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Returning 35 results for 'promote awaken and his class'.
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promise awaken and his class
promotes awaken and his class
Backgrounds
Guildmasters’ Guide to Ravnica
class feature
For you, the spells on the Selesnya Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells
messenger, calm emotions, warding bond
3rd
plant growth, speak with plants
4th
aura of life, conjure minor elementals
5th
awaken, commune with nature
Monsters
Fizban's Treasury of Dragons
;{"diceNotation":"1d8","rollType":"roll","rollAction":"Connected Creatures"}
Connected Creatures
1
An adult crystal dragon convinces a druid to cast the awaken spell on creatures around the
university, but the students must travel to the dragon’s mountain lair for class.
Crystal Dragon Lairs
Crystal dragons seek out frigid, picturesque locations with clear views of the sky
Druid
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
elements. Thus, druids oppose cults of Elemental Evil and others who promote one element to the exclusion of others.
Druids are also concerned with the delicate ecological balance that sustains plant
the world from the incursion of aberrations.
Class Features
As a druid, you gain the following class features.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Awakened Tree An awakened tree is an ordinary tree given sentience and mobility by the awaken spell or similar magic. Awakened Tree
Huge plant, unaligned
Armor Class 13 (natural armor)
Hit
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Awakened Shrub An awakened shrub is an ordinary shrub given sentience and mobility by the awaken spell or similar magic. Awakened Shrub
Small plant, unaligned
Armor Class 9
Hit Points 10 (3d6
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Awakened Tree An awakened tree is an ordinary tree given sentience and mobility by the awaken spell or similar magic. Awakened Tree
Huge plant, unaligned
Armor Class 13 (natural armor)
Hit
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Awakened Shrub An awakened shrub is an ordinary shrub given sentience and mobility by the awaken spell or similar magic. Awakened Shrub
Small plant, unaligned
Armor Class 9
Hit Points 10 (3d6
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
the Pact Magic class feature, the spells on the Mark of Handling Spells table are added to the spell list of your spellcasting class. Mark of Handling Spells Spell Level Spells
1st animal
friendship, speak with animals
2nd beast sense, calm emotions
3rd beacon of hope, conjure animals
4th aura of life, dominate beast
5th awaken
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
the Pact Magic class feature, the spells on the Mark of Handling Spells table are added to the spell list of your spellcasting class. Mark of Handling Spells Spell Level Spells
1st animal
friendship, speak with animals
2nd beast sense, calm emotions
3rd beacon of hope, conjure animals
4th aura of life, dominate beast
5th awaken
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Spellcasting or the Pact Magic class feature, the spells on the Mark of Handling Spells table are added to the spell list of your spellcasting class. Mark of Handling Spells Spell Level Spells 1st
animal friendship, speak with animals 2nd beast sense, calm emotions 3rd beacon of hope, conjure animals 4th aura of life, dominate beast 5th awaken
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Spellcasting or the Pact Magic class feature, the spells on the Mark of Handling Spells table are added to the spell list of your spellcasting class. Mark of Handling Spells Spell Level Spells 1st
animal friendship, speak with animals 2nd beast sense, calm emotions 3rd beacon of hope, conjure animals 4th aura of life, dominate beast 5th awaken
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
with the seven merchant princes of Port Nyanzaru (whom he knows well), Volo is visiting local taverns to promote his work, and the characters might meet him at some point in the city. Volo is a font of
), chaotic good
Armor Class 11
Hit Points 31 (7d8)
Speed 30 ft.
STR
9 (–1)
DEX
12 (+1)
CON
10 (+0)
INT
15 (+2)
WIS
11 (+0)
CHA
16 (+3)
Saving
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
with the seven merchant princes of Port Nyanzaru (whom he knows well), Volo is visiting local taverns to promote his work, and the characters might meet him at some point in the city. Volo is a font of
), chaotic good
Armor Class 11
Hit Points 31 (7d8)
Speed 30 ft.
STR
9 (–1)
DEX
12 (+1)
CON
10 (+0)
INT
15 (+2)
WIS
11 (+0)
CHA
16 (+3)
Saving
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Martial Arts Adept Within a lavish chamber inside The Hidden Shrine of Tamoachan, two dust-covered bodies are found reclining. If their rest is disturbed, the bodies awaken from a state of suspended
animation and reveal themselves to be monks of considerable capability. Martial Arts Adept Medium humanoid (any race), any alignment
Armor Class 16
Hit Points 60 (11d8 + 11)
Speed 40 ft.
STR
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
more beasts, shrubs, or evergreen trees that it has made sentient using the awaken spell. These druids favor polar bears and reindeer (use the elk stat block in the Monster Manual) as companions, and
while it’s in the druid’s hands. If the druid dies, the ice sickle melts away. The weapon is otherwise identical to a normal sickle. Frost Druid
Medium humanoid (human), any alignment
Armor Class 13
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Martial Arts Adept Within a lavish chamber inside The Hidden Shrine of Tamoachan, two dust-covered bodies are found reclining. If their rest is disturbed, the bodies awaken from a state of suspended
animation and reveal themselves to be monks of considerable capability. Martial Arts Adept Medium humanoid (any race), any alignment
Armor Class 16
Hit Points 60 (11d8 + 11)
Speed 40 ft.
STR
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
through the area. Firenewt Warlock of Imix Firenewts who serve Imix, Prince of Evil Fire, live in militaristic theocracies that revere elemental fire in its most destructive incarnation and promote
aggression and cruelty. Firenewt warlocks of Imix lead these theocracies or serve as advisors to a high priest. Firenewt Warlock of Imix
Medium Elemental, Typically Neutral Evil
Armor Class 10 (13 with
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
through the area. Firenewt Warlock of Imix Firenewts who serve Imix, Prince of Evil Fire, live in militaristic theocracies that revere elemental fire in its most destructive incarnation and promote
aggression and cruelty. Firenewt warlocks of Imix lead these theocracies or serve as advisors to a high priest. Firenewt Warlock of Imix
Medium Elemental, Typically Neutral Evil
Armor Class 10 (13 with
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
occupy his domain, all of which benefit from having had awaken spells cast on them. The archfey’s stories attract quite a gathering and are the talk of Fablerise’s awakened animal kingdom. Yarnspinner
Huge Fey (Archfey), Lawful Good
Armor Class 16 (natural armor)
Hit Points 138 (12d12 + 60)
Speed 40 ft., climb 40 ft.
STR
24 (+7)
DEX
16 (+3)
CON
21 (+5)
INT
18 (+4)
WIS
21
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
occupy his domain, all of which benefit from having had awaken spells cast on them. The archfey’s stories attract quite a gathering and are the talk of Fablerise’s awakened animal kingdom. Yarnspinner
Huge Fey (Archfey), Lawful Good
Armor Class 16 (natural armor)
Hit Points 138 (12d12 + 60)
Speed 40 ft., climb 40 ft.
STR
24 (+7)
DEX
16 (+3)
CON
21 (+5)
INT
18 (+4)
WIS
21
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
picking up lots of bad habits.” Bond. “I hate my sisters, but together we are strong.” Flaw. “I forget the first creature I see each day when I awaken.” Skabatha’s Appearance Skabatha appears as a short
sees when she awakens after a long rest. See the stat block for details. Skabatha Nightshade
Medium Fey (Hag), Neutral Evil
Armor Class 16 (natural armor)
Hit Points 150 (20d8 + 60)
Speed 30 ft
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
more beasts, shrubs, or evergreen trees that it has made sentient using the awaken spell. These druids favor polar bears and reindeer (use the elk stat block in the Monster Manual) as companions, and
while it’s in the druid’s hands. If the druid dies, the ice sickle melts away. The weapon is otherwise identical to a normal sickle. Frost Druid
Medium humanoid (human), any alignment
Armor Class 13
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
picking up lots of bad habits.” Bond. “I hate my sisters, but together we are strong.” Flaw. “I forget the first creature I see each day when I awaken.” Skabatha’s Appearance Skabatha appears as a short
sees when she awakens after a long rest. See the stat block for details. Skabatha Nightshade
Medium Fey (Hag), Neutral Evil
Armor Class 16 (natural armor)
Hit Points 150 (20d8 + 60)
Speed 30 ft
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
environmental nuisance or deterrent, razorvine that absorbs the blood of a vampiric passerby can awaken into a terror known as a razorvine blight. Razorvine blights lay ambushes on well-traveled paths by standing
.”
–Morte
Razorvine Blight Medium Plant, Typically Neutral Evil
Armor Class 12
Hit Points 27 (5d8 + 5)
Speed 30 ft., climb 30 ft.
STR
10 (+0)
DEX
15 (+2)
CON
13 (+1)
INT
5 (−3
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
environmental nuisance or deterrent, razorvine that absorbs the blood of a vampiric passerby can awaken into a terror known as a razorvine blight. Razorvine blights lay ambushes on well-traveled paths by standing
.”
–Morte
Razorvine Blight Medium Plant, Typically Neutral Evil
Armor Class 12
Hit Points 27 (5d8 + 5)
Speed 30 ft., climb 30 ft.
STR
10 (+0)
DEX
15 (+2)
CON
13 (+1)
INT
5 (−3
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
moment redcaps awaken, they desire only murder and carnage, and they constantly seek to satisfy these cravings. Redcaps lack subtlety. They live for direct confrontation and the mayhem of mortal combat
necessary urge for blood risks becoming the redcap’s next target. Redcap
Small Fey, Typically Chaotic Evil
Armor Class 14 (natural armor)
Hit Points 45 (6d6 + 24)
Speed 25 ft.
STR
18
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Trees that awaken do so only under special circumstances and in places steeped with nature’s magic. Treants and powerful druids can sense when a tree has the spark of potential, and they protect
careless with fire, those who poison the forest, and those who destroy great trees, especially a tree close to awakening, face the treant’s wrath. Treant
Huge plant, chaotic good
Armor Class 16
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Trees that awaken do so only under special circumstances and in places steeped with nature’s magic. Treants and powerful druids can sense when a tree has the spark of potential, and they protect
careless with fire, those who poison the forest, and those who destroy great trees, especially a tree close to awakening, face the treant’s wrath. Treant
Huge plant, chaotic good
Armor Class 16
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
moment redcaps awaken, they desire only murder and carnage, and they constantly seek to satisfy these cravings. Redcaps lack subtlety. They live for direct confrontation and the mayhem of mortal combat
necessary urge for blood risks becoming the redcap’s next target. Redcap
Small Fey, Typically Chaotic Evil
Armor Class 14 (natural armor)
Hit Points 45 (6d6 + 24)
Speed 25 ft.
STR
18
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
giants laid a curse upon the druids and trapped them in the forms of animals. Just as the ancestors of the Valenar guide their warriors in battle, the spirits of these druids can awaken power in an
, and it leaves behind no tracks or other traces of its passage. Valenar Hawk Tiny fey, neutral
Armor Class 14
Hit Points 10 (4d4)
Speed 10 ft., fly 60 ft.
STR
8 (–1)
DEX
18 (+4
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
giants laid a curse upon the druids and trapped them in the forms of animals. Just as the ancestors of the Valenar guide their warriors in battle, the spirits of these druids can awaken power in an
, and it leaves behind no tracks or other traces of its passage. Valenar Hawk Tiny fey, neutral
Armor Class 14
Hit Points 10 (4d4)
Speed 10 ft., fly 60 ft.
STR
8 (–1)
DEX
18 (+4
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the awaken spell on a normal zurkhwood mushroom. A myconid sovereign can create one by performing a lengthy ritual. An awakened zurkhwood has the same statistics as an awakened tree (see appendix A of
. The awakened zurkhwood’s False Appearance feature allows it to be mistaken for a normal zurkhwood mushroom (instead of a tree). Bridesmaid of Zuggtmoy
Medium plant, chaotic evil
Armor Class 13
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
eidolon has few methods for protecting itself beyond its ability to awaken its sacred vessels. When a foe enters, the eidolon leaps into action by merging its body with one of several statues at the
instance. Eidolon
Medium undead, any alignment
Armor Class 9
Hit Points 63 (18d8 − 18)
Speed 0 ft., fly 40 ft. (hover)
STR
7(−2)
DEX
8(−1)
CON
9(−1)
INT
14(+2
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
eidolon has few methods for protecting itself beyond its ability to awaken its sacred vessels. When a foe enters, the eidolon leaps into action by merging its body with one of several statues at the
instance. Eidolon
Medium undead, any alignment
Armor Class 9
Hit Points 63 (18d8 − 18)
Speed 0 ft., fly 40 ft. (hover)
STR
7(−2)
DEX
8(−1)
CON
9(−1)
INT
14(+2
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the awaken spell on a normal zurkhwood mushroom. A myconid sovereign can create one by performing a lengthy ritual. An awakened zurkhwood has the same statistics as an awakened tree (see appendix A of
. The awakened zurkhwood’s False Appearance feature allows it to be mistaken for a normal zurkhwood mushroom (instead of a tree). Bridesmaid of Zuggtmoy
Medium plant, chaotic evil
Armor Class 13