Aggressive. Hit: 6 (1d8 + 2) piercing damage. A shield is always at the side of a follower, whether they're carrying it or someone else is. 3rd level (2 slots): animate dead, vampiric touch. Whispers of Death (Recharges on a Long Rest). Righteous Might. Mark of the Conquered. Umbral Shroud. Eagle Totem Barbarian (PHB) The barbarian gains proficiency in the Perception skill and a fly speed of 40 feet. Most Great Old Ones are too vast and powerful to even understand that warlocks draw their power from them, much like humans have no comprehension of the lives of the mites that live in their eyelashes, feasting on their dead skin. Followers noticeably glow when they sing or recite poetry. The wizard's spellcasting ability is Intelligence (+8 to hit with spell attacks, spell save DC 16). 2nd level (3 slots): blindness/deafness, ray of enfeeblement Multiattack.
When a creature misses the drunken master with a melee attack roll, the drunken master can use its reaction to cause that attack to hit one creature of its choice, other than the attacker, that it can see within 5 feet of it. 3rd level (2 slots): daylight, fireball. Tempest priests chase the thrill of great storms, taking great interest in weather patterns and the chaos of nature. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Kensei spend years practicing with a particular weapon to the point where it feels as much a part of them as their hand or their face. Zealots are those from uncivilised tribes whose sheer force of will has garnered them the attention of gods, good or evil. When the zealot fails a saving throw, it can choose to succeed instead. If a critical hit is scored with Blackrazor, the wielder rolls damage dice three times, instead of twice. If so, the barbarian loses its Totem of the Bear feature and its damage resistances (except bludgeoning, piercing, and slashing from nonmagical weapons). Mantle of Whispers.
Battlemasters are students of warfare, using their knowledge and research to develop new tactics, strategies, and maneuvers in battle. The kensei's weapon attacks are magical. New Pages | Recent Changes | Privacy Policy. Followers are carriers and spreaders of countless debilitating diseases, yet suffer no symptoms themselves. The barbarian gains proficiency in the Perception skill and a fly speed of 40 feet. When a Large or larger creature hits or misses the scout with a melee weapon attack, the scout can immediately make one weapon attack against that creature. At will: command, compelled duel Hit: 5 (1d4 + 3) piercing damage. Unarmed Strike. When the barbarian has disadvantage on a melee attack roll it makes with an axe or hammer, the target takes 2 bludgeoning damage if the barbarian misses but the higher d20 roll would have hit. It has the following spells prepared: Cantrips (at will): mending, sacred flame, thaumaturgy From D&D Wiki. The wizard has advantage on Constitution saving throws made to maintain concentration on a spell. The scout has advantage on initiative checks. It has the following bard spells prepared: Cantrips (at will): dancing lights, vicious mockery Sneak Attack (1/Turn). The bard's innate spellcasting ability is Charisma (spell save DC 13). The party must defeat each animal shape individually before ultimately defeating the archdruid in its true form. Spellcasting. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. While the monk isn't wearing armor, its armor class includes its Wisdom modifier.
The arch shepherd can move the aura up to 60 feet to a point it can see as a bonus action. The barbarian gains a +1 bonus to attack rolls with axes and hammers (included in the attack). While most cavaliers ride warhorses, your cavalier NPC might be riding any of the following mounts depending on many factors, including their homeland, their personal experiences, or the specific designs of their army. The bladesinger is a 5th-level spellcaster. The paladin is a 3rd-level spellcaster.
3/day each: protection from evil and good, sanctuary While the bladesinger isn't wearing Medium or Heavy armor or using a shield, its AC includes its Intelligence modifier, and it has advantage on Constitution saving throws made to maintain concentration on a spell. Multiattack. The priest targets up to six creatures it can see within 30 feet. Medium humanoid (any race), any neutral alignment. Barbarians commonly make up thief groups, but it is common for them to hire themselves to others for money. Longbow. In a world under siege by inconceivably powerful magic, inquisitors can achieve all they can and more with nothing but a few choice words and a knowing look. Unarmored Defense. A thousand strong warriors have died in battle, but if a mastermind is to believed, no smart one has. Paladins who break their oaths don't always go mad with self-pity and regret. The bladesinger has advantage on saving throws against being charmed, and magic can't put it to sleep. Multiattack. Mask of the Wild.
Compelled by dark shamans and unknowable gods, the arrival of a band of storm heralds portends great natural disasters in a region. Hit: 10 (1d10 + 5) piercing damage plus 18 (4d8) radiant damage.
Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) poison damage, and the target must succeed on a DC 13 Constitution saving throw or become poisoned by the darts for 1 hour. When the blade hits with an attack on its turn, the blade can use one of the following options. They believe that magic, just as all things, come from the will of the gods and should be worshipped as such. Each creature within 30 feet of the priest that can see it must make a DC 13 Constitution saving throw, taking 14 (2d10 + 3) radiant damage on a failed save, or half as much damage on a successful one. As a bonus action, the priest can move the illusion up to 30 feet to a space within 120 feet of the priest that it can see. Armor Class 12 (hide armor) 5th level: conjure elemental, scrying, 2nd level: blur, silence This action has no effect on creatures immune to being frightened. While they're not afraid of confrontation, they work best working behind the scenes and manipulating others into doing their fighting for them. Privateers man warships in search of lawbreakers to hunt down, but they can also be tempted towards lawbreaking themselves without proper measures of control from their superiors. It can cast the following spells innately without expending somatic or material components. During the privateer's turn, if it makes a melee attack against a creature, that creature cannot make opportunity attacks against it until the end of the privateer's turn. It has the following spells prepared: Cantrips (at will): druidcraft, mending, thorn whip Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Medium humanoid (any race), any non-good alignment. 3rd level: sleet storm, slow 5th level: insect plague, wall of stone, 2nd level: barkskin, spider climb
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