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Classes
Player’s Handbook
Core Paladin Traits
Primary Ability
Strength and Charisma
Hit Point Die
D10 per Paladin level
Saving Throw Proficiencies
Wisdom and Charisma
Skill Proficiencies
Choose 2
Equipment
Choose A or B: (A) Chain Mail, Shield, Longsword, 6 Javelin;Javelins, Holy Symbol, Priest's Pack, and 9 GP; or (B) 150 GP
Paladins are united by their oaths to stand against the
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
, 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
Spells
Player’s Handbook
from this spell, the steed is replaced by the new one.
The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose
1 mile (works only with you)
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Life Bond. When you regain Hit Points from a level 1+ spell, the steed regains the same number of Hit Points if
Monsters
Forgotten Realms: Adventures in Faerûn
along well with dryads and other creatures devoted to protecting the wilderness.
Roll or choose a result from the Swanmay’s Charge table as inspiration for what a swanmay protects.
Swanmay
’s Charge
1d6
The Swanmay Is Devoted to Protecting …
1
A hidden spring.
2
A lakeshore recently ravaged by a forest fire.
3
The conjunction of three rivers
Monsters
The Wild Beyond the Witchlight
points at the start of her turn as long as both twins are alive and within 60 feet of each other. A twin dies only if she starts her turn with 0 hit points and doesn’t regenerate.
Twin Bond
until recently performed amazing acts of balance and agility at the Witchlight Carnival. Together, they are known as the Selenelion twins. (A selenelion is a celestial event during a lunar eclipse in
Find Steed
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on
a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your GM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is
Monsters
Candlekeep Mysteries
’s small enough to hold in one hand and Jade Tigress has a hand free.Jade Tigress is a powerfully built woman whose body has been honed by intense physical training. She is rugged in appearance
can shake my faith in Bak Mei.”
Ideal. “I do what I must. The authority of the temple is to be obeyed.”
Bond. “I owe my life to Bak Mei. He took me in when my parents left me
Diviner
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
slots): Rary's telepathic bond,* scrying*
6th level (1 slot): mass suggestion, true seeing*
7th level (1 slot): delayed blast fireball, teleport
8th level (1 slot): maze
*Divination spell of 1st
check, the diviner can roll a d20 and choose to use this roll in place of the attack roll, saving throw, or ability check.Quarterstaff. Melee Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit
Monsters
Quests from the Infinite Staircase
Design Specialization. When the android is created, it gains one of six possible designs suited for its role (choose or roll a d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Design
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
Monsters
Phandelver and Below: The Shattered Obelisk
Legendary Resistance (2/Day). When Ruxithid fails a saving throw, he can choose to succeed instead.
Mental Fortitude. Ruxithid has advantage on saving throws against the charmed and frightened
, but the goblins remained, sequestered from the rest of the world until recently when the mind flayer fanatics called on them. Some of these goblins’ descendants possess psionic powers, as
magic-items
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
magic-items
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
magic-items
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
magic-items
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
Monsters
Ghosts of Saltmarsh
sight or smell.
Legendary Resistance (3/Day). If the peryton fails a saving throw, it can choose to succeed instead.Multiattack. The peryton makes two attacks: one with its gore and one with its
, this large peryton preys on ships and coastal communities alike. It has built numerous nests to mark its territory.
magic-items
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
magic-items
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
magic-items
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
magic-items
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
magic-items
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
magic-items
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
magic-items
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
magic-items
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
magic-items
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
magic-items
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
magic-items
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
magic-items
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
magic-items
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
magic-items
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
magic-items
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
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
cultivated over eons in the Astral Plane. Now all githyanki can use their psychic bond with that plane to access splinters of knowledge left behind by beings who travel, live, and die among the silver
magic-items
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
magic-items
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
magic-items
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
magic-items
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon






