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Returning 35 results for 'pupils allow and his class'.
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pulls allow and his class
Magic Items
Dungeon Master’s Guide
While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor’s clawed gauntlets allow your Unarmed Strike;Unarmed Strikes to deal 1d8 Slashing
Monsters
Fizban's Treasury of Dragons
and translucent. When the dragon is fully mature, their scales resemble rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of an
magic items and artworks that highlight the unique nature of different worlds. Magic items that allow teleportation or travel between planes, spellbooks filled with similar magic, and treatises examining
Monsters
Fizban's Treasury of Dragons
rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of an ancient dragon resemble glowing white or pale lavender orbs. Crystalline horns
. Magic items that allow teleportation or travel between planes, spellbooks filled with similar magic, and treatises examining the nature of the multiverse form the centerpiece of an amethyst dragon
Monsters
Fizban's Treasury of Dragons
the dragon is fully mature, their scales resemble rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of an ancient dragon resemble
that highlight the unique nature of different worlds. Magic items that allow teleportation or travel between planes, spellbooks filled with similar magic, and treatises examining the nature of the
Monsters
Fizban's Treasury of Dragons
vibrant and translucent. When the dragon is fully mature, their scales resemble rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of
, especially magic items and artworks that highlight the unique nature of different worlds. Magic items that allow teleportation or travel between planes, spellbooks filled with similar magic, and treatises
Backgrounds
Guildmasters’ Guide to Ravnica
have documentation, established acquaintances, and disguises that allow you to assume that persona and fit into the secondary guild.
Whenever you choose, you can drop this identity and blend into the
leave the Dimir and join this guild, but there is no escaping the Dimir.
8
I chose this guild at random or on a lark.
Dimir Guild Spells
Prerequisite: Spellcasting or Pact Magic class
Backgrounds
Guildmasters’ Guide to Ravnica
and companions you lead can travel between any two locations in the city twice as fast as your speed would normally allow. The paths of the undercity are haunted by dangers that rarely brave the
light of the surface world, so your journey isn’t guaranteed to be safe.
Golgari Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Golgari Guild
Ancient Brass 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 option can
speed.A Brass Dragon’s Lair
A brass dragon’s desert lair is typically a ruin, canyon, or cave network with ceiling holes to allow for sunlight.
Lair Actions
On initiative count 20 (losing
Cleric
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
expected to protect their deities’ worshipers, which can mean fighting enemy raiders, negotiating peace between warring nations, or sealing a portal that would allow a demon prince to enter the world
Intervention Improvement
5
4
3
3
3
3
2
2
1
1
Class Features
As a cleric, you gain the following class features.
Warlock
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
pact, and how did you make contact with your patron? Were you seduced into summoning a devil, or did you seek out the ritual that would allow you to make contact with an alien elder god? Did you search
20th +6 Eldritch Master 4 15 4 5th 8 Class Features As a warlock, you gain the following class features.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Appendix D: Creature Statistics Spells and class features allow characters to transform into animals, summon creatures to serve as familiars, and create undead. Statistics for such creatures are
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Appendix D: Creature Statistics Spells and class features allow characters to transform into animals, summon creatures to serve as familiars, and create undead. Statistics for such creatures are
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Siege Tower Gargantuan Object Armor Class: 15 Hit Points: 200 A Siege Tower is a mobile wooden structure with a beam frame and slats in its walls. Large wooden wheels or rollers allow the tower to be
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Siege Tower Gargantuan Object Armor Class: 15 Hit Points: 200 A Siege Tower is a mobile wooden structure with a beam frame and slats in its walls. Large wooden wheels or rollers allow the tower to be
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Demon Armor Armor (Any Light, Medium, or Heavy), Very Rare (Requires Attunement) While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor’s clawed
gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes. Curse. Once you
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Demon Armor Armor (Any Light, Medium, or Heavy), Very Rare (Requires Attunement) While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor’s clawed
gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes. Curse. Once you
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Demon Armor Armor (Any Light, Medium, or Heavy), Very Rare (Requires Attunement) While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor’s clawed
gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes. Curse. Once you
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Demon Armor Armor (Any Light, Medium, or Heavy), Very Rare (Requires Attunement) While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor’s clawed
gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes. Curse. Once you
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Class Features and Hit Dice When your character gains a level, his or her class often grants additional features, as detailed in the class description. Some of these features allow you to increase
. Alternatively, you can use the fixed value shown in your class entry, which is the average result of the die roll (rounded up). When your Constitution modifier increases by 1, your hit point maximum
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Class Features and Hit Dice When your character gains a level, his or her class often grants additional features, as detailed in the class description. Some of these features allow you to increase
. Alternatively, you can use the fixed value shown in your class entry, which is the average result of the die roll (rounded up). When your Constitution modifier increases by 1, your hit point maximum
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Class Features and Hit Dice When your character gains a level, his or her class often grants additional features, as detailed in the class description. Some of these features allow you to increase
. Alternatively, you can use the fixed value shown in your class entry, which is the average result of the die roll (rounded up). When your Constitution modifier increases by 1, your hit point maximum
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Class Features and Hit Dice When your character gains a level, his or her class often grants additional features, as detailed in the class description. Some of these features allow you to increase
. Alternatively, you can use the fixed value shown in your class entry, which is the average result of the die roll (rounded up). When your Constitution modifier increases by 1, your hit point maximum
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Chapter 1: Racial Feats Leveling up in a class is the main way a character evolves during a campaign. Some DMs also allow the use of feats to customize a character. Feats are an optional rule in
a collection of special feats that allow you to explore your character’s race further. These feats are each associated with a race from the Player’s Handbook, as summarized in the Racial Feats table
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Chapter 1: Racial Feats Leveling up in a class is the main way a character evolves during a campaign. Some DMs also allow the use of feats to customize a character. Feats are an optional rule in
a collection of special feats that allow you to explore your character’s race further. These feats are each associated with a race from the Player’s Handbook, as summarized in the Racial Feats table
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Flamethrower Coach Large Object Armor Class: 19 Hit Points: 100 Flamethrower. Dexterity Saving Throw: DC 15, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 14 (4d6) Fire damage, and the
the vehicle’s underbelly grants access. Narrow slits in the front, sides, and back of the coach allow its occupants to see outside. A creature in the coach has Three-Quarters Cover against attacks and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Flamethrower Coach Large Object Armor Class: 19 Hit Points: 100 Flamethrower. Dexterity Saving Throw: DC 15, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 14 (4d6) Fire damage, and the
the vehicle’s underbelly grants access. Narrow slits in the front, sides, and back of the coach allow its occupants to see outside. A creature in the coach has Three-Quarters Cover against attacks and
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
to a nearby community. An archdruid typically has one or more pupils who are druids (see the Monster Manual), and the archdruid’s lair is usually guarded by loyal Beasts and Fey creatures. When an
crocodile 5 Mammoth 6 Flail snail (appears in this book) 7 Triceratops 8 Water elemental Archdruid
Medium Humanoid (Druid), Any Alignment
Armor Class 14 (hide armor)
Hit Points 154 (28d8 + 28
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Spell Restrictions Many spells have altered effects when cast in the Tomb of the Nine Gods, including spells cast from magic items or artifacts, and class abilities that duplicate the effects of
spells. Acererak’s magic and the magic of the amulet of the black skull (see appendix C) are unaffected. Spells that would normally allow creatures to transport into and out of the tomb either fail or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Breaking Objects Objects can be harmed by attacks and by some spells, using the rules below. If an object is exceedingly fragile, the DM may allow a creature to break it automatically with the Attack
or Utilize action. Armor Class. The Object Armor Class table suggests ACs for various substances. Object Armor Class AC Substance 11 Cloth, paper, rope 13 Crystal, glass, ice 15 Wood 17 Stone 19
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Spell Restrictions Many spells have altered effects when cast in the Tomb of the Nine Gods, including spells cast from magic items or artifacts, and class abilities that duplicate the effects of
spells. Acererak’s magic and the magic of the amulet of the black skull (see appendix C) are unaffected. Spells that would normally allow creatures to transport into and out of the tomb either fail or
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Breaking Objects Objects can be harmed by attacks and by some spells, using the rules below. If an object is exceedingly fragile, the DM may allow a creature to break it automatically with the Attack
or Utilize action. Armor Class. The Object Armor Class table suggests ACs for various substances. Object Armor Class AC Substance 11 Cloth, paper, rope 13 Crystal, glass, ice 15 Wood 17 Stone 19
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Breaking Objects Objects can be harmed by attacks and by some spells, using the rules below. If an object is exceedingly fragile, the DM may allow a creature to break it automatically with the Attack
or Utilize action. Armor Class. The Object Armor Class table suggests ACs for various substances. Object Armor Class AC Substance 11 Cloth, paper, rope 13 Crystal, glass, ice 15 Wood 17 Stone 19
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Breaking Objects Objects can be harmed by attacks and by some spells, using the rules below. If an object is exceedingly fragile, the DM may allow a creature to break it automatically with the Attack
or Utilize action. Armor Class. The Object Armor Class table suggests ACs for various substances. Object Armor Class AC Substance 11 Cloth, paper, rope 13 Crystal, glass, ice 15 Wood 17 Stone 19
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
look like demonic ogres with blue or green skin, dark hair, and a pair of short ivory horns protruding from their foreheads. Their eyes are dark with strikingly white pupils, and their teeth and claws
Large giant, lawful evil
Armor Class 16 (chain mail)
Hit Points 110 (13d10 + 39)
Speed 30 ft., fly 30 ft.
STR
19 (+4)
DEX
11 (+0)
CON
16 (+3)
INT
14 (+2
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Prerequisites. If a magic item has a class prerequisite, a creature must be a member of that class to attune to the item. If a creature must be a spellcaster to attune to an item, the creature qualifies if
snakelike tail instead of legs can’t wear magic boots.
Paired Items. You can allow exceptions to the rule that paired items must both be worn. For example, a character with only one arm might be able to use a single Glove of Missile Snaring so long as the matching glove is on their person.