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Returning 35 results for 'bonus bit diffusing core religion'.
Equipment
A Book contains fiction or nonfiction. If you consult an accurate nonfiction Book about its topic, you gain a +5 bonus to Intelligence (Arcana, History, Nature, or Religion) checks you make about that topic.
Classes
Player’s Handbook
Core Monk Traits
Primary Ability
Dexterity and Wisdom
Hit Point Die
D8 per Monk level
Saving Throw Proficiencies
Strength and Dexterity
Skill Proficiencies
Choose 2
: Acrobatics, Athletics, History, Insight, Religion, or Stealth
Weapon Proficiencies
Simple weapons and Martial weapons that have the Light property
Tool Proficiencies
Choose one type of Artisan
Feats
Player’s Handbook
one of the following skills: Arcana, History, Investigation, Nature, or Religion. If you lack proficiency in the chosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it.
Quick Study. You can take the Study action as a Bonus Action.
Classes
Player’s Handbook
Core Wizard Traits
Primary Ability
Intelligence
Hit Point Die
D6 per Wizard level
Saving Throw Proficiencies
Intelligence and Wisdom
Skill Proficiencies
Choose 2: Arcana
, 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
Classes
Player’s Handbook
Core Paladin Traits
Primary Ability
Strength and Charisma
Hit Point Die
D10 per Paladin level
Saving Throw Proficiencies
Wisdom and Charisma
Skill Proficiencies
Choose 2
: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion
Weapon Proficiencies
Simple and Martial weapons
Armor Training
Light, Medium, and Heavy armor and Shields
Starting
Classes
Player’s Handbook
Core Warlock Traits
Primary Ability
Charisma
Hit Point Die
D8 per Warlock level
Saving Throw Proficiencies
Wisdom and Charisma
Skill Proficiencies
Choose 2: Arcana
, Deception, History, Intimidation, Investigation, Nature, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather
Classes
Player’s Handbook
Core Sorcerer Traits
Primary Ability
Charisma
Hit Point Die
D6 per Sorcerer level
Saving Throw Proficiencies
Constitution and Charisma
Skill Proficiencies
Choose 2
: 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
Classes
Player’s Handbook
Core Ranger Traits
Primary Ability
Dexterity and Wisdom
Hit Point Die
D10 per Ranger level
Saving Throw Proficiencies
Strength and Dexterity
Skill Proficiencies
Choose 3
traits in the Core Ranger Traits table.
Gain the Ranger’s level 1 features, which are listed in the Ranger Features table.
As a Multiclass Character
Gain the following traits from the Core
Classes
Player’s Handbook
Core Rogue Traits
Primary Ability
Dexterity
Hit Point Die
D8 per Rogue level
Saving Throw Proficiencies
Dexterity and Intelligence
Skill Proficiencies
Choose 4: Acrobatics
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
Core Cleric Traits
Primary Ability
Wisdom
Hit Point Die
D8 per Cleric level
Saving Throw Proficiencies
Wisdom and Charisma
Skill Proficiencies
Choose 2: History, Insight
, Medicine, Persuasion, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
Light and Medium armor and Shields
Starting Equipment
Choose A or B: (A) Chain Shirt, Shield
Classes
Player’s Handbook
Core Druid Traits
Primary Ability
Wisdom
Hit Point Die
D8 per Druid level
Saving Throw Proficiencies
Intelligence and Wisdom
Skill Proficiencies
Choose 2: Animal Handling
, Arcana, Insight, Medicine, Nature, Perception, Religion, or Survival
Weapon Proficiencies
Simple weapons
Tool Proficiencies
Herbalism Kit
Armor Training
Light armor and Shields
Classes
Player’s Handbook
Core Bard Traits
Primary Ability
Charisma
Hit Point Die
D8 per Bard level
Saving Throw Proficiencies
Dexterity and Charisma
Skill Proficiencies
Choose any 3 skills
. 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
Core Barbarian Traits
Primary Ability
Strength
Hit Point Die
D12 per Barbarian level
Saving Throw Proficiencies
Strength and Constitution
Skill Proficiencies
Choose 2
Barbarian...
As a Level 1 Character
Gain all the traits in the Core Barbarian Traits table.
Gain the Barbarian’s level 1 features, which are listed in the Barbarian Features table.
As a
Classes
Player’s Handbook
Core Fighter Traits
Primary Ability
Strength or Dexterity
Hit Point Die
D10 per Fighter level
Saving Throw Proficiencies
Strength and Constitution
Skill Proficiencies
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
Magic Items
Strixhaven: A Curriculum of Chaos
(History) or Intelligence (Religion) check while holding the primer, you can expend 1 charge to give yourself 1d4 bonus to the check, immediately after you roll the d20.
In addition, if you study the
Monsters
Dragonlance: Shadow of the Dragon Queen
attack, spell, or other effect, except ones that turn Undead, and he retains his alignment, Intelligence, Wisdom, and Charisma, immunity to being charmed and frightened, and his Divisive Whispers bonus
drops to 0 hit points, Caradoc ends it as a bonus action, or he is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, Caradoc reappears in an unoccupied
Monsters
Acquisitions Incorporated
Divine Eminence. As a bonus action, Prophetess can expend a spell slot to cause her melee weapon attacks to magically deal an extra 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction
can call on her spells and abilities in times of need, and remains in constant practice with Confessor, her maul. At her core, she believes that the gods help those who help themselves, and that
Ioun Stone
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
in the Religion skill, or a +1 bonus to checks with that skill if already proficient, while this tiny golden gem orbits your head.
Ioun Stone of Language Knowledge;Language Knowledge (Rare). You
are fluent in one additional language while this pulsating bit of red jeweled crystal orbits your head. The DM chooses the language bestowed by the stone.
Ioun Stone of Self-Preservation;Self-Preservation (Rare). You gain a +1 bonus to Intelligence saving throws while this silvery gem orbits your head.
Monsters
Baldur’s Gate: Descent into Avernus
Fey Step (Recharge 4–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Fey Step"}. As a bonus action, Smiler can teleport up to 30 feet to an unoccupied space that he can see or to the
can bend the multiverse to his whims if he tries hard enough. He’s really quite insane.
One of Smiler’s favorite antics is to use a hallucinatory terrain spell to create a little bit of
Monsters
Acquisitions Incorporated
or misses, Omin can grant the creature a +10 bonus to that roll.Ominifis Hereward Dran spent his formative years in the small waystop of Red Larch, where his mother, Prophetess, ran a popular inn and
in matters of love, and hopeless in games of chance. Omin is also often accused of being one of the Masked Lords of Waterdeep, though this bit of fancy earns little more than a chuckle in response
Monsters
Acquisitions Incorporated
bonus action.
Sunlight Sensitivity. While in sunlight, the deep crow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The deep crow makes three
doesn't struggle, the deep crow takes it back to its lair to be devoured at leisure. Creatures that do struggle might be repeatedly dropped from a height to soften them up a bit.
Family Ties. Deep crows
Magic Items
Lost Laboratory of Kwalish
in the Religion skill, or a +1 bonus to checks with that skill if already proficient, while this polished, steely sphere orbits your head.
Backgrounds
Spelljammer: Adventures in Space
denizens.
Skill Proficiencies: Insight, Religion
Languages: Two of your choice (Celestial or Gith recommended)
Equipment: A set of traveler’s clothes, a diary, an ink pen, a bottle of ink, and a
lasting impression on you. This deity saw fit to share one secret or obscure bit of cosmic lore with you. Work with your DM to determine the details of this knowledge and its impact on the campaign.
Roll
classes
Eberron: Forge of the Artificer
Core Artificer Traits
Primary Ability
Intelligence
Hit Point Die
D8 per Artificer level
Saving Throw Proficiencies
Constitution and Intelligence
Skill Proficiencies
Choose
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
Magic Items
Phandelver and Below: The Shattered Obelisk
These gemstones contain a crystallized bit of spellcasting magic. Different types of mind crystals exist, each with a different single-use effect.
When you cast a spell that has a casting time of 1
saving throw it makes against the spell.
Mind Crystal (Quickened);Quickened (Rare). You change the spell’s casting time to 1 bonus action for this casting.
Mind Crystal (Subtle);Subtle (Common). You cast the spell without any somatic or verbal components for this casting.
Backgrounds
Sword Coast Adventurer's Guide
use by the faction’s operatives), haven keepers, and message drop minders, to name a few. At the core of every faction are those who don’t merely fulfill a small function for that
in the shadows. Order agents tend to be proficient in Religion, and frequently seek aid from law enforcement friendly to the order’s ideals, and the clergy of the order’s patron gods.
The
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
. Religious Knowledge (Rare). You gain proficiency in the Religion skill, or a +1 bonus to checks with that skill if already proficient, while this tiny golden gem orbits your head. Language Knowledge
(Rare). You are fluent in one additional language while this pulsating bit of red jeweled crystal orbits your head. The DM chooses the language bestowed by the stone. Self-Preservation (Rare). You gain a +1 bonus to Intelligence saving throws while this silvery gem orbits your head.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Druid ALEXANDER MOKHOV A Nature Priest of Primal Power Core Druid Traits Primary Ability Wisdom Hit Point Die D8 per Druid level Saving Throw Proficiencies Intelligence and Wisdom Skill
Proficiencies Choose 2: Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, or Survival Weapon Proficiencies Simple weapons Tool Proficiencies Herbalism Kit Armor Training Light armor and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Cleric Core Cleric Traits Primary Ability Wisdom Hit Point Die D8 per Cleric level Saving Throw Proficiencies Wisdom and Charisma Skill Proficiencies Choose 2: History, Insight, Medicine
, Persuasion, or Religion Weapon Proficiencies Simple weapons Armor Training Light and Medium armor and Shields Starting Equipment Choose A or B: (A) Chain Shirt, Shield, Mace, Holy Symbol, Priest’s Pack, and 7
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Warlock Core Warlock Traits Primary Ability Charisma Hit Point Die D8 per Warlock level Saving Throw Proficiencies Wisdom and Charisma Skill Proficiencies Choose 2: Arcana, Deception, History
, Intimidation, Investigation, Nature, or Religion Weapon Proficiencies Simple weapons Armor Training Light armor Starting Equipment Choose A or B: (A) Leather Armor, Sickle, 2 Daggers, Arcane Focus (orb
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Druid Core Druid Traits Primary Ability Wisdom Hit Point Die D8 per Druid level Saving Throw Proficiencies Intelligence and Wisdom Skill Proficiencies Choose 2: Arcana, Animal Handling, Insight
, Medicine, Nature, Perception, Religion, or Survival Weapon Proficiencies Simple weapons Tool Proficiencies Herbalism Kit Armor Training Light armor and Shields Starting Equipment Choose A or B: (A
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Cleric MICHAEL BROUSSARD A Miraculous Priest of Divine Power Core Cleric Traits Primary Ability Wisdom Hit Point Die D8 per Cleric level Saving Throw Proficiencies Wisdom and Charisma Skill
Proficiencies Choose 2: History, Insight, Medicine, Persuasion, or Religion Weapon Proficiencies Simple weapons Armor Training Light and Medium armor and Shields Starting Equipment Choose A or B: (A) Chain
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Shield of Faith 1st-level abjuration Casting Time: 1 bonus action Range: 60 feet Components: V, S, M (a small parchment with a bit of holy text written on it) Duration: Concentration, up to 10
minutes A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Shield of Faith 1st-level abjuration Casting Time: 1 bonus action Range: 60 feet Components: V, S, M (a small parchment with a bit of holy text written on it) Duration: Concentration, up to 10
minutes A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Paladin MICHAEL BROUSSARD A Devout Warrior of Sacred Oaths Core Paladin Traits Primary Ability Strength and Charisma Hit Point Die D10 per Paladin level Saving Throw Proficiencies Wisdom and
Charisma Skill Proficiencies Choose 2: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion Weapon Proficiencies Simple and Martial weapons Armor Training Light, Medium, and Heavy armor and






