires establishing fair, equitable, and compassionate relationships within a community. (Good)
3
Protection. It isn’t right for innocents to
;Society functions only if people do their duty and respect the chain of command. (Lawful)
6
Conviction. Anything worth doing is worth doing with your whole heart. (Lawful)
Bonds
magic-items
weapon that benefitted from your Reckless Attack feature, the target becomes Burning (2d4 Fire).
Crafting. Creating a Helm of Burning Rage requires a Rare Workshop and the following Rare Components
installed that contains the energy of a Fire Giant.
While your Rage is active, you gain Resistance to Fire damage. In addition, once per turn, while you are Raging, when you hit a target with a Melee
Red Slaad (control gem variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10);{"diceNotation":"4d10
egg.
A humanoid host can carry only one slaad egg to term at a time. Over three months, the egg moves to the chest cavity, gestates, and forms a slaad tadpole. In the 24-hour period before giving birth
magic-items
large troll skull with several monstrous teeth embedded into it like a bone morningstar, giving the weapon a grim appearance. The club is imbued with elemental power from the animus used to power the
.
While attuned to this club you deal an additional 2d6 damage of the type associated with the elemental dust infused into it.
Crafting. Creating a Giant Femur Club requires a Rare Workshop and the
Barbarian
Legacy
This doesn't reflect the latest rules and lore.
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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
magic-items
club is a large troll skull with several monstrous teeth embedded into it like a bone morningstar, giving the weapon a grim appearance. The club is imbued with elemental power from the animus used to
Giants.
While attuned to this club you deal an additional 2d6 necrotic damage.
Crafting. Creating a Giant Femur Club requires a Rare Workshop and the following Rare Components:
Giant Animus from
magic-items
A blood-red ichor drips down this sword's darkened steel rapier. The sword is coated in sanguine witch blood. The dust of dead vampires is forged into the steel of the blade, giving it its blackened
Crimson Rapier requires a Very Rare Workshop and the following Very Rare Components:
Undead Animus from aSanguine Witch[/monsters]
[Dust] Undead Dust from any Vampire
[Fluid] Monster Blood from an Undead
[Natural Weapons] Teeth from any Vampire
[Organ] Heart from a Dragon
magic-items
a large troll skull with several monstrous teeth embedded into it like a bone morningstar, giving the weapon a grim appearance. The club is imbued with elemental power from the animus used to power
.
While attuned to this club you deal an additional 2d6 psychic damage.
Crafting. Creating a Giant Femur Club requires a Rare Workshop and the following Rare Components:
Giant Animus from aTroll Hag
magic-items
A blood-red ichor drips down this greatsword's darkened steel blade. The sword is coated in sanguine witch blood. The dust of dead vampires is forged into the steel of the blade, giving it its
. Creating a Crimson Greatsword requires a Very Rare Workshop and the following Very Rare Components:
Undead Animus from aSanguine Witch[/monsters]
[Dust] Undead Dust from any Vampire
[Fluid] Monster Blood from an Undead
[Natural Weapons] Teeth from any Vampire
[Organ] Heart from a Dragon
magic-items
A blood-red ichor drips down this scimitar's darkened steel blade. The sword is coated in sanguine witch blood. The dust of dead vampires is forged into the steel of the blade, giving it its
Crimson Scimitar requires a Very Rare Workshop and the following Very Rare Components:
Undead Animus from aSanguine Witch[/monsters]
[Dust] Undead Dust from any Vampire
[Fluid] Monster Blood from an Undead
[Natural Weapons] Teeth from any Vampire
[Organ] Heart from a Dragon
magic-items
When played, this instrument reverberates with draconic whispers and enchantment that drift subtly within the notes that are struck, giving the music a sense of foreboding and palpable charm. Crafted
spell's range.
Crafting. Creating a Heart String Harp requires a Rare Workshop and the following Rare Components:
[Animus] Fey Animus
[Hair] Hair from a Fey*
[Natural Weapon] Horns or Teeth of
magic-items
is a large troll skull with several monstrous teeth embedded into it like a bone morningstar, giving the weapon a grim appearance. The club is imbued with elemental power from the animus used to power
.
While attuned to this club you deal an additional 2d6 cold damage.
Crafting. Creating a Giant Femur Club requires a Rare Workshop and the following Rare Components:
Giant Animus from aWinter
magic-items
A blood-red ichor drips down this shortsword's darkened steel blade. The sword is coated in sanguine witch blood. The dust of dead vampires is forged into the steel of the blade, giving it its
. Creating a Crimson Shortsword requires a Very Rare Workshop and the following Very Rare Components:
Undead Animus from aSanguine Witch[/monsters]
[Dust] Undead Dust from any Vampire
[Fluid] Monster Blood from an Undead
[Natural Weapons] Teeth from any Vampire
[Organ] Heart from a Dragon
magic-items
is a large troll skull with several monstrous teeth embedded into it like a bone morningstar, giving the weapon a grim appearance. The club is imbued with elemental power from the animus used to power
.
While attuned to this club you deal an additional 2d6 fire damage.
Crafting. Creating a Giant Femur Club requires a Rare Workshop and the following Rare Components:
Giant Animus from aMagma
magic-items
is a large troll skull with several monstrous teeth embedded into it like a bone morningstar, giving the weapon a grim appearance. The club is imbued with elemental power from the animus used to power
.
While attuned to this club you deal an additional 2d6 lightning damage.
Crafting. Creating a Giant Femur Club requires a Rare Workshop and the following Rare Components:
Giant Animus from
magic-items
A blood-red ichor drips down this longsword's darkened steel blade. The sword is coated in sanguine witch blood. The dust of dead vampires is forged into the steel of the blade, giving it its
a Crimson Longsword requires a Very Rare Workshop and the following Very Rare Components:
Undead Animus from aSanguine Witch[/monsters]
[Dust] Undead Dust from any Vampire
[Fluid] Monster Blood from an Undead
[Natural Weapons] Teeth from any Vampire
[Organ] Heart from a Dragon
magic-items
A blood-red ichor drips down this sword's darkened steel blade. The sword is coated in sanguine witch blood. The dust of dead vampires is forged into the steel of the blade, giving it its blackened
Crimson Blade requires a Very Rare Workshop and the following Very Rare Components:
Undead Animus from aSanguine Witch[/monsters]
[Dust] Undead Dust from any Vampire
[Fluid] Monster Blood from an Undead
[Natural Weapons] Teeth from any Vampire
[Organ] Heart from a Dragon
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->Uni and the Hunt for the Lost Horn
included above.) Barbarian Class Features Level 1: Rage You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action
if you aren’t wearing Heavy armor. You can enter your Rage three times. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. While
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
included above.) Barbarian Class Features Level 1: Rage You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action
if you aren’t wearing Heavy armor. You can enter your Rage three times. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. While
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
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
equal to your Barbarian level. Life-Giving Force. At the start of each of your turns while your Rage is active, you can choose another creature within 10 feet of yourself to gain Temporary Hit Points
of the Wild Heart, Path of the World Tree, and Path of the Zealot subclasses. Path of the Berserker NATHANIEL HIMAWAN Path of the Berserker Subclass Channel Rage into Violent Fury Barbarians who
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
equal to your Barbarian level. Life-Giving Force. At the start of each of your turns while your Rage is active, you can choose another creature within 10 feet of yourself to gain Temporary Hit Points
of the Wild Heart, Path of the World Tree, and Path of the Zealot subclasses. Path of the Berserker NATHANIEL HIMAWAN Path of the Berserker Subclass Channel Rage into Violent Fury Barbarians who
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Features Level Proficiency Bonus Class Features Rages Rage Damage Weapon Mastery 1 +2 Rage, Unarmored Defense, Weapon Mastery 2 +2 2 2 +2 Danger Sense, Reckless Attack 2 +2 2 3 +2 Barbarian Subclass
Improvement 4 +2 3 9 +4 Brutal Strike 4 +3 3 10 +4 Subclass feature 4 +3 4 11 +4 Relentless Rage 4 +3 4 12 +4 Ability Score Improvement 5 +3 4 13 +5 Improved Brutal Strike 5 +3 4 14 +5 Subclass feature
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Features Level Proficiency Bonus Class Features Rages Rage Damage Weapon Mastery 1 +2 Rage, Unarmored Defense, Weapon Mastery 2 +2 2 2 +2 Danger Sense, Reckless Attack 2 +2 2 3 +2 Barbarian Subclass
Improvement 4 +2 3 9 +4 Brutal Strike 4 +3 3 10 +4 Subclass feature 4 +3 4 11 +4 Relentless Rage 4 +3 4 12 +4 Ability Score Improvement 5 +3 4 13 +5 Improved Brutal Strike 5 +3 4 14 +5 Subclass feature
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Features Level Proficiency Bonus Class Features Rages Rage Damage Weapon Mastery 1 +2 Rage, Unarmored Defense, Weapon Mastery 2 +2 2 2 +2 Danger Sense, Reckless Attack 2 +2 2 3 +2 Barbarian Subclass
Improvement 4 +2 3 9 +4 Brutal Strike 4 +3 3 10 +4 Subclass feature 4 +3 4 11 +4 Relentless Rage 4 +3 4 12 +4 Ability Score Improvement 5 +3 4 13 +5 Improved Brutal Strike 5 +3 4 14 +5 Subclass feature
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Features Level Proficiency Bonus Class Features Rages Rage Damage Weapon Mastery 1 +2 Rage, Unarmored Defense, Weapon Mastery 2 +2 2 2 +2 Danger Sense, Reckless Attack 2 +2 2 3 +2 Barbarian Subclass
Improvement 4 +2 3 9 +4 Brutal Strike 4 +3 3 10 +4 Subclass feature 4 +3 4 11 +4 Relentless Rage 4 +3 4 12 +4 Ability Score Improvement 5 +3 4 13 +5 Improved Brutal Strike 5 +3 4 14 +5 Subclass feature
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Making Task Checks When a franchise task requires an ability check, a staff member can use their own ability check modifier to determine success. (This modifier might depend on the staff member’s
task and giving the staff member direction. This can encourage the characters to develop closer relationships with franchise staff through roleplaying, and keeps the players involved in staff-focused franchise tasks.