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Classes
Player’s Handbook
Core Wizard Traits
Primary Ability
Intelligence
Hit Point Die
D6 per Wizard level
Saving Throw Proficiencies
Intelligence and Wisdom
Skill Proficiencies
Choose 2: Arcana
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
Classes
Player’s Handbook
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
regions of unspoiled nature, but when a significant danger arises, Druids take a more active role as adventurers who combat the threat.
Becoming a Druid...
As a Level 1 Character
Gain all the
Monsters
Quests from the Infinite Staircase
android must see the attacker.Androids are synthetic humanoids built to assist their creators with highly specialized tasks. They are designed to be compliant and typically have friendly demeanors.
Every
an android’s sophisticated construction, electrical surges can temporarily disrupt its finely tuned components. Similarly, damage to its core processing functions or long stretches of isolation
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.
Learn More
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
Monsters
Fizban's Treasury of Dragons
, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline
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
Monsters
Fizban's Treasury of Dragons
in desolate, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or
has spent considerable time shaping the pinnacle of the tallest mountain in a local range, transforming it into a series of gleaming spires. Though visitors are rare, the dragon has built a roadway
Shifter
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Eberron: Rising from the Last War
Geth’s ancient heritage rose up from deep within him, spreading out from the core of his being. Some shifters manifested terrible claws, others massive fangs, still others astounding speed or
shifter might be a massive brute built like a bear. While a shifter’s appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral
Bugbear
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
indolence offers no clue to how vicious the creatures are. Bugbears are capable of bouts of incredible ferocity, using their muscular bodies to exact swift and ruthless violence. At their core
, bugbears are ambush predators accustomed to long periods of inactivity broken by short bursts of murderous energy. Ferocious though they may be, bugbears aren’t built for extended periods of exertion
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Druid ALEXANDER MOKHOV A Nature Priest of Primal Power Core Druid Traits Primary Ability Wisdom Hit Point Die D8 per Druid level Saving Throw Proficiencies Intelligence and Wisdom Skill
concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Druid ALEXANDER MOKHOV A Nature Priest of Primal Power Core Druid Traits Primary Ability Wisdom Hit Point Die D8 per Druid level Saving Throw Proficiencies Intelligence and Wisdom Skill
concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Druid ALEXANDER MOKHOV A Nature Priest of Primal Power Core Druid Traits Primary Ability Wisdom Hit Point Die D8 per Druid level Saving Throw Proficiencies Intelligence and Wisdom Skill
concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Druid Core Druid Traits Primary Ability Wisdom Hit Point Die D8 per Druid level Saving Throw Proficiencies Intelligence and Wisdom Skill Proficiencies Choose 2: Arcana, Animal Handling, Insight
sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of unspoiled nature, but when a significant danger
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Druid Core Druid Traits Primary Ability Wisdom Hit Point Die D8 per Druid level Saving Throw Proficiencies Intelligence and Wisdom Skill Proficiencies Choose 2: Arcana, Animal Handling, Insight
sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of unspoiled nature, but when a significant danger
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Druid Core Druid Traits Primary Ability Wisdom Hit Point Die D8 per Druid level Saving Throw Proficiencies Intelligence and Wisdom Skill Proficiencies Choose 2: Arcana, Animal Handling, Insight
sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of unspoiled nature, but when a significant danger
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
districts where you get the open air, built on the bridges and platforms that connect the core towers together. You’ve got the little turrets, built on the core tower walls and the bridges between
lord’s keep. We’ve got those, and lots of ’em. But the foundation of the city is the core towers. The walls of these towers are so thick you could fit your lord’s castle in one.
You’ve got your outside
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
districts where you get the open air, built on the bridges and platforms that connect the core towers together. You’ve got the little turrets, built on the core tower walls and the bridges between
lord’s keep. We’ve got those, and lots of ’em. But the foundation of the city is the core towers. The walls of these towers are so thick you could fit your lord’s castle in one.
You’ve got your outside
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
districts where you get the open air, built on the bridges and platforms that connect the core towers together. You’ve got the little turrets, built on the core tower walls and the bridges between
lord’s keep. We’ve got those, and lots of ’em. But the foundation of the city is the core towers. The walls of these towers are so thick you could fit your lord’s castle in one.
You’ve got your outside
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Cities and Sites Q’barra is split into three main regions. New Galifar is the original colony; it has a feudal structure and holds to the laws of the Treaty of Thronehold. To the north, Hope is a
collection of small mining towns. In Hope, the law goes only as far as the people willing to enforce it. Beyond these human regions lie the unexplored lands of the scales. Haka’torvhak Explorers tell
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
barbarian fell against the giant horde. His bones are under that boulder over there.”
— Elder Zelane of Istivin, recounting the Giant Wars
Old as Legend. In remote regions of the world, the last
remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
barbarian fell against the giant horde. His bones are under that boulder over there.”
— Elder Zelane of Istivin, recounting the Giant Wars
Old as Legend. In remote regions of the world, the last
remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
barbarian fell against the giant horde. His bones are under that boulder over there.”
— Elder Zelane of Istivin, recounting the Giant Wars
Old as Legend. In remote regions of the world, the last
remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Cities and Sites Q’barra is split into three main regions. New Galifar is the original colony; it has a feudal structure and holds to the laws of the Treaty of Thronehold. To the north, Hope is a
collection of small mining towns. In Hope, the law goes only as far as the people willing to enforce it. Beyond these human regions lie the unexplored lands of the scales. Haka’torvhak Explorers tell
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Cities and Sites Q’barra is split into three main regions. New Galifar is the original colony; it has a feudal structure and holds to the laws of the Treaty of Thronehold. To the north, Hope is a
collection of small mining towns. In Hope, the law goes only as far as the people willing to enforce it. Beyond these human regions lie the unexplored lands of the scales. Haka’torvhak Explorers tell
Monsters
Fizban's Treasury of Dragons
wary eye on the efreeti;efreet who have built a tower near the dragon’s lair, and indirectly aids any who oppose the efreet.
7
An iron golem ferries visitors across the lava moat
defenses.
Emerald Dragon Lair Features
The emerald dragon lair shown in map 5.8 is a series of ancient vaults situated beneath a city built in the caldera of a dormant volcano. The vaults fell into disuse
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Wizard BILLY CHRISTIAN A Scholarly Magic-User of Arcane Power Core Wizard Traits Primary Ability Intelligence Hit Point Die D6 per Wizard level Saving Throw Proficiencies Intelligence and
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 used
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wizard Core Wizard Traits Primary Ability Intelligence Hit Point Die D6 per Wizard level Saving Throw Proficiencies Intelligence and Wisdom Skill Proficiencies Choose 2: Arcana, History, Insight
schools of magic. Renowned Wizards such as Bigby, Tasha, Mordenkainen, and Yolande have built on their studies to invent iconic spells now used across the multiverse. The closest a Wizard is likely to
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wizard Core Wizard Traits Primary Ability Intelligence Hit Point Die D6 per Wizard level Saving Throw Proficiencies Intelligence and Wisdom Skill Proficiencies Choose 2: Arcana, History, Insight
schools of magic. Renowned Wizards such as Bigby, Tasha, Mordenkainen, and Yolande have built on their studies to invent iconic spells now used across the multiverse. The closest a Wizard is likely to
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Wizard BILLY CHRISTIAN A Scholarly Magic-User of Arcane Power Core Wizard Traits Primary Ability Intelligence Hit Point Die D6 per Wizard level Saving Throw Proficiencies Intelligence and
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 used
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wizard Core Wizard Traits Primary Ability Intelligence Hit Point Die D6 per Wizard level Saving Throw Proficiencies Intelligence and Wisdom Skill Proficiencies Choose 2: Arcana, History, Insight
schools of magic. Renowned Wizards such as Bigby, Tasha, Mordenkainen, and Yolande have built on their studies to invent iconic spells now used across the multiverse. The closest a Wizard is likely to
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Wizard BILLY CHRISTIAN A Scholarly Magic-User of Arcane Power Core Wizard Traits Primary Ability Intelligence Hit Point Die D6 per Wizard level Saving Throw Proficiencies Intelligence and
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 used
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
outside districts where you get the open air, built on the bridges and platforms that connect the core towers together. You’ve got the little turrets, built on the core tower walls and the bridges
keep. We’ve got those, and lots of ‘em. But the foundation of the city is the core towers. The walls of these towers are so thick, you could fit your lord’s entire castle in one.
You’ve got your
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
outside districts where you get the open air, built on the bridges and platforms that connect the core towers together. You’ve got the little turrets, built on the core tower walls and the bridges
keep. We’ve got those, and lots of ‘em. But the foundation of the city is the core towers. The walls of these towers are so thick, you could fit your lord’s entire castle in one.
You’ve got your






