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Returning 35 results for '5 slain class'.
Classes
Player’s Handbook
;
—Spell Slots per Spell Level—
Level
Proficiency Bonus
Class Features
Favored Enemy
Prepared Spells
1
2
3
4
5
1
+2
Spellcasting, Favored Enemy, Weapon Mastery
2
2
2
;
4
+2
Ability Score Improvement
2
5
3
—
—
—
—
5
+3
Extra Attack
3
6
4
2
—
—
—
6
+3
Roving
3
6
4
2
—
—
&mdash
Classes
Player’s Handbook
Class Features
Cantrips
Prepared Spells
1
2
3
4
5
6
7
8
9
1
+2
Spellcasting, Ritual Adept, Arcane Recovery
3
4
2
—
—
—
—
—
—
&mdash
Mastery
5
23
4
3
3
3
3
1
1
1
1
19
+6
Epic Boon
5
24
4
3
3
3
3
2
1
1
1
20
+6
Signature Spells
5
25
4
3
3
3
3
2
2
1
1
Wizard Class Features
As a Wizard
Classes
Player’s Handbook
15
4
5
20
+6
Eldritch Master
10
4
15
4
5
Warlock Class Features
As a Warlock, you gain the following class features when you reach the specified Warlock levels. These features are listed in the Warlock Features table.
level 1 features, which are listed in the Warlock Features table. See the multiclassing rules to determine your available spell slots.
Warlock Features
Level
Proficiency Bonus
Class Features
Magic Items
Dungeon Master’s Guide
You gain a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addition to the Shield’s normal bonus to AC.
Whenever an attacker makes a ranged
attack roll against a target within 5 feet of you, you can take a Reaction to become the target of the attack instead.
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
1 features, which are listed in the Monk Features table.
Monk Features
Level
Proficiency Bonus
Class Features
Martial Arts
Focus Points
Unarmored Movement
1
+2
Martial
Classes
Player’s Handbook
Proficiency Bonus
Class Features
Second Wind
Weapon Mastery
1
+2
Fighting Style, Second Wind, Weapon Mastery
2
3
2
+2
Action Surge (one use), Tactical Mind
2
3
3
+2
Fighter Subclass
2
3
4
+2
Ability Score Improvement
3
4
5
+3
Extra Attack, Tactical Shift
3
4
6
+3
Ability Score Improvement
3
4
7
+3
Subclass feature
3
4
8
Classes
Player’s Handbook
your available spell slots.
Sorcerer Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Class Features
Sorcery Points
Cantrips
Prepared
Spells
1
2
3
4
5
6
7
8
9
1
+2
Spellcasting, Innate Sorcery
—
4
2
2
—
—
—
—
—
—
—
—
2
+2
Font of Magic
Classes
Player’s Handbook
features, which are listed in the Barbarian Features table.
Barbarian Features
Level
Proficiency Bonus
Class Features
Rages
Rage Damage
Weapon Mastery
1
+2
Rage, Unarmored
Defense, Weapon Mastery
2
+2
2
2
+2
Danger Sense, Reckless Attack
2
+2
2
3
+2
Barbarian Subclass, Primal Knowledge
3
+2
2
4
+2
Ability Score Improvement
3
+2
3
5
+3
Magic Items
Dungeon Master’s Guide
This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving
must expend to cast the spell.
Spell
Charge Cost
Cone of Cold
5
Fireball (level 5 version)
5
Globe of Invulnerability
6
Hold Monster
5
Levitate
2
Lightning
Classes
Player’s Handbook
Class Features
Channel Divinity
Cantrips
Prepared Spells
1
2
3
4
5
6
7
8
9
1
+2
Spellcasting, Divine Order
—
3
4
2
—
—
—
—
—
&mdash
Greater Divine Intervention
4
5
22
4
3
3
3
3
2
2
1
1
Cleric Class Features
As a Cleric, you gain the following class features when you reach the specified Cleric levels. These features are listed in the Cleric Features table.
Classes
Player’s Handbook
Spell Level—
Level
Proficiency Bonus
Class Features
Channel Divinity
Prepared Spells
1
2
3
4
5
1
+2
Lay On Hands, Spellcasting, Weapon Mastery
—
2
2
&mdash
;
—
—
4
+2
Ability Score Improvement
2
5
3
—
—
—
—
5
+3
Extra Attack, Faithful Steed
2
6
4
2
—
—
—
6
+3
Aura of
Monsters
Monster Manual
Tests.Draining Swipe. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Draining Swipe"}, reach 5 ft. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2", "rollType":"damage
"}. The target dies if this reduces that score to 0. If a Humanoid is slain by this attack, a Shadow rises from the corpse 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Draining Swipe"} hours
Classes
Player’s Handbook
are listed in the Rogue Features table.
Rogue Features
Level
Proficiency Bonus
Class Features
Sneak Attack
1
+2
Expertise, Sneak Attack, Thieves’ Cant, Weapon Mastery
1d6
2
+2
Cunning Action
1d6
3
+2
Rogue Subclass, Steady Aim
2d6
4
+2
Ability Score Improvement
2d6
5
+3
Cunning Strike, Uncanny Dodge
3d6
6
+3
Expertise
3d6
Classes
Player’s Handbook
determine your available spell slots.
Bard Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Class Features
Bardic Die
Cantrips
Prepared Spells
1
2
3
4
5
6
7
8
9
1
+2
Bardic Inspiration, Spellcasting
D6
2
4
2
—
—
—
—
—
—
—
—
2
+2
Expertise
Monsters
Monster Manual
combination. It can replace one attack with a use of Life Drain.
Necrotic Sword. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Necrotic Sword"}, reach 5 ft. Hit: 6 (1d8 + 2
":"Necrotic Bow", "rollDamageType":"Necrotic"} Necrotic damage.
Life Drain. Constitution Saving Throw: DC 13, one creature within 5 feet. Failure: 6 (1d8 + 2);{"diceNotation":"1d8+2", "rollType":"damage
Magic Items
Dungeon Master’s Guide
While holding this Shield, you have a +2 bonus to Armor Class. This bonus is in addition to the Shield’s normal bonus to AC.
The Shield has the following additional properties that you can use
while holding it.
Forceful Bash. When you take the Attack action, you can make one of the attack rolls using the Shield against a target within 5 feet of yourself. Apply your Proficiency Bonus and
Classes
Player’s Handbook
to determine your available spell slots.
Druid Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Class Features
Wild Shape
Cantrips
Prepared Spells
1
2
3
4
5
6
7
8
9
1
+2
Spellcasting, Druidic, Primal Order
—
2
4
2
—
—
—
—
—
—
—
—
2
+2
Magic Items
Dungeon Master’s Guide
some fell goal.
The wand is topped with a skull that once belonged to a human hero slain by Orcus. The wand can magically change in size to better conform to the grip of its user. All Holy Water
Armor Class while holding the wand.
Spells. The wand has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the wand, you can cast one of the spells on the following table
Magic Items
Dungeon Master’s Guide
an attack while holding the weapon, you can take a Reaction to twirl the weapon around you, gaining a +5 bonus to your Armor Class against the triggering attack, potentially causing the attack to miss
Magic Items
Dungeon Master’s Guide
from the eye (save DC 18). The table indicates how many charges you must expend to cast the spell. Each time you cast a spell from the eye, there is a 5 percent chance that Vecna tears your soul from
Clairvoyance
2
Crown of Madness
1
Disintegrate
4
Dominate Monster
5
Eyebite
4
X-ray Vision. You can take a Magic action to gain X-ray vision with a range of 30 feet for 1
Magic Items
Dungeon Master’s Guide
one of your ability scores by 2. You can’t decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no
ally with its attacks. You and your allies can each summon only one avatar as a consequence of this draw. A creature slain by an avatar can’t be restored to life.
Avatar of Death
Medium Undead
Monsters
Spelljammer: Adventures in Space
they were difficult terrain. It takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Incorporeal Movement","rollDamageType":"force"} force damage if it ends its turn inside an
object.
Crew of the Last Breath. The following rules apply to Agony the ghost:
As long as the Last Breath has at least 1 hit point, the ghost can’t be permanently slain. If the ghost is reduced
Monsters
Waterdeep: Dragon Heist
Rapier. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Rapier"} to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage
melee weapon.Nobles wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels
Classes
Tasha’s Cauldron of Everything
members of this class. The strange technologies in the Barrier Peaks of the world of Greyhawk have inspired some folk to walk the path of the artificer, and in Mystara, various nations employ artificers
Artificer Table
Level
ProficiencyBonus
CLASS Features
InfusionsKnown
InfusedItems
CantripsKnown
—Spell Slots per Spell Level—
1st
2nd
3rd
4th
5th
Monsters
Waterdeep: Dragon Heist
":"Rapier"} to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage","rollAction":"Rapier","rollDamageType":"piercing"} piercing damage.Parry. The noble adds 2 to its AC
against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.Nobles wield great authority and influence as members of the upper class
Monsters
Storm King's Thunder
","rollAction":"Rapier"} to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage","rollAction":"Rapier","rollDamageType":"piercing"} piercing damage.Parry. The noble
upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners. The noble's statistics can also be used to represent courtiers who aren't of noble birth.
Magic Items
Out of the Abyss
A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as
an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from
Monsters
Bigby Presents: Glory of the Giants
;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Freezing Touch"} to hit, reach 5 ft., one creature. Hit: 18 (4d8);{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Freezing Touch
manner—perhaps poisoned, stabbed in the back, or killed while sleeping—the slain giant can rise as a frostmourn. Driven by its desire for vengeance, the frostmourn can turn the living into
Magic Items
Out of the Abyss
A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as
an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from
Monsters
Waterdeep: Dungeon of the Mad Mage
","rollAction":"Longsword"} to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7);{"diceNotation":"1d8+7","rollType":"damage","rollAction":"Longsword","rollDamageType":"slashing"} slashing damage, or 12
","rollAction":"Longsword","rollDamageType":"necrotic"} necrotic damage. The sword has 5 charges. If Zalthar scores a critical hit against a creature that has fewer than 100 hit points, it must
Monsters
Quests from the Infinite Staircase
action required). Her equipment melds into her new form. While in this form, her Armor Class is 16, she has the incapacitated condition, and she can’t move or speak.
Spellcasting. Derwyth is a 4th
"} to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Quarterstaff","rollDamageType":"bludgeoning"} bludgeoning damage, 4 (1d8
Monsters
Tomb of Annihilation
its Armor Class based on the material it is standing or climbing on: AC 15 for wood or bone, AC 17 for earth or stone, or AC 19 for metal. If the zorbo isn’t in contact with any of these
substances, its AC is 10.Destructive Claws. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Destructive Claws"} to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1
Magic Items
Waterdeep: Dragon Heist
whose name you uttered. The recipient must be on the same plane of existence as you, otherwise the bird turns into ash as it takes flight.
The bird is an object that has 1 hit point, an Armor Class of
13, a flying speed of 60 feet, a Dexterity of 16 (+3), and a score of 1 (−5) in all other abilities, and it is immune to poison and psychic damage.
It travels to within 5 feet of its intended
Monsters
Quests from the Infinite Staircase
hours in a telepathic deluge. Hazy, dreamlike visions of these discharged memories lodge in the minds of creatures up to 120 feet from the memory web.Ensnare. Melee Weapon Attack: +5;{"diceNotation
":"1d20+5", "rollType":"to hit", "rollAction":"Ensnare"} to hit, reach 5 ft., one Large or smaller creature. Hit: The target has the grappled condition (escape DC 13). Until this grapple ends, the target
Deathlock Wight
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Tales from the Yawning Portal
that rely on sight.Multiattack. The wight attacks twice with Grave Bolt.
Grave Bolt. Ranged Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Grave Bolt"} to hit, range 120 ft
":"1d20+4","rollType":"to hit","rollAction":"Life Drain"} to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2);{"diceNotation":"2d6+2","rollType":"damage","rollAction":"Life Drain","rollDamageType