Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'classes resolve gain to her reflection'.
Other Suggestions:
class resolve gain to her reflections
class resolve gain to her rejection
class resolve gain to her reflection
clashes resolve gain to her rejection
causes resolve gain to her rejection
Magic Items
Princes of the Apocalypse
;orc,” but the runes are depicted with a gap or slash through the markings; the word “orc” is literally split in two.
You gain the following benefits while holding this magic weapon
:
You gain a +2 bonus to attack and damage rolls made with it.
When you roll a 20 on an attack roll with this weapon against an orc, that orc must succeed on a DC 17 Constitution saving throw or
Classes
Tasha’s Cauldron of Everything
tools.
Spell Slots. Add half your levels (rounded up) in the artificer class to the appropriate levels from other classes to determine your available spell slots.
Class Features
As an artificer, you gain the following class features.
If your group uses the optional rule on multiclassing in the Player’s Handbook, here’s what you need to know if you choose artificer as one of your classes.
Ability Score Minimum. As a
monsters
originating from the mulventok gain a +1 bonus to attack rolls and ability checks, provided they don’t oppose the mulventok’s imprinted goal. Multiattack. The mulventok makes two melee
Reaction to move up to its Speed and make a melee weapon attack. If it does, the creature has Advantage on the attack. Donate Resolve. Trigger: Damage would reduce a creature the mulventok can see to 0
classes
Gain Strength Through Suffering
Clad in grime-soaked armor and wielding rusting weapons, Oath of Pestilence Paladins spread corruption, disease, and filth. Bound by an oath that infests their bodies
with all manner of plagues, these heralds of decay lumber forward with unholy toughness and grim resolve.
The Paladins share the following tenets:
Spread plague to foster strength in the survivors.
There is nothing unnatural or immoral about the ending of life.
Might makes right.
Inspiring Leader
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Feats
Player’s Handbook (2014)
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can
see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
feats
Able to whip up a tasty meal from the barest ingredients, your meals fuel the resolve of the most stalwart adventurers.
You gain proficiency with cook’s utensils.
You can replace one type
feats
Your image is separated from you, making you unable to cast a reflection or a shadow, but you’re able to easily slip notice. You gain the following benefits.
Inscrutable. Creatures have
feats
Coming out ahead, whether in games of chance or in life-or-death contention, fills you with resolve and vigor. You gain the following benefits.
Bet Big. If you don't already have it, you gain Heroic
any of these cases, the creature has a CR of 0 or lacks a CR (such as another player character), you don’t gain Heroic Inspiration.
Win Big. As a Bonus Action, you can expend your Heroic Inspiration to gain a number of Temporary Hit Points equal to your level.
feats
General Feat (Prerequisite: Level 4+)
You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
Underdog’s Resolve. When
you are attacked by a creature that has a CR higher than your level, you gain a +2 bonus to your Armor Class for that attack.
Vengeful Strike. You have Advantage on attack rolls against any creature
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Multiclassing Multiclassing allows you to gain levels in multiple classes. With this rule, you have the option of gaining a level in a new class whenever you advance in level instead of gaining a
level in your current class. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in a single class.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Multiclassing Multiclassing allows you to gain levels in multiple classes. With this rule, you have the option of gaining a level in a new class whenever you advance in level instead of gaining a
level in your current class. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in a single class.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Multiclassing Multiclassing allows you to gain levels in multiple classes. With this rule, you have the option of gaining a level in a new class whenever you advance in level instead of gaining a
level in your current class. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in a single class.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Proficiencies When you gain your first level in a class other than your initial class, you gain only some of the new class’s starting proficiencies, as detailed in each class’s description in “Character Classes”.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Multiclassing Multiclassing allows you to gain levels in multiple classes. With this rule, you have the option of gaining a level in a new class whenever you advance in level instead of gaining a
level in your current class. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in a single class.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Proficiencies When you gain your first level in a class other than your initial class, you gain only some of the new class’s starting proficiencies, as detailed in each class’s description in “Character Classes”.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Hit Points and Hit Dice You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character. You add
together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Hit Points and Hit Point Dice You gain the Hit Points from your new class as described for levels after 1. You gain the level 1 Hit Points for a class only when your total character level is 1. Add
together the Hit Dice granted by all your classes to form your pool of Hit Dice. If these dice are the same die type, you can pool them together. For example, both the Fighter and the Paladin have a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Hit Points and Hit Dice You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character. You add
together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Hit Points and Hit Point Dice You gain the Hit Points from your new class as described for levels after 1. You gain the level 1 Hit Points for a class only when your total character level is 1. Add
together the Hit Dice granted by all your classes to form your pool of Hit Dice. If these dice are the same die type, you can pool them together. For example, both the Fighter and the Paladin have a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Hit Points and Hit Point Dice You gain the Hit Points from your new class as described for levels after 1. You gain the level 1 Hit Points for a class only when your total character level is 1. Add
together the Hit Dice granted by all your classes to form your pool of Hit Dice. If these dice are the same die type, you can pool them together. For example, both the Fighter and the Paladin have a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Hit Points and Hit Dice You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character. You add
together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
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
to employ when exploring a dungeon, fighting monsters, or engaging in a tense negotiation. The character classes are described in chapter 3, "Classes." Your character receives a number of benefits
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
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
to employ when exploring a dungeon, fighting monsters, or engaging in a tense negotiation. The character classes are described in chapter 3, "Classes." Your character receives a number of benefits
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Hit Points and Hit Dice You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character. You add
together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Hit Points and Hit Point Dice You gain the Hit Points from your new class as described for levels after 1. You gain the level 1 Hit Points for a class only when your total character level is 1. Add
together the Hit Dice granted by all your classes to form your pool of Hit Dice. If these dice are the same die type, you can pool them together. For example, both the Fighter and the Paladin have a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Optional Rule: Multiclassing If your group uses the optional rule on multiclassing in the Player’s Handbook, here’s what you need to know if you choose artificer as one of your classes. Ability Score
. Proficiencies Gained. If artificer isn’t your initial class, here are the proficiencies you gain when you take your first level as an artificer: light armor, medium armor, shields, thieves’ tools, tinker’s tools
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
New Class Features. Look at your class features table in “Character Classes”, and note the features you gain at your new level in that class. Make any choices offered by a new feature. Adjust
Gaining a Level When you gain a level, follow these steps: Choose a Class. Most characters advance in the same class. However, you might decide to gain a level in another class using the rules in the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
New Class Features. Look at your class features table in “Character Classes”, and note the features you gain at your new level in that class. Make any choices offered by a new feature. Adjust
Gaining a Level When you gain a level, follow these steps: Choose a Class. Most characters advance in the same class. However, you might decide to gain a level in another class using the rules in the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Inspiring Leader Prerequisite: Charisma 13 or higher You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which
can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Inspiring Leader Prerequisite: Charisma 13 or higher You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which
can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chapter 3: Classes Adventurers are extraordinary people, driven by a thirst for excitement into a life that others would never dare lead. They are heroes, compelled to explore the dark places of the
variety of special features, such as a fighter’s mastery of weapons and armor, and a wizard’s spells. At low levels, your class gives you only two or three features, but as you advance in level you gain
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Optional Rule: Multiclassing If your group uses the optional rule on multiclassing in the Player’s Handbook, here’s what you need to know if you choose artificer as one of your classes. Ability Score
. Proficiencies Gained. If artificer isn’t your initial class, here are the proficiencies you gain when you take your first level as an artificer: light armor, medium armor, shields, thieves’ tools, tinker’s tools
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Channel Divinity If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting
the feature again doesn’t give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Channel Divinity If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting
the feature again doesn’t give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chapter 3: Classes Adventurers are extraordinary people, driven by a thirst for excitement into a life that others would never dare lead. They are heroes, compelled to explore the dark places of the
variety of special features, such as a fighter’s mastery of weapons and armor, and a wizard’s spells. At low levels, your class gives you only two or three features, but as you advance in level you gain