![]() Gargantuan: Sperm Whales weigh 31,000 to 90,000 lbs.Huge: African Elephants weigh 6 metric tons or 13,000 lbs on average.Large: An average horse weighs 660 lbs.Medium: An average adult humans weigh on average 130 to 160 lbs.Small: Rats weigh about 1 lbs., larger house cats weigh about 10 lbs.Perhaps the best bet it to look at the weights of the real life creatures in each category when possible. Weight is more difficult and more fuzzy, because a lot of monsters and such are made out of weird materials of different density than human flesh and bone. Although it does fit with the diagram in the DMG. Most of the time, just setting the max to control size of the next size. Keeping in mind, again, that these are just numbers I picked out of the air, based on what kind of makes sense given the control area described above. ( average adult humans have a height of 5.6) Small and medium, as currently written, is a weird distinction. That is, I wouldn't let a medium humanoid creature get taller than 10ft., because with a sword their reach would logically be larger than the 5 foot space. 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. Once you use this feature, you can’t use it again until you finish a long rest.There's a reason you don't remember such a chart, because 5e doesn't have one. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and is blinded until the end of the current turn. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. Starting at 14th level, the radiant energy you channel allows you to resist death. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. These temporary hit points equal your warlock level + your Charisma modifier. Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets. Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. Your pool regains all expended dice when you finish a long rest. ![]() Roll the dice you spend, add them together, and restore a number of hit points equal to the total. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). The number of dice in the pool equals 1 + your warlock level.Īs a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. You have a pool of d6s that you spend to fuel this healing. Healing LightĪt 1st level, you gain the ability to channel celestial energy to heal wounds. They count as warlock cantrips for you, but they don’t count against your number of cantrips known. Celestial Expanded SpellsĪt 1st level, you learn the Light and Sacred Flame cantrips. The following spells are added to the warlock spell list for you. The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. Source: Xanathar's Guide to Everything Expanded Spell List
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