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Returning 35 results for 'nature core real pdf'.
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Classes
Player’s Handbook
Core Ranger Traits
Primary Ability
Dexterity and Wisdom
Hit Point Die
D10 per Ranger level
Saving Throw Proficiencies
Strength and Dexterity
Skill Proficiencies
Choose 3
: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival
Weapon Proficiencies
Simple and Martial weapons
Armor Training
Light and Medium armor and
Classes
Player’s Handbook
Core Druid Traits
Primary Ability
Wisdom
Hit Point Die
D8 per Druid level
Saving Throw Proficiencies
Intelligence and Wisdom
Skill Proficiencies
Choose 2: Animal Handling
, Arcana, Insight, Medicine, Nature, Perception, Religion, or Survival
Weapon Proficiencies
Simple weapons
Tool Proficiencies
Herbalism Kit
Armor Training
Light armor and Shields
Classes
Player’s Handbook
Core Wizard Traits
Primary Ability
Intelligence
Hit Point Die
D6 per Wizard level
Saving Throw Proficiencies
Intelligence and Wisdom
Skill Proficiencies
Choose 2: Arcana
, History, Insight, Investigation, Medicine, Nature, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
None
Starting Equipment
Choose A or B: (A) 2 Dagger;Daggers, Staff
Classes
Player’s Handbook
Core Barbarian Traits
Primary Ability
Strength
Hit Point Die
D12 per Barbarian level
Saving Throw Proficiencies
Strength and Constitution
Skill Proficiencies
Choose 2
: Animal Handling, Athletics, Intimidation, Nature, Perception, or Survival
Weapon Proficiencies
Simple and Martial weapons
Armor Training
Light and Medium armor and Shields
Starting
Classes
Player’s Handbook
Core Paladin Traits
Primary Ability
Strength and Charisma
Hit Point Die
D10 per Paladin level
Saving Throw Proficiencies
Wisdom and Charisma
Skill Proficiencies
Choose 2
forces of annihilation and corruption. Whether sworn before a god’s altar, in a sacred glade before nature spirits, or in a moment of desperation and grief with the dead as the only witnesses, a
Classes
Player’s Handbook
Core Warlock Traits
Primary Ability
Charisma
Hit Point Die
D8 per Warlock level
Saving Throw Proficiencies
Wisdom and Charisma
Skill Proficiencies
Choose 2: Arcana
, Deception, History, Intimidation, Investigation, Nature, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather
Monsters
Acquisitions Incorporated
strange creature that had seized his sister, then created a false Auspicia in her stead. Having long attempted to simply make her peace with the loss, she was overwhelmed by the real Auspicia's dramatic
can call on her spells and abilities in times of need, and remains in constant practice with Confessor, her maul. At her core, she believes that the gods help those who help themselves, and that
Monsters
Candlekeep Mysteries
Unusual Nature. The commoner doesn’t require air, food, drink, or sleep, and it gains no benefit from finishing a short or long rest. When it drops to 0 hit points, it becomes a lifeless
makes them look like flesh-and-blood people, and the constructs conduct themselves as convincingly real humanoids who are simply living their lives in Wisteria Vale. Detect magic spells do not reveal
Monsters
Bigby Presents: Glory of the Giants
embody their ancestors’ mixed elemental nature of Air and Water. After countless ages of isolation—often on one of the Elemental Planes or some hidden demiplane—they retain the barest
at any time. When it is slain, its misty form condenses into a torrent of water.
A mist hulk’s mood is always gloomy, and when threatened, it often howls in infectious misery. All who hear this wail are magically reminded of past regrets, real or imagined.PoisonThunder
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
forbidden and dangerous magical secrets. The arcane nature of a witchkite’s hoard seeps into the dragon’s core, granting it spellcasting abilities and twisting its fiery breath into malevolent
Monsters
Dragonlance: Shadow of the Dragon Queen
.
Rejuvenation. If Caradoc dies, he reforms within Dargaard Keep in 2d6;{"diceNotation":"2d6", "rollType":"roll", "rollAction":"Days"} days.
Unusual Nature. Caradoc doesn’t require air, food, drink
at his core, the seneschal didn’t return as a skeletal knight but rather as an intangible spirit. Caradoc’s Undead form suits him well, allowing him to possess the living and use unwilling
Monsters
Mythic Odysseys of Theros
damage whenever the eater of hope hits it with an attack. On a successful save, the target takes half as much damage and isn’t cursed.An eater of hope is bitter to the core, resentful of all forms
death. The worst of these hateful dead, through ages of bitterness, gradually transform into fiends, the tormentors of the Underworld. The people of Theros know these fiends as demons.
Immortal Nature
Monsters
Spelljammer: Adventures in Space
structures.
Unusual Nature. The dragon doesn’t require air.Multiattack. The dragon makes one Bite attack and one Tail attack.
Bite. Melee Weapon Attack: +12;{"diceNotation":"1d20+12","rollType
solar dragon customarily lairs in a star’s radiant core or nests in a gigantic, hollowed-out rock engulfed by the star’s blinding radiance. A star in which a solar dragon makes its lair
Backgrounds
Baldur’s Gate: Descent into Avernus
hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the
powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the
Monsters
Spelljammer: Adventures in Space
structures.
Unusual Nature. The dragon doesn’t require air.Multiattack. The dragon makes one Bite attack and one Tail attack.
Bite. Melee Weapon Attack: +16;{"diceNotation":"1d20+16","rollType
A solar dragon customarily lairs in a star’s radiant core or nests in a gigantic, hollowed-out rock engulfed by the star’s blinding radiance. A star in which a solar dragon makes its lair
Backgrounds
Sword Coast Adventurer's Guide
use by the faction’s operatives), haven keepers, and message drop minders, to name a few. At the core of every faction are those who don’t merely fulfill a small function for that
of survival and living off the land. They are often proficient in Nature, and can seek assistance from woodsmen, hunters, rangers, barbarian tribes, druid circles, and priests who revere the gods of
Monsters
Fizban's Treasury of Dragons
into stoneThe thunderous clash of conflict is part of the very nature of sapphire dragons. Militant and territorial, they defend their lairs fiercely, ambushing intruders and plotting assaults against
dragons’ psionic nature is evident in the horn and bone structures of their bodies. Their tail barbs and horn tips are all separate pieces, but they float in place, held aloft by psychic energy
Shifter
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Eberron: Rising from the Last War
Geth’s ancient heritage rose up from deep within him, spreading out from the core of his being. Some shifters manifested terrible claws, others massive fangs, still others astounding speed or
of their inner nature, something that emerges as the shifter’s personality takes shape. The beast within is a pool of powerful instincts, and its influence is revealed by a shifter’s
Monsters
Fizban's Treasury of Dragons
Intelligence as the spellcasting ability:
1/day each: alarm, Tenser's floating diskThe thunderous clash of conflict is part of the very nature of sapphire dragons. Militant and territorial, they defend
light, the scales glitter and shine like luminous starbursts. The dragons’ psionic nature is evident in the horn and bone structures of their bodies. Their tail barbs and horn tips are all
Monsters
Fizban's Treasury of Dragons
conflict is part of the very nature of sapphire dragons. Militant and territorial, they defend their lairs fiercely, ambushing intruders and plotting assaults against their rivals. The sonic pulse of their
spring sky to the rich, crystalline azure of sapphire gems and compressed glacial ice. In the light, the scales glitter and shine like luminous starbursts. The dragons’ psionic nature is evident
Monsters
Eberron: Rising from the Last War
a form of indefinite madness. Roll on the Madness of Belashyrra table to determine the nature of this madness, which takes the form of a character flaw that lasts until cured. Chapter 8 of the
close my eyes, I see my past misdeeds.”
5
“I don’t trust my sight. I have no idea what’s real and what’s a hallucination.”
6
“Something watches the world through my eyes. To thwart them, I keep my eyes closed or covered.”
Poison, Psychic
Monsters
Fizban's Treasury of Dragons
(9d6);{"diceNotation":"9d6","rollType":"damage","rollAction":"Telekinetic Fling","rollDamageType":"bludgeoning"} bludgeoning damage.The thunderous clash of conflict is part of the very nature of
azure of sapphire gems and compressed glacial ice. In the light, the scales glitter and shine like luminous starbursts. The dragons’ psionic nature is evident in the horn and bone structures of
Magic Items
Infernal Machine Rebuild
While wearing this crown, a character automatically fails any Intelligence (Investigation) check made to see through an illusion. An illusion that is touched still has its true nature revealed
. However, a character wearing a crown has such a strong sense that the illusion is real that they might not know which of their senses to believe.
If this crown is closely examined by a character who
classes
Core Monster Hunter Traits
Primary Ability
Strength or Dexterity, Intelligence
Hit Point Die
D10 per Monster Hunter level
Saving Throw Proficiencies
Dexterity and Intelligence
Skill Proficiencies
Choose 3: Athletics, History, Investigation, Medicine, Nature, Perception, Religion, and Survival
Weapon Proficiencies
Simple and Martial weapons
Armor Training
magic-items
These weapons are carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Their hilts and shafts are bound in hair from a fey creature. This magic weapon channels
the natural magic found in the elements of nature.
While holding this magic weapon, you gain a bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the
magic-items
This battleaxe is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
natural magic found in the elements of nature.
While holding this magic weapon, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the
magic-items
This blowgun is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
natural magic found in the elements of nature.
While holding this magic blowgun, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the
magic-items
This blowgun is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
natural magic found in the elements of nature.
While holding this magic blowgun, you gain a +3 bonus to attack and damage rolls made with it, and you gain a +3 bonus to spell attack rolls and the
magic-items
This dart is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
natural magic found in the elements of nature.
While holding this magic weapon, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the saving
magic-items
This flail is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
natural magic found in the elements of nature.
While holding this magic flail, you gain a +2 bonus to attack and damage rolls made with it, and you gain a +2 bonus to spell attack rolls and the saving
magic-items
This glaive is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
natural magic found in the elements of nature.
While holding this magic glaive, you gain a +2 bonus to attack and damage rolls made with it, and you gain a +2 bonus to spell attack rolls and the saving
magic-items
This greataxe is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
natural magic found in the elements of nature.
While holding this magic greataxe, you gain a +2 bonus to attack and damage rolls made with it, and you gain a +2 bonus to spell attack rolls and the
magic-items
This greatclub is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
natural magic found in the elements of nature.
While holding this magic greatclub, you gain a +2 bonus to attack and damage rolls made with it, and you gain a +2 bonus to spell attack rolls and the
magic-items
This greatsword is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels
the natural magic found in the elements of nature.
While holding this magic greatsword, you gain a +3 bonus to attack and damage rolls made with it, and you gain a +3 bonus to spell attack rolls and
magic-items
This hand crossbow is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels
the natural magic found in the elements of nature.
While holding this magic hand crossbow, you gain a +3 bonus to attack and damage rolls made with it, and you gain a +3 bonus to spell attack rolls