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<blockquote data-quote="Rhenny" data-source="post: 6980373" data-attributes="member: 18333"><p>Ok. [MENTION=83242]dave2008[/MENTION] and others - here is a chart with descriptions (some are directly from rules, some are slightly changed or made up).</p><p></p><p> Name Description</p><p>1 Action Surge (Fighter) Add one additional action and bonus action 1/short rest</p><p>2 Advantage on Save or Saves </p><p>3 Aggressive (Orc) As a bonus action move up to creature's speed toward an opponent.</p><p>4 Ambusher (Doppelganger) Advantage vs. creature it surprises.</p><p>5 Anti-Magic Cone/Aura (Beholder) Magic does not function within the cone/aura.</p><p>6 Arcane Ward (Abjuration Wizard) Arcane ward absorbs 10, 15, 20, 25 - casting spells recharges it 2 pts./spell lev.</p><p>7 Assassinate (Rogue) Advantage vs. creature it surprises and any hit is an auto crit.</p><p>8 Aura of Courage (Paladin) Allies within 10' cannot be frightened (20'/30' version for higher levels)</p><p>9 Aura of Fire, Cold, etc. (Lich) Damage to those within 5'/10' 1d8/2d8/3d8/4d8</p><p>10 Aura of Protection (Paladin) Allies within 10' gain +CHAR bonus to saves 20'/30' version too</p><p>11 Bardic Inspiration (Bonus Action) Grant 1d8 die that can be used within 1 min. 2/rest</p><p>12 Battlemaster Combat Maneuvers See options in PHB</p><p>13 Benign Transposition (Conjuration Wizard) Teleport within 30' or switch places with a willing target within range 2/rest</p><p>14 Better Armor Add 2, 3, 4, 5 to AC</p><p>15 Blindsense (Grimlock) 30' range</p><p>16 Blood Frenzy (Sahuagin) Advantage to attack any creature that doesn't have all its hit points.</p><p>17 Bonus to Attack Damage Extra damage +5/+10 version</p><p>18 Breath Weapon (Dragon) 30' cone 3d6, 5d6, 7d6, 9d6, etc.</p><p>19 Cantrip user choose 3 or 4</p><p>20 Chameleon Skin (Troglodyte) Advantage to Dexterity Hide checks</p><p>21 Charger (Feat) Dash and 1 attack or shove. If moved more than 10' add +5 to damage</p><p>22 Class Levels or Spellcaster See PHB for details</p><p>23 Cloak of Shadows (Shadow Monk) In dim light or darkness, use your action to become invisible.</p><p>24 Cunning Action (Rogue)/Step of the Wind (Monk) Disengage, Dash, Hide, or Use Item as a bonus action (Step of the Wind: disengage or dash, and jump distance x2 for turn)</p><p>25 Cutting Words (Bard) Apply 1d8 negative to creature d20 roll within 60' as a reaction (2/rest)</p><p>26 Damage Absorption (Flesh Golem) Instead of taking damage, regenerate from that damage (choose type)</p><p>27 Damage Transfer (Darkmantle) Transfer 1/2 of damage taken on a hit to a linked creature within 20' (Charisma DC 13 to establish link)</p><p>28 Dark One's Blessing (Warlock) When creature is reduced to 0 hp by your spell or melee attack, gain 5, 10, 15, 20 hp)</p><p>29 Dark One's Luck (Warlock) Add 1d10 to a abilty check or save - 1/rest (Possibly add to attack as well)</p><p>30 Death Burst (Magmin) Damage in a burst 10' radius 3d6, 4d6, 5d6, etc.</p><p>31 Deflect Missiles (Monk) Use reaction to block/catch a missile - 1d10+dex+level to negate damage.</p><p>32 Entropic Ward (Warlock) Impose disadvantage vs. one attack. If it misses, your next attack gains advantage 1/rest</p><p>33 Ethereal/Phase (Bonus Action) Shift into or out of phase (like a phase spider) </p><p>34 Evasion (Rogue/Monk) When creature makes a DEX save to avoid damage, creature takes 0 damage on save, 1/2 on failure.</p><p>35 Extra Attack (Flurry of Blows too) Take an extra attack per round</p><p>36 Fey Presence (Warlock) Wis save vs. Spellcasting DC - cause each creature within 10' cube from subject to be charmed 1/rest</p><p>37 Fighting Style, Archery add 2 to hit with bows/ranged weapons</p><p>38 Fighting Style, Dueling add 2 to damage with one handed weapon</p><p>39 Fighting Style, Protection as a reaction impose disadvantage vs. one attack against ally within 5'</p><p>40 Flyby Attack (Peryton)/Mobile (Feat) Do not take AO vs. creature attacked this round. Add 10 to speed</p><p>41 Frightful Presence/Fear Aura (Dragon) DC 19 wisdom save or be frightened (all within 20' - 120' for dragon like creatures)</p><p>42 Gaze (Petrify, Damage, Death, etc.) As an action (recharge 5-6) CON Save DC 14</p><p>43 Grapple/Constrict (Constrictor Snake) On successful grapple, deliver 3d6 damage per round until grapple broken or escaped </p><p>44 Guided Strike (Cleric, War 2/day) add 10 to hit (bonus action)</p><p>45 Healer (Feat) Use a healing kit to grant 1d6+2 hp or bring unconscious to 1 hp (only 1 time per subject)</p><p>46 Hide in Plain Sight (Ranger) Ability to hide without cover</p><p>47 Holy/Unholy Strike (extra damage) 3d6 addition damage or more</p><p>48 Hunter's Mark (Ranger) mark quarry gain 1d6 to hit and 1d6 on insight, perception, survival to track vs. that creature</p><p>49 Hypnotic Gaze (Enchantment Wizard) vs. 1 creature within 5' Wis save vs spellcasting DC for charm</p><p>50 Immunity (choose) Immune to specific energy attack or non-magical weapons</p><p>51 Incorporal (Undead) Damage resistance to all but magical weapons</p><p>52 Inspiring Leader (Feat) Up to 6 friendlies within 30' who can see and gain temp hp level+Cha bonus (make an action not 10 min.)</p><p>53 Lay On Hands (Paladin) Creature can touch to heal like Paladin - 5/CR, use 5 to cure disease or poison condition</p><p>54 Leadership (Hobgoblin Captain) Friendlies within 30' gain d4 to attack or save. 1/rest</p><p>55 Legendary Resistance If creature fails a save, it can choose to succeed instead 3/day</p><p>56 Life Drain (Wraith) Damage lowers maximum hit points until rest. Death at 0 hp.</p><p>57 Lucky (Feat) 3/day re-roll a d20 for or against</p><p>58 Mage Slayer (Feat) Creature within 5' casts, make a reaction attack. Give Disad for Concentration. Gain advantage vs. spells of caster within 5'. </p><p>59 Magic Resistance (Balor) Advantage vs. spell saves</p><p>60 Martial Advantage (Hobgoblin) add 2d6 to hit when ally within 5' of target</p><p>61 Max Hit Points </p><p>62 Misty Escape (Warlock) Teleport up to 60' 1/rest</p><p>63 Otherworldly Perception (Kuo-Toa)/Alert (Feat) Can sense presence of creature within 30' -- +5 to initiative, can't be surprised, others don't gain advantage vs you when hidden</p><p>64 Pack Tactics (Kobold) advantage to attack creature if it is within 5' of an ally</p><p>65 Parry (Hobgoblin Warlord) As a reaction, add 5 to AC vs 1 melee attach you can see </p><p>66 Patient Defense (Monk) Take dodge action as a bonus action 2/rest</p><p>67 Possession (Ghost) DC 13 charisma save or be posessed. Possession lasts until body drops to 0 hp or entity is turned and driven from body</p><p>68 Pounce (Lion) If you move at least 20' and hit with claws, DC 13 Strength Save or target prone and gain a bite bonus attack.</p><p>69 Projected Ward (Abjuration Wizard) Arcane ward absorbs 10, 15, 20, 25 - casting spells recharges it 2 pts./spell lev.that can protect an ally within 30'</p><p>70 Rage (Barbarian) Gain resistance vs. non-magical weapon damage - and adv.on strength checks and +2 damage - 1 min. 1/rest</p><p>71 Rampage (Gnoll) When reducing foe to 0 hp, run up to 1/2 speed and make another attack</p><p>72 Read Thoughts (Doppelganger) Read surface thoughts w/in 60' Gain advtg on Wisdom (insight), Charisma (Deception, Intimidation, Persuasion) checks vs target</p><p>73 Reckless Attack (Minotaur) Gain advantage on attacks, but also grant advantage on attacks against</p><p>74 Regeneration (Troll) At the start of each turn, gain 10, 20, 30 hp unless fire or acid damage taken that turn</p><p>75 Rope and Reel (Roper) Make an attack with rope/lasso, whip, or tentacle and then drag Strength Contest to drag 15'</p><p>76 Second Wind (Fighter) 1d10+level hp gained 1/rest</p><p>77 Sentinal (Feat) AO vs. creature stops its movement - you gain AO even vs. disengaging foes - if creature within 5' makes attack vs. other, you gain AO.</p><p>78 Shadow Arts (Shadow Monk) Cast darkness, darkvision, pass without trace or silence 2/rest</p><p>79 Shadow Step (Shadow Monk) Bonus action in dim light or darkness to teleport up to 60', then you have advantage on first melee attack you make. </p><p>80 Shapechanger (Werebeast, Druid) See PHB or MM</p><p>81 Siege Monster (Earth Elemental) For huge or larger creatures…attack does 2x damage to objects and structures</p><p>82 Slippery (Kuo-Toa) Advantage on ability checks or saves vs. grapple</p><p>83 Spider Climb (Ettercap) Can climb up surfaces or on ceilings without making any checks</p><p>84 Standing Leap (Bullywug) Leap up to 20'</p><p>85 Steadfast (Bearded Devil) Can't be frightened while it can see an ally within 30'</p><p>86 Stench (Troglodyte) Any within 5' make DC 12 Con save or be poisoned until creature's next turn. Save grants immune for 1 hour</p><p>87 Stunning Strike (Monk) Hit target must succeed on a CON save or be stunned until the end of your next turn (DC 8 + prof.+ wis)</p><p>88 Superior Invisiblity (Faerie Dragon) Become invisible and remain that way even when attacking.</p><p>89 Sure-Footed (Dao) Advantage on Strength and Dexterity saves against getting knocked prone.</p><p>90 Surprise Attack (Sneak Attack) When surprise, or when ally within 5' of target, gain 2d6, 3d6, 4d6, 5d6 to damage.</p><p>91 Teleport (Balor) Teleport up to 120'</p><p>92 Tunneler (Umber Hulk) Can burrow through solid rock at 1/2 burrowing speed. (5' wide, 8' high tunnel)</p><p>93 Turn Immunity (Revenant) Can't be turned</p><p>94 Turn Living (Unholy Cleric) Turn as a cleric, WIS Save all within 30' DC 8 + prof. + wis bonus - or must retreat….1/rest</p><p>95 Turn Resistance (Lich) Advantage vs. turn attempts</p><p>96 Turn Undead (Cleric) WIS save all undead within 30' DC 8+prof+wis bonus - or must dash away.</p><p>97 Uncany Dodge (Rogue) Use reaction to take 1/2 damage from an attack that hits from source you can see</p><p>98 Undead Fortitude (Zombie) When reduced to 0 hp, roll CON Save DC 5+ damage taken, unless the damage is radiant or crit hit; success keeps you at 1 hp</p><p>99 Warding Flare (Cleric, Light) As a reaction impose disadvantage vs. one attack from creature within 30'…3/day</p><p>100 Web, Web Sense, Web Walker (Giant Spider) Attack: +5 to hit - 30/60 ft. target restrained DC 12 Strength to escape - or create sticky web 20'x20' (Recharge 5-6)</p></blockquote><p></p>
[QUOTE="Rhenny, post: 6980373, member: 18333"] Ok. [MENTION=83242]dave2008[/MENTION] and others - here is a chart with descriptions (some are directly from rules, some are slightly changed or made up). Name Description 1 Action Surge (Fighter) Add one additional action and bonus action 1/short rest 2 Advantage on Save or Saves 3 Aggressive (Orc) As a bonus action move up to creature's speed toward an opponent. 4 Ambusher (Doppelganger) Advantage vs. creature it surprises. 5 Anti-Magic Cone/Aura (Beholder) Magic does not function within the cone/aura. 6 Arcane Ward (Abjuration Wizard) Arcane ward absorbs 10, 15, 20, 25 - casting spells recharges it 2 pts./spell lev. 7 Assassinate (Rogue) Advantage vs. creature it surprises and any hit is an auto crit. 8 Aura of Courage (Paladin) Allies within 10' cannot be frightened (20'/30' version for higher levels) 9 Aura of Fire, Cold, etc. (Lich) Damage to those within 5'/10' 1d8/2d8/3d8/4d8 10 Aura of Protection (Paladin) Allies within 10' gain +CHAR bonus to saves 20'/30' version too 11 Bardic Inspiration (Bonus Action) Grant 1d8 die that can be used within 1 min. 2/rest 12 Battlemaster Combat Maneuvers See options in PHB 13 Benign Transposition (Conjuration Wizard) Teleport within 30' or switch places with a willing target within range 2/rest 14 Better Armor Add 2, 3, 4, 5 to AC 15 Blindsense (Grimlock) 30' range 16 Blood Frenzy (Sahuagin) Advantage to attack any creature that doesn't have all its hit points. 17 Bonus to Attack Damage Extra damage +5/+10 version 18 Breath Weapon (Dragon) 30' cone 3d6, 5d6, 7d6, 9d6, etc. 19 Cantrip user choose 3 or 4 20 Chameleon Skin (Troglodyte) Advantage to Dexterity Hide checks 21 Charger (Feat) Dash and 1 attack or shove. If moved more than 10' add +5 to damage 22 Class Levels or Spellcaster See PHB for details 23 Cloak of Shadows (Shadow Monk) In dim light or darkness, use your action to become invisible. 24 Cunning Action (Rogue)/Step of the Wind (Monk) Disengage, Dash, Hide, or Use Item as a bonus action (Step of the Wind: disengage or dash, and jump distance x2 for turn) 25 Cutting Words (Bard) Apply 1d8 negative to creature d20 roll within 60' as a reaction (2/rest) 26 Damage Absorption (Flesh Golem) Instead of taking damage, regenerate from that damage (choose type) 27 Damage Transfer (Darkmantle) Transfer 1/2 of damage taken on a hit to a linked creature within 20' (Charisma DC 13 to establish link) 28 Dark One's Blessing (Warlock) When creature is reduced to 0 hp by your spell or melee attack, gain 5, 10, 15, 20 hp) 29 Dark One's Luck (Warlock) Add 1d10 to a abilty check or save - 1/rest (Possibly add to attack as well) 30 Death Burst (Magmin) Damage in a burst 10' radius 3d6, 4d6, 5d6, etc. 31 Deflect Missiles (Monk) Use reaction to block/catch a missile - 1d10+dex+level to negate damage. 32 Entropic Ward (Warlock) Impose disadvantage vs. one attack. If it misses, your next attack gains advantage 1/rest 33 Ethereal/Phase (Bonus Action) Shift into or out of phase (like a phase spider) 34 Evasion (Rogue/Monk) When creature makes a DEX save to avoid damage, creature takes 0 damage on save, 1/2 on failure. 35 Extra Attack (Flurry of Blows too) Take an extra attack per round 36 Fey Presence (Warlock) Wis save vs. Spellcasting DC - cause each creature within 10' cube from subject to be charmed 1/rest 37 Fighting Style, Archery add 2 to hit with bows/ranged weapons 38 Fighting Style, Dueling add 2 to damage with one handed weapon 39 Fighting Style, Protection as a reaction impose disadvantage vs. one attack against ally within 5' 40 Flyby Attack (Peryton)/Mobile (Feat) Do not take AO vs. creature attacked this round. Add 10 to speed 41 Frightful Presence/Fear Aura (Dragon) DC 19 wisdom save or be frightened (all within 20' - 120' for dragon like creatures) 42 Gaze (Petrify, Damage, Death, etc.) As an action (recharge 5-6) CON Save DC 14 43 Grapple/Constrict (Constrictor Snake) On successful grapple, deliver 3d6 damage per round until grapple broken or escaped 44 Guided Strike (Cleric, War 2/day) add 10 to hit (bonus action) 45 Healer (Feat) Use a healing kit to grant 1d6+2 hp or bring unconscious to 1 hp (only 1 time per subject) 46 Hide in Plain Sight (Ranger) Ability to hide without cover 47 Holy/Unholy Strike (extra damage) 3d6 addition damage or more 48 Hunter's Mark (Ranger) mark quarry gain 1d6 to hit and 1d6 on insight, perception, survival to track vs. that creature 49 Hypnotic Gaze (Enchantment Wizard) vs. 1 creature within 5' Wis save vs spellcasting DC for charm 50 Immunity (choose) Immune to specific energy attack or non-magical weapons 51 Incorporal (Undead) Damage resistance to all but magical weapons 52 Inspiring Leader (Feat) Up to 6 friendlies within 30' who can see and gain temp hp level+Cha bonus (make an action not 10 min.) 53 Lay On Hands (Paladin) Creature can touch to heal like Paladin - 5/CR, use 5 to cure disease or poison condition 54 Leadership (Hobgoblin Captain) Friendlies within 30' gain d4 to attack or save. 1/rest 55 Legendary Resistance If creature fails a save, it can choose to succeed instead 3/day 56 Life Drain (Wraith) Damage lowers maximum hit points until rest. Death at 0 hp. 57 Lucky (Feat) 3/day re-roll a d20 for or against 58 Mage Slayer (Feat) Creature within 5' casts, make a reaction attack. Give Disad for Concentration. Gain advantage vs. spells of caster within 5'. 59 Magic Resistance (Balor) Advantage vs. spell saves 60 Martial Advantage (Hobgoblin) add 2d6 to hit when ally within 5' of target 61 Max Hit Points 62 Misty Escape (Warlock) Teleport up to 60' 1/rest 63 Otherworldly Perception (Kuo-Toa)/Alert (Feat) Can sense presence of creature within 30' -- +5 to initiative, can't be surprised, others don't gain advantage vs you when hidden 64 Pack Tactics (Kobold) advantage to attack creature if it is within 5' of an ally 65 Parry (Hobgoblin Warlord) As a reaction, add 5 to AC vs 1 melee attach you can see 66 Patient Defense (Monk) Take dodge action as a bonus action 2/rest 67 Possession (Ghost) DC 13 charisma save or be posessed. Possession lasts until body drops to 0 hp or entity is turned and driven from body 68 Pounce (Lion) If you move at least 20' and hit with claws, DC 13 Strength Save or target prone and gain a bite bonus attack. 69 Projected Ward (Abjuration Wizard) Arcane ward absorbs 10, 15, 20, 25 - casting spells recharges it 2 pts./spell lev.that can protect an ally within 30' 70 Rage (Barbarian) Gain resistance vs. non-magical weapon damage - and adv.on strength checks and +2 damage - 1 min. 1/rest 71 Rampage (Gnoll) When reducing foe to 0 hp, run up to 1/2 speed and make another attack 72 Read Thoughts (Doppelganger) Read surface thoughts w/in 60' Gain advtg on Wisdom (insight), Charisma (Deception, Intimidation, Persuasion) checks vs target 73 Reckless Attack (Minotaur) Gain advantage on attacks, but also grant advantage on attacks against 74 Regeneration (Troll) At the start of each turn, gain 10, 20, 30 hp unless fire or acid damage taken that turn 75 Rope and Reel (Roper) Make an attack with rope/lasso, whip, or tentacle and then drag Strength Contest to drag 15' 76 Second Wind (Fighter) 1d10+level hp gained 1/rest 77 Sentinal (Feat) AO vs. creature stops its movement - you gain AO even vs. disengaging foes - if creature within 5' makes attack vs. other, you gain AO. 78 Shadow Arts (Shadow Monk) Cast darkness, darkvision, pass without trace or silence 2/rest 79 Shadow Step (Shadow Monk) Bonus action in dim light or darkness to teleport up to 60', then you have advantage on first melee attack you make. 80 Shapechanger (Werebeast, Druid) See PHB or MM 81 Siege Monster (Earth Elemental) For huge or larger creatures…attack does 2x damage to objects and structures 82 Slippery (Kuo-Toa) Advantage on ability checks or saves vs. grapple 83 Spider Climb (Ettercap) Can climb up surfaces or on ceilings without making any checks 84 Standing Leap (Bullywug) Leap up to 20' 85 Steadfast (Bearded Devil) Can't be frightened while it can see an ally within 30' 86 Stench (Troglodyte) Any within 5' make DC 12 Con save or be poisoned until creature's next turn. Save grants immune for 1 hour 87 Stunning Strike (Monk) Hit target must succeed on a CON save or be stunned until the end of your next turn (DC 8 + prof.+ wis) 88 Superior Invisiblity (Faerie Dragon) Become invisible and remain that way even when attacking. 89 Sure-Footed (Dao) Advantage on Strength and Dexterity saves against getting knocked prone. 90 Surprise Attack (Sneak Attack) When surprise, or when ally within 5' of target, gain 2d6, 3d6, 4d6, 5d6 to damage. 91 Teleport (Balor) Teleport up to 120' 92 Tunneler (Umber Hulk) Can burrow through solid rock at 1/2 burrowing speed. (5' wide, 8' high tunnel) 93 Turn Immunity (Revenant) Can't be turned 94 Turn Living (Unholy Cleric) Turn as a cleric, WIS Save all within 30' DC 8 + prof. + wis bonus - or must retreat….1/rest 95 Turn Resistance (Lich) Advantage vs. turn attempts 96 Turn Undead (Cleric) WIS save all undead within 30' DC 8+prof+wis bonus - or must dash away. 97 Uncany Dodge (Rogue) Use reaction to take 1/2 damage from an attack that hits from source you can see 98 Undead Fortitude (Zombie) When reduced to 0 hp, roll CON Save DC 5+ damage taken, unless the damage is radiant or crit hit; success keeps you at 1 hp 99 Warding Flare (Cleric, Light) As a reaction impose disadvantage vs. one attack from creature within 30'…3/day 100 Web, Web Sense, Web Walker (Giant Spider) Attack: +5 to hit - 30/60 ft. target restrained DC 12 Strength to escape - or create sticky web 20'x20' (Recharge 5-6) [/QUOTE]
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