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Returning 35 results for 'core region gain to have released'.
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Classes
Player’s Handbook
to the law, no common criminal or officer of the law can match the subtle brilliance of the greatest Rogues.
Becoming a Rogue...
As a Level 1 Character
Gain all the traits in the Core Rogue
Traits table.
Gain the Rogue’s level 1 features, which are listed in the Rogue Features table.
As a Multiclass Character
Gain the following traits from the Core Rogue Traits table: Hit Point
Classes
Player’s Handbook
traits in the Core Ranger Traits table.
Gain the Ranger’s level 1 features, which are listed in the Ranger Features table.
As a Multiclass Character
Gain the following traits from the Core
Core Ranger Traits
Primary Ability
Dexterity and Wisdom
Hit Point Die
D10 per Ranger level
Saving Throw Proficiencies
Strength and Dexterity
Skill Proficiencies
Choose 3
Classes
Player’s Handbook
slaying monsters and plundering treasure; they strive to turn themselves into living weapons.
Becoming a Monk...
As a Level 1 Character
Gain all the traits in the Core Monk Traits table.
Gain
the Monk’s level 1 features, which are listed in the Monk Features table.
As a Multiclass Character
Gain the Hit Point Die trait from the Core Monk Traits table.
Gain the Monk’s level
Classes
Player’s Handbook
magic available in the present age.
Becoming a Wizard...
As a Level 1 Character
Gain all the traits in the Core Wizard Traits table.
Gain the Wizard’s level 1 features, which are listed
in the Wizard Features table.
As a Multiclass Character
Gain the Hit Point Die from the Core Wizard Traits table.
Gain the Wizard’s level 1 features, which are listed in the Wizard
Classes
Player’s Handbook
. But Bards’ depth of knowledge and mastery of magic sets them apart.
Becoming a Bard...
As a Level 1 Bard
Gain all the traits in the Core Bard Traits table.
Gain the Bard’s level 1
features, which are listed in the Bard Features table.
As a Multiclass Bard
Gain the following traits from the Core Bard Traits table: Hit Point Die, proficiency in one skill of your choice
Classes
Player’s Handbook
Barbarian...
As a Level 1 Character
Gain all the traits in the Core Barbarian Traits table.
Gain the Barbarian’s level 1 features, which are listed in the Barbarian Features table.
As a
Multiclass Character
Gain the following traits from the Core Barbarian Traits table: Hit Point Die, proficiency with Martial weapons, and training with Shields.
Gain the Barbarian’s level 1
Classes
Player’s Handbook
broad ability and extensive specialization makes Fighters superior combatants.
Becoming a Fighter...
As a Level 1 Character
Gain all the traits in the Core Fighter Traits table.
Gain the
Fighter’s level 1 features, which are listed in the Fighter Features table.
As a Multiclass Character
Gain the following traits from the Core Fighter Traits table: Hit Point Die, proficiency
Classes
Player’s Handbook
Paladin...
As a Level 1 Character
Gain all the traits in the Core Paladin Traits table.
Gain the Paladin’s level 1 features, which are listed in the Paladin Features table.
As a Multiclass
Character
Gain the following traits from the Core Paladin Traits table: Hit Point Die, proficiency with Martial weapons, and training with Light and Medium armor and Shields.
Gain the Paladin’s
Classes
Player’s Handbook
typically means some kind of adventure.
Becoming a Warlock...
As a Level 1 Character
Gain all the traits in the Core Warlock Traits table.
Gain the Warlock’s level 1 features, which are listed
in the Warlock Features table.
As a Multiclass Character
Gain the following traits from the Core Warlock Traits table: Hit Point Die and training with Light armor.
Gain the Warlock’s
Classes
Player’s Handbook
Level 1 Character
Gain all the traits in the Core Sorcerer Traits table.
Gain the Sorcerer’s level 1 features, which are listed in the Sorcerer Features table.
As a Multiclass Character
Gain the Hit Point Die from the Core Sorcerer Traits table.
Gain the Sorcerer’s level 1 features, which are listed in the Sorcerer Features table. See the multiclassing rules to determine
Monsters
Monster Manual
turn.Dracolich Lairs
A dracolich lurks in a corrupted version of the lair it had in life. The region containing a dracolich’s lair is warped by its presence, creating the following effects:
Sapping Mist
Constitution saving throw or gain 1 Exhaustion level.
Soul Drain. Creatures within 1 mile of the lair have Disadvantage on Death Saving Throws.
If the dracolich is destroyed or moves its lair elsewhere
Classes
Player’s Handbook
traits in the Core Druid Traits table.
Gain the Druid’s level 1 features, which are listed in the Druid Features table.
As a Multiclass Character
Gain the following traits from the Core Druid
Core Druid Traits
Primary Ability
Wisdom
Hit Point Die
D8 per Druid level
Saving Throw Proficiencies
Intelligence and Wisdom
Skill Proficiencies
Choose 2: Animal Handling
Classes
Player’s Handbook
Character
Gain all the traits in the Core Cleric Traits table.
Gain the Cleric’s level 1 features, which are listed in the Cleric Features table.
As a Multiclass Character
Gain the
following traits from the Core Cleric Traits table: Hit Point Die and training with Light and Medium armor and Shields.
Gain the Cleric’s level 1 features, which are listed in the Cleric Features
Monsters
Monster Manual
in the Underdark or in lairs created for them by their servants.
The region containing a beholder’s lair is twisted by its presence, creating the following effects:
Scopophobia. Creatures
Wisdom saving throw or gain no benefit from that rest.
Warping Terrain. Minor warps in reality occur near the lair; any creature (excluding the beholder) within 1 mile of the lair that makes a D20 Test
Monsters
Monster Manual
create sanctuaries apart from the living, whether hidden in cosmopolitan cities or sequestered in ruins where they dwelled in life.
The region containing a vampire’s lair is warped by its presence
mile of the lair must succeed on a DC 15 Wisdom saving throw or gain no benefit from that rest.
Mists. The area within 1 mile of the lair is Lightly Obscured by a persistent, creeping fog. The vampire
Monsters
Monster Manual
region containing a death tyrant’s lair is warped by its presence, creating the following effects:
Negative Energy Suffusion. Whenever a creature within 1 mile of the lair regains Hit Points from
throw or gain no benefit from that rest.
If the death tyrant dies or moves its lair elsewhere, these effects end immediately.PoisonNegative Energy Cone. The death tyrant’s central eye emits an
Spells
Player’s Handbook
the old feat and gain the benefits of the new one. You can’t replace a feat that is a prerequisite for any of your other feats or features.
Roll Redo. You undo a single recent event by forcing
consequences for a whole community, region, or world, you are likely to attract powerful foes. If your wish would affect a god, the god’s divine servants might instantly intervene to prevent it or to
Monsters
Dragonlance: Shadow of the Dragon Queen
action. He otherwise uses the possessed target’s statistics but doesn’t gain access to the target’s knowledge, class features, or proficiencies.
The possession lasts until the body
at his core, the seneschal didn’t return as a skeletal knight but rather as an intangible spirit. Caradoc’s Undead form suits him well, allowing him to possess the living and use unwilling
Magic Items
Guildmasters’ Guide to Ravnica
You gain a +1 bonus to attack and damage rolls made with this magic weapon. Its blade is cruelly serrated, and its hilt resembles a demonic head and wings. Whenever you slay a creature with an attack
dagger has the following additional properties.
Siphon Vitality. As a bonus action, you can release any number of stored souls from the dagger to regain 1d10 hit points per soul released
Magic Items
Princes of the Apocalypse
if dropped onto water, and it floats in place if it is released underwater. The trident is always cool to the touch, and it is immune to any damage due to exposure to water. Drown contains a spark of
Olhydra, the Princess of Evil Water.
You gain a +1 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the targets takes an extra 1d8 cold damage.
Water Mastery
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, hostile creatures within the lair can’t become hidden from her and gain no benefit from the invisible condition against her.
Spectral Web. A glistening spectral spider web erupts from a point the
into a solid object takes 1d6;{"diceNotation":"1d6","rollType":"damage","rollAction":"Telekinetic Throw","rollDamageType":"bludgeoning"} bludgeoning damage for every 10 feet moved. If released in midair, the creature takes falling damage as normal.
Monsters
Icewind Dale: Rime of the Frostmaiden
network of Ten-Towns. He hoped that his work would help the Arcane Brotherhood gain control of the region. A few years ago, shortly after his arrival in Ten-Towns, Gant established a protection racket in
Monsters
Bigby Presents: Glory of the Giants
, unaware of the mighty power beneath them. Such settlements can thrive for centuries, as the scion’s magic causes crops to flourish and livestock to thrive in the surrounding region. An ancient
suck food straight into its gullet. The scion uses a great tree to bat foes far into the distance.
Regional Effects
The region surrounding a scion of Grolantor is altered by the giant’s magic
Magic Items
Baldur’s Gate: Descent into Avernus
. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following:
Drain Life. You siphon away some of the soul’s essence and gain 1d10
trapped within it, as does expending all of the coin’s charges. The coin itself rusts from within and is destroyed once the soul is released. A freed soul travels to the realm of the god it
Monsters
Bigby Presents: Glory of the Giants
and livestock to thrive in the surrounding region. An ancient tree towers from the crest of the hill.
When roused, a cradle of the hill scion rises as a mass of dirt, stone, and roots with two
everything within reach to satiate its hunger. Its powerful lungs can suck food straight into its gullet. The scion uses a great tree to bat foes far into the distance.
Regional Effects
The region
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
fragments that make up the island’s core are also located. Sections of the lair and its center might be kept dry to better protect and preserve collected objects and creatures, but most of the lair
Shifter
Legacy
This doesn't reflect the latest rules and lore.
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Species
Eberron: Rising from the Last War
Geth’s ancient heritage rose up from deep within him, spreading out from the core of his being. Some shifters manifested terrible claws, others massive fangs, still others astounding speed or
in blended communities. Their names typically overlap with the names of other cultures in their region. Many shifters prefer to keep their personal names for their friends and use “wandering
Monsters
Mordenkainen Presents: Monsters of the Multiverse
The region containing Geryon’s lair is warped by his magic, creating one or more of the following effects:
Chilling Wind. Freezing strong winds howl around the area within 1 mile of the lair
abilities. Members of his cult can gain the Crushing Blow trait. Cult leaders can also gain the Indomitable Strength trait.
Crushing Blow (Recharges after a Short or Long Rest). As a bonus action, the
Magic Items
Baldur’s Gate: Descent into Avernus
shield’s appearance, so that its celestial motif and designs have become twisted into a fiendish face that subtly moves in disturbing ways.
While holding this shield, you gain a +2 bonus to AC and
released from the shield, the pit fiend honors the terms of whatever bargain it struck to facilitate its escape.
While trapped in the shield, Gargauth carefully steers the shield’s current owner
Monsters
Princes of the Apocalypse
in the area that isn’t resistant or immune to fire damage must make a DC 21 Constitution saving throw or gain one level of exhaustion.
Teleport (Costs 2 Actions). Imix magically teleports up
","rollDamageType":"fire"} fire damage. Creatures that take fire damage from this effect gain one level of exhaustion. In addition, there is a fifty percent chance ;{"diceNotation":"1d100","rollType
Monsters
Mordenkainen Presents: Monsters of the Multiverse
for 1 minute or until Baphomet takes this lair action again.
Regional Effects
The region containing Baphomet’s lair is warped by his magic, creating one or more of the following effects
1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days.
Cultists of Baphomet
Baphomet grants his cultists special abilities. All his devotees gain the Labyrinthine Recall trait
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Effects
The region containing Geryon’s lair is warped by his magic, creating one or more of the following effects:
Chilling Wind. Freezing strong winds howl around the area within 1 mile of
abilities. Members of his cult can gain the Crushing Blow trait. Cult leaders can also gain the Indomitable Strength trait.
Crushing Blow (Recharges after a Short or Long Rest). As a bonus action
Monsters
Mordenkainen Presents: Monsters of the Multiverse
have disadvantage on Dexterity (Stealth) checks made to hide.
Regional Effects
The region containing Graz’zt’s lair is warped by his magic, creating one or more of the following effects
;{"diceNotation":"1d10","rollType":"roll"} days.
Cultists of Graz’zt
Graz’zt grants his cultists special abilities. His cultists can gain the Joy from Pain trait, while his cult leaders
Monsters
Mordenkainen Presents: Monsters of the Multiverse
or hyena that Yeenoghu can see can use its reaction to move up to its speed.
Regional Effects
The region containing Yeenoghu’s lair is warped by his magic, creating one or more of the
most devoted followers gain the Gnashing Jaws action and the Rampage bonus action, while cult leaders gain the Aura of Bloodthirst trait.
Gnashing Jaws. Melee Weapon Attack: bonus to hit equal to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Monster Manual). These Undead obey his telepathic commands, which can reach anywhere in the lair.
Regional Effects
The region containing Orcus’s lair is warped by his magic, creating one or more
of the following effects:
Charnel Realm. The air is filled with the stench of rotting flesh, and buzzing flies grow thick within the region.
Undead Beasts. Dead Beasts periodically animate as