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Returning 35 results for 'both being dagger continuously 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
level 1 features, which are listed in the Warlock Features table. See the multiclassing rules to determine your available spell slots.
Warlock Features
Level
Proficiency Bonus
Class Features
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
Features table. See the multiclassing rules to determine your available spell slots.
Wizard Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
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
, proficiency with one Musical Instrument of your choice, and training with Light armor.
Gain the Bard’s level 1 features, which are listed in the Bard Features table. See the multiclassing rules to
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
Gain the Hit Point Die from the Core Sorcerer Traits table.
Gain the Sorcerer’s level 1 features, which are listed in the Sorcerer Features table. See the multiclassing rules to determine
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
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
Artificer’s level 1 features, which are listed in the Artificer Features table. See the multiclassing rules in the Player’s Handbook to determine your available spell slots, adding half your
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->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
light sources or darkvision. Stalagmites. Found in many of the natural caverns, these spires of rock rise up from the floor and can be used for cover (see “Cover” in the Basic Rules). BOOMING WAVES
underground hot spring. That spring boils over continuously to produce a surge that slams into a narrow funnel, making a sound like breaking surf. Describe this sound to players on occasion. It will pique their curiosity and lure them toward its source, drawing them deeper into the mine as a consequence.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
light sources or darkvision. Stalagmites. Found in many of the natural caverns, these spires of rock rise up from the floor and can be used for cover (see “Cover” in the Basic Rules). BOOMING WAVES
underground hot spring. That spring boils over continuously to produce a surge that slams into a narrow funnel, making a sound like breaking surf. Describe this sound to players on occasion. It will pique their curiosity and lure them toward its source, drawing them deeper into the mine as a consequence.
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
light sources or darkvision. Stalagmites. Found in many of the natural caverns, these spires of rock rise up from the floor and can be used for cover (see “Cover” in the Basic Rules). BOOMING WAVES
underground hot spring. That spring boils over continuously to produce a surge that slams into a narrow funnel, making a sound like breaking surf. Describe this sound to players on occasion. It will pique their curiosity and lure them toward its source, drawing them deeper into the mine as a consequence.
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->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->Baldur's Gate: Descent into Avernus
Optional Rules Here are some optional rules that you can use to reinforce the flavor of adventuring in Avernus. COMMERCE
When it comes to the souls of mortals, the Nine Hells is always open for
business. In Avernus, the business is war, making sure the front lines of the Blood War are continuously replenished with fresh troops, weapons, armor, and war machines. The main drivers behind this
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Optional Rules Here are some optional rules that you can use to reinforce the flavor of adventuring in Avernus. COMMERCE
When it comes to the souls of mortals, the Nine Hells is always open for
business. In Avernus, the business is war, making sure the front lines of the Blood War are continuously replenished with fresh troops, weapons, armor, and war machines. The main drivers behind this
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->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->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->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->Baldur's Gate: Descent into Avernus
Optional Rules Here are some optional rules that you can use to reinforce the flavor of adventuring in Avernus. COMMERCE
When it comes to the souls of mortals, the Nine Hells is always open for
business. In Avernus, the business is war, making sure the front lines of the Blood War are continuously replenished with fresh troops, weapons, armor, and war machines. The main drivers behind this
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Dense webbing fills this room as well (see area 19c for rules). Suspended within the webs are six cocoons. Five contain the desiccated corpses of four goblins and a nothic. The sixth contains a swarm
of insects (spiders) that bursts forth and attacks if the cocoon is torn open. Treasure. The dead nothic has no treasure. A thorough search of the goblin corpses yields 20 cp, 18 sp, 5 gp, and a silvered dagger.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Dense webbing fills this room as well (see area 19c for rules). Suspended within the webs are six cocoons. Five contain the desiccated corpses of four goblins and a nothic. The sixth contains a swarm
of insects (spiders) that bursts forth and attacks if the cocoon is torn open. Treasure. The dead nothic has no treasure. A thorough search of the goblin corpses yields 20 cp, 18 sp, 5 gp, and a silvered dagger.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Dense webbing fills this room as well (see area 19c for rules). Suspended within the webs are six cocoons. Five contain the desiccated corpses of four goblins and a nothic. The sixth contains a swarm
of insects (spiders) that bursts forth and attacks if the cocoon is torn open. Treasure. The dead nothic has no treasure. A thorough search of the goblin corpses yields 20 cp, 18 sp, 5 gp, and a silvered dagger.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
effectively. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in chapter 9. Loading. Because of the time required
has unusual rules governing its use, explained in the weapon’s description (see "Special Weapons" later in this section). Thrown. If a weapon has the thrown property, you can throw the weapon to make a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
effectively. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in chapter 9. Loading. Because of the time required
has unusual rules governing its use, explained in the weapon’s description (see "Special Weapons" later in this section). Thrown. If a weapon has the thrown property, you can throw the weapon to make a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
effectively. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in chapter 9. Loading. Because of the time required
has unusual rules governing its use, explained in the weapon’s description (see "Special Weapons" later in this section). Thrown. If a weapon has the thrown property, you can throw the weapon to make a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
attack with it, as well as when determining your reach for opportunity attacks with it. Special. A weapon with the special property has unusual rules governing its use, explained in the weapon's
ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
attack with it, as well as when determining your reach for opportunity attacks with it. Special. A weapon with the special property has unusual rules governing its use, explained in the weapon's
ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
attack with it, as well as when determining your reach for opportunity attacks with it. Special. A weapon with the special property has unusual rules governing its use, explained in the weapon's
ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
—such as a table leg, frying pan, or bottle—as a makeshift weapon, see “Improvised Weapons” in the rules glossary. Also see those rules if you wield a weapon in an unusual way, such as using a Ranged
one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don’t add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
actions in the game don’t change the nuts and bolts of the rules, but they make all the difference in the feel of a campaign. Similarly, a class doesn’t need new rules to reflect a cultural influence; a
) Dagger bishou, tamo (China); kozuka, tanto (Japan) Dart shuriken (Japan) Flail nunchaku (Japan) Glaive guandao (China); bisento, naginata (Japan) Greatclub tetsubo (Japan) Greatsword changdao (China
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
actions in the game don’t change the nuts and bolts of the rules, but they make all the difference in the feel of a campaign. Similarly, a class doesn’t need new rules to reflect a cultural influence; a
) Dagger bishou, tamo (China); kozuka, tanto (Japan) Dart shuriken (Japan) Flail nunchaku (Japan) Glaive guandao (China); bisento, naginata (Japan) Greatclub tetsubo (Japan) Greatsword changdao (China
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
—such as a table leg, frying pan, or bottle—as a makeshift weapon, see “Improvised Weapons” in the rules glossary. Also see those rules if you wield a weapon in an unusual way, such as using a Ranged
one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don’t add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is






