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Returning 35 results for 'point arcana and his connection'.
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point arcane and his connection
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
predator does, moving stealthily through the wilds and hiding themselves in brush and rubble.
Thanks to their connection with nature, Rangers can also cast spells that harness primal powers of the
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
personify their Rage as a fierce spirit or revered forebear. Others see it as a connection to the pain and anguish of the world, as an impersonal tangle of wild magic, or as an expression of their own
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
in the Warlock Features table.
As a Multiclass Character
Gain the following traits from the Core Warlock Traits table: Hit Point Die and training with Light armor.
Gain the Warlock’s
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
in the Wizard Features table.
As a Multiclass Character
Gain the Hit Point Die from the Core Wizard Traits table.
Gain the Wizard’s level 1 features, which are listed in the Wizard
Classes
Player’s Handbook
Core Sorcerer Traits
Primary Ability
Charisma
Hit Point Die
D6 per Sorcerer level
Saving Throw Proficiencies
Constitution and Charisma
Skill Proficiencies
Choose 2
: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
None
Starting Equipment
Choose A or B: (A) Spear, 2 Dagger;Daggers
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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
end of their natural life spans seek an escape from death. They plumb the depths of their powerful connection to the elements and disperse themselves into nature, transforming into semiconscious storms
two rounds in a row:
Deafening Boom. The giant creates a thunderclap centered on a point anywhere in their lair. Each creature within 20 feet of that point must succeed on a DC 18 Constitution
Monsters
Bigby Presents: Glory of the Giants
Stone Avalanche (Requires Hill Rune). The giant conjures a hail of rocks in a 20-foot-radius, 40-foot-high cylinder centered on a point on the ground it can see within 120 feet of itself. Each creature
10 feet away from the giant.Hill giants who master rune magic discover a close connection to the natural forces of earth and stone. Their magic, combined with their size and strength, helps them
Monsters
Fizban's Treasury of Dragons
energy and brimming with life, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live
them in peace.
Crystal dragons’ connection to the radiant forces of the Positive Plane fosters a nurturing, optimistic attitude in most of these dragons. They sometimes adopt the abandoned eggs or
Monsters
Fizban's Treasury of Dragons
brimming with life, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate
.
Crystal dragons’ connection to the radiant forces of the Positive Plane fosters a nurturing, optimistic attitude in most of these dragons. They sometimes adopt the abandoned eggs or hatchlings of
Backgrounds
Baldur’s Gate: Descent into Avernus
underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.
Skill Proficiencies: Deception, Stealth
Tool Proficiencies: One
realizing the connection. You got the Guild to back off demands for your death by offering to make amends by working for the criminals, but even so the kingpin still plots a personal revenge.
2
The
Monsters
Fizban's Treasury of Dragons
amethyst that that explodes at a point it can see within 60 feet of it. Each creature within a 20-foot-radius sphere centered on that point must succeed on a DC 20 Dexterity saving throw or take 13 (3d8
mind flayer;mind flayers and other wicked Aberrations, remind amethyst dragons that allies can be found in the strangest places.
Hoarded Arcana
In addition to material wealth, amethyst dragons delight
Monsters
Fizban's Treasury of Dragons
point it can see within 60 feet of it. Each creature within a 20-foot-radius sphere centered on that point must succeed on a DC 23 Dexterity saving throw or take 18 (4d8);{"diceNotation":"4d8", "rollType
other wicked Aberrations, remind amethyst dragons that allies can be found in the strangest places.
Hoarded Arcana
In addition to material wealth, amethyst dragons delight in collecting knowledge and
Genasi
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Elemental Evil Player's Companion
temperament, which might make some backgrounds more suitable than others.
Air genasi are proud of their heritage, sometimes to the point of haughtiness. They can be flamboyant, and are keen to have an
mountains. Fitting backgrounds include charlatan, entertainer, and noble.
Earth genasi are more withdrawn, and their connection to the earth keeps them from being comfortable in most cities. Their uncommon
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Elemental Evil Player's Companion
have historical ties to the Wind Dukes of Aaqa. Exceptional individuals honor that connection and might seek out the missing pieces of the Rod of Seven Parts, the remains of an artifact fashioned by
include clicks, trills, and whistles to the point that other peoples have a difficult time pronouncing them. Typically, a name has two to four syllables with the sounds acting as connectors. When
Your connection to the Thaumaturge puts you in touch with forces outside mortal understanding, making others think you were born under a fortunate moon. You gain the following benefits.
Fortune
’s Fortitude. When you fail a D20 Test, you can expend and roll one Hit Point Dice;Hit Point Die, adding that number to your result. You can do this only once per D20 Test. You can use this benefit a
monsters
died within the past 7 days. That creature returns to life with 1 Hit Point. The curate canʼt revive a creature that died of old age.Multiattack. The curate makes three Celestial Radiance attacks
);{"diceNotation":"2d8+4","rollType":"heal","rollAction":"Healer's Touch"} Hit Points.A curate earns a special connection to the divine through service to shrines and temples. This devotion endows these spiritual leaders with the power to heal injuries, repel evil, and raise the dead.
backgrounds
Ability Scores: Dexterity, Constitution, Charisma
Feat: Magic Initiate (Wizard)
Skill Proficiencies: Arcana and Performance
Tool Proficiencies: Choose one kind of Musical Instrument
Equipment
somehow turn into a curse later in your life?
People you encounter instantly recognize your connection with the Land of Faerie. Sometimes this works to your favor, as folks seem entranced by your glowing
monsters
creature, it has the Grappled condition (escape DC 20) from one of two fists, and it has the Restrained condition until the grapple ends.
Thrown Boulder. The titan hurls a boulder at a point it can see
within 150 feet. Dexterity Saving Throw: DC 25, each creature in a 10-foot radius Sphere centered on that point. Failure: 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Thrown
Equipment
proficiency in Arcana. To complete a body modification, the subject must remain inside the tank while the operator touches the metal orbs outside the enucleator for 1 hour. If this work is interrupted
damage, they are reduced to 1 hit point instead. Once this effect is triggered, the creature can’t benefit from this modification again until they finish a long rest.
Tentacle Arms. One or more of
races
Mordenkainen Presents: Monsters of the Multiverse
without disturbing it. So deep is the connection between a firbolg and the wild places of the world that they can communicate with flora and fauna.
Firbolgs can live up to 500 years.
Creating Your
this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores
races
Mordenkainen Presents: Monsters of the Multiverse
Air genasi are descended from djinn, the genies of the Elemental Plane of Air. Embodying many of the airy traits of their otherworldly ancestors, air genasi can draw upon their connection to the
regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
the statue. Until the statue is deactivated, Teega cannot be dropped below 1 hit point.
Describe lightning flowing between the statue and Teega as a clue to this connection. With a successful DC 10
Intelligence (Arcana or Religion) check, the details of the connection are understood. Also reveal that the corresponding lightning bolt symbols on the statue and Teega’s bracers power this connection
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
the statue. Until the statue is deactivated, Teega cannot be dropped below 1 hit point.
Describe lightning flowing between the statue and Teega as a clue to this connection. With a successful DC 10
Intelligence (Arcana or Religion) check, the details of the connection are understood. Also reveal that the corresponding lightning bolt symbols on the statue and Teega’s bracers power this connection
races
Mordenkainen Presents: Monsters of the Multiverse
have lived on the worlds of the Material Plane since the worlds’ creation. Gifted by the gods with remarkable physical defenses and a mystical connection to the natural world, lizardfolk can
the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Soul of Artifice 20th-level artificer feature You have developed a mystical connection to your magic items, which you can draw on for protection: You gain a +1 bonus to all saving throws per magic
item you are currently attuned to. If you’re reduced to 0 hit points but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Fortune of the Thaumaturge Origin Feat Your connection to the Thaumaturge puts you in touch with forces outside mortal understanding, making others think you were born under a fortunate moon. You
gain the following benefits. Fortune’s Fortitude. When you fail a D20 Test, you can expend and roll one Hit Point Die, adding that number to your result. You can do this only once per D20 Test. You can
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Soul of Artifice At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection: You gain a +1 bonus to all saving throws per magic item you are currently
attuned to. If you’re reduced to 0 hit points but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Soul of Artifice 20th-level artificer feature You have developed a mystical connection to your magic items, which you can draw on for protection: You gain a +1 bonus to all saving throws per magic
item you are currently attuned to. If you’re reduced to 0 hit points but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Soul of Artifice At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection: You gain a +1 bonus to all saving throws per magic item you are currently
attuned to. If you’re reduced to 0 hit points but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Soul of Artifice At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection: You gain a +1 bonus to all saving throws per magic item you are currently
attuned to. If you’re reduced to 0 hit points but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Soul of Artifice At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection: You gain a +1 bonus to all saving throws per magic item you are currently
attuned to. If you’re reduced to 0 hit points but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
—perhaps someone familiar with lore about the immortal but not directly inspired by it. Agents typically have proficiency in skills such as Arcana, History, and Religion. Innocent. Some characters have no
intention of becoming adventurers and desire no connection to the machinations of the immortals, but they get caught up in schemes and prophecies anyway. The Innocent might have been identified as a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
—perhaps someone familiar with lore about the immortal but not directly inspired by it. Agents typically have proficiency in skills such as Arcana, History, and Religion. Innocent. Some characters have no
intention of becoming adventurers and desire no connection to the machinations of the immortals, but they get caught up in schemes and prophecies anyway. The Innocent might have been identified as a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
starting point. The characters receive this quest from Hlin Trollbane, a retired bounty hunter who has been stalking a serial killer ever since she found a connection between three murders and a small