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Returning 35 results for 'before becoming dagger consists rules'.
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Classes
Player’s Handbook
Armor, Sickle, 2 Dagger;Daggers, orb;Arcane Focus (orb), Book (occult lore), Scholar's Pack, and 15 GP; or (B) 100 GP
Warlocks quest for knowledge that lies hidden in the fabric of the
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
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
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
, History, Insight, Investigation, Medicine, Nature, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
None
Starting Equipment
Choose A or B: (A) 2 Dagger;Daggers, Staff
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
Classes
Player’s Handbook
: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
None
Starting Equipment
Choose A or B: (A) Spear, 2 Dagger;Daggers
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
Classes
Player’s Handbook
Weapon Proficiencies
Simple weapons
Tool Proficiencies
Choose 3 Musical Instruments
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather Armor, 2 Dagger
. 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
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
.
Gain the Ranger’s level 1 features, which are listed in the Ranger Features table. See the multiclassing rules to determine your available spell slots.
Ranger Features
Classes
Player’s Handbook
Light property
Tool Proficiencies
Thieves’ Tools
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather Armor, 2 Dagger;Daggers, Shortsword, Shortbow
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
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
level 1 features, which are listed in the Paladin Features table. See the multiclassing rules to determine your available spell slots.
Paladin Features
—Spell Slots per
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
table. See the multiclassing rules to determine your available spell slots.
Cleric Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
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
Traits table: Hit Point Die and training with Light armor and Shields.
Gain the Druid’s level 1 features, which are listed in the Druid Features table. See the multiclassing rules in chapter 2
Monsters
Forgotten Realms: Adventures in Faerûn
again until the start of her next turn.Scheming Marid Ruler
The calculating Biha Babir rules the pelagic city of Maran Saya in Calimshan. Though her physical form is as fluid as the ocean itself, she
typically presents as a marid crowned in coral, with her lower half lengthening into a sinewy, eel-like tail.
History
Before becoming ruler of Maran Saya, Biha Babir worked as a spy. She has
Monsters
Icewind Dale: Rime of the Frostmaiden
flame, thaumaturgy
1st level (4 slots): command, inflict wounds, shield of faith
2nd level (3 slots): hold person, spiritual weaponMultiattack. The fanatic makes two melee attacks.
Dagger. Melee or
Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType
Monsters
Icewind Dale: Rime of the Frostmaiden
, during which time it can’t be thawed, harmed by fire, animated, or raised from the dead.Multiattack. The fanatic makes two melee attacks.
Dagger. Melee or Ranged Weapon Attack: +4;{"diceNotation
":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger
Monsters
Infernal Machine Rebuild
Special Equipment. Thessalar wields a dagger +1;+1 dagger coated with Thessaltoxin (Ingested or Injury);thessaltoxin poison (see appendix C).
Alchemical Homunculus. Thessalar is accompanied by
. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1);{"diceNotation":"1d4+1
classes
Eberron: Forge of the Artificer
one type of Artisan’s Tools of your choice
Armor Training
Light and Medium armor and Shields
Starting Equipment
Choose A or B: (A) Studded Leather;Studded Leather Armor, Dagger
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
Species
Van Richten’s Guide to Ravenloft
considered a gift from the town’s patron deity, who is known as Mother.
BECOMING A HAG
Hags can undertake a ritual to irreversibly transform a hexblood they created into a new hag, either one of
might come to accept over the course of centuries. Once a hexblood undergoes this irreversible ritual, they emerge as a hag NPC no longer under the control of the hexblood’s player, unless the DM rules otherwise.
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
important mission beyond the cloister? Perhaps you were cast out because of some violation of the community’s rules. Did you dread leaving, or were you happy to go? Is there something you hope to
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Basic Rules). The stench of death hangs heavy here, becoming stronger as the characters move toward area A19.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Mutated Apprentices Halaster handed over this level to his fervent pupils, almost all of whom were driven mad by their studies and mutated by the magic they wrought, becoming gibbering mouthers and
nothics. A mezzoloth summoned from the Lower Planes to serve as a wizard’s assistant now rules over them all.
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
their own in time. In any case, the inquisitive agency functions as a patron to the adventuring party, becoming a source of both missions and rewards. You can use the group patron rules in Eberron
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stole from Azrok, the hobgoblin warlord who rules Stromkuhldur on level 3 of Undermountain (see “Legion of Azrok”). Returning this dagger to Azrok completes a side quest.
she will abide by the terms of any bargain, but she turns against the adventurers if she senses a hint of betrayal. In addition to various treasures plundered from this level, Skella has a dagger she
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
terrain (see “Difficult Terrain” in the Basic Rules). Intact buildings are rundown, ramshackle stone cottages that are otherwise still standing. Their wooden doors are swollen and require a successful
three-quarters cover against attacks from the other side (see “Cover” in the Basic Rules). Dusty old furnishings such as simple wooden chairs and tables remain in most intact buildings. Trees and Brush
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
pace works fine for many campaigns, some DMs prefer a campaign story with pauses built into it — times when adventurers are not going on adventures. The downtime rules given in this section can be
and go, and royal lines rise and fall over the course of the story that you and the characters tell. Downtime rules also provide ways for characters to spend — or be relieved of — the monetary treasure
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Glossary The adventure uses terms that might be unfamiliar to you. A few of these terms are described here. For descriptions of rules-specific terms, see the Basic Rules. Characters. This term refers
this adventure in appendix B. Tenday. In the Forgotten Realms, a week is ten days long and called a tenday. Each month consists of three tendays — thirty days total.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
young woman, her billowing cloak becoming one with the night sky as she descends upon unsuspecting human mourners in a graveyard. In each hand, she clutches a dagger. Characters who examine the mural
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Reading Ahead As the players familiarize themselves with the character options and adventuring gear described in the Basic Rules, take advantage of the opportunity to read ahead. “The Adventure
described here. For descriptions of rules-specific terms, see the Basic Rules.
Characters. This term refers to the adventurers run by the players. They are the protagonists in any D&D adventure. A group of
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Stat Block Overview A monster has a stat block that contains the rules necessary to use it in the game. Stat blocks are divided into the following parts, which correspond with the example stat block
the vampire can perceive through the familiar’s senses.
6 Actions
Multiattack. The familiar makes two Umbral Dagger attacks.
Umbral Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, as well as rules for foraging and becoming lost. You can use the travel-montage approach or the hour-by-hour approach, or you can experiment with both to see which approach works best for you. That
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
— 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
characters were before becoming adventurers, and also include roleplaying hooks in the form of ideals, bonds, and flaws — things that you, as the DM, want to know. For example, if a player chooses the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
chapter 8 of the Player’s Handbook for more information on some of the topics discussed below. A number of activities are restricted to certain officers, unless the DM rules otherwise. For example, a
make a DC 15 Charisma (Persuasion) check. On a successful check, the crew’s quality score increases by 1. Navigate (Quartermaster Only) The quartermaster can try to prevent the ship from becoming lost
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
volume as they draw near. With the exception of the mastaba (see area V1), the necropolis consists of a series of ruined stone walls jutting out of the sand and patches of paved streets revealed by
anchored to the sands. Each arm has AC 13 and 10 hit points. They try to drag a captured character underground (use the quicksand rules in the Dungeon Master’s Guide). Not until all the arms holding
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Stat Block Overview A monster has a stat block that contains the rules necessary to use it in the game. Stat blocks are divided into the following parts, which correspond with the example stat block
the vampire can perceive through the familiar’s senses.
6 Actions
Multiattack. The familiar makes two Umbral Dagger attacks.
Umbral Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Velkynvelve The drow outpost is located high in a cavern, built 100 feet above the rocky floor. The outpost consists of a series of small caves in the cavern walls and four “hanging towers
are visible from the cavern floor. With the small amount of dim light used in the outpost shielded from the cavern floor below, one might walk the entire length of the cleft without becoming aware of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
single tournament has twelve combatants and consists of three fights with short rests in between. Failure to heed the following rules result in a combatant’s disqualification: All tournament
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Mechanus Mechanus is where perfectly regimented order reigns supreme. It consists of equal measures of light and dark, and equal proportions of heat and cold. On Mechanus, law is reflected in a realm
they are the clockwork of time throughout the cosmos—that time itself would stop if the gears ceased their turning. Other theories propose that the cogs uphold the basic rules and order of the cosmos






