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Returning 35 results for 'choose into class back serve name'.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
2. Choose a Class bruenor Every adventurer is a member of a class. Class broadly describes a character’s vocation, what special talents he or she possesses, and the tactics he or she is most likely
from your choice of class. Many of these benefits are class features — capabilities (including spellcasting) that set your character apart from members of other classes. You also gain a number of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
2. Choose a Class Every adventurer is a member of a class. Class broadly describes a character’s vocation, what special talents he or she possesses, and the tactics he or she is most likely to employ
choice of class. Many of these benefits are class features — capabilities (including spellcasting) that set your character apart from members of other classes. You also gain a number of proficiencies
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Step 1: Choose a Class Choose a class, and write it on your character sheet. The Class Overview table summarizes the classes. See “Character Classes” for the classes’ details. Class Overview Class
Higher Levels” section later in the chapter for more information. Note Armor Training Your class might give you training with certain categories of armor. Note your armor training on your character sheet
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Step 1: Choose a Class Choose a class, and write it on your character sheet. The Class Overview table summarizes the classes. See chapter 3 for the classes’ details. Class Overview Class Likes
” section later in the chapter for more information. Note Armor Training Your class might give you training with certain categories of armor. Note your armor training on your character sheet. Armor
Magic Items
Dungeon Master’s Guide
action, you can send the broom to travel alone to a destination within 1 mile of you if you name the location and are familiar with it. The broom comes back to you when you take a Magic action and use a command word if the broom is still within 1 mile of you.
Spells
Player’s Handbook
diameter. You can orient the portal in any direction you choose. The portal lasts for the duration, and the portal’s destination is visible through it.
The portal has a front and a back on
speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens next to the named creature and
Spells
Player’s Handbook
You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the miniature replica that serve as Material components for the spell. The chest can contain up to 12 cubic
unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by taking a Magic action to touch the chest and the replica.
After 60 days, there is a cumulative 5
Spells
Player’s Handbook
Choose a willing creature that you can see within range. Until the spell ends, the target’s Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws
Spells
Player’s Handbook
can’t exceed 50 contiguous 10-foot Cube;Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings
creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can’t leave the dwelling.
When the spell ends, any creatures or
Classes
Player’s Handbook
Core Monk Traits
Primary Ability
Dexterity and Wisdom
Hit Point Die
D8 per Monk level
Saving Throw Proficiencies
Strength and Dexterity
Skill Proficiencies
Choose 2
: Acrobatics, Athletics, History, Insight, Religion, or Stealth
Weapon Proficiencies
Simple weapons and Martial weapons that have the Light property
Tool Proficiencies
Choose one type of Artisan
Spells
Player’s Handbook
to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name when you cast this spell to request that creature
task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you if possible. If you are unable to agree on a price for the creature’s service, the creature immediately returns to its home plane.
Classes
Player’s Handbook
Core Barbarian Traits
Primary Ability
Strength
Hit Point Die
D12 per Barbarian level
Saving Throw Proficiencies
Strength and Constitution
Skill Proficiencies
Choose 2
Equipment
Choose A or B: (A) Greataxe, 4 Handaxe;Handaxes, Explorer's Pack, and 15 GP; or (B) 75 GP
Barbarians are mighty warriors who are powered by primal forces of the multiverse that manifest
Classes
Player’s Handbook
Core Warlock Traits
Primary Ability
Charisma
Hit Point Die
D8 per Warlock level
Saving Throw Proficiencies
Wisdom and Charisma
Skill Proficiencies
Choose 2: Arcana
, Deception, History, Intimidation, Investigation, Nature, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather
Classes
Player’s Handbook
Core Ranger Traits
Primary Ability
Dexterity and Wisdom
Hit Point Die
D10 per Ranger level
Saving Throw Proficiencies
Strength and Dexterity
Skill Proficiencies
Choose 3
Shields
Starting Equipment
Choose A or B: (A) Studded Leather;Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer's Pack, and 7 GP
Classes
Player’s Handbook
Core Sorcerer Traits
Primary Ability
Charisma
Hit Point Die
D6 per Sorcerer level
Saving Throw Proficiencies
Constitution and Charisma
Skill Proficiencies
Choose 2
: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
None
Starting Equipment
Choose A or B: (A) Spear, 2 Dagger;Daggers
Magic Items
Dungeon Master’s Guide
an attack while holding the weapon, you can take a Reaction to twirl the weapon around you, gaining a +5 bonus to your Armor Class against the triggering attack, potentially causing the attack to miss
long range of 120 feet. Immediately after you make a ranged attack with the weapon, it flies back to your hand.
Spells
Player’s Handbook
restored to its non-Undead form.
The spell can provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of you.
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
Classes
Player’s Handbook
Core Rogue Traits
Primary Ability
Dexterity
Hit Point Die
D8 per Rogue level
Saving Throw Proficiencies
Dexterity and Intelligence
Skill Proficiencies
Choose 4: Acrobatics
Light property
Tool Proficiencies
Thieves’ Tools
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather Armor, 2 Dagger;Daggers, Shortsword, Shortbow
Classes
Player’s Handbook
Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival
Weapon Proficiencies
Simple and Martial weapons
Armor Training
Light
, Medium, and Heavy armor and Shields
Starting Equipment
Choose A, B, or C: (A) Chain Mail, Greatsword, Flail, 8 Javelin;Javelins, Dungeoneer's Pack, and 4 GP; (B) Studded Leather;Studded Leather
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
Magic Items
Dungeon Master’s Guide
, and they threw back their enemies and enjoyed an era of prosperity. This young dwarf is remembered as the First King. When he became old, he passed the weapon, which had become his badge of office
deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a creature of the Giant type. Immediately after hitting or missing, the weapon flies back to your hand.
Blessings of
Classes
Player’s Handbook
Core Bard Traits
Primary Ability
Charisma
Hit Point Die
D8 per Bard level
Saving Throw Proficiencies
Dexterity and Charisma
Skill Proficiencies
Choose any 3 skills
Weapon Proficiencies
Simple weapons
Tool Proficiencies
Choose 3 Musical Instruments
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather Armor, 2 Dagger
Classes
Player’s Handbook
Core Cleric Traits
Primary Ability
Wisdom
Hit Point Die
D8 per Cleric level
Saving Throw Proficiencies
Wisdom and Charisma
Skill Proficiencies
Choose 2: History, Insight
, Medicine, Persuasion, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
Light and Medium armor and Shields
Starting Equipment
Choose A or B: (A) Chain Shirt, Shield
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
Starting Equipment
Choose A or B: (A) Leather;Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer's Pack, Herbalism Kit, and 9 GP; or (B) 50 GP
Druids belong to ancient
Magic Items
Dungeon Master’s Guide
one of your ability scores by 2. You can’t decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no
combat, you have Advantage on Death Saving Throws for 1 year. If someone else reduces your chosen foe to 0 Hit Points or you don’t choose a foe, this card has no effect.
Donjon. You disappear
Magic Items
Tales from the Yawning Portal
This whistle is carved from transparent crystal, and it resembles a tiny dragon curled up like a snail. The name Night Caller is etched on the whistle in Dwarvish runes. If a character succeeds on a
the surface to serve you. Once the whistle has animated an undead creature, it can’t do so again until 7 days have passed.
Once every 24 hours, you can blow the whistle to reassert control over one or two creatures you animated with it.
Monsters
Bigby Presents: Glory of the Giants
course of its turn. It can choose to leave part of its body visible, such as its tail, its head, or its grinning mouth. Any equipment the cat wears or carries is invisible with it.Grinning cats are
them their name.
Grinning cats often dwell in or near giants’ enclaves. They spend much of their time invisible, lounging on tree branches until prey—or a potential conversation partner
Monsters
Bigby Presents: Glory of the Giants
.
Outfitted in heavy armor crafted to resemble the cult’s patron, stone giants of Evil Earth wield weapons that pulse with thunderous energy. These giants serve as the muscle for the cult, wielding their might to destroy the surface world in the name of Ogrémoch.
Magic Items
Descent into the Lost Caverns of Tsojcanth
, and it doesn’t impede bodily functions. Once you put it on, it can’t be removed unless you choose to do so or you die, at which point the pot reappears and the ichor flows back into it
Magic Items
Waterdeep: Dragon Heist
whose name you uttered. The recipient must be on the same plane of existence as you, otherwise the bird turns into ash as it takes flight.
The bird is an object that has 1 hit point, an Armor Class of
After you write a message of fifty words or fewer on this magic sheet of parchment and speak a creature’s name, the parchment magically folds into a Tiny paper bird and flies to the recipient
Monsters
Vecna: Eve of Ruin
blighted region. Among the blades, Glaive is best known for her talent at self-modification. “Glaive” is etched onto the back of her neck-plate. It is the only name Glaive has ever known
, and fellow blades don’t dare call her anything else. Mournland adventurers, however, refer to the terrifying commander by another name: Kill Switch.PoisonOverdrive (Recharges after Finishing a
Monsters
Guildmasters’ Guide to Ravnica
nature, and even though they have occasionally been recruited into the Boros Legion, they can never truly be tamed.
Cyclopes serve the Izzet league as workshop guardians, personal protectors, and heavy
shortcomings of their monocular vision. They are sometimes called monoclons or Nivix cyclopes, after the name of the Izzet guildhall.Poison, Psychic
Magic Items
Fizban's Treasury of Dragons
class list. The spell you choose must be of a level you can cast. You know the chosen spell and can cast it with your spell slots of the appropriate level until the end of your next long rest.
gem, you can expend up to 3 charges to ignore the spell’s material components with a gold piece cost, up to 500 gp per charge expended.
When you finish a long rest, choose a spell from any
Magic Items
Tyranny of Dragons
This mask of glossy crimson has swept-back horns and spiked cheek ridges. The mask reshapes to fit the face and head of a wearer attuned to it. While you are wearing the mask and attuned to it, you
dealt.
Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class.
Dragon Breath. If you have a breath weapon that requires rest to recharge, it gains a