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Returning 35 results for 'class refine gar to have religion'.
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Classes
Player’s Handbook
: 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
1 features, which are listed in the Monk Features table.
Monk Features
Level
Proficiency Bonus
Class Features
Martial Arts
Focus Points
Unarmored Movement
1
+2
Martial
Classes
Player’s Handbook
have a knack for finding the solution to just about any problem. A few even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine
are listed in the Rogue Features table.
Rogue Features
Level
Proficiency Bonus
Class Features
Sneak Attack
1
+2
Expertise, Sneak Attack, Thieves’ Cant, Weapon Mastery
Classes
Player’s Handbook
, 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
Class Features
Cantrips
Prepared Spells
1
2
3
4
5
6
7
8
9
1
+2
Spellcasting, Ritual Adept, Arcane Recovery
3
4
2
—
—
—
—
—
—
&mdash
Classes
Player’s Handbook
: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion
Weapon Proficiencies
Simple and Martial weapons
Armor Training
Light, Medium, and Heavy armor and Shields
Starting
Spell Level—
Level
Proficiency Bonus
Class Features
Channel Divinity
Prepared Spells
1
2
3
4
5
1
+2
Lay On Hands, Spellcasting, Weapon Mastery
—
2
2
&mdash
Classes
Player’s Handbook
, Deception, History, Intimidation, Investigation, Nature, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather
level 1 features, which are listed in the Warlock Features table. See the multiclassing rules to determine your available spell slots.
Warlock Features
Level
Proficiency Bonus
Class Features
Classes
Player’s Handbook
: 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
your available spell slots.
Sorcerer Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Class Features
Sorcery Points
Cantrips
Prepared
Classes
Player’s Handbook
, 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
Class Features
Channel Divinity
Cantrips
Prepared Spells
1
2
3
4
5
6
7
8
9
1
+2
Spellcasting, Divine Order
—
3
4
2
—
—
—
—
—
&mdash
Classes
Player’s Handbook
, Arcana, Insight, Medicine, Nature, Perception, Religion, or Survival
Weapon Proficiencies
Simple weapons
Tool Proficiencies
Herbalism Kit
Armor Training
Light armor and Shields
to determine your available spell slots.
Druid Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Class Features
Wild Shape
Cantrips
Backgrounds
Strixhaven: A Curriculum of Chaos
: History, Religion
Languages: Two of your choice
Equipment: A bottle of black ink, an ink pen, a hammer, a hooded lantern, a tinderbox, a tome of history, a school uniform, and a pouch containing 15 gp
Lorehold Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Backgrounds
Guildmasters’ Guide to Ravnica
.
Skill Proficiencies: Intimidation, Religion
Languages: Two of your choice
Equipment: An Orzhov insignia, a foot-long chain made of ten gold coins, vestments, a set of fine clothes, and
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
classes
Skill Proficiencies
Choose 3: Athletics, History, Investigation, Medicine, Nature, Perception, Religion, and Survival
Weapon Proficiencies
Simple and Martial weapons
Armor Training
feature
5
19
+6
Epic Boon
5
20
+6
Grave Strike
5
Monster Hunter Class Features
As a Monster Hunter, you gain the following class features when you reach the specified Monster Hunter levels. These features are listed in the Monster Hunter Features table.
Rogue
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the
class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves’ guilds or crime families. Plenty of rogues operate independently, but
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Gar Shatterkeel Gar Shatterkeel
Medium humanoid, neutral evil
Armor Class 17 (natural armor)
Hit Points 144 (17d8 + 68)
Speed 30 ft., swim 30 ft.
STR
16 (+3)
DEX
16 (+3
, Common
Challenge 15 (13,000 XP)
Amphibious. Gar can breathe air and water.
Legendary Resistance (3/Day). If Gar fails a saving throw, he can choose to succeed instead.
Spellcasting. Gar is a
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Gar Shatterkeel Gar Shatterkeel
Medium humanoid, neutral evil
Armor Class 17 (natural armor)
Hit Points 144 (17d8 + 68)
Speed 30 ft., swim 30 ft.
STR
16 (+3)
DEX
16 (+3
, Common
Challenge 15 (13,000 XP)
Amphibious. Gar can breathe air and water.
Legendary Resistance (3/Day). If Gar fails a saving throw, he can choose to succeed instead.
Spellcasting. Gar is a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
magic. Other Crushing Wave cultists sense her power in him and follow him out of fear. Gar Shatterkeel
Medium humanoid (human), neutral evil
Armor Class 16 (natural armor)
Hit Points 112 (15d8
(human), neutral evil
Armor Class 13 (chain shirt)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR
15 (+2)
DEX
11 (+0)
CON
14 (+2)
INT
10 (+0)
WIS
11 (+0
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
magic. Other Crushing Wave cultists sense her power in him and follow him out of fear. Gar Shatterkeel
Medium humanoid (human), neutral evil
Armor Class 16 (natural armor)
Hit Points 112 (15d8
(human), neutral evil
Armor Class 13 (chain shirt)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR
15 (+2)
DEX
11 (+0)
CON
14 (+2)
INT
10 (+0)
WIS
11 (+0
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Class Features As a monk, you gain the following class features. Hit Points Hit Dice: 1d8 per monk level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5
: Strength, Dexterity Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth Equipment You start with the following equipment, in addition to the equipment granted by
Goblin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
, smelting, forging, and religion. If the tribe has any spellcasters, this caste includes them. Lashers follow the lead of the tribe’s boss, and enforce their will on other goblins with whips
the tribe. If the creature is dimwitted, like a troll or ogre, the lower-class goblins give it obeisance, but before long the upper-class goblins begin to think that whoever can bend the ear of the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Class Features As a monk, you gain the following class features. Hit Points Hit Dice: 1d8 per monk level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5
: Strength, Dexterity Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth Equipment You start with the following equipment, in addition to the equipment granted by
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Class Features As a cleric, you gain the following class features. Hit Points Hit Dice: 1d8 per cleric level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8
two from History, Insight, Medicine, Persuasion, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a mace or (b) a warhammer
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Class Features As a druid, you gain the following class features. Hit Points Hit Dice: 1d8 per druid level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or
, Nature, Perception, Religion, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a wooden shield or (b) any simple weapon (a) a scimitar or (b) any simple melee weapon Leather armor, an explorer’s pack, and a druidic focus
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Class Features As a warlock, you gain the following class features. Hit Points Hit Dice: 1d8 per warlock level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8
Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a light
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Class Features As a sorcerer, you gain the following class features. Hit Points Hit Dice: 1d6 per sorcerer level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels
, Charisma Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Class Features As a cleric, you gain the following class features. Hit Points Hit Dice: 1d8 per cleric level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8
two from History, Insight, Medicine, Persuasion, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a mace or (b) a warhammer
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Class Features As a druid, you gain the following class features. Hit Points Hit Dice: 1d8 per druid level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or
, Nature, Perception, Religion, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a wooden shield or (b) any simple weapon (a) a scimitar or (b) any simple melee weapon Leather armor, an explorer’s pack, and a druidic focus
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Class Features As a paladin, you gain the following class features. Hit Points Hit Dice: 1d10 per paladin level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels
: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Class Features As a wizard, you gain the following class features. Hit Points Hit Dice: 1d6 per wizard level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Class Features As a wizard, you gain the following class features. Hit Points Hit Dice: 1d6 per wizard level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Cultist Cultist
Medium humanoid (any race), any non-good alignment
Armor Class 12 (leather armor)
Hit Points 9 (2d8)
Speed 30 ft.
STR
11(+0)
DEX
12(+1)
CON
10(+0
)
INT
10(+0)
WIS
11(+0)
CHA
10(+0)
Skills Deception +2, Religion +2
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/8 (25 XP)
Dark
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Cultist Cultist
Medium humanoid (any race), any non-good alignment
Armor Class 12 (leather armor)
Hit Points 9 (2d8)
Speed 30 ft.
STR
11(+0)
DEX
12(+1)
CON
10(+0
)
INT
10(+0)
WIS
11(+0)
CHA
10(+0)
Skills Deception +2, Religion +2
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/8 (25 XP)
Dark
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
alignment
Armor Class 12 (leather armor)
Hit Points 9 (2d8)
Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
11 (+0)
CHA
10
(+0)
Skills Deception +2, Religion +2
Senses passive Perception 10
Languages any one (usually Common)
Challenge 1/8 (25 XP)
Devotion. The cultist has advantage on saving throws against being
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Class Features As a sorcerer, you gain the following class features. Hit Points Hit Dice: 1d6 per sorcerer level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels
, Charisma Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Class Features As a warlock, you gain the following class features. Hit Points Hit Dice: 1d8 per warlock level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8
Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a light
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Class Features As a paladin, you gain the following class features. Hit Points Hit Dice: 1d10 per paladin level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels
: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
alignment
Armor Class 12 (leather armor)
Hit Points 9 (2d8)
Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
11 (+0)
CHA
10
(+0)
Skills Deception +2, Religion +2
Senses passive Perception 10
Languages any one (usually Common)
Challenge 1/8 (25 XP)
Devotion. The cultist has advantage on saving throws against being