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Returning 35 results for 'mental some with only all from for learn'.
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mortal some with only all from for learn
Monsters
Phandelver and Below: The Shattered Obelisk
Mental Burst. When the goblin dies, its pent-up mental energy explodes in a psychic blast. Each creature within 5 feet of it must succeed on a DC 13 Intelligence saving throw or take 5 (2d4
);{"diceNotation":"2d4", "rollType":"damage", "rollAction":"Mental Burst", "rollDamageType":"psychic"} psychic damage.
Mental Fortitude. The goblin has advantage on saving throws against effects that would
Monsters
Phandelver and Below: The Shattered Obelisk
Mental Burst. When the goblin dies, its pent-up mental energy explodes in a psychic blast. Each creature within 5 feet of it must succeed on a DC 13 Intelligence saving throw or take 10 (4d4
);{"diceNotation":"4d4", "rollType":"damage", "rollAction":"Mental Burst", "rollDamageType":"psychic"} psychic damage.
Mental Fortitude. The goblin has advantage on saving throws against effects that would
School of Transmutation (PHB)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Player’s Handbook (2014)
creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality’s forge.
Some transmuters are tinkerers and pranksters, turning
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened, and magic can’t put the hatchling to sleep.
Spider Climb. The hatchling can climb difficult
another until only a few of the strongest newborns are left. The surviving neogi hatchlings begin their lives under the control of adult neogi. They must learn about their society and earn a place in it
School of Transmutation
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Player’s Handbook (2014)
creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality’s forge.
Some transmuters are tinkerers and pranksters, turning
Monsters
Guildmasters’ Guide to Ravnica
target’s general emotional state but not its thoughts.When vampires join House Dimir, they can learn to siphon mental energy and memories along with the blood of their victims. They also study
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, but that piece is enough to wrack the recipient with temporary mental anguish and violent compulsions. The survivors of an allip’s attack are sometimes left with a compulsion to learn more about
Monsters
Fizban's Treasury of Dragons
. (Chaotic)
3
Mental Superiority. I hone my mental powers so I can confuse, control, or kill any who annoy me. (Evil)
4
Territoriality. Any creature that comes into my territory has
. The dragon adds a feather to a necklace for each harpy slain.
4
A curious water elemental supplies a young topaz dragon with aquatic delicacies so as to learn more about the dragon.
5
A
Monsters
Fizban's Treasury of Dragons
; favorite prizes are weapons and armor, records of military history and tactics, and magic items that protect against psychic damage or mental intrusion. The centerpiece of a sapphire dragon’s
;gelatinous cubes and ochre jelly;ochre jellies.
2
A band of minotaur;minotaurs in service to Baphomet has captured a sapphire dragon wyrmling to learn from the wyrmling’s strategies
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
chaos. Decadent Mastery. You learn one language of your choice, and you are proficient with one skill or tool of your choice. In the timeless city of Tu’narath, githyanki have bountiful time to master
Wisdom score increases by 2. Alignment. Githzerai tend toward lawful neutral. Their rigorous training in psychic abilities requires an implacable mental discipline. Mental Discipline. You have advantage
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Esoteric Martial Arts The Book of Inner Alchemy is an esoteric document on the mental, physical, and spiritual practices pertaining to the life energy known as ki. Contained within it are meticulous
diagrams of the humanoid form, outlining the flow of ki through the body and obscure practices for cultivating one’s vitality. It describes the techniques monks learn to consciously control their life
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Way of the Open Hand Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki
School, the Five Stars School, the Northern Fist School, and the Southern Star School of Shou Lung teach different approaches to the physical, mental, and spiritual disciplines of the monk. Some of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain
is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. Subrace. Ancient divides among the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain
is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. Subrace. Ancient divides among the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
adult neogi. They must learn about their society and earn a place in it, and each one starts its training by gaining mastery over an umber hulk. Neogi Hatchling
Tiny Aberration, Typically Lawful Evil
darkvision 60 ft., passive Perception 10
Languages —
Challenge 1/8 (25 XP) Proficiency Bonus +2
Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened, and
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Horror Content Survey Take advantage of the time before your first game session to learn about your players’ thoughts related to horror adventures. To do this, create a brief list of questions
Romantic in-character dialogue Themes of mental and physical health involving the body and the mind Real-world religion and politics, or analogs of them Topics related to real-world social or cultural
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
this burden by sharing its secret. The creature can impart only a shard of the knowledge that doomed it, but that piece is enough to wrack the recipient with temporary mental anguish and violent
compulsions. The survivors of an allip’s attack are sometimes left with a compulsion to learn more about what spawned this monstrosity. Strange phrases echo through their minds, and weird visions occupy
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Mind Drinker Vampire When vampires join House Dimir, they can learn to siphon mental energy and memories along with the blood of their victims. They also study the magic favored by Dimir mind mages
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
3(−4)
DEX
13(+1)
CON
10(+0)
INT
6(−2)
WIS
10(+0)
CHA
9(−1)
Senses darkvision 60 ft., passive Perception 10
Languages —
Challenge 1/8 (25 XP)
Mental
itself on a success.
Cycle of Death and Life. A neogi lives about as long as a human, and like a human it faces physical and mental infirmity as it ages. When an individual is rendered weak by
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
witnesses, or to learn spells from tomes of forbidden lore. You might also call for a Sanity check when a character tries one of the following activities: Deciphering a piece of text written in a language
for the first time Making direct contact with the mind of an alien creature Being subjected to spells that affect mental stability, such as the insanity option of the symbol spell Passing through a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
chose with a different Fighting Style feat. Level 1: Second Wind You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal
. Level 11: Two Extra Attacks You can attack three times instead of once whenever you take the Attack action on your turn. Level 13: Studied Attacks You study your opponents and learn from each attack
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
fungi and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the chill touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the
your mental commands, and the only action it can take is the Attack action, making one melee attack. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
chose with a different Fighting Style feat. Level 1: Second Wind You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal
Attacks You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
learn to use must be ineffectual compared to what illithids are capable of. Arcane Magic Mind flayers consider arcane magic to be an abomination, a twisted cousin of psionic power that will be erased
manifestations of ideal psionic and philosophical mental states that mind flayers revere. Illithids occasionally meditate on these ideals while performing physical movements meant to help them achieve the proper
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
stamina; Intelligence is reasoning and memory; Wisdom is perceptiveness and mental fortitude, and Charisma is confidence, poise, and charm.
Each ability has a score from 1 to 20, although your
how much damage a character can take. When your character takes damage, you subtract that damage from their Hit Points. If a character’s Hit Points reach 0, they are unconscious. You'll learn how to
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
laws, this guard still has much to learn.
By the Books. Gala clings to the keep’s laws—and often recites them aloud—whenever she must make a decision.
Naive. Gala believes that life is fair, people
Roleplaying. In descriptive roleplaying, you draw on your mental image of the character, saying what the character does and how they do it.
A descriptive approach to roleplaying Gala, a straitlaced
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
hags typically offer to NPCs can take whatever form makes sense for the story. If one or more of the characters enter into a bargain for the hags’ services (even if only to learn more of the procedure
), use the following guidelines to determine the benefit to the character. Ability Enhancement. If engaging in a bargain to enhance physical or mental acuity, the character chooses one ability. The
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
designed to eliminate distractions, promote mindfulness, and encourage self-improvement. The Great Gymnasium is a mental and spiritual oasis, a place of peace and safety where occupants can forget
practice. Keep practicing until your body knows what to do. You’ve had years to learn the wrong way to do things, and it may take you years to learn the right way. The key is to act.”
–Rhys, factol
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Superiority Your experience on the battlefield has refined your fighting techniques. You learn maneuvers that are fueled by special dice called Superiority Dice. IGNATIUS BUDI Battle Master Subclass
Maneuvers. You learn three maneuvers of your choice from the “Maneuver Options” section later in this subclass’s description. Many maneuvers enhance an attack in some way. You can use only one maneuver per
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
described later in this adventure).
A character who inspects the wagon can make one of the following ability checks to learn more about it. Consider these examples:
DC 13 Intelligence (Investigation
. This is called a D20 Test. An ability check is one type of D20 Test. Here’s how to run the ability check in the “Looted Wagon” encounter:
Describe the Scene. Read the boxed text to paint a mental
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
ability check is one type of D20 Test. Here’s how to run the ability check in area A2:
Describe the Scene. Paint a mental picture of the kobold either by describing its words and actions or by
the characters. The kobolds’ initial attitude is Indifferent. If they learn the characters eliminated the guard in area A2, these kobolds are Hostile.
Treasure. Stashed in the junk pile are 25 GP and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
. The devilkin steal treasures, weapons, and supplies, dooming an expedition to a slow death. The devilkin fly near their victims, taunting them with the items they stole. Predators in the area learn
, symbol (discord only)
2/day each: finger of death, harm, mental prison,* power word pain*
1/day each: power word kill, power word stun, symbol (death only), weird
* Spell from Xanathar’s Guide to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
learn about the obelisk in Iriolarthas’s study (area Y19q) know how to activate it (see “Activating the Obelisk” below). A character who examines the obelisk and succeeds on a DC 10 Intelligence
Marrow”). SECRET OF THE OBELISKS
In this adventure, we learn the secret of the obelisks that have appeared in other fifth edition adventures published by Wizards of the Coast, including Tomb of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
places where one can bend knee and meditate at the base of the great tree. The druids of Rillifane consider trees to be symbolic of the connection between the mental and the physical, between what is
this individual to commune with and learn from before the elder departs the world. The moonbow appearing above the moon during its other phases can be interpreted in many ways, depending on the season
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
dais at its center.
This area was once used by priests and acolytes to sharpen their mental acuity against harmful psychic energy. Valin has turned it into a formidable hiding place for a powerful
threat before turning to dust: “I still have lessons yet to teach you. But you will learn …”
Unless her heart is destroyed within 24 hours of her defeat, Valin re-forms in her sarcophagus (in area T6






