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Classes
Player’s Handbook
Channel Rage into Violent Fury
Barbarians who walk the Path of the Berserker direct their Rage primarily toward violence. Their path is one of untrammeled fury, and they thrill in the chaos of battle as they allow their Rage to seize and empower them.
Classes
Player’s Handbook
deepest self. For every Barbarian, their Rage is a power that fuels not just battle prowess, but also uncanny reflexes and heightened senses.
Barbarians often serve as protectors and leaders in their
as a Rage. More than a mere emotion—and not limited to anger—this Rage is an incarnation of a predator’s ferocity, a storm’s fury, and a sea’s turmoil.
Some Barbarians
Magic Items
Dungeon Master’s Guide
blood. If the sword doesn’t taste blood on its blade within 1 minute of being drawn from its scabbard, its wielder makes a DC 15 Charisma saving throw. On a successful save, the wielder takes
cast a spell, you can’t cast that spell again from it until the next dawn.
Spirit of Kas. While the sword is on your person, you gain the following benefits:
Battle Hunger. You add 1d10 to your
Spells
Player’s Handbook
Darkness doesn’t impede the spirit’s Darkvision.
Magic Resistance. The spirit has Advantage on saving throws against spells and other magical eff ects.
Actions
Multiattack. The spirit
’s level Necrotic damage.
Claws (Yugoloth Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 3 + the spell’s level Slashing damage. Immediately after the
Classes
Player’s Handbook
, a Cleric can reach out to the divine magic of the Outer Planes—where gods dwell—and channel it to bolster people and battle foes.
Because their power is a divine gift, Clerics typically
associate themselves with temples dedicated to the deity or other immortal force that unlocked their magic. Harnessing divine magic doesn’t rely on specific training, yet Clerics might learn
Monsters
Forgotten Realms: Adventures in Faerûn
turn with 0 Hit Points and doesn’t regenerate.Multiattack. The beast makes three attacks, using Bite or Claws in any combination.
Bite. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType
start of its turn. If the beast takes Radiant damage or damage from a Critical Hit, this trait doesn’t function at the start of the beast’s next turn. The beast dies only if it starts its
Monsters
Forgotten Realms: Adventures in Faerûn
magically raises broken, ancient ruins in a 20-foot-radius, 60-foot-high Cylinder centered on a point it can see within 120 feet. Ground in the Cylinder becomes Difficult Terrain. Each creature in the
potentially overwhelm the dragon, driving it to either morose despondence or passionate rage.
No two spirit dragons are exactly alike; each individual bears features distinct to the empire from which it
Monsters
Forgotten Realms: Adventures in Faerûn
dracoliches, magically bound dragons to his service, and learned how to drive dragons across Faerûn into a berserk rage. He considered his intellect beyond morality and became paranoid, resentful, and
rule Faerûn. His Cult of the Dragon devotes itself to helping evil dragons become dracoliches to bring this evil new age to fruition.
Sammaster was killed in battle, but had prepared contingencies
Monsters
Forgotten Realms: Adventures in Faerûn
bound dragons to his service, and learned how to drive dragons across Faerûn into a berserk rage. He considered his intellect beyond morality and became paranoid, resentful, and megalomaniacal
. His Cult of the Dragon devotes itself to helping evil dragons become dracoliches to bring this evil new age to fruition.
Sammaster was killed in battle, but had prepared contingencies for his demise
Monsters
Forgotten Realms: Adventures in Faerûn
damage and the target has the Charmed condition for 1 minute or until Zlan dies. While Charmed, the target doesn’t act as an ally to any creature. Success: Half damage only. Failure or Success: Zlan
liches, creating an amalgamated form.
Zlan is the foremost mind among the liches and controls the body, The other liches rage and scheme about being subsidiary to someone they once considered both a
Monsters
Forgotten Realms: Adventures in Faerûn
Spellcasting to cast Thunderwave (level 2 version).
Unearth Ruins. The dragon magically raises broken, ancient ruins in a 20-foot-radius, 60-foot-high Cylinder centered on a point it can see within 120 feet
, driving it to either morose despondence or passionate rage.
No two spirit dragons are exactly alike; each individual bears features distinct to the empire from which it hails. Roll on or choose a
Monsters
Astarion's Book of Hungers
damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.
Immobile Restoration. If the vampire drops to 0 Hit Points while it doesn’t
smaller creature, it has the Grappled condition (escape DC 16) from one of two claws.
Bite. Constitution Saving Throw: DC 16, one creature within 5 feet that is willing or that has the Grappled
Monsters
Forgotten Realms: Adventures in Faerûn
a cunning mind. Biha Babir is politically savvy and prefers to outsmart her opponents rather than battle them, though she doesn’t shy from combat if necessary.
Biha Babir covets opulence, but
Monsters
Astarion's Book of Hungers
is a Medium or smaller creature, it has the Grappled condition (escape DC 17) from one of two claws.
Bite (Imp or Vampire Form Only). Constitution Saving Throw: DC 18, one creature within 5 feet
can’t spend Hit Point Dice at the end of the rest and doesn’t regain Hit Points, Hit Point Dice, or spell slots at the end of the rest.
Tenacious Lore. Within 1 mile of the lair, flame
Sahuagin Baron
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Limited Amphibiousness. The sahuagin can breathe air and water, but he
. The sahuagin makes three attacks: one with his bite and two with his claws or trident.
Bite. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Bite"} to hit, reach 5
Monsters
Lost Laboratory of Kwalish
of a Vorpal Sword. Shards of a vorpal sword once broken against the devil replace its claws. A successful DC 12 Intelligence (Arcana) or Wisdom (Perception) check identifies them as such. When the
Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Shards
Monsters
Mordenkainen Presents: Monsters of the Multiverse
concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.Stone guards are elite troops deployed in small numbers to bolster war bands of
inspires works of grand but melancholic beauty, while in others, it manifests as rage.
Like many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their
Monsters
Mordenkainen Presents: Monsters of the Multiverse
broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. While the invisible duergar is mounted, the mount is invisible as well. The invisibility ends
; they were infused with powerful psionic abilities but also a profound gloom. In some, this strain of sorrow inspires works of grand but melancholic beauty, while in others, it manifests as rage.
Like
Half-Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
exult along with him or shiver with fear and loathing.
Beyond the rage of Gruumsh, half-orcs feel emotion powerfully. Rage doesn’t just quicken their pulse, it makes their bodies burn. An insult
shared elements among these folk.
Orcs regard battle scars as tokens of pride and ornamental scars as things of beauty. Other scars, though, mark an orc or half-orc as a former prisoner or a disgraced
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, charmed, deafened, frightened, stunned, or knocked unconscious.
Regeneration. The giant regains 10 hit points at the start of its turn. If the giant takes acid or fire damage, this trait doesn’t
function at the start of its next turn. The giant dies only if it starts its turn with 0 hit points and doesn’t regenerate.Multiattack. The giant makes two Greataxe or Rock attacks.
Greataxe. Melee
Sahuagin Priestess
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
)
3rd level (3 slots): mass healing word, tonguesMultiattack. The sahuagin makes two attacks: one with her bite and one with her claws.
Bite. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType
":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1);{"diceNotation":"1d4+1","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.
Claws. Melee
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
Blood Frenzy. The draconian has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Controlled Fall. If the draconian falls and isn’t incapacitated
"} slashing damage.
Flaming Carnage (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Flaming Carnage"}. The draconian indulges its rage, wreathing itself in fire and moving up to
Path of the Berserker
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.
Magic Items
Tales from the Yawning Portal
This stone is a large gem worth 150 gp.
Curse. The stone is cursed, but its magical nature is hidden; detect magic doesn’t detect it. An identify spell reveals the stone’s true nature
. If you use the Dash or Disengage action while the stone is on your person, its curse activates. Until the curse is broken with remove curse or similar magic, your speed is reduced by 5 feet, and your maximum load and maximum lift capacities are halved. You also become unwilling to part with the stone.
Monsters
Van Richten’s Guide to Ravenloft
Blood Frenzy. The loup garou has advantage on attack rolls against a creature that doesn’t have all its hit points.
Legendary Resistance (2/Day). When the loup garou fails a saving throw, it
can choose to succeed instead.
Regeneration. The loup garou regains 10 hit points at the start of each of its turns. If the loup garou takes damage from a silver weapon, this trait doesn’t
Monsters
Mordenkainen Presents: Monsters of the Multiverse
invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is
powerful psionic abilities but also a profound gloom. In some, this strain of sorrow inspires works of grand but melancholic beauty, while in others, it manifests as rage.
Like many who dwell in the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
turns invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or
profound gloom. In some, this strain of sorrow inspires works of grand but melancholic beauty, while in others, it manifests as rage.
Like many who dwell in the Underdark, duergar must constantly be on
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Magic Resistance. The steel predator has advantage on saving throws against spells and other magical effects.
Unusual Nature. The steel predator doesn’t require air, food, drink, or
predator locates its prey by sight and smell.
Once battle is joined, the predator ignores every other threat to attack its target, unless other creatures prevent it from reaching the target. In that
Monsters
Bigby Presents: Glory of the Giants
in the eternal battle.
The transformation that created fensirs left them with an odd quirk to their regenerative powers: their regeneration doesn’t function in sunlight, and in fact, sunlight can turn these creatures to stone.
Regeneration. The fensir regains 10 hit points at the start of its turn if it isn’t in sunlight. If the fensir takes acid or fire damage, this trait doesn’t function at the start of the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"piercing"} piercing damage and 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Bite","rollDamageType":"cold"} cold damage.
Claws. Melee Weapon Attack: +9;{"diceNotation":"1d20+9
","rollType":"to hit","rollAction":"Claws"} to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5);{"diceNotation":"1d6+5","rollType":"damage","rollAction":"Claws","rollDamageType":"piercing"} piercing
Monsters
Guildmasters’ Guide to Ravnica
and one with its claws.
Bite. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5);{"diceNotation":"3d8+5
","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.
Claws. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Claws"} to hit, reach 5 ft
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, dhergoloths rush into battle like whirlwinds of destruction, lashing out with the five sets of claws that extend from their squat, barrel-shaped bodies. They take contracts to put down uprisings, clear out
"} force damage.
Flailing Claws (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Flailing Claws"}. The dhergoloth moves up to its speed in a straight line and targets each
Backgrounds
Guildmasters’ Guide to Ravnica
ruins. You are part of a savage society that clings desperately to the Old Ways — attuned to nature, full of primal rage, and given short shrift by a world consumed with continuing civilization
vast, sprawling rubblebelts of broken terrain that civilized folk have long abandoned. You can find a suitable place for you and your allies to hide or rest in these areas. In addition, you can find
Monsters
Mordenkainen Presents: Monsters of the Multiverse
restoration, revivifyWar priests worship deities of war, protection, and strategy. They plan tactics, lead soldiers into battle, confront enemy spellcasters, and tend to casualties. A war priest might command
Hilt of a broken sword
3
Piece of stained glass from a shrine
4
Clay figurine of a ki-rin or another Celestial
5
Torch carved so that a hand appears to be holding the flame
6
Monsters
Mordenkainen Presents: Monsters of the Multiverse
with 0 hit points and doesn’t regenerate.Multiattack. Geryon makes one Claw attack and one Stinger attack.
Claws. Melee Weapon Attack: +16;{"diceNotation":"1d20+16","rollType":"to hit
.
Regeneration. Geryon regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Geryon dies only if he starts his turn






