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Returning 35 results for 'promotes allies and his class'.
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promote allies and his class
promises allies and his class
Magic Items
Dungeon Master’s Guide (2024)
, whereupon the rod’s head sheds Bright Light in a 60-foot radius and Dim Light for an additional 60 feet. While in that Bright Light, you and your allies gain a +1 bonus to Armor Class and saving
Monsters
The Wild Beyond the Witchlight
Defense to bolster his low Armor Class whenever possible, and his challenge rating is a reflection of the likelihood that he will use Fiery Explosion as often as he can. If one or more of his allies
Monsters
Waterdeep: Dungeon of the Mad Mage
otherwise replaced by those of the new form, except any class features or legendary actions of that form.The dragon can take 3 legendary actions, choosing from the options below. Only one legendary
is identical to the control weather spell.
Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of the dragon’s or its allies. Such creatures descend at a rate of
Summon Beast
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Tasha’s Cauldron of Everything
spell slot of 3rd level or higher, use the higher level wherever the spell’s level appears in the stat block.
Bestial Spirit
Small beast
Armor Class 11 + the level of the spell (natural
enemy’s reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the
Backgrounds
Guildmasters’ Guide to Ravnica
lifestyle between adventures.
Boros Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Boros 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 are added to all of them.)
Boros Guild Spells
Spell Level
Spells
Cantrip
fire bolt,
Backgrounds
Guildmasters’ Guide to Ravnica
vast, sprawling rubblebelts of broken terrain that civilized folk have long abandoned. You can find a suitable place for you and your allies to hide or rest in these areas. In addition, you can find
food and fresh water in these areas for yourself and up to five other people each day.
Gruul Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Gruul
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Mordenkainen Presents: Monsters of the Multiverse
order from the encroachments of Fiends and other extraplanar threats. Gruumsh’s blessings have made orcs tireless guardians and mighty allies wherever they are found, even when they turn their
class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read
Adult Silver Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
replaced by those of the new form, except any class features or legendary actions of that form.The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action
its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage.
Given days or longer to work, the dragon can make clouds and fog within its lair as solid as stone, forming
feats
you are attacked by a creature that has a CR higher than your level, you gain a +2 bonus to your Armor Class for that attack.
Vengeful Strike. You have Advantage on attack rolls against any creature
that has reduced one of your allies to 0 Hit Points since the end of your last turn.
Heroic Intervention. When an enemy you can see takes a Legendary Action, you can take a Reaction to intercede
Ancient Silver Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
otherwise replaced by those of the new form, except any class features or legendary actions of that form.The dragon can take 3 legendary actions, choosing from the options below. Only one legendary
’s or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage.
Given days or longer to work, the dragon can make clouds and fog within its lair as solid as stone
Cleric
Legacy
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Classes
Basic Rules (2014)
spells relies on devotion and an intuitive sense of a deity’s wishes.
Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can
Intervention Improvement
5
4
3
3
3
3
2
2
1
1
Class Features
As a cleric, you gain the following class features.
Bard
Legacy
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Classes
Basic Rules (2014)
, ensuring that her companions’ words will be well received. Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds
versatility. Many bards prefer to stick to the sidelines in combat, using their magic to inspire their allies and hinder their foes from a distance. But bards are capable of defending themselves in melee if
Ranger
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the
Senses 10 4 3 3 3 1 19th +6 Ability Score Improvement 11 4 3 3 3 2 20th +6 Foe Slayer 11 4 3 3 3 2 Class Features As a ranger, you gain the following class features.
Goblin
Legacy
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Species
Volo's Guide to Monsters
the foresight to declare a successor, often a child or other family member the boss has been able to trust. But such a declaration doesn’t always prevent a mad scramble for influence and allies
, or secret backstabbing and outright fights over the title. Most often, the victor in such a struggle comes from another family of the lasher caste, and any allies of the previous boss count themselves
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Background The time of dragons dawns. Calling upon ancient magic and a host of draconic allies, the Cult of the Dragon seeks to unleash Tiamat from her prison in the Nine Hells. By bringing the Queen
the lands and rulers of the Sword Coast and the North, while the Emerald Enclave suspects that anything Thay promotes is likely against the natural order. Even the Zhentarim fear the union of two such
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Song of Rest Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance
regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Background The time of dragons dawns. Calling upon ancient magic and a host of draconic allies, the Cult of the Dragon seeks to unleash Tiamat from her prison in the Nine Hells. By bringing the Queen
the lands and rulers of the Sword Coast and the North, while the Emerald Enclave suspects that anything Thay promotes is likely against the natural order. Even the Zhentarim fear the union of two such
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Song of Rest Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance
regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Song of Rest Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance
regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Hyena Hyena
Medium beast, unaligned
Armor Class 11
Hit Points 5 (1d8 + 1)
Speed 50 ft.
STR
11 (+0)
DEX
13 (+1)
CON
12 (+1)
INT
2 (−4)
WIS
12 (+1
one of the hyena’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Baboon Baboon
Small beast, unaligned
Armor Class 12
Hit Points 3 (1d6)
Speed 30 ft., climb 30 ft.
STR
8 (−1)
DEX
14 (+2)
CON
11 (+0)
INT
4 (−3)
WIS
baboon’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 − 1) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Hyena Hyena
Medium beast, unaligned
Armor Class 11
Hit Points 5 (1d8 + 1)
Speed 50 ft.
STR
11 (+0)
DEX
13 (+1)
CON
12 (+1)
INT
2 (−4)
WIS
12 (+1
one of the hyena’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Song of Rest Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance
regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Baboon Baboon
Small beast, unaligned
Armor Class 12
Hit Points 3 (1d6)
Speed 30 ft., climb 30 ft.
STR
8 (−1)
DEX
14 (+2)
CON
11 (+0)
INT
4 (−3)
WIS
baboon’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 − 1) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
gift from dragon gods. Kobold Kobold
Small Humanoid, Any Alignment
Armor Class 12
Hit Points 5 (2d6 − 2)
Speed 30 ft.
STR
7 (−2)
DEX
15 (+2)
CON
9 (−1)
INT
8
advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Sunlight Sensitivity. While in sunlight, the kobold
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Jackal Jackal
Small beast, unaligned
Armor Class 12
Hit Points 3 (1d6)
Speed 40 ft.
STR
8 (−1)
DEX
15 (+2)
CON
11 (+0)
INT
3 (−4)
WIS
12 (+1
hearing or smell.
Pack Tactics. The jackal has advantage on an attack roll against a creature if at least one of the jackal’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 – 1) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Thug Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples. Thug
Medium humanoid (any race), any non-good alignment
Armor Class 11 (leather
thug’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Multiattack. The thug makes two melee attacks.
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Dire Wolf Dire Wolf
Large beast, unaligned
Armor Class 14 (natural armor)
Hit Points 37 (5d10 + 10)
Speed 50 ft.
STR
17 (+3)
DEX
15 (+2)
CON
15 (+2)
INT
3
advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf’s allies is within 5 feet of the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Reef Shark Reef Shark
Medium beast, unaligned
Armor Class 12 (natural armor)
Hit Points 22 (4d8 + 4)
Speed 0 ft., swim 40 ft.
STR
14 (+2)
DEX
13 (+1)
CON
13 (+1
has advantage on attack rolls against a creature if at least one of the shark’s allies is within 5 feet of the creature and isn’t incapacitated.
Water Breathing. The shark can breathe only
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Wolf Wolf
Medium beast, unaligned
Armor Class 13 (natural armor)
Hit Points 11 (2d8 + 2)
Speed 40 ft.
STR
12 (+1)
DEX
15 (+2)
CON
12 (+1)
INT
3 (–4
Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf’s allies is within 5 feet of the creature and
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Ambush Drake Ambush Drake
Medium dragon, unaligned
Armor Class 13 (natural armor)
Hit Points 22 (4d6 + 8)
Speed 30 ft.
STR
13 (+1)
DEX
15 (+2)
CON
14 (+2
Draconic but can’t speak it
Challenge 1/2 (100 XP)
Pack Tactics. The drake has advantage on an attack roll against a creature if at least one of the drake’s allies is within 5 feet of the creature and
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Giant Rat Giant rats roam in packs through sewers, caves, and other dank places. They are often found in the company of wererats (see page 64). Giant Rat
Small beast, unaligned
Armor Class 12
creature if at least one of the rat’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Ambush Drake Ambush Drake
Medium dragon, unaligned
Armor Class 13 (natural armor)
Hit Points 22 (4d6 + 8)
Speed 30 ft.
STR
13 (+1)
DEX
15 (+2)
CON
14 (+2
Draconic but can’t speak it
Challenge 1/2 (100 XP)
Pack Tactics. The drake has advantage on an attack roll against a creature if at least one of the drake’s allies is within 5 feet of the creature and
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
gift from dragon gods. Kobold Kobold
Small Humanoid, Any Alignment
Armor Class 12
Hit Points 5 (2d6 − 2)
Speed 30 ft.
STR
7 (−2)
DEX
15 (+2)
CON
9 (−1)
INT
8
advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Sunlight Sensitivity. While in sunlight, the kobold
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
large numbers, attacking as a pack to take down prey. Blood Hawk
Small beast, unaligned
Armor Class 12
Hit Points 7 (2d6)
Speed 10 ft., fly 60 ft.
STR
6 (−2)
DEX
14 (+2
advantage on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The hawk has advantage on an attack roll against a creature if at least one of the hawk’s allies is within 5 feet of the creature