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Returning 35 results for 'boon bards die class reach'.
Classes
Player’s Handbook
determine your available spell slots.
Bard Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Class Features
Bardic Die
Cantrips
Creation
D12
4
22
4
3
3
3
3
2
2
1
1
Bard Class Features
As a Bard, you gain the following class features when you reach the specified Bard levels. These features are listed in the Bard Features table.
Spells
Player’s Handbook
you cast it again or if you let go of the weapon.
Cantrip Upgrade. The damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6).
attacks using that weapon, and the weapon’s damage die becomes a d8. If the attack deals damage, it can be Force damage or the weapon’s normal damage type (your choice).
The spell ends early if
Classes
Player’s Handbook
.
19
+6
Epic Boon
1d12
19
+30 ft.
20
+6
Body and Mind
1d12
20
+30 ft.
Monk Class Features
As a Monk, you gain the following class features when you reach the specified Monk levels. These features are listed in the Monk Features table.
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
Spells
Player’s Handbook
Necrotic damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage.
Cantrip Upgrade. The damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12).
Classes
Player’s Handbook
Slayer
6
15
4
3
3
3
2
Ranger Class Features
As a Ranger, you gain the following class features when you reach the specified Ranger levels. These features are listed in the Ranger Features table.
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
Classes
Player’s Handbook
Subclass feature
9d6
18
+6
Elusive
9d6
19
+6
Epic Boon
10d6
20
+6
Stroke of Luck
10d6
Rogue Class Features
As a Rogue, you gain the following class features when you reach the specified Rogue levels. These features are listed in the Rogue Features table.
Core Rogue Traits
Primary Ability
Dexterity
Hit Point Die
D8 per Rogue level
Saving Throw Proficiencies
Dexterity and Intelligence
Skill Proficiencies
Choose 4: Acrobatics
Classes
Player’s Handbook
Sing the Deeds of Ancient Heroes
Bards of the College of Valor are daring storytellers whose tales preserve the memory of the great heroes of the past. These Bards sing the deeds of the mighty in
vaulted halls or to crowds gathered around great bonfires. They travel to witness great events firsthand and to ensure that the memory of these events doesn’t pass away. With their songs, they inspire new generations to reach the same heights of accomplishment as the heroes of old.
Classes
Player’s Handbook
Mastery
5
23
4
3
3
3
3
1
1
1
1
19
+6
Epic Boon
5
24
4
3
3
3
3
2
1
1
1
20
+6
Signature Spells
5
25
4
3
3
3
3
2
2
1
1
Wizard Class Features
As a Wizard
, you gain the following class features when you reach the specified Wizard levels. These features are listed in the Wizard Features table.
Feats
Player’s Handbook
Strike. Immediately after you take the Attack action and attack with a Quarterstaff, a Spear, or a weapon that has the Heavy and Reach properties, you can use a Bonus Action to make a melee attack with
the opposite end of the weapon. The weapon deals Bludgeoning damage, and the weapon’s damage die for this attack is a d4.
Reactive Strike. While you’re holding a Quarterstaff, a Spear
Classes
Player’s Handbook
+4
4
19
+6
Epic Boon
6
+4
4
20
+6
Primal Champion
6
+4
4
Barbarian Class Features
As a Barbarian, you gain the following class features when you reach the specified Barbarian levels. These features are listed in the Barbarian Features table.
Core Barbarian Traits
Primary Ability
Strength
Hit Point Die
D12 per Barbarian level
Saving Throw Proficiencies
Strength and Constitution
Skill Proficiencies
Choose 2
Classes
Player’s Handbook
17
+6
Action Surge (two uses), Indomitable (three uses)
4
6
18
+6
Subclass feature
4
6
19
+6
Epic Boon
4
6
20
+6
Three Extra Attacks
4
6
Fighter Class Features
As a Fighter, you gain the following class features when you reach the specified Fighter levels. These features are listed on the Fighter Features table.
Classes
Player’s Handbook
4
3
3
3
2
20
+6
Subclass feature
3
15
4
3
3
3
2
Paladin Class Features
As a Paladin, you gain the following class features when you reach the specified Paladin levels. These features are listed in the Paladin Features table.
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
Classes
Player’s Handbook
15
4
5
20
+6
Eldritch Master
10
4
15
4
5
Warlock Class Features
As a Warlock, you gain the following class features when you reach the specified Warlock levels. These features are listed in the Warlock Features table.
Core Warlock Traits
Primary Ability
Charisma
Hit Point Die
D8 per Warlock level
Saving Throw Proficiencies
Wisdom and Charisma
Skill Proficiencies
Choose 2: Arcana
Classes
Player’s Handbook
3
3
3
2
2
1
1
Sorcerer Class Features
As a Sorcerer, you gain the following class features when you reach the specified Sorcerer levels. These features are listed in the Sorcerer Features table.
Core Sorcerer Traits
Primary Ability
Charisma
Hit Point Die
D6 per Sorcerer level
Saving Throw Proficiencies
Constitution and Charisma
Skill Proficiencies
Choose 2
Classes
Player’s Handbook
Greater Divine Intervention
4
5
22
4
3
3
3
3
2
2
1
1
Cleric Class Features
As a Cleric, you gain the following class features when you reach the specified Cleric levels. These features are listed in the Cleric Features table.
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
Classes
Player’s Handbook
3
3
3
3
2
2
1
1
Druid Class Features
As a Druid, you gain the following class features when you reach the specified Druid levels. These features are listed in the Druid Features table.
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
Monsters
Monster Manual
Advanced Telepathy. The flumph perceives the content of any telepathic communication within 60 feet of it.
Prone Deficiency. If the flumph receives the Prone condition, roll a die. On an odd number
", "rollAction":"Tentacle"}, reach 5 feet. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2", "rollType":"damage", "rollAction":"Tentacle", "rollDamageType":"Acid"} Acid damage.
Stench Spray (1/Day). Dexterity Saving
Spells
Player’s Handbook
after yours and acts independently, focusing on protecting you.
Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind
you’re within 5 feet of it.
Actions
Otherworldly Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 plus the spell’s level of Radiant (Celestial
Magic Items
Dungeon Master’s Guide
you draw the card or at any other time before you die.
Flames. A powerful devil becomes your enemy. The devil seeks your ruin and torments you, savoring your suffering before attempting to slay you
die. If an ally of yours deals damage to the avatar, that ally summons another Avatar of Death. The new avatar appears in an unoccupied space as close to that ally as possible and targets only that
Feats
Astarion's Book of Hungers
Epic Boon Feat (Prerequisite: Level 19+)
You gain the following benefits.
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.
Shadowy Stretch. When you take
the Attack action, your reach for your Melee weapon attacks increases by 10 feet until the end of your turn.
Dancing Silhouette. You can take the Dodge action as a Bonus Action.
Feats
Eberron: Forge of the Artificer
) check or an ability check using Navigator's Tools, you can roll 1d4 and add the number rolled to the ability check.
Storm’s Boon. You have Resistance to Lightning damage.
Storm Magic. You know the
Thunderclap cantrip. When you reach character level 3, you also always have the Gust of Wind spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that
Feats
Forgotten Realms: Heroes of Faerûn
Epic Boon Feat (Prerequisite: Level 19+)
You gain the following benefits.
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.
Antitoxic. You have Immunity
to Poison damage and the Poisoned condition.
Perfect Poisoner. Once per turn, when you roll dice to determine Poison damage a creature takes from your attack, spell, or feature, you can instead use the highest number possible for each die.
Feats
Forgotten Realms: Heroes of Faerûn
Epic Boon Feat (Prerequisite: Level 19+)
You gain the following benefits.
Ability Score Increase. Increase your Constitution, Wisdom, or Charisma score by 1, to a maximum of 30.
Daylight Presence
. The Emanation lasts until you dismiss it (no action required), die, or have the Incapacitated condition.
Fortifying Light. When your Daylight Presence is active, at the start of each of your turns, you and allies you can see in your Daylight Presence gain 10 Temporary Hit Points.
Feats
Forgotten Realms: Heroes of Faerûn
Epic Boon Feat (Prerequisite: Level 19+)
You gain the following benefits.
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.
Augmented Health. When you
gain Temporary Hit Points, increase the number of Temporary Hit Points you gain by 5.
Superior Recuperation. When you spend one or more Hit Point Dice to regain Hit Points, you can instead use the highest number possible for each die.
Feats
Forgotten Realms: Heroes of Faerûn
Epic Boon Feat (Prerequisite: Level 19+)
You gain the following benefits.
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.
Eternal Rest. Creatures you
reduce to 0 Hit Points can't become Undead.
Powerful Radiance. When you make a damage roll that deals Radiant damage, you can instead use the highest number possible for each damage die. Once you use this benefit, you can't do so again until you finish a Long Rest.
Monsters
Eberron: Forge of the Artificer
Lucky. When the medic rolls a 1 on the d20 of a D20 Test, it can reroll the die, and it must use the new roll.Multiattack. The medic makes two Radiant Burst attacks.
Radiant Burst.
;Melee or Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Radiant Burst"}, reach 5 ft. or range 30 ft. Hit: 7 (2d6);{"diceNotation":"2d6", "rollType
Monsters
Forgotten Realms: Adventures in Faerûn
":"1d20+4", "rollType":"to hit", "rollAction":"Shortsword"}, reach 5 ft. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2", "rollType":"damage", "rollAction":"Shortsword", "rollDamageType":"Piercing"} Piercing
organization is so steep that many Zhentilar soldiers would rather die for the Zhentarim than abandon their post.
Feats
Eberron: Forge of the Artificer
ability for this spell (choose when you select this feat).
When you reach character level 3, you also always have the Locate Object spell prepared and can cast it the same way.
Spells of the Mark
. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Finding Spells table are added to that feature’s spell list.
Mark of Finding Spells
Spell Level
Feats
Eberron: Forge of the Artificer
slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this feat).
When you reach character level 3, you also
always have the Calm Emotions spell prepared and can cast it the same way
Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Hospitality Spells
Feats
Eberron: Forge of the Artificer
level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this feat).
When you reach character level 3, you also always have the Arcane Lock spell
prepared and can cast it the same way.
Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Warding Spells table are added to that feature’s
Feats
Eberron: Forge of the Artificer
Charisma is your spellcasting ability for these spells (choose when you select this feat).
Monstrous Connections. When you reach character level 3, you can target a Monstrosity when you cast Animal
Friendship or Speak with Animals if the creature’s Intelligence score is 3 or lower.
Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of
Feats
Eberron: Forge of the Artificer
when you select this feat).
When you reach character level 3, you also always have the See Invisibility spell prepared and can cast it the same way.
Spells of the Mark. If you have the Spellcasting
or Pact Magic class feature, the spells on the Mark of Detection Spells table are added to that feature’s spell list.
Mark of Detection Spells
Spell Level
Spells
1
Detect
Feats
Eberron: Forge of the Artificer
spellcasting ability for this spell (choose when you select this feat).
When you reach character level 3, you also always have the Lesser Restoration spell prepared and can cast it the same way
.
Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Healing Spells table are added to that feature’s spell list.
Mark of Healing Spells
Monsters
The Wild Beyond the Witchlight
’s recipient gains a d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Magic Boon"} and can, at any time within the next 24 hours, roll this die and add the number rolled to one ability
Constitution saving throw against this magic or die. If the target dies, the will-o’-wisp regains 10 (3d6);{"diceNotation":"3d6","rollType":"heal","rollAction":"Consume Life"} hit points.
Ephemeral. The
Magic Jar
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target
has any class levels, you can't use any of its class features.
Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all






