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Classes
Player’s Handbook
underpinnings of magic, particularly the categorization of spells into schools of magic. Renowned Wizards such as Bigby, Tasha, Mordenkainen, and Yolande have built on their studies to invent iconic spells now
Class Features
Cantrips
Prepared Spells
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Spellcasting, Ritual Adept, Arcane Recovery
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Classes
Player’s Handbook
prayers and rites that help them draw on power from the Outer Planes.
Not every member of a temple or shrine is a Cleric. Some priests are called to a simple life of temple service, carrying out their
Class Features
Channel Divinity
Cantrips
Prepared Spells
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Classes
Player’s Handbook
, individual Druids gain their magic from nature, a nature deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles
to determine your available spell slots.
Druid Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Class Features
Wild Shape
Cantrips
Equipment
Hammerhead ship;Hammerhead ships are popular craft, especially among pirates and merchants carrying heavy cargo. They can float on water and sail across it, but they aren’t built to land on the
ground (their keels would cause them to tip to one side). Standard weapons on a hammerhead ship include fore and aft mangonels, a ballista, and a reinforced bow for ramming.
Equipment
isn’t built for traveling on water and sinks quickly in rough seas.
Standard weaponry on a shrike ship includes three ballistae—one on the forecastle, one in the middle of the top deck
, and one on the sterncastle. In a desperate situation, the ship’s reinforced bow can be used as a piercing ram.
Equipment
grappling jaws built into its bow, a lamprey ship can attach itself to another ship, which is a critical feature during boarding actions. Other standard weapons include four ballistae on the main deck.
A
Warforged
Legacy
This doesn't reflect the latest rules and lore.
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Species
Eberron: Rising from the Last War
“Pierce was built by design, while you were built by accident,” Lakashtai said. “The soul is what matters, not the shape of the vessel.”
“What makes you think he has
a soul?” Gerrion said.
“What makes you think you do?”
—Keith Baker, The Shattered Land
The warforged were built to fight in the Last War. While the first warforged were
Fighter
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
exquisite bow. The half-orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.
A dwarf in chain mail interposes his shield between the ogre’s club
opponent’s sword flares with blue light an instant before she sends lightning flashing forth to smite him.
All of these heroes are fighters, perhaps the most diverse class of characters in the
Monsters
Guildmasters’ Guide to Ravnica
krasis (a fusion of hammerhead shark and a powerfully built beast), the crocanura (a crocodile-frog), the drakewing krasis (a lizard-drake), the teratosuchus (a crocodile-crab), the shambleshark (a shark
thick scales, increasing its Armor Class by 4.
3
Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving
Monsters
Guildmasters’ Guide to Ravnica
shark and a powerfully built beast), the crocanura (a crocodile-frog), the drakewing krasis (a lizard-drake), the teratosuchus (a crocodile-crab), the shambleshark (a shark-crab), and the sharktocrab
its Armor Class by 4.
3
Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving throws against spells and other
Monsters
Guildmasters’ Guide to Ravnica
krasis (a fusion of hammerhead shark and a powerfully built beast), the crocanura (a crocodile-frog), the drakewing krasis (a lizard-drake), the teratosuchus (a crocodile-crab), the shambleshark (a
or thick scales, increasing its Armor Class by 4.
3
Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving
Summon Celestial
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Tasha’s Cauldron of Everything
wherever the spell’s level appears in the stat block.
Celestial Spirit
Large celestial
Armor Class 11 + the level of the spell (natural armor) + 2 (Defender only)
Hit Points 40 + 10 for each
;— Proficiency Bonus equals your bonus
Actions
Multiattack. The celestial makes a number of attacks equal to half this spell’s level (rounded down).
Radiant Bow (Avenger Only
Backgrounds
Guildmasters’ Guide to Ravnica
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
.
Contacts
The Orzhov Syndicate operates according to a strict hierarchy built on a network of connections among old, wealthy families. Your family might provide important contacts, while your family’s
Species
Mordenkainen Presents: Monsters of the Multiverse
Yuan-ti were originally humans who transformed themselves into serpent folk through ancient rituals. Most yuan-ti were corrupted into monsters by those rites, but some yuan-ti instead became a new
by 1. Follow this rule regardless 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
Ranger
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
of steel, cutting down one enemy after another. After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the
the creature while he readies his bow. Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of
Species
Spelljammer: Adventures in Space
Autognomes are mechanical beings built by rock gnomes. Sometimes, because of a malfunction or a unique circumstance, an autognome becomes separated from its creator and strikes out on its own.
An
treated by your creator, so you ran away from home.
5
You were built to complete a special mission.
6
You felt trapped in the role for which you were built and abandoned your creator
Cleric
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
to those chosen to fulfill a high calling.
Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric
Intervention Improvement
5
4
3
3
3
3
2
2
1
1
Class Features
As a cleric, you gain the following class features.
Backgrounds
Guildmasters’ Guide to Ravnica
You are a member of a blessed community, built on the ideals of harmony. Here, nature and civilization coexist peacefully, living and growing in accordance with the will of the Worldsoul, Mat&rsquo
class feature
For you, the spells on the Selesnya 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
Monsters
Fizban's Treasury of Dragons
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
mountain in a local range, transforming it into a series of gleaming spires. Though visitors are rare, the dragon has built a roadway that ascends the mountain to encourage travel to and from the lair
Species
Mordenkainen Presents: Monsters of the Multiverse
psionic powers and built a great city called Tu’narath. They have since spread throughout the multiverse, starting in outposts outside the Astral Plane, called creches, where time passes and their
;Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Hammerhead Ship Hammerhead ships are popular craft, especially among pirates and merchants carrying heavy cargo. They can float on water and sail across it, but they aren’t built to land on the
ground (their keels would cause them to tip to one side). Standard weapons on a hammerhead ship include fore and aft mangonels, a ballista, and a reinforced bow for ramming. Hammerhead Ship Summary Armor
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Handout 1: Hammerhead Ship Hammerhead ships are popular craft, especially among pirates and merchants carrying heavy cargo. They can float on water and sail across it, but they aren’t built to land
on the ground (their keels would cause them to tip to one side). Standard weapons on a hammerhead ship include fore and aft mangonels, a ballista, and a reinforced bow for ramming. View Printable
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Hammerhead Ship Hammerhead ships are popular craft, especially among pirates and merchants carrying heavy cargo. They can float on water and sail across it, but they aren’t built to land on the
ground (their keels would cause them to tip to one side). Standard weapons on a hammerhead ship include fore and aft mangonels, a ballista, and a reinforced bow for ramming. Hammerhead Ship Summary Armor
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Hammerhead Ship Hammerhead ships are popular craft, especially among pirates and merchants carrying heavy cargo. They can float on water and sail across it, but they aren’t built to land on the
ground (their keels would cause them to tip to one side). Standard weapons on a hammerhead ship include fore and aft mangonels, a ballista, and a reinforced bow for ramming. Hammerhead Ship Summary Armor
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Handout 1: Hammerhead Ship Hammerhead ships are popular craft, especially among pirates and merchants carrying heavy cargo. They can float on water and sail across it, but they aren’t built to land
on the ground (their keels would cause them to tip to one side). Standard weapons on a hammerhead ship include fore and aft mangonels, a ballista, and a reinforced bow for ramming. View Printable
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Handout 1: Hammerhead Ship Hammerhead ships are popular craft, especially among pirates and merchants carrying heavy cargo. They can float on water and sail across it, but they aren’t built to land
on the ground (their keels would cause them to tip to one side). Standard weapons on a hammerhead ship include fore and aft mangonels, a ballista, and a reinforced bow for ramming. View Printable
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
built into its bow, a lamprey ship can attach itself to another ship, which is a critical feature during boarding actions. Other standard weapons include four ballistae on the main deck. A lamprey
. Lamprey Ship Summary Armor Class: 15 (wood) Cargo: 6 tons Hit Points: 250 Crew: 15 Damage Threshold: 15 Keel/Beam: 115 ft./25 ft. Speed: fly 35 ft. (4 mph) Cost: 20,000 gp 4 Ballistae (Crew: 3 Each
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
the sterncastle. In a desperate situation, the ship’s reinforced bow can be used as a piercing ram. Shrike Ship Summary Armor Class: 15 (wood) Cargo: 20 tons Hit Points: 250 Crew: 11 Damage Threshold
but isn’t built for traveling on water and sinks quickly in rough seas. Standard weaponry on a shrike ship includes three ballistae—one on the forecastle, one in the middle of the top deck, and one on
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
built into its bow, a lamprey ship can attach itself to another ship, which is a critical feature during boarding actions. Other standard weapons include four ballistae on the main deck. A lamprey
. Lamprey Ship Summary Armor Class: 15 (wood) Cargo: 6 tons Hit Points: 250 Crew: 15 Damage Threshold: 15 Keel/Beam: 115 ft./25 ft. Speed: fly 35 ft. (4 mph) Cost: 20,000 gp 4 Ballistae (Crew: 3 Each
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
the sterncastle. In a desperate situation, the ship’s reinforced bow can be used as a piercing ram. Shrike Ship Summary Armor Class: 15 (wood) Cargo: 20 tons Hit Points: 250 Crew: 11 Damage Threshold
but isn’t built for traveling on water and sinks quickly in rough seas. Standard weaponry on a shrike ship includes three ballistae—one on the forecastle, one in the middle of the top deck, and one on
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
built into its bow, a lamprey ship can attach itself to another ship, which is a critical feature during boarding actions. Other standard weapons include four ballistae on the main deck. A lamprey
. Lamprey Ship Summary Armor Class: 15 (wood) Cargo: 6 tons Hit Points: 250 Crew: 15 Damage Threshold: 15 Keel/Beam: 115 ft./25 ft. Speed: fly 35 ft. (4 mph) Cost: 20,000 gp 4 Ballistae (Crew: 3 Each
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
the sterncastle. In a desperate situation, the ship’s reinforced bow can be used as a piercing ram. Shrike Ship Summary Armor Class: 15 (wood) Cargo: 20 tons Hit Points: 250 Crew: 11 Damage Threshold
but isn’t built for traveling on water and sinks quickly in rough seas. Standard weaponry on a shrike ship includes three ballistae—one on the forecastle, one in the middle of the top deck, and one on
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
mangonel, two aft-mounted ballistae, and a reinforced bow for ramming. The tentacles that extend from the bow account for nearly half the ship’s keel length. Squid ships can float and sail on water, and
they can land on the ground. Squid Ship Summary Armor Class: 15 (wood) Cargo: 20 tons Hit Points: 300 Crew: 13 Damage Threshold: 15 Keel/Beam: 250 ft./25 ft. Speed: fly 30 ft. (3½ mph) Cost: 25,000 gp
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
mangonel, two aft-mounted ballistae, and a reinforced bow for ramming. The tentacles that extend from the bow account for nearly half the ship’s keel length. Squid ships can float and sail on water, and
they can land on the ground. Squid Ship Summary Armor Class: 15 (wood) Cargo: 20 tons Hit Points: 300 Crew: 13 Damage Threshold: 15 Keel/Beam: 250 ft./25 ft. Speed: fly 30 ft. (3½ mph) Cost: 25,000 gp
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
mangonel, two aft-mounted ballistae, and a reinforced bow for ramming. The tentacles that extend from the bow account for nearly half the ship’s keel length. Squid ships can float and sail on water, and
they can land on the ground. Squid Ship Summary Armor Class: 15 (wood) Cargo: 20 tons Hit Points: 300 Crew: 13 Damage Threshold: 15 Keel/Beam: 250 ft./25 ft. Speed: fly 30 ft. (3½ mph) Cost: 25,000 gp






