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Returning 35 results for 'doesn’t class more is more'.
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doesn class more is more
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Extra Attack If you gain the Extra Attack class feature from more than one class, the features don’t add together. You can’t make more than two attacks with this feature unless it says you do (as the
fighter’s version of Extra Attack does). Similarly, the warlock’s eldritch invocation Thirsting Blade doesn’t give you additional attacks if you also have Extra Attack.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Extra Attack If you gain the Extra Attack class feature from more than one class, the features don’t add together. You can’t make more than two attacks with this feature unless it says you do (as the
fighter’s version of Extra Attack does). Similarly, the warlock’s eldritch invocation Thirsting Blade doesn’t give you additional attacks if you also have Extra Attack.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
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
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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
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
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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, with the following exceptions: The monster doesn’t gain the starting equipment of the added class. For each class level you add, the monster gains one Hit Die of its normal type (based on its size
Monsters with Classes You can use the rules in chapter 3 of the Player’s Handbook to give class levels to a monster. For example, you can turn an ordinary werewolf into a werewolf with four levels of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, with the following exceptions: The monster doesn’t gain the starting equipment of the added class. For each class level you add, the monster gains one Hit Die of its normal type (based on its size
Monsters with Classes You can use the rules in chapter 3 of the Player’s Handbook to give class levels to a monster. For example, you can turn an ordinary werewolf into a werewolf with four levels of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of being used in combat has one or more weapon components, each of which is operated separately. A ship’s component might have special rules, as described in the stat block. Armor Class A component has
an Armor Class. Its AC reflects the materials used to construct it and any defensive plating used to augment its toughness. Hit Points A ship component is destroyed and becomes unusable when it drops
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of being used in combat has one or more weapon components, each of which is operated separately. A ship’s component might have special rules, as described in the stat block. Armor Class A component has
an Armor Class. Its AC reflects the materials used to construct it and any defensive plating used to augment its toughness. Hit Points A ship component is destroyed and becomes unusable when it drops
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Premade Characters If a player doesn’t have a level-appropriate character to play—or if they’d like to play a character from the Dungeons & Dragons animated series—have them choose one from this
section. The Premade Characters table summarizes the characters, all of whom are level 4. Premade Characters Name Class Bobby Barbarian Diana Monk Eric Fighter Hank Ranger Niko Cleric Presto Wizard Sheila Rogue Bobby
Diana
Eric
Hank
Niko
Presto
Sheila
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Premade Characters If a player doesn’t have a level-appropriate character to play—or if they’d like to play a character from the Dungeons & Dragons animated series—have them choose one from this
section. The Premade Characters table summarizes the characters, all of whom are level 4. Premade Characters Name Class Bobby Barbarian Diana Monk Eric Fighter Hank Ranger Niko Cleric Presto Wizard Sheila Rogue Bobby
Diana
Eric
Hank
Niko
Presto
Sheila
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Premade Characters If a player doesn’t have a level-appropriate character to play—or if they’d like to play a character from the Dungeons & Dragons animated series—have them choose one from this
section. The Premade Characters table summarizes the characters, all of whom are level 4. Premade Characters Name Class Bobby Barbarian Diana Monk Eric Fighter Hank Ranger Niko Cleric Presto Wizard Sheila Rogue Bobby
Diana
Eric
Hank
Niko
Presto
Sheila
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Premade Characters If a player doesn’t have a level-appropriate character to play—or if they’d like to play a character from the Dungeons & Dragons animated series—have them choose one from this
section. The Premade Characters table summarizes the characters, all of whom are level 4. Premade Characters Name Class Bobby Barbarian Diana Monk Eric Fighter Hank Ranger Niko Cleric Presto Wizard Sheila Rogue Bobby
Diana
Eric
Hank
Niko
Presto
Sheila
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Divine Domain Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the class description, and each one provides
domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Premade Characters If a player doesn’t have a level-appropriate character to play—or if they’d like to play a character from the Dungeons & Dragons animated series—have them choose one from this
section. The Premade Characters table summarizes the characters, all of whom are level 4. Premade Characters Name Class Bobby Barbarian Diana Monk Eric Fighter Hank Ranger Niko Cleric Presto Wizard Sheila Rogue Bobby
Diana
Eric
Hank
Niko
Presto
Sheila
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Premade Characters If a player doesn’t have a level-appropriate character to play—or if they’d like to play a character from the Dungeons & Dragons animated series—have them choose one from this
section. The Premade Characters table summarizes the characters, all of whom are level 4. Premade Characters Name Class Bobby Barbarian Diana Monk Eric Fighter Hank Ranger Niko Cleric Presto Wizard Sheila Rogue Bobby
Diana
Eric
Hank
Niko
Presto
Sheila
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Divine Domain Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the class description, and each one provides
domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Divine Domain Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the class description, and each one provides
domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Divine Domain Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the class description, and each one provides
domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Giant Shark Giant Shark
Huge beast, unaligned
Armor Class 13 (natural armor)
Hit Points 126 (11d12 + 55)
Speed 0 ft., swim 50 ft.
STR
23(+6)
DEX
11(+0)
CON
21(+5
advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Water Breathing. The shark can breathe only underwater.
Actions
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.
[Tooltip Not Found]
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Intelligence (Arcana) check with the reaction or action. The DC equals 15 + the spell’s level. If the spell is cast as a class spell and the character is a member of that class, the check is made with
advantage. For example, if the spellcaster casts a spell as a cleric, another cleric has advantage on the check to identify the spell. Some spells aren’t associated with any class when they’re cast, such
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Intelligence (Arcana) check with the reaction or action. The DC equals 15 + the spell’s level. If the spell is cast as a class spell and the character is a member of that class, the check is made with
advantage. For example, if the spellcaster casts a spell as a cleric, another cleric has advantage on the check to identify the spell. Some spells aren’t associated with any class when they’re cast, such
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Giant Shark Giant Shark
Huge beast, unaligned
Armor Class 13 (natural armor)
Hit Points 126 (11d12 + 55)
Speed 0 ft., swim 50 ft.
STR
23(+6)
DEX
11(+0)
CON
21(+5
advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Water Breathing. The shark can breathe only underwater.
Actions
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.
[Tooltip Not Found]
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Owl Owl
Tiny beast, unaligned
Armor Class 11
Hit Points 1 (1d4 − 1)
Speed 5 ft., fly 60 ft.
STR
3(−4)
DEX
13(+1)
CON
8(−1)
INT
2(−4)
WIS
12(+1)
CHA
7(−2)
Skills Perception +3, Stealth +3
Senses darkvision 120 ft., passive Perception 13
Languages —
Challenge 0 (10 XP)
Flyby. The owl doesn’t provoke opportunity attacks when it flies
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Owl Owl
Tiny beast, unaligned
Armor Class 11
Hit Points 1 (1d4 − 1)
Speed 5 ft., fly 60 ft.
STR
3(−4)
DEX
13(+1)
CON
8(−1)
INT
2(−4)
WIS
12(+1)
CHA
7(−2)
Skills Perception +3, Stealth +3
Senses darkvision 120 ft., passive Perception 13
Languages —
Challenge 0 (10 XP)
Flyby. The owl doesn’t provoke opportunity attacks when it flies
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Owl Owl
Tiny beast, unaligned
Armor Class 11
Hit Points 1 (1d4 − 1)
Speed 5 ft., fly 60 ft.
STR
3 (−4)
DEX
13 (+1)
CON
8 (−1)
INT
2 (−4)
WIS
12 (+1
)
CHA
7 (−2)
Skills Perception +3, Stealth +3
Senses darkvision 120 ft., passive Perception 13
Languages —
Challenge 0 (10 XP)
Flyby. The owl doesn’t provoke opportunity attacks
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
while the durations of the effects overlap. For example, if a target is ignited by a fire elemental’s Fire Form trait, the ongoing fire damage doesn’t increase if the burning target is subjected to
that trait again. Game features include spells, class features, feats, racial traits, monster abilities, and magic items. See the related rule in the “Combining Magical Effects” section of chapter 10 in the Player’s Handbook.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
while the durations of the effects overlap. For example, if a target is ignited by a fire elemental’s Fire Form trait, the ongoing fire damage doesn’t increase if the burning target is subjected to
that trait again. Game features include spells, class features, feats, racial traits, monster abilities, and magic items. See the related rule in the “Combining Magical Effects” section of chapter 10 in the Player’s Handbook.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Owl Owl
Tiny beast, unaligned
Armor Class 11
Hit Points 1 (1d4 − 1)
Speed 5 ft., fly 60 ft.
STR
3 (−4)
DEX
13 (+1)
CON
8 (−1)
INT
2 (−4)
WIS
12 (+1
)
CHA
7 (−2)
Skills Perception +3, Stealth +3
Senses darkvision 120 ft., passive Perception 13
Languages —
Challenge 0 (10 XP)
Flyby. The owl doesn’t provoke opportunity attacks
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Spellcasting class feature has a spellcaster level and spell slots, which it uses to cast its spells of 1st level and higher (as explained in the Player’s Handbook). The spellcaster level is also used
for any cantrips included in the feature. The monster has a list of spells known or prepared from a particular class. The list might also include spells from a feature in that class, such as the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Spellcasting class feature has a spellcaster level and spell slots, which it uses to cast its spells of 1st level and higher (as explained in the Player’s Handbook). The spellcaster level is also used
for any cantrips included in the feature. The monster has a list of spells known or prepared from a particular class. The list might also include spells from a feature in that class, such as the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Carousing Carousing is a default downtime activity for many characters. Between adventures, who doesn’t want to relax with a few drinks and a group of friends at a tavern? Resources. Carousing covers
a workweek of fine food, strong drink, and socializing. A character can attempt to carouse among lower-, middle-, or upper-class folk. A character can carouse with the lower class for 10 gp to cover
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
cast the magic weapon spell with this trait. When you do so, the spell lasts for 1 hour and doesn’t require concentration. Once you cast the spell with this trait, you can’t do so again until you
finish a long rest. Intelligence is your spellcasting ability for these spells. Spells of the Mark. If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Making Spells
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
learn more about those who made it and how their lessons might teach us more about our own magic.”
Dean Tullus eagerly takes questions on her lecture or the relic she exhibits, but she doesn’t know
much about it yet. She suspects it was used as a magical focus by an ancient wizard she has yet to identify. A character who subtly casts detect magic in class learns the object exudes an aura of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
you choose the Oath of Devotion, the Oath of the Ancients, or the Oath of Vengeance, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th
that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you. Channel Divinity Your oath allows you to channel divine energy to fuel magical effects. Each Channel
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Young Solar Dragon Young Solar Dragon
Large Dragon, Typically Neutral
Armor Class 16 (natural armor)
Hit Points 178 (17d10 + 85)
Speed 20 ft., fly 60 ft. (hover)
STR
20 (+5)
DEX
radiant
Condition Immunities blinded
Senses darkvision 120 ft., passive Perception 20
Languages Draconic
Challenge 9 (5,000 XP) Proficiency Bonus +4
Flyby. The dragon doesn’t provoke