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Returning 35 results for 'close 3 class'.
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Classes
Player’s Handbook
;
—Spell Slots per Spell Level—
Level
Proficiency Bonus
Class Features
Favored Enemy
Prepared Spells
1
2
3
4
5
1
+2
Spellcasting, Favored Enemy, Weapon Mastery
2
2
2
Slayer
6
15
4
3
3
3
2
Ranger Class Features
As a Ranger, you gain the following class features when you reach the specified Ranger levels. These features are listed in the Ranger Features table.
Classes
Player’s Handbook
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
Mastery
5
23
4
3
3
3
3
1
1
1
1
19
+6
Epic Boon
5
24
4
3
3
3
3
2
1
1
1
20
+6
Signature Spells
5
25
4
3
3
3
3
2
2
1
1
Wizard Class Features
As a Wizard
Classes
Player’s Handbook
3
3
3
2
2
1
1
Sorcerer Class Features
As a Sorcerer, you gain the following class features when you reach the specified Sorcerer levels. These features are listed in the Sorcerer Features table.
your available spell slots.
Sorcerer Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Class Features
Sorcery Points
Cantrips
Prepared
Classes
Player’s Handbook
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
4
3
3
3
2
20
+6
Subclass feature
3
15
4
3
3
3
2
Paladin Class Features
As a Paladin, you gain the following class features when you reach the specified Paladin levels. These features are listed in the Paladin Features table.
Classes
Player’s Handbook
Creation
D12
4
22
4
3
3
3
3
2
2
1
1
Bard Class Features
As a Bard, you gain the following class features when you reach the specified Bard levels. These features are listed in the Bard Features table.
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
Magic Items
Dungeon Master’s Guide
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.
The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s
bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.
Classes
Player’s Handbook
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
Eldritch Invocations
Cantrips
Prepared Spells
Spell Slots
Slot Level
1
+2
Eldritch Invocations, Pact Magic
1
2
2
1
1
2
+2
Magical Cunning
3
2
3
2
1
3
+2
Classes
Player’s Handbook
features, which are listed in the Barbarian Features table.
Barbarian Features
Level
Proficiency Bonus
Class Features
Rages
Rage Damage
Weapon Mastery
1
+2
Rage, Unarmored
Defense, Weapon Mastery
2
+2
2
2
+2
Danger Sense, Reckless Attack
2
+2
2
3
+2
Barbarian Subclass, Primal Knowledge
3
+2
2
4
+2
Ability Score Improvement
3
+2
3
5
+3
Classes
Player’s Handbook
3
3
3
3
2
2
1
1
Druid Class Features
As a Druid, you gain the following class features when you reach the specified Druid levels. These features are listed in the Druid Features table.
to determine your available spell slots.
Druid Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Class Features
Wild Shape
Cantrips
Classes
Player’s Handbook
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
Greater Divine Intervention
4
5
22
4
3
3
3
3
2
2
1
1
Cleric Class Features
As a Cleric, you gain the following class features when you reach the specified Cleric levels. These features are listed in the Cleric Features table.
Classes
Player’s Handbook
Proficiency Bonus
Class Features
Second Wind
Weapon Mastery
1
+2
Fighting Style, Second Wind, Weapon Mastery
2
3
2
+2
Action Surge (one use), Tactical Mind
2
3
3
+2
Fighter Subclass
2
3
4
+2
Ability Score Improvement
3
4
5
+3
Extra Attack, Tactical Shift
3
4
6
+3
Ability Score Improvement
3
4
7
+3
Subclass feature
3
4
8
Classes
Player’s Handbook
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
Arts, Unarmored Defense
1d6
—
—
2
+2
Monk’s Focus, Unarmored Movement, Uncanny Metabolism
1d6
2
+10 ft.
3
+2
Deflect Attacks, Monk Subclass
1d6
3
+10 ft.
4
Magic Items
Dungeon Master’s Guide
While this bowl is filled with water and you are within 5 feet of it, you can take a Magic action to summon a Water Elemental. The elemental appears in an unoccupied space as close to the bowl as
as a Bonus Action. The bowl can’t be used this way again until the next dawn.
The bowl is about 1 foot in diameter and half as deep. It holds about 3 gallons.
Classes
Player’s Handbook
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
1d6
2
+2
Cunning Action
1d6
3
+2
Rogue Subclass, Steady Aim
2d6
4
+2
Ability Score Improvement
2d6
5
+3
Cunning Strike, Uncanny Dodge
3d6
6
+3
Expertise
3d6
Magic Items
Dungeon Master’s Guide
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.
While you hold the
drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.
Magic Items
Dungeon Master’s Guide
Armor Class while holding the wand.
Spells. The wand has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the wand, you can cast one of the spells on the following table
. On a failed save, the creature dies and, if it is a Humanoid, turns into a Zombie.
Magic Weapon. You can wield the wand as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made
Magic Items
Dungeon Master’s Guide
rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself); on a
out of the hat. Roll 1d4 to determine the object: on a 1, a vial of Acid; on a 2, a flask of Alchemist's Fire; on a 3, a Crowbar; on a 4, a lit Torch.
66–70
You suffer a bout of “magic
Spells
Player’s Handbook
Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one.
Spell Glyph. You can store a prepared spell of level 3 or lower in the glyph by casting
creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires Concentration, it lasts until the end of its full duration.
Using a Higher
Magic Items
Dungeon Master’s Guide
a spell originating from the chosen point. Roll 1d10 to determine the spell: on a 1–2, Darkness; on a 3–4, Faerie Fire; on a 5–6, Fireball; on a 7–8, Slow; on a 9–10
–60
A magically formed creature appears in an unoccupied space as close to the chosen point of origin as possible. The creature isn’t under your control, acts as it normally would, and
Magic Items
Dungeon Master’s Guide
drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question.
Skull. An Avatar of Death appears in an unoccupied space as close to you as possible
die. If an ally of yours deals damage to the avatar, that ally summons another Avatar of Death. The new avatar appears in an unoccupied space as close to that ally as possible and targets only that
Magic Items
Dungeon Master’s Guide
unable to benefit from bonuses to speed.
2
Forward window shutter opens.
Forward window shutter closes.
3
Side window shutters open (two per side).
Side window shutters close (two per
Magic Items
Dungeon Master’s Guide
.
Magic Weapon. You gain a +3 bonus to attack rolls and damage rolls made with the sword, which scores a Critical Hit on a roll of 19 or 20 on the d20 and deals an extra 2d10 Slashing damage to Undead
Initiative rolls.
Blade of Defense. When you take an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor Class instead. The adjusted bonuses remain in
Classes
Tasha’s Cauldron of Everything
members of this class. The strange technologies in the Barrier Peaks of the world of Greyhawk have inspired some folk to walk the path of the artificer, and in Mystara, various nations employ artificers
Artificer Table
Level
ProficiencyBonus
CLASS Features
InfusionsKnown
InfusedItems
CantripsKnown
—Spell Slots per Spell Level—
1st
2nd
3rd
4th
5th
Monsters
Waterdeep: Dragon Heist
Rapier. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Rapier"} to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage
melee weapon.Nobles wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels
Monsters
Van Richten’s Guide to Ravenloft
Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Silver Needle"} to hit, reach 5 ft., one creature. Hit: 1 piercing damage plus 3 (1d6);{"diceNotation":"1d6","rollType
otherwise uses the controlled body’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies.
If the carrionette’s body is destroyed, both the
Monsters
Waterdeep: Dragon Heist
Fey Ancestry. He has advantage on saving throws against being charmed, and magic can't put him to sleep.Rapier. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction
against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.Nobles wield great authority and influence as members of the upper class
Monsters
Storm King's Thunder
use an action on its turn to deal 20 psychic damage to Lord Drylund. This damage is enough to kill Lord Drylund instantly.Rapier. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit
upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners. The noble's statistics can also be used to represent courtiers who aren't of noble birth.
Spells
The Book of Many Things
Armor Class 11 + the level of the spell (natural armor)
Hit Points 40 + 10 for each spell level above 4th
Speed 30 ft., fly 30 ft. (hover)
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
16 (+3)
WIS
16 (+3)
CHA
16 (+3)
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages
Monsters
Quests from the Infinite Staircase
action required). Her equipment melds into her new form. While in this form, her Armor Class is 16, she has the incapacitated condition, and she can’t move or speak.
Spellcasting. Derwyth is a 4th
druid spells prepared:
Cantrips (at will): druidcraft, produce flame, shillelagh
1st level (4 slots): entangle, longstrider, speak with animals, thunderwave
2nd level (3 slots): animal messenger
Monsters
Tomb of Annihilation
its Armor Class based on the material it is standing or climbing on: AC 15 for wood or bone, AC 17 for earth or stone, or AC 19 for metal. If the zorbo isn’t in contact with any of these
substances, its AC is 10.Destructive Claws. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Destructive Claws"} to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1
Species
Van Richten’s Guide to Ravenloft
tears to your eyes. Is it a bitter or cheerful memory? Does recalling it make you feel the same way?
3
You recall a childhood memory. What about that event or who you were still influences you
?
4
A memory brings with it the voice of someone once close to you. How do they advise you?
5
You recall enjoying something that you can’t stand doing now. What is it? Why don’t
Monsters
Candlekeep Mysteries
Fey Ancestry. Faerl has advantage on saving throws against being charmed, and magic can’t put him to sleep.Rapier. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit
control at all times. He dresses in pompous finery and an oversized red hat. He speaks precisely, but in a volume so low that it forces people to pay close attention to him.
Personality Trait. &ldquo
Summon Celestial
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Tasha’s Cauldron of Everything
wherever the spell’s level appears in the stat block.
Celestial Spirit
Large celestial
Armor Class 11 + the level of the spell (natural armor) + 2 (Defender only)
Hit Points 40 + 10 for each
spell level above 5th
Speed 30 ft., fly 40 ft.
STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
14 (+2)
CHA
16 (+3)
Damage
Summon Aberration
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Tasha’s Cauldron of Everything
, use the higher level wherever the spell’s level appears in the stat block.
Aberrant Spirit
Medium aberration
Armor Class 11 + the level of the spell (natural armor)
Hit Points 40 + 10 for
each spell level above 4th
Speed 30 ft.; fly 30 ft. (hover) (Beholderkin only)
STR
16(+3)
DEX
10(+0)
CON
15(+2)
INT
16(+3)
WIS
10(+0)
CHA
6(-2)
Damage
Summon Fey
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Tasha’s Cauldron of Everything
slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Fey Spirit
Small fey
Armor Class 12 + the level of the spell (natural armor)
Hit
Points 30 + 10 for each spell level above 3rd
Speed 40 ft.
STR
13(+1)
DEX
16(+3)
CON
14(+2)
INT
14(+2)
WIS
11(+0)
CHA
16(+3)
Condition Immunities charmed
Senses