Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 35 results for 'good class like'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        gods class like
                                    
                                
                                    
                                        god class like
                                    
                                
                        
                    
                
                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You touch a willing creature. Until the spell ends, the targetâs skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You
                                                
                                            
                                                
                                                     decide what it looks likeâincluding color, style, and accessoriesâbut the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     following spells from it:
Detect Evil and Good
Detect Magic
Detect Poison and Disease
See Invisibility
Protective Aura. As a Magic action, you can plant the haft end of the rod in the ground
                                                
                                            
                                                
                                                    , whereupon the rodâs head sheds Bright Light in a 60-foot radius and Dim Light for an additional 60 feet. While in that Bright Light, you and your allies gain a +1 bonus to Armor Class and saving
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    The definitive treatise on all that is good in the multiverse, the Book of Exalted Deeds figures prominently in many religions. Rather than being a scripture devoted to a particular faith, the book
                                                
                                            
                                                
                                                     magical nature or translate the benefits it offers to those pure of heart and firm of purpose.
A heavy clasp, wrought to look like angel wings, keeps the bookâs contents secure. Only a creature
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's
                                                
                                            
                                                
                                                     doesn't gain access to the target's knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It 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 drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's
                                                
                                            
                                                
                                                     doesn't gain access to the target's knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     attack roll it makes.
Soul Swap. The carrionette targets a creature it can see within 15 feet of it that is cursed by its Silver Needle. Unless the target is protected by a protection from evil and good
                                                
                                            
                                                
                                                     otherwise uses the controlled bodyâs statistics, but doesnât gain access to the targetâs knowledge, class features, or proficiencies.
If the carrionetteâs body is destroyed, both the
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     retains its alignment; its Intelligence, Wisdom, and Charisma scores; and its proficiencies. It otherwise uses the target's statistics, except the target's knowledge, class features, feats, and
                                                
                                            
                                                
                                                     good spell. When the possession ends, the yakfolk reappears in an unoccupied space within 5 feet of the body and is stunned until the end of its next turn. If the host body dies while it is possessed by
                                                
                                            
                                        
                                                     Monsters
                                                    Divine Contention
                                                    
                                                
                                            
                                                     forced out by an effect like the dispel evil and good spell. When the possession ends, Ebondeath reappears in an unoccupied space within 5 feet of the body. The target is immune to Ebondeath
                                                
                                            
                                                
                                                    , including gaining access to the target's knowledge, class features, and proficiencies.
The possession lasts until the body drops to 0 hit points, Ebondeath ends it as a bonus action, or Ebondeath is turned or
                                                
                                            
                                        
                                                     Monsters
                                                    Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     features, or proficiencies.
The possession lasts until the body drops to 0 hit points, Leedara ends it as a bonus action, or Leedara is turned or forced out by an effect like the dispel evil and good spell
                                                
                                            
                                                
                                                    , Wisdom, Charisma, and immunity to being charmed and frightened. She otherwise uses the possessed targetâs statistics, but doesnât gain access to the targetâs knowledge, class
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    , class features, or proficiencies.
The possession lasts until the target drops to 0 hit points, Gremorly ends it as a bonus action, or Gremorly is turned or forced out by an effect like the Dispel Evil
                                                
                                            
                                                
                                                     and Good spell. When the possession ends, Gremorly reappears in an unoccupied space within 5 feet of the target. The target is immune to this Possession for 24 hours after succeeding on the saving
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     the quori is forced out by an effect like the dispel evil and good spell. When the possession ends, the quori reappears in an unoccupied space within 5 feet of the body. The target is immune to this
                                                
                                            
                                                
                                                     target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, the quori ends it as a bonus action, or
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     until the body drops to 0 hit points, the apparition ends it as a bonus action, the body leaves the Astral Plane, or the apparition is forced out by an effect like the dispel evil and good spell. When
                                                
                                            
                                                
                                                     charmed and frightened. It otherwise uses the possessed targetâs statistics, but doesnât gain access to the targetâs knowledge, class features, or proficiencies.
The possession lasts
                                                
                                            
                                        
                                                     Magic Items
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                     detection. It regains all of its expended charges at dawn and isnât at risk of crumbling if its last charge is used.
Sentience. Waythe is a sentient weapon of neutral good alignment, with an
                                                
                                            
                                                
                                                     with its wielder.
Personality. This sword believes in freedom and allowing others to live as they see fit. It is protective of its friends, and wants to be friends with a like-minded wielder. (It takes
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     features, or proficiencies.
The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good
                                                
                                            
                                                
                                                     alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class
                                                
                                            
                                        
                                                     Monsters
                                                    Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     drops to 0 hit points, Caradoc ends it as a bonus action, or he is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, Caradoc reappears in an unoccupied
                                                
                                            
                                                
                                                     action. He otherwise uses the possessed targetâs statistics but doesnât gain access to the targetâs knowledge, class features, or proficiencies.
The possession lasts until the body
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    Special Equipment. Strongheart wields Steel, a sentient, lawful good longsword (see appendix A).Multiattack. Strongheart makes three Steel attacks.
Steel. Melee Weapon Attack: +6;{"diceNotation
                                                
                                            
                                                
                                                    , Strongheart casts revivify.
Spellcasting. Strongheart casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):
3/day each: command, detect evil and good
                                                
                                            
                                        
                                                     Monsters
                                                    Baldurâs Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    ). He has the following cleric spells prepared:
Cantrips (at will): guidance, sacred flame (see âActionsâ below), thaumaturgy
1st level (3 slots): command, detect evil and good, sanctuarySacred Flame
                                                
                                            
                                                
                                                     (Cantrip). Flame-like radiance descends on one creature Thurstwell can see within 60 feet of him. The target must succeed on a DC 13 Dexterity saving throw or take 4 (1d8);{"diceNotation":"1d8
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    , stoneskin and mage armor spells on itself before combat.Staff of Power. He wields a staff of power, with 20 charges, that grants him a +2 bonus to Armor Class, spell attack rolls, and saving throws. His
                                                
                                            
                                                
                                                     arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     spells, requiring only verbal components:
At will: detect evil and good
1/day each: commune, raise dead
Magic Resistance. The Abbot has advantage on saving throws against spells and other magical
                                                
                                            
                                                
                                                     capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.No creature in Barovia is older than the master of the Abbey of Saint Markovia in Krezk. This
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Special Equipment. Victoro wears a ring of protection and glamoured studded leather disguised to look like fine clothing. He carries a rod of rulership shaped like a ruby-tipped cane.
Fey Ancestry
                                                
                                            
                                                
                                                    , spare the dying, thaumaturgy
1st level (4 slots): charm person, command, detect magic, disguise self, protection from evil and good, sanctuary
2nd level (3 slots): augury, lesser restoration, mirror
                                                
                                            
                                        
                                                     Magic Items
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     cast the spell. Once this property of the weapon is used, it canât be used again until the next dawn.
Sentience. Steel is a sentient, lawful good longsword with an Intelligence of 8, a Wisdom of
                                                
                                            
                                                
                                                     11, and a Charisma of 15. It can see and hear out to a range of 60 feet. The sword can speak, read, and understand Common and Draconic. It frets over your well-being while you are attuned to it, and it doesnât like to back down from a fight.
                                                
                                            
                                        
                                                     Magic Items
                                                    Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                    This silver implement is shaped like a tree branch and is strung with small golden bells. The branch is a spellcasting focus for your spells while you hold it.
The branch has 3 charges, and it
                                                
                                            
                                                
                                                    , constructs, elementals, fey, fiends, or undead within 60 feet of you. If such creatures are present and donât have total cover from you, the bells ring softly, their tone indicating the creature types present.
As an action, you can expend 1 charge to cast protection from evil and good.
                                                
                                            
                                        
                                                     Monsters
                                                    Dragon of Icespire Peak
                                                    
                                                
                                            
                                                     trimmed beard. Falcon moves with the casual confidence of one who fears nothing, and he greets every concern with nonplussed indifference. He loves good wine and treats other people as he would like to be
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmastersâ Guide to Ravnica
                                                    
                                                
                                            
                                                     thick scales, increasing its Armor Class by 4.
3
Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving
                                                
                                            
                                                
                                                     surprised, as a result of having sensitive barbels like a catfish, stereoscopic vision like a chameleon, a tongue like a snake, eye stalks like a lobster, or an array of several eyes.
6
Ink Cloud
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     carries four daggers.
Roleplaying Information
Oren came to Northfurrowâs End looking for easy work and found it. He sings for his supper, drinks like a fish, and wanders the fields at night
                                                
                                            
                                                
                                                     soul.â
Bond: âYou had me at âCan I buy you a drink?ââ
Flaw: âI have a knack for putting myself in harmâs way. Good thing Iâm lucky!âPoison
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     of others.
Alignment. Neutral good.
Personality Trait. âMy speech drifts into flowery verse, if youâll pardon the pun. Allow me to demonstrate: Do not cry, my love! Let me catch your
                                                
                                            
                                                
                                                     tears as faeries collect morning dew. Let me lift your spirits like a seed on the breeze!â
Ideal. âThe pursuit of true love compels me! Never shall I wilt if I have such a cause to champion
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , guardians of the sacred, and counterbalances to the forces of evil.
Ki-rins are an embodiment of good, and simply beholding one can evoke fear or awe in an observer. A typical ki-rin looks like a
                                                
                                            
                                                
                                                    : banishment, calm emotions, create food and water, greater restoration, plane shift, protection from evil and good, revivify, wind walkThe ki-rin can take 3 legendary actions, choosing from the options
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     and beauty, and that those who embrace deceit should be censured and punished. Light is her domain.
Alignment. Lawful good.
Personality Trait. âNo one dies on my watchâunless they stand
                                                
                                            
                                                
                                                     coming for you.â
Flaw. âMy friends would say Iâm inflexible. The truth is, I like things done a certain way.â
Combat Notes
Mercion counts on her armor to protect her as she
                                                
                                            
                                        
                                                     Monsters
                                                    Baldurâs Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     Planes. Good-aligned deities and angels use them as messengers and helpers. Hollyphants treasure friendship and honesty.
A hollyphant looks like a miniature elephant with luminous gold fur and small
                                                
                                            
                                                
                                                    : bless, cure wounds, protection from evil and good
1/day each: banishment, heal, raise dead, shapechange (into a golden-furred mammoth with feathered wings and a flying speed of 120 ft.), teleport
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    , the quori ends it as a bonus action, or the quori is forced out by an effect like the dispel evil and good spell. When the possession ends, the quori reappears in an unoccupied space within 5 feet of
                                                
                                            
                                                
                                                    . It 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 drops to 0 hit points
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     features, or proficiencies.
The possession lasts until the body drops to 0 hit points, the quori ends it as a bonus action, or the quori is forced out by an effect like the dispel evil and good spell
                                                
                                            
                                                
                                                     alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                    , but they rarely lair or hunt together. They peacefully ignore bats, faerie dragons, and the like, but they hate stirges and evil flying monsters such as manticores. They also enjoy teasing dogs
                                                
                                            
                                                
                                                     others will be normal cats.
Tressym have good memories, particularly when it comes to danger. For example, a tressym that sees a human use a wand of lightning bolts remembers the danger of &ldquo
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                    ":"damage","rollAction":"Rock","rollDamageType":"bludgeoning"} bludgeoning damage.Harshnag the Grim is a legendary good-aligned frost giant. In taverns throughout the North, he is known as a monster to
                                                
                                            
                                                
                                                     occasion. Believed to be hundreds of years old, Harshnag wanders the wilderness with greataxe in hand, seeking to lay low his evil giant brethren.
Harshnag looks like a typical frost giant except
                                                
                                            
                                        






