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Returning 6 results for 'seraph for the slot'.
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compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
slot. You can do this a number of times equal to your Transformation Stage. You regain all uses of this feature after finishing a Long Rest. Stage 2 Boon: Sacred Retribution Seraph Stage 2 Boon When
Seraph Stages At each stage of this Transformation, follow the instructions provided for that stage. Achieving a New Stage To move from one stage to the next higher one in this Transformation, an
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
from the Arch Daemon or Arch Seraph table, the spell is cast as if you had spent a spell slot of one level higher.
Unearthly Wings. You gain a Fly Speed of 60 feet.Once you use this feature, you can’t
in the Arch Seraph section.
Daniel Alessi
Arch Daemon Wizard Level Spells 3 Bane, Toll the Dead 5 Fear 7 [Tooltip Not Found] 9 Geas Arch Seraph Wizard Level Spells 3 Aid, Bless
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
casters are pure and fit for use.
Since arcane magic is strong enough to challenge the gods, divine beings of this domain, such as the Arch Seraph Empyreus, demand magic-using mortals be kept in check
can force the creature to make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 1d8 Force damage, plus another 1d8 per level of the spell slot the creature
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
yourself from others. As a Magic action, you can cast Invisibility without expending a spell slot. You can use this feature a number of times equal to your Transformation Stage. You regain all uses after
expending a spell slot. The spell save DC when cast in this way is 12 plus your Transformation Stage. You can use this feature a number of times equal to your Transformation Stage. You regain all uses
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
damage equal to the number of Temporary Hit Points lost as a result of the attack. The spell ends early if you have no Temporary Hit Points. Using a Higher-Level Spell Slot. You gain an additional 2d10
Temporary Hit Points for each spell slot level above 1. [Tooltip Not Found] Level 1 Enchantment (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Action
Range: 30 feet
Components: V, S
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Meditate in the glow of a powerful arcane item or location Kill an Arch Daemon or Arch Seraph and absorb their power Lich Stage 1 When you initially undergo the Lich Transformation, you gain the Undead
below) for one of the following effects. Regain a spell slot equal to or lower than your current Lich Transformation Stage. The next saving throw made before the end of your next turn against one of