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Returning 35 results for 'both before decides class respected'.
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Backgrounds
Guildmasters’ Guide to Ravnica
decides if your demands are reasonable and if there are subordinates available to fulfill them. As your status in the guild improves, you gain influence over more people, including ones in greater
positions of power.
Orzhov Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Orzhov Guild Spells table are added to the spell list of your spellcasting class
Species
Mordenkainen Presents: Monsters of the Multiverse
changelings today—even in those changelings who have never set foot in the fey realm. Each changeling decides how to use their shape-shifting ability, channeling either the peril or the joy of the
of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You
Backgrounds
Guildmasters’ Guide to Ravnica
even be stripped of your position.
Azorius Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Azorius 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.)
Azorius Guild Spells
Spell Level
Spells
Cantrip
Monsters
Fizban's Treasury of Dragons
work—those are the words I live by.
7
I am always the first to offer a compliment.
8
Get off my snowfield, you immature bipeds! When I was a wyrmling, people respected their elders
university, but the students must travel to the dragon’s mountain lair for class.
Crystal Dragon Lairs
Crystal dragons seek out frigid, picturesque locations with clear views of the sky
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Prerequisites To qualify for a new class, you must have a score of at least 13 in the primary ability of the new class and your current classes. For example, a Barbarian who decides to multiclass
into the Druid class must have Strength and Wisdom scores of 13 or higher, since Strength is the primary ability for Barbarians and Wisdom is the primary ability for Druids.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Prerequisites To qualify for a new class, you must have a score of at least 13 in the primary ability of the new class and your current classes. For example, a Barbarian who decides to multiclass
into the Druid class must have Strength and Wisdom scores of 13 or higher, since Strength is the primary ability for Barbarians and Wisdom is the primary ability for Druids.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Proficiencies When you gain your first level in a class other than your initial class, you gain only some of new class’s starting proficiencies, as shown in the Multiclassing Proficiencies table
. MULTICLASSING EXAMPLE
Gary is playing a 4th-level fighter. When his character earns enough experience points to reach 5th level, Gary decides that his character will multiclass instead of continuing to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick
Prerequisites To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick
Prerequisites To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results. For every ability check, the DM decides which of the six abilities is
relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class. The more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common DCs.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Chapter 6: Customization Options The combination of ability scores, race, class, and background defines your character’s capabilities in the game, and the personal details you create set your
character apart from every other character. Even within your class and race, you have options to fine-tune what your character can do. But this chapter is for players who — with the DM’s permission — want to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chapter 6: Customization Options The combination of ability scores, race, class, and background defines your character’s capabilities in the game, and the personal details you create set your
character apart from every other character. Even within your class and race, you have options to fine-tune what your character can do. But a few players — with the DM’s permission — want to go a step
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Darkling Elder A wise and respected darkling can undergo a ritual to become an elder. Other elders mark the supplicant with glowing tattoos, channeling away some of the darkling’s absorbed light. If
the ritual succeeds, the darkling grows into a taller, elf-like form. The darkling perishes if the ritual fails. Darkling Elder
Medium Fey, Typically Chaotic Neutral
Armor Class 15 (studded
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Chapter 1: Racial Feats Leveling up in a class is the main way a character evolves during a campaign. Some DMs also allow the use of feats to customize a character. Feats are an optional rule in
chapter 6, “Customization Options,” of the Player’s Handbook. The DM decides whether they’re used and may also decide that some feats are available in a campaign and others aren’t. This section introduces
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
everything. When you encounter something that the rules don’t cover or if you’re unsure how to interpret a rule, the DM decides how to proceed, aiming for a course that brings the most enjoyment to your whole
Dexterity. That’s a general rule, and a general rule is in effect as long as something in the game doesn’t explicitly say otherwise.
The game also includes elements—class features, spells, magic
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results. For every ability check, the DM decides which of the six abilities is
relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class. The more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
. The Dungeon Master decides which of these spells are available in a campaign and how they can be learned. For example, a DM might decide that some of the spells are freely available, that others are
entire spell list for their class. Given that fact, the DM should be cautious about making all of these new spells available to a player who is overwhelmed when presented with many options. For such a
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
are hung around its chest and arms as a perpetual marker of its servitude. Indentured Spirit
Medium undead, any alignment
Armor Class 11
Hit Points 13 (3d8)
Speed 0 ft., fly 40 ft. (hover
willingly undergone by the heads of the oldest and most respected families of the Orzhov oligarchy, resulting in pampered spirits that think they can spend the rest of eternity enjoying the spoils of their
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
) against the target’s Armor Class. If the attack roll hits, a crash occurs; otherwise, the target moves out of the ship’s path, avoiding the crash. If the DM decides that a crash is unavoidable, no
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
discarded cosmic purpose. When they fail to find answers, their unnatural cries cause reality to shudder, undermining magic and sane minds alike. Woe Strider
Large aberration, chaotic evil
Armor Class 17
strider’s open mouth creates an area of antimagic, as in the antimagic field spell, in a 60-foot cone. At the start of each of its turns, the woe strider decides which way the cone faces and whether
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
suggested characteristics (personality traits, ideals, bonds, and flaws). Each guild entry also provides personal contacts; suggestions for your alignment, race, and class; and a list of spells that you can
add to your spell list if you’re a member of a spellcasting class. Guild Spells The spellcasters of Ravnica’s guilds have a style of magic specific to their guild. A guild’s description includes a list
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
. Frost and cloud giants sometimes befriend giant lynxes and treat them as beloved pets. As long as the lynxes’ intelligence and independence are respected, the creatures are happy to share their
can be quite sure it’s looking at something that isn’t there. Or at a ghost.
—Diancastra
Giant Lynx Medium Fey, Typically Neutral
Armor Class 14
Hit Points 22 (4d8 + 4)
Speed 30 ft., climb 30
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
explodes outward when they die, incinerating the creatures and much of their possessions. Darkling
Small Fey, Typically Chaotic Neutral
Armor Class 14 (leather armor)
Hit Points 13 (3d6 + 3
respected darkling can undergo a ritual to become an elder. Other elders mark the supplicant with glowing tattoos, channeling away some of the darkling’s absorbed light. If the ritual succeeds, the darkling
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Maelephant Katerina Ladon A maelephant expels poisonous gas from its trunk at a group of would-be thieves Respected as guardians by villains across the multiverse, maelephants are Fiends with
of their agreement. A maelephant expels poisonous gas from its trunk at a group of would-be thieves. Maelephant Large Fiend, Typically Lawful Evil
Armor Class 15 (half plate armor)
Hit Points 161
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
treasure chest while a second examines a mysterious symbol engraved on a wall and a third keeps watch for monsters. Outside combat, the DM ensures that every character has a chance to act and decides how to
.
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->Intro to Stormwreck Isle
Merrow Lots of players will attack first. Other players will decide their characters attack if other approaches fail. When a player decides that their character attacks, their character acts first in
to defeat it in 1–2 rounds.
Merrow Extortionist Large Monstrosity, Typically Chaotic Evil
Armor Class 13 (natural armor)
Hit Points 30 (4d10 + 8)
Speed 10 ft., swim 40 ft.
STR
16 (+3
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
treasure chest while a second examines a mysterious symbol engraved on a wall and a third keeps watch for monsters. Outside combat, the DM ensures that every character has a chance to act and decides how to
.
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->Strixhaven: A Curriculum of Chaos
, Widdershins Hall is the heart of Witherbloom College Lisette, Dean of the Root Dean Lissette (neutral good human Witherbloom professor of growth) is a world-class healer and herbalist; it’s even said she once
, Arcano-Biologist Verelda Lang (chaotic neutral dryad) is a respected Witherbloom professor of growth who teaches introductory courses in magical physiologies, helping students in every college learn about
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
dare to challenge them. Wielding the power of rune magic in addition to the innate magic that courses through them, these storm giants are highly respected. If any giant can draw Annam’s attention to
Armor Class 17 (natural armor)
Hit Points 310 (27d12 + 135)
Speed 50 ft., fly 50 ft. (hover), swim 50 ft.
STR
29 (+9)
DEX
14 (+2)
CON
20 (+5)
INT
21 (+5)
WIS
18 (+4)
CHA
25
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
where you can write your character’s name.
Species, Background, and Class. Each character in D&D has a species, background, and class that help determine who a character is and what they do best
character attacks. The higher the number, the more likely the attack is to succeed.
Armor Class and Hit Points. Each character has an Armor Class (also called AC) and Hit Points (also called HP). A
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
—are largely selfish, evil, and feared. The metallic dragons—brass, bronze, copper, gold, and silver—are typically noble, good, and respected by the wise. Though their goals and ideals vary
, many blue dragons take pleasure in lording their power over creatures they see as lesser.
Blue Dragon Wyrmling Blue Dragon Wyrmling
Medium Dragon (Chromatic), Typically Lawful Evil
Armor Class 17
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Nafik In life, Nafik was the high priest of Amun Sa, the last pharaoh of the land of Bakar. Nafik was a loyal subject and was respected in turn by Amun Sa and the lesser priests in the pharaoh’s
Undead, Lawful Evil
Armor Class 13 (natural armor)
Hit Points 82 (11d8 + 33)
Speed 20 ft.
STR
18 (+4)
DEX
10 (+0)
CON
16 (+3)
INT
10 (+0)
WIS
16 (+3)
CHA
14 (+2
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
upper class. At dusk, any waste is disposed of by magic or, more commonly, dumped off the flying city, to the dismay of those below. Education Eileanar boasts several of the greatest schools in all the
eventually split into the gods known in the present day as Beshaba, god of misfortune, and Tymora, god of good fortune. Priests and holy folk aren’t respected in this enclave, and they’re typically called upon only on certain ritual days for propriety’s sake.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has
that sense. You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
and respected darkling can qualify to undergo a ritual to become an elder. Other elders mark the supplicant with glowing tattoos, channeling some of the darkling’s absorbed light away from its body
Class 14 (leather armor)
Hit Points 13 (3d6 + 3)
Speed 30 ft.
STR
9 (−1)
DEX
16 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Skills






