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Returning 11 results for 'basic becoming diffusing concerned resolve'.
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Classes
Player’s Handbook
strength into their attacks, with or without the use of weapons. In a Monk’s hands, even the most basic weapons can become sophisticated implements of combat mastery.
Many Monks find that a
slaying monsters and plundering treasure; they strive to turn themselves into living weapons.
Becoming a Monk...
As a Level 1 Character
Gain all the traits in the Core Monk Traits table.
Gain
Classes
Player’s Handbook
weapon techniques, and a well-equipped Fighter always has the right tool at hand for any combat situation. Likewise, a Fighter is adept with every form of armor. Beyond that basic degree of familiarity
broad ability and extensive specialization makes Fighters superior combatants.
Becoming a Fighter...
As a Level 1 Character
Gain all the traits in the Core Fighter Traits table.
Gain the
Classes
Player’s Handbook
.
Druids are concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over
regions of unspoiled nature, but when a significant danger arises, Druids take a more active role as adventurers who combat the threat.
Becoming a Druid...
As a Level 1 Character
Gain all the
Halfling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
colors.
Halfling practicality extends beyond their clothing. They’re concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their
Druid
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
elements. Thus, druids oppose cults of Elemental Evil and others who promote one element to the exclusion of others.
Druids are also concerned with the delicate ecological balance that sustains plant
becoming a druid was part of your character’s destiny.
Have you always been an adventurer as part of your druidic calling, or did you first spend time as a caretaker of a sacred grove or spring
Equipment
days.
55–56
A randomly determined mundane item worn or carried by the triggering creature flashes with brilliant energy, becoming an Uncommon magic item of the Game Master’s choice
the end of the hour, the creature takes an additional 36 (8d8) Psychic damage as they are flung back to a basic understanding of life, the universe, and probability.
Equipment
next 1d6 days.
55–56
A randomly determined mundane item worn or carried by the triggering creature flashes with brilliant energy, becoming an Uncommon magic item of the Game Master’s
realities. At the end of the hour, the creature takes an additional 36 (8d8) Psychic damage as they are flung back to a basic understanding of life, the universe, and probability.
Equipment
.
55–56
A randomly determined mundane item worn or carried by the triggering creature flashes with brilliant energy, becoming an Uncommon magic item of the Game Master’s choice.
57
end of the hour, the creature takes an additional 36 (8d8) Psychic damage as they are flung back to a basic understanding of life, the universe, and probability.
Equipment
days.
55–56
A randomly determined mundane item worn or carried by the triggering creature flashes with brilliant energy, becoming an Uncommon magic item of the Game Master’s choice
the end of the hour, the creature takes an additional 36 (8d8) Psychic damage as they are flung back to a basic understanding of life, the universe, and probability.
Equipment
days.
55–56
A randomly determined mundane item worn or carried by the triggering creature flashes with brilliant energy, becoming an Uncommon magic item of the Game Master’s choice
the end of the hour, the creature takes an additional 36 (8d8) Psychic damage as they are flung back to a basic understanding of life, the universe, and probability.
Equipment
.
55–56
A randomly determined mundane item worn or carried by the triggering creature flashes with brilliant energy, becoming an Uncommon magic item of the Game Master’s choice
end of the hour, the creature takes an additional 36 (8d8) Psychic damage as they are flung back to a basic understanding of life, the universe, and probability.






