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Returning 35 results for 'mdash share with often allies from for line'.
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mdash share with often allies from for life
mdash share with often allows from for like
mdash share with often allows from for life
mdash share with often allows from for live
mdash share with often allies from for like
Spells
Player’s Handbook
You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not
involve anything that would obviously deal damage to the target or its allies. For example, you could say, “Fetch the key to the cult’s treasure vault, and give the key to me.” Or
Magic Items
Dungeon Master’s Guide
. It remains as long as you maintain Concentration, to a maximum of 1 hour, or until it drops to 0 Hit Points.
While summoned, the djinni is Friendly to you and your allies, and it obeys your commands
nonmagical if the djinni dies.
Rings of Djinni Summoning are often created by the djinn they summon and given to mortals as gifts of friendship or tokens of esteem.
Classes
Player’s Handbook
world more than any principles of honor, courage, and justice. They often adorn their armor and clothing with images of growing things—leaves, antlers, or flowers—to reflect their commitment
to preserving life and light.
These paladins share the following tenets:
Kindle the light of hope.
Shelter life.
Delight in art and laughter.
Spells
Player’s Handbook
You suggest a course of activity—described in no more than 25 words—to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound
achievable and not involve anything that would obviously deal damage to any of the targets or their allies. For example, you could say, “Walk to the village down that road, and help the villagers
Spells
Player’s Handbook
.
Teleportation Outcome
Familiarity
Mishap
Similar Area
Off Target
On Target
Permanent circle
—
—
—
01–00
Linked object
—
—
—
01–00
54–73
74–00
False destination
01–50
51–00
—
—
Familiarity. Here are the meanings of the terms in the table’s Familiarity column:
&ldquo
Classes
Player’s Handbook
infuses them with power. They are often allies to the priests and other followers of their god or pantheon.
Monsters
Monster Manual
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell’s normal casting time, and using
Each arch-hag creates a magical home, such as a hidden demiplane, a mansion atop a storm cloud or—in the case of the arch-hag Baba Yaga—a hut atop giant chicken legs. The interiors of these
Classes
Player’s Handbook
to the highest standards of conduct, and some—for better or worse—hold the rest of the world to the same standards.
Many who swear this oath are devoted to gods of law and good and use
their gods’ tenets as the measure of personal devotion. Others hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms.
These paladins share the
Magic Items
Dungeon Master’s Guide
1d100 (13-Card Deck)
1d100 (22-Card Deck)
Card
—
01–05
Balance
—
06–10
Comet
—
11–14
Donjon
01–08
15–18
Euryale
—
19–23
Fates
09–16
24–27
Flames
—
28–31
Fool
—
32–36
Gem
17–24
37–41
Jester
25–32
42–46
Classes
Player’s Handbook
mightiest spells change one substance into another, call meteors from the sky, or open portals to other worlds.
Most Wizards share a scholarly approach to magic. They examine the theoretical
Features table. See the multiclassing rules to determine your available spell slots.
Wizard Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Classes
Player’s Handbook
.
Druids are concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over
to determine your available spell slots.
Druid Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Class Features
Wild Shape
Cantrips
Classes
Player’s Handbook
the will of the gods, when a thieves’ guild grows too violent, when a dragon rampages through the countryside—at times like these, paladins arise and swear an Oath of Vengeance to set
right what has gone wrong.
These paladins share the following tenets:
Show the wicked no mercy.
Fight injustice and its causes.
Aid those harmed by injustice.
Spells
Player’s Handbook
the steed’s creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block.
Combat. The steed is an ally to you and your allies. In combat, it shares your
Monsters
Monster Manual
all expended uses at the start of each of its turns.
Chomp. The death tyrant makes two Bite attacks.
Glare. The death tyrant uses Eye Rays.Death Tyrant Lairs
Death tyrants often lurk deep in the
lair feel as if they’re being watched. Any creature (excluding the death tyrant and its allies) that finishes a Short Rest while within 1 mile of the lair must succeed on a DC 15 Wisdom saving
Species
Player’s Handbook
subterranean horrors. Inspired by those tales, dwarves of any culture often sing of valorous deeds—especially of the little overcoming the mighty.
On some worlds in the multiverse, the first settlements
Dwarves were raised from the earth in the elder days by a deity of the forge. Called by various names on different worlds—Moradin, Reorx, and others—that god gave dwarves an affinity for
Classes
Player’s Handbook
multiverse. They often begin their search for magical power by delving into tomes of forbidden lore, dabbling in invocations meant to attract the power of extraplanar beings, or seeking places of power where
Warlock Subclass
3
2
4
2
2
4
+2
Ability Score Improvement
3
3
5
2
2
5
+3
—
5
3
6
2
3
6
+3
Subclass feature
5
3
7
2
3
7
+3
—
6
3
8
2
4
8
Magic Items
Dungeon Master’s Guide
the creature, the figurine doesn’t become a creature.
The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after
or portion thereof it spends in goat form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again
Classes
Player’s Handbook
mercenaries—as Fighters, they all share an unparalleled prowess with weapons and armor. And they are well acquainted with death, both meting it out and defying it.
Fighters master various
Classes
Player’s Handbook
as a Rage. More than a mere emotion—and not limited to anger—this Rage is an incarnation of a predator’s ferocity, a storm’s fury, and a sea’s turmoil.
Some Barbarians
deepest self. For every Barbarian, their Rage is a power that fuels not just battle prowess, but also uncanny reflexes and heightened senses.
Barbarians often serve as protectors and leaders in their
Monsters
Forgotten Realms: Adventures in Faerûn
sinister manipulators who hoard necromantic lore and gather in cults to share their gruesome secrets. Such secrets often require unsavory experimentation, which these heartless cultists relish
—in malign ways. Cultists who receive orders from their patron god directly are often the most ambitious and most dangerous.Necrotic
Magic Items
Forgotten Realms: Heroes of Faerûn
Mechanical Wonder;Mechanical Wonders have revolutionized life in Calimport. Imagine a wound-up machine that does your laundry, washes your dishes, and cleans your house—then fulfill this dream
Domestic Wonder stat block. The wonder is an ally to you and your allies. In combat, the wonder shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands
Monsters
Eberron: Forge of the Artificer
Aura of Authority. While in a 30-foot Emanation originating from the commander, the commander and its allies have Advantage on attack rolls and saving throws, provided the commander doesn’t
", "rollAction":"Flail"}, reach 5 ft. Hit: 8 (1d8 + 4);{"diceNotation":"1d8+4", "rollType":"damage", "rollAction":""Flail, "rollDamageType":"Bludgeoning"} Bludgeoning damage—plus 7 (2d6
Classes
Forgotten Realms: Heroes of Faerûn
land teeming with genies.
Paladins who swear this oath often undertake quests that take them all over the Realms and across the multiverse—including the Elemental Planes. These paladins share
different types of genies—dao, masters of earth; djinn, masters of air; efreet, masters of fire; and marids, masters of water. In Faerûn, many Paladins who swear this oath hail from Calimshan, a
Monsters
Lorwyn: First Light
Stampede. The incarnation moves up to 80 feet in a straight line. Each creature whose space the incarnation enters is targeted once by the following effect. Dexterity Saving Throw: DC 16. Failure: 18
—untamable, primal, and awe inspiring.
In the realm of Lorwyn-Shadowmoor, these beings take the forms of chimeric behemoths that combine the features of three or more creatures. In Lorwyn
Monsters
Lorwyn: First Light
, meadows flourish and crop fields ripen in their presence, and kithkin rejoice when these incarnations pay their clachan a visit. In Shadowmoor, these same creatures are an ill omen—gruesome
wolfhounds often accompanied by invasive plant species and frenzied wild beasts.
Incarnations of Nature
Incarnations of nature embody abstract ideas such as curiosity, relief, or terror. Incarnations
Monsters
Forgotten Realms: Heroes of Faerûn
it is wound again.This bipedal wonder is designed to assist with household duties. It vaguely resembles whatever species its creator used as inspiration. The wonder is an ally to you and your allies
in Calimport. Imagine a wound-up machine that does your laundry, washes your dishes, and cleans your house—then fulfill this dream in any emporium shop.Poison
Monsters
Stranger Things: Welcome to the Hellfire Club
":"Ritual Sickle"} Slashing damage plus 1 Necrotic damage.Doomsayer and Fanatic
Cultists use extreme measures to spread radical beliefs. They often follow obscure mystical traditions or obsess over
interpretations of ancient prophecies. They might worship supernatural patrons—deities, otherworldly creatures, manipulative alien minds, or stranger forces.
Some cultists devote themselves to
Monsters
Lorwyn: First Light
", "rollAction":"Wild Magic Cataclysm"} to determine damage type: 1—Acid;{"diceNotation":"8d6", "rollType":"damage", "rollAction":"Wild Magic Cataclysm","rollDamageType":"Acid"}; 2—Fire
;{"diceNotation":"8d6", "rollType":"damage", "rollAction":"Wild Magic Cataclysm","rollDamageType":"Fire"}; 3—Lightning;{"diceNotation":"8d6", "rollType":"damage", "rollAction":"Wild Magic Cataclysm
Monsters
Forgotten Realms: Adventures in Faerûn
follow their paths of tyranny, murder, and necromancy.
More than any other gods, the Dead Three directly influence Faerûn—and particularly the city of Baldur’s Gate—in malign
ways. Cultists who receive orders from their patron god directly are often the most ambitious and most dangerous.
Monsters
Forgotten Realms: Adventures in Faerûn
over time.
A spirit dragon’s primary motivation is to unearth and study the ruins of the ancient realm from which it arose. Spirit dragons share an innate intellectual curiosity, and many have
the lair have Advantage on Charisma (Performance) checks that involve singing or playing music. Creatures other than the dragon and its allies in that area have Disadvantage on saving throws to avoid
Monsters
Stranger Things: Welcome to the Hellfire Club
Breath"}. Dexterity Saving Throw: DC 13, each creature in a 30-foot-long, 5-foot-wide Line. Failure: 22 (4d10);{"diceNotation":"4d10", "rollType":"damage", "rollAction":"Acid Breath", "rollDamageType
writhing tails, monstrous wings, and two hideous heads. Initially, each bulbous head appears featureless—a disturbing, preternatural bud yet to bloom. When threatened, however, each unfurls to reveal
Monsters
Forgotten Realms: Adventures in Faerûn
it arose. Spirit dragons share an innate intellectual curiosity, and many have a deep appreciation for the culture and art of humanoid societies.
Spirit dragons find even the most commonplace
dragon and its allies in that area have Disadvantage on saving throws to avoid or end the Charmed condition.
Time Distortion. While within 1 mile of the lair, creatures age at one-tenth the usual rate.
If the dragon dies or moves its lair elsewhere, these effects end immediately.Necrotic
Monsters
Forgotten Realms: Adventures in Faerûn
spirit dragon’s personality and outlook are often indistinguishable from that fallen realm’s.
Spirit Dragons
Spirit dragons, sometimes called song dragons, are powerful dragons whose
primary motivation is to unearth and study the ruins of the ancient realm from which it arose. Spirit dragons share an innate intellectual curiosity, and many have a deep appreciation for the culture and
Monsters
Stranger Things: Welcome to the Hellfire Club
the attack roll had Advantage.Wild Trickster and Troublemaker
Goblins are embodiments of recklessness and ruin. They delight in wreckage—the louder, the more energetic, and the more convoluted
, the better. Goblin raids are often as much opportunities to enjoy setting fires and tormenting livestock as they are parts of more disruptive plots.
Goblin warriors excel at causing mischief, but some devote themselves to nobler pursuits.Nimble Escape. The goblin takes the Disengage or Hide action.
Monsters
Eberron: Forge of the Artificer
Pack Tactics. The heir has Advantage on an attack roll against a creature if at least one of the heir’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated
dragonmarked heirs of House Vadalis, most of whom are human, are more fearsome than their innocuous-seeming house suggests—especially when accompanied by a Giant Boar, Polar Bear, or Rhinoceros .Spur






