In general, I think a height less then next control space is about what you'll in the most monster stat blocks for a given size, as a general rule of thumb. I think it is along the lines of designers thinking, "We all know what medium creature looks like, and what a huge creature looks like, but we don't want to some hard fast rule that 9' is medium and 9'1" is large." Height (The extreme end would be rug of smothering which is Large and well. You could maybe take the depicted heights as (approximate) upper bounds, it gives little for lower bounds if you want to cover all existing monsters. It rather obviously doesn't cover anything non-bipedal (the worm isn't much help because that shape doesn't generalize well, and Gargantuan is just anything bigger than Huge anyway), nor does it actually say anything about what the limits or borders are. There is a chart on page 248 of the Dungeon Master's Guide which shows creatures of different height, but it doesn't give you what you were looking for without a lot of extrapolation: The only part the game really defines (PHB 191) is the creature sizes dictating the space the occupy in combat, which doesn't cover verticaly, and is "not an expression of its physical dimensions." The same goes for verticallity in general, really. It doesn't really spend a lot of time on height outside of cylindrical spell effects and player characters. May your horn be ever in our sides.There's a reason you don't remember such a chart, because 5e doesn't have one. Special thanks to Sheamus the tiefling warlock. CreditsĬreated with the intent to bridge the gap between a celestial and a hexblade warlock as a crusader on behalf of a friend. Once you have summoned your celestial charger you must complete a long rest to use this feature again. The celestial charger remains for 10 minutes until it returns to its native realm. As an action you may summon a celestial charger using the Unicorn stat block from the monster manual with the following changes: the unicorn's charge ability affects your horn of the Ki-rin while mounted. Celestial ChargerĪt 14th level, your connection to your celestial patron deepens to the point where other celestials bow to your being. If the effect of the spell would make them take half damage on a successful save, they instead take no damage if you extend your celestial blessing to them. In addition to its normal effects, you may as a reaction give the target of your blessing of the Kirin advantage on saving throws against magical effects until the end of their next turn. The spirit remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.Īt 10th level, your blessing of the Ki-rin grows stronger. It obeys your verbal commands, and it gains a special bonus to its spell save DC equal to your proficiency bonus. Roll initiative for the spirit, which has its own turns. When the spirit appears, it gains temporary hit points equal to half your warlock level. The spirit uses the stat block of a dryad, the statistics of which are in the Monster Manual. When you slay a humanoid, you can bless its soul to reform into the shape of a friendly spirit. Starting at 6th level, you can temporarily bind a spirit to your service. You can't use this feature again until you finish a short or long rest. The target creature gains a bonus to attack rolls, saving throws and skill checks equal to your proficiency bonus for one minute. Blessing of the Ki-rinĪlso at 1st level, you may as a bonus action magically bless a creature you can see within 30ft with the grace of the Ki-rin. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type. This benefit lasts until you finish a long rest. When you attack with the horn of the Ki-rin, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. The Horn of the Ki-rin is a lance with the additional properties: It may be wielded using one hand instead of two while not mounted. Whenever you finish a long rest, you can touch one weapon that you are proficient with and transform it into the Horn of the Ki-rin. The influence of your patron also allows you to mystically channel your will through a particular weapon. You gain proficiency with medium armor, shields, and martial weapons. Ki-rin Spells Table Spell levelĪt 1st level, you acquire the training necessary to effectively arm yourself for battle. The following spells are added to the warlock spell list for you. The Ki-rin lets you choose from an expanded list of spells when you learn a warlock spell. The graceful Ki-rin gifts those pure of heart with a magical lance, capable of protecting ones allies and wreaking havoc on ones foes. While some warlocks gain power through taking up cursed arms, others gain power from their patron by serving as an extension of their will.
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