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Classes
Player’s Handbook
Pursue Physical Excellence in Combat
A Champion focuses on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal
devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor.
Monsters
Eberron: Forge of the Artificer
Phiarlan and House Thuranni, who are primarily elves, combine stealth and espionage with mastery of the performing arts—and dragonmarked heirs augment those skills with shadow magic. This stat block
can serve for an agent of either house.
Even though House Phiarlan agents don’t typically work as entertainers or artists in addition to their espionage activities, they receive extensive
Monsters
Astarion's Book of Hungers
don’t live for long and are inattentive while sleeping or simpering. Monstrous servants are often too unpredictable or simply unreliable. To keep their lairs safe, some vampires create more
durable spawn to serve as watchful guardians. These vampire wardens appear to have the same pallid flesh as most vampires but, through sheer force of will, can shrug off blows that might fell others
Champion
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
Classes
Tasha’s Cauldron of Everything
chapter 3 of Tasha's Cauldron of Everything.
Also, remember that the swarm’s appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!
force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others
Classes
Tasha’s Cauldron of Everything
chapter 3 of Tasha's Cauldron of Everything.
Also, remember that the swarm’s appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!
force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others
Magic Items
Acquisitions Incorporated
, organic, locally sourced woven fibers
Fighter
A thick, battle-scarred iron lockbox
Paladin
A metal case with fine engraving and scrollwork
Ranger
A fur-lined bindle
Rogue
A
—even items that wouldn’t normally fit in your satchel, but which fit within the chest. Thanks to Head Office striking deals you don’t want to know about with extraplanar creatures
Backgrounds
Guildmasters’ Guide to Ravnica
. That’s the world you have been trying to grow in the laboratories of the Simic Combine. Nature is all about adaptation, evolution, and balance — but for it to keep up with the pace of
advancing civilization, nature needs some help from biomancers and terraformers. If, along the way, you happen to create super-soldiers and mutant monsters that can bolster the combine’s defenses
Half-Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
, Dragons of Autumn Twilight
Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity
naming conventions. As if to emphasize that they don’t really fit in to either society, half-elves raised among humans are often given elven names, and those raised among elves often take human names
Monk
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
, knocking their blows aside and sending them reeling, until at last she stands alone. Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first charging orcs reach him, he
serve as spies or assassins at the command of their leader, a noble patron, or some other mortal or divine power. The majority of monks don’t shun their neighbors, making frequent visits to
Minotaur
Legacy
This doesn't reflect the latest rules and lore.
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Species
Guildmasters’ Guide to Ravnica
The minotaurs of Ravnica are strong in body, dedication, and courage. They are at home on the battlefield, willing to fight for their various causes.
They combine a burning fury in battle with keen
).
Since each family line has so many members, minotaurs don’t usually find it helpful to connect the name of the line to their personal names; even though Commander Grozdan of the Boros Legion
Cleric
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don’t grant this power to everyone who seeks it, but only
spells relies on devotion and an intuitive sense of a deity’s wishes.
Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can
Shifter
Legacy
This doesn't reflect the latest rules and lore.
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Species
Eberron: Rising from the Last War
animal’s tough hide. A sense of invincibility spread through him. For the moment at least, he felt unstoppable!
— Don Bassingthwaite, The Binding Stone
Shifters are sometimes called the
ready for change or opportunity.
Shifters have a natural inclination toward classes with a primal connection. A shifter barbarian draws their rage from the beast within. A shifter ranger indulges
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Champion The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical
excellence to deal devastating blows. Improved Critical Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. Remarkable Athlete Starting
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Champion The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical
excellence to deal devastating blows. Improved Critical Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. Remarkable Athlete Starting
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
hidden that the surface-dwelling citizens in the area often don’t know what lies beneath them.
Because the kobolds make sure they stay out of the way of anyone more dangerous than themselves, grow
have clearly been lost or thrown away, which is easy to do without attracting attention. At the same time, they don’t automatically shy away from trying to grab items that are the property of
Backgrounds
Tomb of Annihilation
greatest treasures from falling into the wrong hands. Whatever their motivations, archaeologists combine the qualities of a scrappy historian with the self-made heroism of a treasure-hunting scoundrel
no qualms about stealing from the dead.
5
I’m happier in a dusty old tomb than I am in the centers of civilization.
6
Traps don’t make me nervous. Idiots who trigger traps make
Backgrounds
Guildmasters’ Guide to Ravnica
exactly what I mean, no matter how many words it takes to communicate the particular nuance I am attempting to convey.
7
I’m very literal and don’t appreciate metaphor or sarcasm
it and now does me occasional favors.
9
I have a fanatical Selesnya cousin who keeps trying to recruit me and everyone else in the family.
10
While growing up, I was bullied by a brat who’s now a hybrid in the Simic Combine.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
walkers of this way usually don robes with deep cowls, and they often conceal their faces with masks, presenting themselves as the faceless bringers of life and death. Implements of Mercy 3rd-level Way
restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier. When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Physical Excellence in Combat A Champion focuses on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal
devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor. Level 3: Improved Critical Your attack rolls with weapons and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target: It must succeed on a
; the Disciples of Saint Sollars the Twice-Martyred reside in the Monastery of the Yellow Rose near Damara. The monasteries of Eberron combine the study of martial arts with a life of scholarship. Most
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. If the results indicate strong wind and heavy rain, these weather conditions combine to create a storm that lasts for 1d6 hours. Once the storm has abated, the party’s navigator must succeed on a DC
owes his life to an Emerald Enclave ranger who helped him after the two were stranded together on a monster-infested island in the Korinn Archipelago. This service repays Klarz’s debt to the Emerald
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
village sits in a sheltered spot near the center of the iceberg. When the wind blows—which is most of the time—snow whips off the surrounding drifts and surrounds the settlement in a swirling shroud
adventurers and speak the truth of her people’s plight. A druid, ranger, or some other character who can truthfully express an understanding of the shaman’s animal totem-based faith has advantage on
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
village sits in a sheltered spot near the center of the iceberg. When the wind blows — which is most of the time — snow whips off the surrounding drifts and surrounds the settlement in a swirling
speak the truth of her people’s plight. A druid, ranger, or some other character who can truthfully express an understanding of the shaman’s animal totem-based faith has advantage on this check
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the
. The most accomplished Battle Masters are well-rounded figures who combine their carefully honed combat skills with academic study in the fields of history, theory, and the arts. Level 3: Combat
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
skill can identify the tinctures and combine them into an ingested poison. A creature that ingests the poison must make a DC 13 Constitution saving throw. On a failed saving throw, it takes 10 (3d6
belongings in unlocked footlockers tucked under their bunk beds. The guards need 10 minutes to don their armor. If the prison is put on high alert, the guards take the time to put on their armor before
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
a life-size mechanical unicorn ridden by a mechanical drow ranger waving two scimitars (when a lever under the float is pulled, the unicorn farts a 15-foot cone of confetti, which it can do twice
). When one keg explodes, all other kegs within the area of effect explode as well. If half the kegs explode at once, the blast blows a hole in the forward hull large enough to sink the ship. If all
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
skill can identify the tinctures and combine them into an ingested poison. A creature that ingests the poison must make a DC 13 Constitution saving throw. On a failed saving throw, it takes 10 (3d6
belongings in unlocked footlockers tucked under their bunk beds. The guards need 10 minutes to don their armor. If the prison is put on high alert, the guards take the time to put on their armor before
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
as an authority figure, your efforts to persuade others are often more effective. Create Disguise. As part of a long rest, you can create a disguise. It takes you 1 minute to don such a disguise once
an object was made and whether it is genuine. Other Tools. Knowledge of other tools makes your forgeries that much more believable. For example, you could combine proficiency with a forgery kit and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
blows up from below, bringing with it the scent of dust and a faint trace of rot.
3. Crumbled Courtyard The narrow stairs empty into a small courtyard, apparently the top of what was once a
creatures. The bodies lie upon a floor of filth, old bones, hair, and fur that combine to make a particularly large and vile nest.
Investigating. The humanoid corpses in the chamber include two goblins






