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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
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
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
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
Legacy
This doesn't reflect the latest rules and lore.
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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
skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery
Backgrounds
Guildmasters’ Guide to Ravnica
’t be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Simic Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you
, the spells on the Simic Guild 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
Backgrounds
Guildmasters’ Guide to Ravnica
basic knowledge of the structure of buildings, including the stuff behind the walls. You can also find blueprints of a specific building in order to learn the details of its construction. Such
with the law, the guild can’t shield you from the repercussions.
Izzet Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Izzet Guild Spells table
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
If You’re a Character Follow these steps to create your character: Choose your Class. Pick one of the classes from the D&D Beyond Basic Rules as your character’s Class. Choose your Origin. Pick one
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Casting a Spell When a character casts any spell, the same basic rules are followed, regardless of the character's class or the spell's effects. Each spell description begins with a block of
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
+1 Armor The most basic form of magic armor is a superb product of physical and magical craft. You have a +1 bonus to your Armor Class while wearing this armor. A suit of +1 armor never rusts or deteriorates, and it magically resizes to fit its wearer.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
it is detected, the bronze scout deters pursuers by sending electrical shocks through the ground while it retreats to safety. Bronze Scout
Medium construct, unaligned
Armor Class 13
Hit Points
compendium
- Sources->Dungeons & Dragons->One-Shot Wonders: Holiday Adventure Pack
Quick Stats The Quick Stats table gives an overview of each creature’s Armour Class, Hit Points, Initiative modifier and a key ability in combat. All creatures in the one-shots feature in the D&D
Beyond Basic Rules or are included in this sourcebook. Name AC HP Initiative Key Ability Berserker 13 61 +1 Frenzy when damaged Commoner 10 4 +0 Advantage on Insight Elk ↑Up arrow 10 20 +0 Speedy
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Components A ship is composed of different components, each of which comprises multiple objects: Hull. A ship’s hull is its basic frame, on which the other components are mounted. Control. A control
of being used in combat has one or more weapon components, each of which is operated separately. A ship’s component might have special rules, as described in the stat block. Armor Class A component has
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Character Options Each player has options when it comes to choosing a character race, class, and background. These options are summarized in the Character Options table. If there are multiple players
— Wizard Soldier While your players follow the steps of character creation as outlined in the Basic Rules, pay attention to the choices they make. The backgrounds they choose define who their
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
ego in the fantasy world of the game. Make a level 1 character using the D&D Beyond Basic Rules. The adventures in Heroes of the Borderlands were designed with the Cleric, Fighter, Rogue, and Wizard
classes in mind, but any class will do. Team Up. Your character joins the other players’ characters to form an adventuring party. These adventurers are allies who face challenges and fantastical
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
class is that no two fighters ply their craft in quite the same way; their weapons, armor, and tactics differ across a vast spectrum. On the other hand, regardless of the tools and methods one uses, at
the heart of every fighter’s motivation lies the same basic truth: it is better to wound than to be wounded. Although some adventuring fighters risk their lives fighting for glory or treasure, others
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
comatose state was creating a spore servant from a dead giant octopus to protect the caves while the leader could not. Unlike a living octopus, this guardian has only basic control over its tentacles
. Rather than coiling around intruders to immobilize them, the spore servant simply bludgeons them. Spore Servant Octopus
Large Plant, Unaligned
Armor Class 11
Hit Points 52 (8d10 + 8)
Speed 5 ft
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
First-Year Student A student who has not yet chosen one of Strixhaven’s five mystic colleges is referred to as a first-year student, after the one year of basic curriculum that most students must
year with other skills. First-Year Student
Medium or Small Humanoid (Wizard), Any Alignment
Armor Class 11
Hit Points 33 (6d8 + 6)
Speed 30 ft.
STR
8 (−1)
DEX
12 (+1)
CON
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the dragon to provide a distraction, allowing the character to move to a safer location or use a class feature that relies on an ally being near the dragon (such as Sneak Attack). What Can Vellynne Do
, Vellynne can’t drop below 1 hit point. If she is reduced to 1 hit point, she either retreats to somewhere safe or uses her next action to cast vampiric touch, draining the life force of her nearest
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Dragonnels are distantly related to chromatic, gem, and metallic dragons and resemble them in basic form. Intelligent enough to understand speech but incapable of speaking themselves, they are
, swooping in to make attacks with its beak and claws before flying out of reach. Dragonnel
Large Dragon, Typically Neutral
Armor Class 13 (natural armor)
Hit Points 58 (9d10 + 9)
Speed 30 ft
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Dragonnels Dragonnels are distantly related to chromatic and metallic dragons and resemble them in basic form. Intelligent enough to understand speech but incapable of speaking themselves, they are
dragonnels are inured to fire, and their vicious teeth and claws flare with embers. Dragon Army Dragonnel
Large Dragon, Typically Lawful Evil
Armor Class 16 (breastplate barding)
Hit Points 58 (9d10
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Mimic Mimics are shapeshifting predators that can alter their outward texture to resemble wood, stone, and other basic materials. They do so to assume the appearance of inanimate objects that other
Class 12 (natural armor)
Hit Points 58 (9d8 + 18)
Speed 15 ft.
STR
17 (+3)
DEX
12 (+1)
CON
15 (+2)
INT
5 (-3)
WIS
13 (+1)
CHA
8 (-1)
Skills
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Casting a Spell When a character casts any spell, the same basic rules are followed, regardless of the character’s class or the spell’s effects. Each spell description in Chapter 11 begins with a
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
spelljamming ship tries to enter the ship’s air envelope and stow away, remaining secluded and invisible until it finds a sleeping victim it can attack. It retreats rather than allows itself to perish in a
confrontation. Feyr
Large Aberration, Typically Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 88 (16d10)
Speed 0 ft., fly 50 ft. (hover)
STR
16 (+3)
DEX
16 (+3)
CON
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Improvising Ability Checks The adventure often tells you what ability checks characters might try in a certain situation and the Difficulty Class (DC) of those checks. Sometimes adventurers try
ability check? How hard is it? What’s the result? Use the descriptions of the ability scores and their associated skills in the Basic Rules to help you decide what kind of ability check to use. Then
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, these giants were transformed into Elementals made of smoke and cinders. Half the size of their giant ancestors, cinder hulks maintain the basic physical shape of fire giants, but ash and embers billow
extinguished. When a cinder hulk dies, it collapses into a billowing cloud of searing smoke. Cinder Hulk Large Elemental, Typically Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 84 (8d10 + 40
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
with its bare hands. B’rohgs communicate with one another using grunts and basic hand signals; they have no spoken or written language. They prefer to be left alone and for that reason don’t normally
Alignment
Armor Class 14 (natural armor)
Hit Points 92 (8d12 + 40)
Speed 40 ft.
STR
21 (+5)
DEX
14 (+2)
CON
21 (+5)
INT
5 (−3)
WIS
10 (+0)
CHA
7
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Rhythm of Play The three main pillars of D&D play are social interaction, exploration, and combat. Whichever one you’re experiencing, the game unfolds according to this basic pattern: The Dungeon
.
The game also includes elements—class features, feats, weapon properties, spells, magic items, monster abilities, and the like—that sometimes contradict a general rule. When an exception and a
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
, these giants were transformed into Elementals made of smoke and cinders. Half the size of their giant ancestors, cinder hulks maintain the basic physical shape of fire giants, but ash and embers billow
extinguished. When a cinder hulk dies, it collapses into a billowing cloud of searing smoke. Cinder Hulk Large Elemental, Typically Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 84 (8d10 + 40
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rhythm of Play The three main pillars of D&D play are social interaction, exploration, and combat. Whichever one you’re experiencing, the game unfolds according to this basic pattern: The Dungeon
.
The game also includes elements—class features, feats, weapon properties, spells, magic items, monster abilities, and the like—that sometimes contradict a general rule. When an exception and a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
chests, having learned that such forms attract a steady stream of prey. Imitative Predators. Mimics can alter their outward texture to resemble wood, stone, and other basic materials, and they have
monstrosity (shapechanger), neutral
Armor Class 12 (natural armor)
Hit Points 58 (9d8 + 18)
Speed 15 ft.
STR
17 (+3)
DEX
12 (+1)
CON
15 (+2)
INT
5 (−3)
WIS
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
administration. An elected town council represents the interests of the middle class. Defense: The noble commands a sizable army of professional soldiers, as well as personal bodyguards. Commerce: Basic
residence to adjudicate disputes and collect taxes. Defense: The reeve might have a small force of soldiers. Otherwise, the village relies on a citizen militia. Commerce: Basic supplies are readily
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
by evil gods. An evil empyrean can’t survive long on the Upper Planes and usually retreats to the Material Plane, where it can rule over a kingdom of mortals as an indomitable tyrant. Immortal Titans
Huge celestial (titan), chaotic good (75%) or neutral evil (25%)
Armor Class 22 (natural armor)
Hit Points 313 (19d12 + 190)
Speed 50 ft., fly 50 ft., swim 50 ft.
STR
30 (+10)
DEX
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
segmented body remains buried. If detected, it sends electrical shocks through the ground toward pursuers while it retreats. Clockwork Bronze Scout
Medium Construct, Unaligned
Armor Class 13
Hit
, Unaligned
Armor Class 13
Hit Points 91 (14d8 + 28)
Speed 30 ft.
STR
12 (+1)
DEX
16 (+3)
CON
14 (+2)
INT
3 (-4)
WIS
10 (+0)
CHA
1 (-5
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
in the text, err on the side of leniency and fun. Whenever you think a rule might be necessary, see the D&D Beyond Basic Rules.
Repeat this process for the other areas in this cave, modifying it
attitude toward the characters: Friendly, Hostile, or Indifferent (see the D&D Beyond Basic Rules). Regardless, creatures defend themselves in combat.
As an Influence action, a character can
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
-high walls are rough but slick with spray, requiring a successful DC 15 Strength (Athletics) check to climb. The bridge has an Armor Class (AC) of 5 and 10 hit points. If the bridge is reduced to 0 hit
points, it collapses. Creatures on the collapsing bridge must succeed on a DC 10 Dexterity saving throw or fall, taking 2d6 bludgeoning damage and landing prone (see “Being Prone” in the Basic Rules
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
that allows them to share basic ideas such as hunger, curiosity, or affection. When it bonds with a companion, a pseudodragon can communicate what it sees and hears even over long distances. A
. Pseudodragon
Tiny dragon, neutral good
Armor Class 13 (natural armor)
Hit Points 7 (2d4 + 2)
Speed 15 ft., fly 60 ft.
STR
6 (−2)
DEX
15 (+2)
CON
13 (+1)
INT
10 (+0






