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Returning 29 results for 'strikes of rites daggers variant'.
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Monsters
Infernal Machine Rebuild
thrown up to 40 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Fling
. Among the largest was the thessalkraken—a slightly smaller variant of the legendary kraken, resembling that great tentacled titan but with a jagged-toothed maw that drips constantly with
Monsters
Mordenkainen Presents: Monsters of the Multiverse
-shaping they provide.
Variant: Flesh Warping
Creatures that encounter a sibriex can be twisted beyond recognition. Whenever a creature fails a saving throw against the sibriex’s Warp Creature
target’s hands grow claws, which can be used as dagger;daggers.
16–20
One of the target’s legs grows longer than the other, reducing its walking speed by 10 feet.
21&ndash
classes
Player’s Handbook
Light property
Tool Proficiencies
Thieves’ Tools
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather Armor, 2 Dagger;Daggers, Shortsword, Shortbow
skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.
In combat, Rogues prioritize subtle strikes over brute strength. They would rather make
classes
Player’s Handbook
’s Tools or Musical Instrument
Armor Training
None
Starting Equipment
Choose A or B: (A) Spear, 5 Dagger;Daggers, Artisan’s Tools or Musical Instrument chosen for the tool
+2
Ability Score Improvement, Slow Fall
1d6
4
+10 ft.
5
+3
Extra Attack, Stunning Strike
1d8
5
+10 ft.
6
+3
Empowered Strikes, Subclass feature
1d8
6
+15 ft.
7
+3
classes
Player’s Handbook
prayers and rites that help them draw on power from the Outer Planes.
Not every member of a temple or shrine is a Cleric. Some priests are called to a simple life of temple service, carrying out their
—
—
—
—
—
—
6
+3
Subclass feature
3
4
10
4
3
3
—
—
—
—
—
—
7
+3
Blessed Strikes
3
4
11
4
3
3
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Proficiencies Thieves’ Tools Armor Training Light armor Starting Equipment Choose A or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves’ Tools, Burglar’s Pack, and 8 GP
and disarming traps, and opening locks. In combat, Rogues prioritize subtle strikes over brute strength. They would rather make one precise strike than wear an opponent down with a barrage of blows
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Martial weapons that have the Finesse or Light property Tool Proficiencies Thieves’ Tools Armor Training Light armor Starting Equipment Choose A or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow
them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. In combat, Rogues prioritize subtle strikes over brute strength. They would rather make one precise
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Mogis and regularly hold bloody rites in his honor. Warchanters, the minotaur clergy of Mogis, whip their marauders into a near-mindless frenzy before battle; the ensuing slaughter gives glory to
cooperation of both Mogis and Iroas themselves.
Mogis’s Warhound. Mogis generally fights alone, because he often loses control of his temper and strikes allies as well as foes in the heat of battle. Still
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
remembering where you are in the list can bog the game down. If you want quicker combats, at the risk of those combats becoming unbalanced, try using the side initiative rule. Under this variant, the
is complete. This variant encourages teamwork and makes your life as a DM easier, since you can more easily coordinate monsters. On the downside, the side that wins initiative can gang up on enemies
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
devoted to deities of gloom and night, such as that of Shar in the Forgotten Realms, perform unholy rites to summon shadow mastiffs to work as temple sentinels and bodyguards. Shadow Mastiff
Medium
light, or is incapacitated.
Shadow Mastiff Alpha Each pack of shadow mastiffs is led by an alpha, the smartest one of the group. The sound of an alpha’s howl strikes terror into those who hear it and
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
replaced. When a shadow mastiff pack is hungry and senses prey nearby, the alpha lets loose a howl that strikes fear into the hearts of nearby beasts and humanoids. Its howl is also a signal to the rest of
tolerate bright light, but they shun sunlight. Summoned for Service. Some faiths devoted to deities of gloom and night, such as Shar in the Forgotten Realms, perform unholy rites to summon shadow mastiffs
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
a barbed tail, small horns, and leathery wings. It strikes while invisible, attacking with its poison stinger. Imp
Tiny fiend (devil, shapechanger), lawful evil
Armor Class 13
Hit Points 10 (3d4
or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.
VARIANT: IMP FAMILIAR
Imps can be found in the service to mortal
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their
creature against that instance of the damage. Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
days equal to his or her current renown multiplied by 10, the character’s renown increases by 1. Performing Sacred Rites A pious character can spend time between adventures performing sacred rites in
a temple affiliated with a god he or she reveres. Between rites, the character spends time in meditation and prayer. A character who is a priest in the temple can lead these rites, which might
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Improved Cunning Strike 6d6 12 +4 Ability Score Improvement 6d6 13 +5 Subclass feature 7d6 14 +5 Devious Strikes 7d6 15 +5 Slippery Mind 8d6 16 +5 Ability Score Improvement 8d6 17 +6 Subclass feature 9d6
. Level 1: Weapon Mastery Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Improved Cunning Strike 6d6 12 +4 Ability Score Improvement 6d6 13 +5 Subclass feature 7d6 14 +5 Devious Strikes 7d6 15 +5 Slippery Mind 8d6 16 +5 Ability Score Improvement 8d6 17 +6 Subclass feature 9d6
a Character”. Level 1: Weapon Mastery Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Thessalkraken The alchemist Thessalar created unknown numbers of misshapen magical creatures, including his many thessalbeasts. Among the largest was the thessalkraken—a slightly smaller variant of
Medium or smaller object held or creature grappled by the thessalkraken is thrown up to 40 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
fried meat. Characters can find little of value here except three large butcher knives (treat as daggers). The scroll tube on the spice shelf contains a scroll of simple recipes (flatbread, fish stew
spears, a shortbow and quiver of twenty arrows, two shortswords, three daggers, two shields, and one suit of chain mail armor sized for a Medium creature. 6. Meditation Room This room has been cleared of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
aid freely; they demand a service or a treasure in return for the flesh-shaping they provide. Variant: Flesh Warping Creatures that encounter a sibriex can be twisted beyond recognition. Whenever a
. 06–10 The target’s eyes push out of its head at the end of stalks. 11–15 The target’s hands grow claws, which can be used as daggers. 16–20 One of the target’s legs grows longer than the other
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
Spell. The sibriex uses Spellcasting.
Spray Bile. The sibriex uses Squirt Bile.
Warp (Costs 2 Actions). The sibriex uses Warp Creature.
Variant: Flesh Warping Creatures that encounter a sibriex
eyes push out of its head at the end of stalks. 11–15 The target’s hands grow claws, which can be used as daggers. 16–20 One of the target’s legs grows longer than the other, reducing its walking speed
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Your base Armor Class equals 10 plus your Dexterity and Charisma modifiers. Agile Strikes. When you expend a use of your Bardic Inspiration as part of an action, a Bonus Action, or a Reaction, you can
make one Unarmed Strike as part of that action, Bonus Action, or Reaction. Bardic Damage. You can use Dexterity instead of Strength for the attack rolls of your Unarmed Strikes. When you deal damage
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
weapon drills and change one of these weapon choices. (You have selected Daggers, Heavy Crossbows, Longswords, and Spears, which have the following mastery properties.) Nick. When you make the extra
check still fails, this use of Second Wind isn’t expended. Level 3: Improved Critical Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20. Level 3
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
ship trying to sail though must make a DC 10 Intelligence check. If the check succeeds, the ship gets past the rocks safely. If it fails by 4 or less, the ship strikes a rock and springs a few leaks
, scimitars, and daggers.
Among the rusty blades stuck in the walls are ten flying swords that pull themselves free and attack when the treasure in the room (see “Treasure” below) is disturbed. The animated
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
bolted to the wall across from some sort of large glass device hints at the horrid rites that must once have taken place here.
The wall murals can be deciphered with a successful DC 12 Wisdom
information. If the steam mephits are released, they might try to immediately escape (a 50 percent chance), but they otherwise attack everyone in the lab. A mind flayer arcanist (a variant creature in the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, seafood delicacies of the Wild Coast, and rice and vegetable entrées. Weapons larger than daggers must be checked at the door, together with shields. Customers wearing metal armor aren’t admitted
morning rites, as well as all-day observances every Godsday. Sarana, the temple’s Archpriest (Neutral Good), is a middle-aged, human woman wearing a sun-shaped headdress and yellow-and-gold robes. She is
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. Near the table, an enormous snake coils around a bluish corpse wearing a wooden rabbit mask.
The giant constrictor snake strikes at any who interrupt its meal. The cupboards are empty, but the dead
, tentacled mask lounges in this decadent office, counting treasure piled atop an aged desk. Two more cultists in simpler robes and identical masks stand behind him, daggers drawn.
Darius (chaotic evil
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Dexterity saving throw or take 7 (2d6) acid damage.
Magic Missile (1st-Level Spell; Requires a Spell Slot). The simulacrum creates three darts of magical force. Each dart unerringly strikes one creature
Lantomir’s Traveling Libram. The tome contains the following spells: clairvoyance, cloud of daggers, counterspell, detect magic, detect thoughts, find familiar, Melf’s acid arrow, Tenser’s floating
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
cult drove its usual prey away, and now the umber hulk feasts on cultists that wander into its territory. The umber hulk strikes from behind rock walls to seize its prey before burrowing away again. The
with etchings of funerary rites in honor of Moradin (150 gp), and an immovable rod. A9. Tombs Gigantic stone doors covered in twin reliefs of dwarven gods in profile loom fifteen feet high. The dwarven
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
before it strikes. Disabling the needle requires thieves’ tools and a successful DC 15 Dexterity check. If the check fails by 5 or more, the trap goes off, stabbing the character unless the character
-foot-square chamber is hewn from stone. It contains an upright keg fashioned of rusted iron. Rusted pipes lead from the keg into the floor.
If anyone shakes or strikes the keg, the sound of sloshing