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Classes
Player’s Handbook
orders that call on the forces of nature. Harnessing the magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction.
Revering nature above all
, individual Druids gain their magic from nature, a nature deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles
Magic Items
Baldur’s Gate: Descent into Avernus
transformation. Your alignment becomes lawful good, and you gain the following traits:
Angelic Language. You can speak, read, and write Celestial.
Celestial Resistance. You have resistance to necrotic and
creature that is transformed by magic, and see into the Ethereal Plane, all within a range of 60 feet.
New Personality. You gain new personality traits, determined by rolling once on each of the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
call on the forces of nature. Harnessing the magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction. Revering nature above all
, individual Druids gain their magic from nature, a nature deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles. Druids are
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
call on the forces of nature. Harnessing the magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction. Revering nature above all
, individual Druids gain their magic from nature, a nature deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles. Druids are
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction. Revering nature above all, individual Druids gain their magic from nature, a nature
arises, Druids take a more active role as adventurers who combat the threat. Becoming a Druid... As a Level 1 Druid Gain all the traits in the Core Druid Traits table. Gain the Druid’s level 1 features
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction. Revering nature above all, individual Druids gain their magic from nature, a nature
arises, Druids take a more active role as adventurers who combat the threat. Becoming a Druid... As a Level 1 Druid Gain all the traits in the Core Druid Traits table. Gain the Druid’s level 1 features
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Tairnadal most often encountered in Khorvaire. Despite sharing a homeland with the Aereni, the Tairnadal have distinct religious traditions, revering their patron ancestors rather than the Undying Court. In
: Revenant Blade Prerequisite: Elf You are descended from a master of the double-bladed scimitar, and some of that mastery has passed on to you. You gain the following benefits: Increase your Dexterity or
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Tairnadal most often encountered in Khorvaire. Despite sharing a homeland with the Aereni, the Tairnadal have distinct religious traditions, revering their patron ancestors rather than the Undying Court. In
: Revenant Blade Prerequisite: Elf You are descended from a master of the double-bladed scimitar, and some of that mastery has passed on to you. You gain the following benefits: Increase your Dexterity or
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
, pursue an inquisition against their enemies at all costs. They abandon compassion and honor as impediments to the more important work of ridding the world of those they deem dangerous or heretical
can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required). You gain the following benefits. Blinding Glory. Enemies that
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
character kills a guard, Lulu’s mind attempts to punish the character. That character must succeed on a DC 15 Wisdom saving throw or gain 1 level of exhaustion as Lulu’s mind saps the character’s
winged mammoth is Lulu the hollyphant in shapechanged form. After ridding Idyllglen of Yeenoghu, Lulu and Zariel introduce themselves to the characters, healing them as best they can. While these
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. While all three hags are alive, they gain the Shared Spellcasting trait, as described in the “Hag Covens” sidebar in the “Hags” entry in the Monster Manual. The hags aren’t spoiling for a fight with non
-drow, because Halaster has tasked them solely with ridding the Sargauth Level of the dark elves. The hags keep their affiliation with Halaster a secret and pretend to be harmless shell collectors with
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
character kills a guard, Lulu’s mind attempts to punish the character. That character must succeed on a DC 15 Wisdom saving throw or gain 1 level of exhaustion as Lulu’s mind saps the character’s
winged mammoth is Lulu the hollyphant in shapechanged form. After ridding Idyllglen of Yeenoghu, Lulu and Zariel introduce themselves to the characters, healing them as best they can. While these
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. While all three hags are alive, they gain the Shared Spellcasting trait, as described in the “Hag Covens” sidebar in the “Hags” entry in the Monster Manual. The hags aren’t spoiling for a fight with non
-drow, because Halaster has tasked them solely with ridding the Sargauth Level of the dark elves. The hags keep their affiliation with Halaster a secret and pretend to be harmless shell collectors with
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
ascending to godhood. In addition to revering Uthgar, each tribe venerates a totem animal spirit after which the tribe is named. Numerous Uthgardt tribes have been vanquished over the years, and at
. The Uthgardt believe that their ancestors trapped their totem spirits under these mounds so that they and their descendants could commune with the spirits and gain their power. The Uthgardt fear magic
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
ascending to godhood. In addition to revering Uthgar, each tribe venerates a totem animal spirit after which the tribe is named. Numerous Uthgardt tribes have been vanquished over the years, and at
. The Uthgardt believe that their ancestors trapped their totem spirits under these mounds so that they and their descendants could commune with the spirits and gain their power. The Uthgardt fear magic
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
on two opposing deities or forces), mystery cults (involving personal devotion to a single deity, usually as part of a pantheon system), animistic religions (revering the spirits inherent in nature
Philosophies Not all divine powers need to be derived from deities. In some campaigns, believers hold enough conviction in their ideas about the universe that they gain magical power from that conviction. In
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
on two opposing deities or forces), mystery cults (involving personal devotion to a single deity, usually as part of a pantheon system), animistic religions (revering the spirits inherent in nature
Philosophies Not all divine powers need to be derived from deities. In some campaigns, believers hold enough conviction in their ideas about the universe that they gain magical power from that conviction. In