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Returning 17 results for 'marshal some with only all from for level'.
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martial some with only all from for level
Classes
Player’s Handbook
devotion through prayer and rituals, not through magic. Many mortals claim to speak for the gods, but few can marshal the power of those gods the way a Cleric can.
Becoming a Cleric...
As a Level 1
Core Cleric Traits
Primary Ability
Wisdom
Hit Point Die
D8 per Cleric level
Saving Throw Proficiencies
Wisdom and Charisma
Skill Proficiencies
Choose 2: History, Insight
Death Knight
Legacy
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Monsters
Monster Manual (2014)
Magic Resistance. The death knight has advantage on saving throws against spells and other magical effects.
Marshal Undead. Unless the death knight is incapacitated, it and undead creatures of its
choice within 60 feet of it have advantage on saving throws against features that turn undead.
Spellcasting. The death knight is a 19th-level spellcaster. Its spellcasting ability is Charisma (spell
Monsters
Waterdeep: Dungeon of the Mad Mage
Magic Resistance. The death knight has advantage on saving throws against spells and other magical effects.
Marshal Undead. Unless the death knight is incapacitated, it and undead creatures of its
choice within 60 feet of it have advantage on saving throws against features that turn undead.
Spellcasting. The death knight is a 19th-level spellcaster. Its spellcasting ability is Charisma (spell
Monsters
Waterdeep: Dungeon of the Mad Mage
Magic Resistance. The death knight has advantage on saving throws against spells and other magical effects.
Marshal Undead. Unless the death knight is incapacitated, it and undead creatures of its
choice within 60 feet of it have advantage on saving throws against features that turn undead.
Spellcasting. The death knight is a 19th-level spellcaster. Its spellcasting ability is Charisma (spell
Monsters
Dragonlance: Shadow of the Dragon Queen
Legendary Resistance (3/Day). If Soth fails a saving throw, he can choose to succeed instead.
Magic Resistance. Soth has advantage on saving throws against spells and other magical effects.
Marshal
spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19):
At will: command (cast at 3rd level)
2/day each: dispel magic, hold person (cast at 3rd
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
devotion through prayer and rituals, not through magic. Many mortals claim to speak for the gods, but few can marshal the power of those gods the way a Cleric can. Becoming a Cleric... As a Level 1 Cleric
Cleric MICHAEL BROUSSARD A Miraculous Priest of Divine Power Core Cleric Traits Primary Ability Wisdom Hit Point Die D8 per Cleric level Saving Throw Proficiencies Wisdom and Charisma Skill
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
mortals claim to speak for the gods, but few can marshal the power of those gods the way a Cleric can. Becoming a Cleric... As a Level 1 Cleric Gain all the traits in the Core Cleric Traits table. Gain
Cleric Core Cleric Traits Primary Ability Wisdom Hit Point Die D8 per Cleric level Saving Throw Proficiencies Wisdom and Charisma Skill Proficiencies Choose 2: History, Insight, Medicine
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
or use the information in the Marshal Wreck Encounters table to create an adventure. You can roll randomly or choose an encounter appropriate for the average level of the characters. Each encounter
is described in detail after the table. Marshal Wreck Encounters d4 Encounter Level 1 Vecna’s Twist 5th 2 Merrow Mayhem 7th 3 Golem Diver 11th 4 Dragon Turtle Bandit 15th Vecna’s Twist The town
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Perception 13
Languages Abyssal, Common
Challenge 17 (18,000 XP)
Magic Resistance. The death knight has advantage on saving throws against spells and other magical effects.
Marshal Undead. Unless the
-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has the following paladin spells prepared:
1st level (4 slots): command, compelled duel
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
throws against spells and other magical effects.
Marshal Undead. Unless Soth has the incapacitated condition, he and Undead creatures of his choice within 60 feet of him are immune to features that
3rd level)
2/day each: Dispel Magic, Hold Person (cast at 3rd level)
1/day: Banishment (cast at 6th level)
Word of Death (1/Day). Soth points at a creature he can see within 60 feet of himself and
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
potential can be realized. Discipline the Soul. You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends. Oath Spells 3rd-level Oath
of Glory feature You gain oath spells at the paladin levels listed in the Oath of Glory Spells table. See the Sacred Oath class feature for how oath spells work. Oath of Glory Spells Paladin Level
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
. You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends.
Oath Spells 3rd-level Oath of Glory feature You gain oath spells at the
paladin levels listed in the Oath of Glory Spells table. See the Sacred Oath class feature for how oath spells work. Oath of Glory Spells Paladin Level Spells 3rd guiding bolt, heroism 5th enhance
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
.
Marshal Undead. Unless Soth is incapacitated, he and Undead creatures of his choice within 60 feet of him are immune to features that turn Undead.
Unusual Nature. Soth doesn’t require air, food
(cast at 3rd level)
2/day each: dispel magic, hold person (cast at 3rd level)
1/day: banishment (cast at 6th level)
Word of Death (1/Day). Soth points at a creature he can see within 60 feet of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, marshal forces, and taunt interlopers. As the characters make their way through Muiral’s Gauntlet, they hear one or more of Vlonwelv’s announcements echo throughout the dungeon, her words spoken in Elvish
shaft in the ceiling climbs 10 feet to level 9, area 41.)
Braziers. Purple flames issue from stone braziers that resemble giant spiders. (Originating from gas vents under the floor, these flames shed
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
personal level. Find links in the characters’ backstories or the events of recent adventures that explain what sparked the rival’s actions. The best trouble to put the characters in is trouble they
marshal. Does the character have enough money to pay bribes or to hire a small gang of mercenaries? Does the rival hold sway over any guilds, temples, or other groups? Make a list of the rival’s assets
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, separate from the public spaces above. Now the draconians work feverishly to uncover its secrets while Lord Soth looks on through his Undead servants. S10: Corridors The corridors on this level are
Marshal Vendri, Darrett, and the characters themselves. One of the sivaks has a key to the cells in area S19. If Drayan was encountered in area S12 and escaped, she is here when the characters arrive. If
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Maelstrom Level 2 14. Great Hall Music fills this hall when the characters first arrive. The room is split into two levels; a 15-foot-high raised ledge hugs the walls to the north and east, and
, Serissa is convinced that they are assassins who have been sent to finish off the royal family. She commands Uthor to marshal all of Maelstrom’s defenses and destroy the adventurers. Serissa also






