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Returning 35 results for 'down core more is make'.
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Classes
Player’s Handbook
Core Rogue Traits
Primary Ability
Dexterity
Hit Point Die
D8 per Rogue level
Saving Throw Proficiencies
Dexterity and Intelligence
Skill Proficiencies
Choose 4: Acrobatics
skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.
In combat, Rogues prioritize subtle strikes over brute strength. They would rather make
Monsters
Bigby Presents: Glory of the Giants
Berserk. If the core inside the colossus is destroyed, the colossus goes berserk. On each of its turns while berserk, the colossus attacks the nearest creature it can see. If no creature is near
elemental energy in a 90-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw. On a failed save, a creature takes 40 (9d8) damage of a type of the colossus’s choosing: acid
Monsters
Guildmasters’ Guide to Ravnica
Death Burst. When the galvanice weird dies, it explodes in a burst of ice and lightning. Each creature within 10 feet of the exploding weird must make a DC 13 Dexterity saving throw, taking 7 (2d6
willingly, with cheerful stupidity, as guardians and laborers in Izzet workshops. They combine a rigid body of elemental ice with a core of lightning that animates them. If a galvanice weird is
Monsters
Acquisitions Incorporated
strange creature that had seized his sister, then created a false Auspicia in her stead. Having long attempted to simply make her peace with the loss, she was overwhelmed by the real Auspicia's dramatic
can call on her spells and abilities in times of need, and remains in constant practice with Confessor, her maul. At her core, she believes that the gods help those who help themselves, and that
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
":"Rend", "rollDamageType":"slashing"} slashing damage.
Malevolent Flare. The witchkite spits magical, green-tinged flame at one creature it can see within 60 feet of itself. The target must make a DC 17
the following effects of the witchkite’s choice:
The target must use its reaction to make a melee attack against another creature of the witchkite’s choice that is within the target
Monsters
Dragonlance: Shadow of the Dragon Queen
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
himself. The target must succeed on a DC 15 Wisdom saving throw, or the target must immediately use its reaction to make a melee attack against another creature of Caradoc’s choice (wasting its reaction if there are no other creatures within reach).
Monsters
The Book of Many Things
target must make a DC 18 Charisma saving throw. On a failed save, the target takes 36 (8d8);{"diceNotation":"8d8", "rollType":"damage", "rollAction":"Drink Breath", "rollDamageType":"necrotic
and identity, ultimately drawing out and devouring the unfortunate being’s soul. Breath drinkers avoid necrotic energy because it amplifies the void at the core of their existence, rapidly
Monsters
Mythic Odysseys of Theros
);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Breath of Hopelessness"}. The eater of hope exhales a miasma of Underworld winds in a 30-foot cone. Each creature in that area must make a DC 14
damage whenever the eater of hope hits it with an attack. On a successful save, the target takes half as much damage and isn’t cursed.An eater of hope is bitter to the core, resentful of all forms
Monsters
Phandelver and Below: The Shattered Obelisk
meld can climb difficult surfaces, including ceilings, without needing to make an ability check.Multiattack. The flesh meld makes two Bite attacks.
Bite. Melee Weapon Attack: +8;{"diceNotation":"1d20+8
flesh meld’s core. The stench of death surrounds a flesh meld.
When a creature is consumed by a flesh meld, the creature’s mind is merged into the flesh meld’s consciousness. More
Monsters
Spelljammer: Adventures in Space
180 feet of itself, then blossoms into a 30-foot-radius sphere centered on that point. Each creature in the sphere must make a DC 19 Constitution saving throw, taking 55 (10d10);{"diceNotation":"10d10
solar dragon customarily lairs in a star’s radiant core or nests in a gigantic, hollowed-out rock engulfed by the star’s blinding radiance. A star in which a solar dragon makes its lair
Monsters
Spelljammer: Adventures in Space
240 feet of itself, then blossoms into a 40-foot-radius sphere centered on that point. Each creature in the sphere must make a DC 23 Constitution saving throw, taking 66 (12d10);{"diceNotation
A solar dragon customarily lairs in a star’s radiant core or nests in a gigantic, hollowed-out rock engulfed by the star’s blinding radiance. A star in which a solar dragon makes its lair
Monsters
Mordenkainen Presents: Monsters of the Multiverse
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
, and the morkoth can’t use its tentacles on another target.
Hypnosis. The morkoth projects a 30-foot cone of magical energy. Each creature in that area must make a DC 17 Wisdom saving throw. On a
Backgrounds
Baldur’s Gate: Descent into Avernus
realizing the connection. You got the Guild to back off demands for your death by offering to make amends by working for the criminals, but even so the kingpin still plots a personal revenge.
2
The
Characteristics
Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor
magic-items
This wand is carved from magical bark, with the hair of an undead creature in its core and finished in goopy ooze.
Once per turn when you deal damage with a Warlock cantrip to a creature, you can
make that creature Jinxed (1d4) until the start of your next turn.
Crafting. Creating a Wand of Jinxes requires a Rare Workshop and the following Rare Components:
[Animus] Any Animus
[Fluid] Goopy Ooze
[Hair] Hair from an Undead
[Hide] Bark
Lizardfolk
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
smooth-skins is far greater.
Despite their alien outlook, some lizardfolk make an effort to understand and, in their own manner, befriend people of other races. Such lizardfolk make faithful and
so on.
Pleasurable people and things make life easier for lizardfolk. Pleasurable things should be preserved and protected, sometimes at the cost of the lizardfolk’s own safety. The most
Ideals
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Rules
core belief system.
Ideals might answer any of these questions: What are the principles that you will never betray? What would prompt you to make sacrifices? What drives you to act and guides your goals and ambitions? What is the single most important thing you strive for?
magic-items
These weapons are carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Their hilts and shafts are bound in hair from a fey creature. This magic weapon channels
using this weapon, you can expend a Ranger spell slot to cast Hunter's Mark on the target as part of the same action used to make the attack. When you cast Hunter's Mark in this way it does not require
magic-items
This battleaxe is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
slot to cast Hunter's Mark on the target as part of the same action used to make the attack. When you cast Hunter’s Mark in this way it does not require Concentration. Additionally, the spell
magic-items
This blowgun is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
slot to cast Hunter's Mark on the target as part of the same action used to make the attack. When you cast Hunter’s Mark in this way it does not require Concentration. Additionally, the spell
magic-items
This blowgun is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
slot to cast Hunter's Mark on the target as part of the same action used to make the attack. When you cast Hunter’s Mark in this way it does not require Concentration. Additionally, the spell
magic-items
This dart is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
to cast Hunter's Mark on the target as part of the same action used to make the attack. When you cast Hunter’s Mark in this way it does not require Concentration. Additionally, the spell lasts
magic-items
This flail is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
cast Hunter's Mark on the target as part of the same action used to make the attack. When you cast Hunter’s Mark in this way it does not require Concentration. Additionally, the spell lasts for
magic-items
This glaive is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
to cast Hunter's Mark on the target as part of the same action used to make the attack. When you cast Hunter’s Mark in this way it does not require Concentration. Additionally, the spell lasts
magic-items
This greataxe is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
spell slot to cast Hunter's Mark on the target as part of the same action used to make the attack. When you cast Hunter’s Mark in this way it does not require Concentration. Additionally, the spell
magic-items
This greatclub is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
spell slot to cast Hunter's Mark on the target as part of the same action used to make the attack. When you cast Hunter’s Mark in this way it does not require Concentration. Additionally, the
magic-items
This greatsword is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels
Ranger spell slot to cast Hunter's Mark on the target as part of the same action used to make the attack. When you cast Hunter’s Mark in this way it does not require Concentration. Additionally, the
magic-items
This hand crossbow is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels
expend a Ranger spell slot to cast Hunter's Mark on the target as part of the same action used to make the attack. When you cast Hunter’s Mark in this way it does not require Concentration
magic-items
This lance is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
cast Hunter's Mark on the target as part of the same action used to make the attack. When you cast Hunter’s Mark in this way it does not require Concentration. Additionally, the spell lasts for
magic-items
This light hammer is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels
Ranger spell slot to cast Hunter's Mark on the target as part of the same action used to make the attack. When you cast Hunter's Mark in this way it does not require Concentration. Additionally, the
magic-items
This mace is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
cast Hunter's Mark on the target as part of the same action used to make the attack. When you cast Hunter’s Mark in this way it does not require Concentration. Additionally, the spell lasts for
magic-items
This morningstar is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels
Ranger spell slot to cast Hunter's Mark on the target as part of the same action used to make the attack. When you cast Hunter’s Mark in this way it does not require Concentration. Additionally
magic-items
This shortsword is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels
Ranger spell slot to cast Hunter's Mark on the target as part of the same action used to make the attack. When you cast Hunter’s Mark in this way it does not require Concentration. Additionally, the
magic-items
This sickle is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
to cast Hunter's Mark on the target as part of the same action used to make the attack. When you cast Hunter’s Mark in this way it does not require Concentration. Additionally, the spell lasts
magic-items
This sling is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
cast Hunter's Mark on the target as part of the same action used to make the attack. When you cast Hunter’s Mark in this way it does not require Concentration. Additionally, the spell lasts for
magic-items
This sling is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
cast Hunter's Mark on the target as part of the same action used to make the attack. When you cast Hunter’s Mark in this way it does not require Concentration. Additionally, the spell lasts for