Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'mastery strike with only advisors from for loner'.
Other Suggestions:
master strive with only advisors from for longer
master strive with only advisor from for longer
matter strive with only advisor from for longer
master strikes with only advisors from for longer
master stripe with only advisors from for longer
Monsters
Storm King's Thunder
Strike (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Lightning Strike"}. Serissa hurls a magical lightning bolt at a point she can see within 500 feet of her. Each creature
within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8);{"diceNotation":"12d8","rollType":"damage","rollAction":"Lightning Strike","rollDamageType":"lightning"} lightning
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Martial Arts At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t
instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Martial Arts At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t
instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Features Level Proficiency Bonus Class Features Rages Rage Damage Weapon Mastery 1 +2 Rage, Unarmored Defense, Weapon Mastery 2 +2 2 2 +2 Danger Sense, Reckless Attack 2 +2 2 3 +2 Barbarian Subclass
Improvement 4 +2 3 9 +4 Brutal Strike 4 +3 3 10 +4 Subclass feature 4 +3 4 11 +4 Relentless Rage 4 +3 4 12 +4 Ability Score Improvement 5 +3 4 13 +5 Improved Brutal Strike 5 +3 4 14 +5 Subclass feature
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Proficiency Bonus Class Features Sneak Attack 1 +2 Expertise, Sneak Attack, Thieves’ Cant, Weapon Mastery 1d6 2 +2 Cunning Action 1d6 3 +2 Rogue Subclass, Steady Aim 2d6 4 +2 Ability Score Improvement 2d6
5 +3 Cunning Strike, Uncanny Dodge 3d6 6 +3 Expertise 3d6 7 +3 Evasion, Reliable Talent 4d6 8 +3 Ability Score Improvement 4d6 9 +4 Subclass feature 5d6 10 +4 Ability Score Improvement 5d6 11 +4
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Proficiency Bonus Class Features Sneak Attack 1 +2 Expertise, Sneak Attack, Thieves’ Cant, Weapon Mastery 1d6 2 +2 Cunning Action 1d6 3 +2 Rogue Subclass, Steady Aim 2d6 4 +2 Ability Score Improvement 2d6
5 +3 Cunning Strike, Uncanny Dodge 3d6 6 +3 Expertise 3d6 7 +3 Evasion, Reliable Talent 4d6 8 +3 Ability Score Improvement 4d6 9 +4 Subclass feature 5d6 10 +4 Ability Score Improvement 5d6 11 +4
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Features Level Proficiency Bonus Class Features Rages Rage Damage Weapon Mastery 1 +2 Rage, Unarmored Defense, Weapon Mastery 2 +2 2 2 +2 Danger Sense, Reckless Attack 2 +2 2 3 +2 Barbarian Subclass
Improvement 4 +2 3 9 +4 Brutal Strike 4 +3 3 10 +4 Subclass feature 4 +3 4 11 +4 Relentless Rage 4 +3 4 12 +4 Ability Score Improvement 5 +3 4 13 +5 Improved Brutal Strike 5 +3 4 14 +5 Subclass feature
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
can replace that trainer with another one from the table. Expert Trainers Trainer Type Empower Effect Battle Expert When you take damage from an attack made with an Unarmed Strike or a weapon, you
. Tools Expert You gain proficiency with one tool of your choice. Unarmed Combat Expert When you hit with your Unarmed Strike and deal damage, the attack deals an extra 1d4 Bludgeoning damage. Weapon
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
. Monk Class Features Level 1: Martial Arts Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following: Simple Melee weapons
Master General Feat (Prerequisite: Level 4+) You gain the following benefits. Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20. (This is included above.) Mastery
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
: Level 4+, Strength 13+) You gain the following benefits. Ability Score Increase. Increase your Strength score by 1, to a maximum of 20. (This is included above.) Heavy Weapon Mastery. When you hit a
or an Unarmed Strike—and deal damage to the target, you gain a +2 bonus to the damage. Strength Advantage. You have Advantage on Strength checks and Strength saving throws. No Concentration or Spells
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Way of the Kensei Monks of the Way of the Kensei train relentlessly with their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the
used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study. Why did the
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
have proficiency in them. (This is included above.) Level 1: Sneak Attack You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 2d6 damage to one
Mastery Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows. Whenever you finish a
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
strike without spending the ki point for Hand of Harm. You can still use Hand of Harm only once per turn. Hand of Ultimate Mercy 17th-level Way of Mercy feature Your mastery of life energy opens the
without spending a ki point for the healing. Hand of Harm 3rd-level Way of Mercy feature You use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Duergar Soulblade Soulblades are duergar warriors whose mastery of psionics allows them to manifest blades of psychic energy to slice apart their foes. Duergar Soulblade
Medium humanoid (dwarf
ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no components:
At will: blade ward, true strike
3/day each: jump, hunter’s mark
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Slots per Spell Level— Level Proficiency Bonus Class Features Favored Enemy Prepared Spells 1 2 3 4 5 1 +2 Spellcasting, Favored Enemy, Weapon Mastery 2 2 2 — — — — 2 +2 Deft Explorer, Fighting
available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended. The number of spells on your list increases as you gain
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Slots per Spell Level— Level Proficiency Bonus Class Features Favored Enemy Prepared Spells 1 2 3 4 5 1 +2 Spellcasting, Favored Enemy, Weapon Mastery 2 2 2 — — — — 2 +2 Deft Explorer, Fighting
available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended. The number of spells on your list increases as you gain
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following: Simple Melee weapons Martial Melee weapons that have the Light property You gain
Attacks, Monk Subclass 1d6 3 +10 ft. 4 +2 Ability Score Improvement, Slow Fall 1d6 4 +10 ft. 5 +3 Extra Attack, Stunning Strike 1d8 5 +10 ft. 6 +3 Empowered Strikes, Subclass feature 1d8 6 +15 ft. 7 +3
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
your Ranger spells. Spell DC: 12 Spell Attack Modifier: +4 Level 1 Ranger Spells (Slots: 3) Spell School Special* Cure Wounds Abjuration — Ensnaring Strike Conjuration C Hunter’s Mark (can cast up
Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Level 1: Weapon Mastery Your training with weapons allows you to use the Mastery property of two kinds of weapons of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following: Simple Melee weapons Martial Melee weapons that have the Light property You gain
Attacks, Monk Subclass 1d6 3 +10 ft. 4 +2 Ability Score Improvement, Slow Fall 1d6 4 +10 ft. 5 +3 Extra Attack, Stunning Strike 1d8 5 +10 ft. 6 +3 Empowered Strikes, Subclass feature 1d8 6 +15 ft. 7 +3
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, roll a number of d6s equal to your Rage Damage bonus, and add them together. The damage has the same type as the weapon or Unarmed Strike used for the attack. Level 6: Mindless Rage You have Immunity to
creature that is within 5 feet of you, you can take a Reaction to make one melee attack against that creature, using a weapon or an Unarmed Strike. Level 14: Intimidating Presence As a Bonus Action
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
6th Soul of the Forge 8th Divine Strike (1d8) 14th Divine Strike (2d8) 17th Saint of Forge and Fire Domain Spells You gain domain spells at the cleric levels listed in the Forge Domain Spells table
metal, such as a key, if you possess the original during the ritual. Soul of the Forge Starting at 6th level, your mastery of the forge grants you special abilities: You gain resistance to fire
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
. Fancy Footwork When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that
on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn. Master Duelist Beginning at 17th level, your mastery of the blade lets you
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
—Spell Slots per Spell Level— Level Proficiency Bonus Class Features Channel Divinity Prepared Spells 1 2 3 4 5 1 +2 Lay On Hands, Spellcasting, Weapon Mastery — 2 2 — — — — 2 +2 Fighting Style
use a Holy Symbol as a Spellcasting Focus for your Paladin spells. Level 1: Weapon Mastery Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
9th Panache 13th Elegant Maneuver 17th Master Duelist Fancy Footwork When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn
next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn. Master Duelist Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
—Spell Slots per Spell Level— Level Proficiency Bonus Class Features Channel Divinity Prepared Spells 1 2 3 4 5 1 +2 Lay On Hands, Spellcasting, Weapon Mastery — 2 2 — — — — 2 +2 Fighting Style
a Holy Symbol as a Spellcasting Focus for your Paladin spells. Level 1: Weapon Mastery Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the same turn. Level 13: Versatile Trickster You gain the ability to distract targets with your Mage Hand. When you use the Trip option of your Cunning Strike on a creature, you can also use that
isn’t reduced to 0 by using Steady Aim. Level 13: Envenom Weapons When you use the Poison option of your Cunning Strike, the target also takes 2d6 Poison damage whenever it fails the saving throw. This
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last
, the goddess of twilight and the superiority of mind over matter, or to Zuoken, god of mental and physical mastery.
The evil monks of the Scarlet Brotherhood in the world of Greyhawk derive their
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
played a critical role in ensuring that the githyanki under her rule were protected from an immediate, direct assault by their kin. Using her mastery of arcane magic, she helped the githyanki establish a
permanent stronghold on the Astral Plane. From there, she began making plans to strike back at both the hated mind flayers and the traitorous githzerai. The Grand Proclamation Vlaakith cemented her
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled. Commander’s Strike When you take the Attack action on your turn, you can
replace one of your attacks to direct one of your companions to strike. When you do so, choose a willing creature who can see or hear you and expend one Superiority Die. That creature can immediately use
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. They serve as guides and advisors to the living, and members of the noble lines of Aerenal can exercise the rite of counsel to consult with ancestors in Shae Mordai. The greatest members of the Undying
person
3rd level (3 slots): daylight, dispel magic, spirit guardians
4th level (3 slots): banishment, divination, guardian of faith
5th level (2 slots): dispel evil and good, flame strike (see
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Keepers of the Flame is a well-respected order of psionic clerics that serves the red dragon Themberchaud in Gracklstugh, and whose members are advisors to the Deepking. The duergar Keeper of the Flame uses
DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no components:
At will: blade ward, true strike
3/day each: jump, hunter’s mark
Sunlight Sensitivity
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
themselves in the magic of geometry and metaphysics. Their ultimate goal isn’t mastery, however. Rather, in their projects they explore and expand knowledge without expecting concrete answers. Whether
professors tweak probability to impede attacks and strike at the minds of their foes with lancing equations that disrupt the opponent’s resolve. Professors of theory hold that altering the way a person
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
a use of Mind Mastery.
Mind-Poison Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) psychic damage, or 1 piercing damage plus 10 (3d6
, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
Mind Mastery. The duergar targets one creature it can see within
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
hoping to strike a bargain with slavers before others arrive. Slaves with unusual abilities or specialized knowledge sometimes set off bidding wars among the yuan-ti. I fear that such was the fate of
many metallic dragons dwell in the Serpent Hills, and a clear rival for mates, wealth, and power — the green dragon known as Ralionate — lives in the nearby forest of Wyrms. A variety of advisors and
compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
.
The Arcane Acropolis is Karsus’s home, sanctum, and ruling palace. It is designed to awe and intimidate, to showcase his mastery of magic and serve his every whim as he develops ever more powerful
magocracy. Passionate and intelligent, Volaris hates the corruption that pervades the city. Volaris believes High Netherese treat Low Netherese abominably. From the warehouse, Volaris orchestrates strike






