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Returning 35 results for 'primary action and his charger'.
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Classes
Player’s Handbook
Core Fighter Traits
Primary Ability
Strength or Dexterity
Hit Point Die
D10 per Fighter level
Saving Throw Proficiencies
Strength and Constitution
Skill Proficiencies
Proficiency Bonus
Class Features
Second Wind
Weapon Mastery
1
+2
Fighting Style, Second Wind, Weapon Mastery
2
3
2
+2
Action Surge (one use), Tactical Mind
2
3
3
+2
Classes
Player’s Handbook
Core Rogue Traits
Primary Ability
Dexterity
Hit Point Die
D8 per Rogue level
Saving Throw Proficiencies
Dexterity and Intelligence
Skill Proficiencies
Choose 4: Acrobatics
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
Magic Items
Dungeon Master’s Guide (2024)
. Their magic has been warped over the centuries. Their primary purpose of calling dragons still functions, but they also allow some measure of control over dragons.
Each orb contains the essence of
Magic action to peer into the orb’s depths. You must then make a DC 15 Charisma saving throw. On a successful save, you control the orb for as long as you remain attuned to it. On a failed save, the
Monsters
Vecna: Eve of Ruin
gives no hint of her supernaturally extended life span. She typically wears long robes and wields a unicorn-headed staff, her Staff of Silverymoon.
Personality
Alustriel’s primary concerns
the cosmos is quiet yet steady.
History
Like other Chosen of Mystra, Alustriel is concerned with preserving the Weave, the primary incarnation of magic that permeates Toril. She believes that the
Species
Guildmasters’ Guide to Ravnica
The humanoid elephants called loxodons are often oases of calm in the busy streets of Ravnica. They hum or chant in sonorous tones and move slowly or sit in perfect stillness. If provoked to action
loyalty and commitment from the other members of their communities and can be severe in their disappointment when their trust is betrayed.
The primary difference between loxodons who join different
Backgrounds
Planescape: Adventures in the Multiverse
these groups or another ideological faction, perhaps one of your own creation.
The primary factions of Sigil, which are further detailed in chapter 2, adhere to the following philosophies:
Athar
Sensation. Sensation is the proof of existence. By experiencing everything, we can understand the multiverse in all its complexity.
Transcendent Order. Thought clouds action. To fall in step with
Monsters
Mordenkainen Presents: Monsters of the Multiverse
action and move away from Titivilus by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn’t take the Dash action. The target can repeat the
immune to Titivilus’s Twisting Words for 24 hours.Titivilus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the
Monsters
The Book of Many Things
outside the cylinder. The vortex lasts until the start of Malaxxix’s next turn.Malaxxix can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a
the creature automatically fails the saving throw against the spell.
Teleport. As an action, Malaxxix can teleport, along with any equipment it is wearing or carrying, to an unoccupied space within
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its
to a mind flayer’s. The mindwitness is psychically imprinted with devotion to the elder brain and submission to illithid commands.
A mindwitness’s primary function is to improve telepathic
Monsters
Mordenkainen Presents: Monsters of the Multiverse
to an unoccupied space he can see.Bael can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature
. His critics call him naive, though never to his face. His primary interest has always been leading soldiers in battle, so he finds it frustrating to have his ambitions of ascending to a higher rank
Monsters
Eberron: Rising from the Last War
Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that
form.Sul Khatesh can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Sul Khatesh regains
Magic Items
Keys from the Golden Vault
condemns anyone who tries to remove it from its gold-leaf frame.
Wealth of Information. The painting’s primary purpose is to observe and recall conversations. Over the past few decades
the painting knows and what it doesn’t.
While attuned to the painting, you can take an action to telepathically contact it over any distance, provided you and the painting are on the same plane
Monsters
Fizban's Treasury of Dragons
an action to wake it.
Moonlight Breath. The dragon exhales a beam of moonlight in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 18 Dexterity saving throw, taking 49
, invisibility, revivifyThe dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at one time and only at the end of another creature’s
Monsters
Fizban's Treasury of Dragons
uses an action to wake it.
Moonlight Breath. The dragon exhales a beam of moonlight in a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 21 Dexterity saving throw
emotions, dispel magic, invisibility, revivifyThe dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at one time and only at the end of
Monsters
Fizban's Treasury of Dragons
underwater doesn't grant resistance against this damage.The dragon turtle can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the
17
control water, control weather,* fog cloud
*This spell’s casting time is longer than 1 action.
Dragon Turtle Adventures
The Dragon Turtle Adventure Hooks table offers suggestions
Magic Items
Waterdeep: Dragon Heist
of power (see the Dungeon Master’s Guide) in addition to the following properties.
Animate Walking Statues. You can expend 1 or more of the staff’s charges as an action to animate or
deactivated or if the staff is broken.
Dispel Magic. You can expend 1 of the staff’s charges as a bonus action to cast dispel magic on a creature, an object, or a magical effect that you touch
Polearm Master
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Feats
Player’s Handbook (2014)
You gain the following benefits:
When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite
end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals bludgeoning damage.
While you are wielding a
feats
weapon. This attack uses the same ability modifier as the primary attack and the weapon’s damage die for this attack is a d4.
When you take the Flourish special action with a nunchaku, you can
Your deadly speed with nunchaku can strike fear into your foes.
When you take the Attack action and attack with a nunchaku, you can use a bonus action to make one additional melee attack with the
feats
Your expertise with twinblade;twinblades allows you to turn your defensive flourish into an offensive strike. When you use the Whirl special bonus action with a twinblade, you gain the following
features:
You can make one additional melee attack with the weapon. This attack uses the same ability modifier as the primary attack, and the weapon’s damage die for this attack is a d4.
Until
Orb of Dragonkind
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons.
Each orb contains the
globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.
While attuned to an orb, you can use an action to peer into the orb’s depths and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Charger When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking
this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Charger When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking
this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Charger General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+) You gain the following benefits. Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20
. Improved Dash. When you take the Dash action, your Speed increases by 10 feet for that action. Charge Attack. If you move at least 10 feet in a straight line toward a target immediately before hitting
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Charger General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+) You gain the following benefits. Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20
. Improved Dash. When you take the Dash action, your Speed increases by 10 feet for that action. Charge Attack. If you move at least 10 feet in a straight line toward a target immediately before hitting
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Polearm Master You gain the following benefits: When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with
the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals bludgeoning damage. While you are
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Polearm Master You gain the following benefits: When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with
the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals bludgeoning damage. While you are
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
10th Hold the Line 15th Ferocious Charger 18th Vigilant Defender Bonus Proficiency When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal
damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
10th Hold the Line 15th Ferocious Charger 18th Vigilant Defender Bonus Proficiency When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal
damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Action! Adventures in the pulp tradition tend to start with a bang and proceed at a breakneck pace, reaching a climax in pulse-pounding encounters aboard high-speed vehicles and grand melees in
dramatic locations. Action doesn’t have to mean combat, but ensuring that the world is in constant motion around the player characters is a good way to keep their interest high. Kicking Off the Action When
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Security Forces Tockworth created two primary types of automatons to protect Little Lockford: Clockwork Defenders. Little Lockford has twenty clockwork defenders (see their description and stat block
intruders, it contacts Tockworth telepathically, letting her know where the intruders are. Tockworth then orders the observer to use its next action to emit a piercing shriek, which is loud enough to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
choker can take an extra action on its turn.
Spider Climb. The choker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
strangulation to put down its enemies. Two long arms extend from its scrawny body, functioning like tentacles that enable the choker to strike from a distance. The creature’s primary tactic is to grab a target around the throat and hold on until its prey is dead.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
choker can take an extra action on its turn.
Spider Climb. The choker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
strangulation to put down its enemies. Two long arms extend from its scrawny body, functioning like tentacles that enable the choker to strike from a distance. The creature’s primary tactic is to grab a target around the throat and hold on until its prey is dead.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Security Forces Tockworth created two primary types of automatons to protect Little Lockford: Clockwork Defenders. Little Lockford has twenty clockwork defenders (see their description and stat block
intruders, it contacts Tockworth telepathically, letting her know where the intruders are. Tockworth then orders the observer to use its next action to emit a piercing shriek, which is loud enough to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Action! Adventures in the pulp tradition tend to start with a bang and proceed at a breakneck pace, reaching a climax in pulse-pounding encounters aboard high-speed vehicles and grand melees in
dramatic locations. Action doesn’t have to mean combat, but ensuring that the world is in constant motion around the player characters is a good way to keep their interest high. Kicking Off the Action When
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Malaxxix’s Lair The Unborn Palanquin—a monstrous, centipedal vehicle—serves as both Malaxxix’s primary conveyance and the Fiend’s lair. Malaxxix can take lair actions (see below) while astride the
count 20 (losing initiative ties), Malaxxix can take one of the following lair actions; Malaxxix can’t take the same lair action two rounds in a row: Reassemble. Malaxxix chooses either itself or the