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Returning 35 results for 'becoming before decoded class rapier'.
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Classes
Player’s Handbook
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
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
wilderness. A Ranger’s talents and magic are honed with deadly focus to protect the world from the ravages of monsters and tyrants.
Becoming a Ranger...
As a Level 1 Character
Gain all the
;
—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
Classes
Player’s Handbook
magic available in the present age.
Becoming a Wizard...
As a Level 1 Character
Gain all the traits in the Core Wizard Traits table.
Gain the Wizard’s level 1 features, which are listed
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
Classes
Player’s Handbook
to the law, no common criminal or officer of the law can match the subtle brilliance of the greatest Rogues.
Becoming a Rogue...
As a Level 1 Character
Gain all the traits in the Core Rogue
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
Classes
Player’s Handbook
communities. They charge headlong into danger so those under their protection don’t have to. Their courage in the face of danger makes Barbarians perfectly suited for adventure.
Becoming a
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
Classes
Player’s Handbook
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
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
Classes
Player’s Handbook
;s armies, but even fewer people can claim the calling of a Paladin. When they do receive the call, these blessed folk turn from their former occupations and take up arms and magic.
Becoming a
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
Classes
Player’s Handbook
typically means some kind of adventure.
Becoming a Warlock...
As a Level 1 Character
Gain all the traits in the Core Warlock Traits table.
Gain the Warlock’s level 1 features, which are listed
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
Classes
Player’s Handbook
talents of sorcery appear as a fluke. People who have this magical power soon discover that it doesn’t like to stay quiet. A Sorcerer’s magic wants to be wielded.
Becoming a Sorcerer...
As a
your available spell slots.
Sorcerer Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Class Features
Sorcery Points
Cantrips
Prepared
Classes
Player’s Handbook
. But Bards’ depth of knowledge and mastery of magic sets them apart.
Becoming a Bard...
As a Level 1 Bard
Gain all the traits in the Core Bard Traits table.
Gain the Bard’s level 1
determine your available spell slots.
Bard Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Class Features
Bardic Die
Cantrips
Classes
Player’s Handbook
devotion through prayer and rituals, not through magic. Many mortals claim to speak for the gods, but few can marshal the power of those gods the way a Cleric can.
Becoming a Cleric...
As a Level 1
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
Classes
Player’s Handbook
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
to determine your available spell slots.
Druid Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Class Features
Wild Shape
Cantrips
Noble
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
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
","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
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
","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
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.
Backgrounds
Strixhaven: A Curriculum of Chaos
You have spent years practicing your writing and oration in the hope of becoming a student of Silverquill College. Your studies focus on language, literature, and the power of words, both magical and
spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Backgrounds
Strixhaven: A Curriculum of Chaos
You filled your childhood with rudimentary alchemical experiments, all in the hope of becoming a student of Witherbloom College. The life sciences are the focus of your reading, which include biology
addition, if you have the Spellcasting or Pact Magic feature, the spells on the Witherbloom Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Magic Items
Acquisitions Incorporated
.
Class-Based Living Loot Satchel
Class
Satchel
Barbarian
Broad belt with a dozen hanging pockets
Bard
Lute case
Cleric
Hollowed-out holy tome
Druid
Made from natural
upgrade to function as the replica chest used for the Leomund's secret chest spell, becoming a rare magic item. You can open the secret chest through your living loot satchel to deposit or withdraw items
classes
Eberron: Forge of the Artificer
magic as a complex system waiting to be decoded and then harnessed in their spells and inventions.
Becoming an Artificer...
As a Level 1 Character
Gain all the traits in the Core Artificer Traits
Artificer levels (round up).
Artificer Features
—Spell Slots per Spell Level—
Level
Proficiency Bonus
Class Features
Plans Known
Magic Items
Cantrips
Prepared
Fighter
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
opponent’s sword flares with blue light an instant before she sends lightning flashing forth to smite him.
All of these heroes are fighters, perhaps the most diverse class of characters in the
Specialists
Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of
Artificer
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Tasha’s Cauldron of Everything
Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells
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
Monsters
Sleeping Dragon’s Wake
well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.Lhammaruntosz can take 3 legendary
Bahamut, which the dragon can use to commune with the deity.
In recent decades Lhammaruntosz has retreated inside the shrine, becoming reclusive due to a attack by a disguised demon which has driven her
Backgrounds
Baldur’s Gate: Descent into Avernus
Being who you are, you could never be a hero. Whether due to your class, your people, your family, or your sins, something about you prevents you from effectively pursuing the path you’ve
chosen. Even so, that doesn’t stop you. You’ve left your old face behind, taking on a new persona, becoming something more.
Characters with the faceless background don a disguise &mdash
Monk
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
nearby towns or villages and exchanging their service for food and other goods. As versatile warriors, monks often end up protecting their neighbors from monsters or tyrants. For a monk, becoming an
+30 ft. Empty Body 19th +6 1d10 19 +30 ft. Ability Score Improvement 20th +6 1d10 20 +30 ft. Perfect Self Class Features As a monk, you gain the following class features.
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Swashbuckler Swashbuckler
Medium humanoid (any race), any non-lawful alignment
Armor Class 17 (leather armor)
Hit Points 66 (12d8 + 12)
Speed 30 ft.
STR
12(+1)
DEX
18(+4
armor and wielding no shield, its AC includes its Charisma modifier.
Actions
Multiattack. The swashbuckler makes three attacks: one with a dagger and two with its rapier.
Dagger. Melee or Ranged
Druid
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
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
the world from the incursion of aberrations.
Class Features
As a druid, you gain the following class features.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Merfolk Salvager Merfolk Salvager
Medium humanoid (merfolk), neutral
Armor Class 12
Hit Points 22 (4d8 + 4)
Speed 10 ft., swim 40 ft.
STR
12 (+1)
DEX
14 (+2)
CON
12
(200 XP)
Amphibious. The salvager can breathe air and water.
Actions
Multiattack. The salvager makes two attacks with its coral rapier.
Coral Rapier. Melee Attack: +4 to hit, reach 5 ft., one
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Swashbuckler Swashbuckler
Medium humanoid (any race), any non-lawful alignment
Armor Class 17 (leather armor)
Hit Points 66 (12d8 + 12)
Speed 30 ft.
STR
12(+1)
DEX
18(+4
armor and wielding no shield, its AC includes its Charisma modifier.
Actions
Multiattack. The swashbuckler makes three attacks: one with a dagger and two with its rapier.
Dagger. Melee or Ranged
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
embellishments to rapier strokes Swashbuckler
Medium Humanoid, Any Alignment
Armor Class 17 (leather armor, Suave Defense)
Hit Points 66 (12d8 + 12)
Speed 30 ft.
STR
12 (+1)
DEX
modifier.
Actions
Multiattack. The swashbuckler makes one Dagger attack and two Rapier attacks.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, rarely staying in one place for too long. Swashbuckler
Medium humanoid (any race), any non-lawful alignment
Armor Class 17 (leather armor)
Hit Points 66 (12d8 + 12)
Speed 30 ft.
STR
12(+1
wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.
Actions
Multiattack. The swashbuckler makes three attacks: one with a dagger and two with its rapier
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Class Features As a bard, you gain the following class features. Hit Points Hit Dice: 1d8 per bard level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5
your choice Saving Throws: Dexterity, Charisma Skills: Choose any three Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a rapier, (b) a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Class Features As a rogue, you have the following class features. Hit Points Hit Dice: 1d8 per rogue level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or
You start with the following equipment, in addition to the equipment granted by your background: (a) a rapier or (b) a shortsword (a) a shortbow and quiver of 20 arrows or (b) a shortsword (a) a
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Noble Noble
Medium humanoid (any race), any alignment
Armor Class 15 (breastplate)
Hit Points 9 (2d8)
Speed 30 ft.
STR
11(+0)
DEX
12(+1)
CON
11(+0)
INT
12(+1
)
WIS
14(+2)
CHA
16(+3)
Skills Deception +5, Insight +4, Persuasion +5
Senses passive Perception 12
Languages any two languages
Challenge 1/8 (25 XP)
Actions
Rapier. Melee
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Sword of Vengeance Weapon (Glaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword), Uncommon (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic
weapon. Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping






