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Returning 35 results for 'grow class listed'.
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Monsters
Eberron: Rising from the Last War
Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that
as the Lords of Dust — scheme to unleash their ancient masters. The overlords gain strength when mortals embrace the dark paths laid down for them. And as they grow stronger, they gain more influence
Monsters
Eberron: Rising from the Last War
, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions
as they grow stronger, they gain more influence.
Some thirty overlords are bound in Khyber. Two are described here: Rak Tulkhesh and Sul Khatesh, both of whom remain imprisoned and can't take physical
Shapechange
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.
Your game statistics are
addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You
Species
Mordenkainen Presents: Monsters of the Multiverse
facial features have a bestial cast, often with large eyes and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. While a shifter
point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t
Backgrounds
Guildmasters’ Guide to Ravnica
class feature
For you, the spells on the Selesnya Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells
, empathetic, and generally peaceful — unless roused to action. Their flaws and bonds alike grow naturally from their close ties to the community.
Personality Traits
d8
Personality Trait
Backgrounds
Guildmasters’ Guide to Ravnica
. That’s the world you have been trying to grow in the laboratories of the Simic Combine. Nature is all about adaptation, evolution, and balance — but for it to keep up with the pace of
’t be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Simic Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Do you gain proficiency in more saving throws when multiclassing? When you gain a level in a new class through multiclassing, you gain only the traits listed under the “As a Multiclass Character
” section in the class’s introduction. This does not include saving throws. However, if a class grants additional proficiencies or training through one of its features, you also gain those, regardless if
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
New Psionic Powers A character playing a talent—the class found in the MCDM supplement The Talent and Psionics—can use the rules in that book to learn the following new powers from the creatures in
this book. Powers that aren’t found in The Talent and Psionics are listed in this section and indicated in a creature’s stat block with an asterisk (*). Note that some stat block powers work
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Feats A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides. At certain levels
, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Sorcerer to discover new and staggering ways to unleash their power. As Sorcerers master their innate magic, they grow more attuned to its origin, developing distinct powers that reflect its source
level 1 features, which are listed in the Sorcerer Features table. As a Multiclass Character Gain the Hit Point Die from the Core Sorcerer Traits table. Gain the Sorcerer’s level 1 features, which are
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
harness and channel that innate magic, allowing the Sorcerer to discover new and staggering ways to unleash their power. As Sorcerers master their innate magic, they grow more attuned to its origin
Core Sorcerer Traits table. Gain the Sorcerer’s level 1 features, which are listed in the Sorcerer Features table. As a Multiclass Character Gain the Hit Point Die from the Core Sorcerer Traits table
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
class’s story since the class first appeared in Eldritch Wizardry (1976) and the original Player’s Handbook (1978). The idea is that druids prefer to be protected by animal skins, wood, and other
of a material other than metal, the druid might wear it. If you feel strongly about your druid breaking the taboo and donning metal, talk to your DM. Each class has story elements mixed with its game
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Gear Monsters have proficiency with their equipment. If a monster has equipment that can be given away or retrieved, the items are listed in the Gear entry. The monster’s stat block might include
items as noted in “Equipment”. A monster with a class tag after its creature type is considered a member of that class for Attunement purposes.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
in alleys, where the rats grow bold. During this stage, whenever a character goes out in public, roll or choose an encounter from the Stage Three Encounters table. If exposed to the Gnawing Plague, a
character must succeed on a Constitution saving throw to resist the disease with the DC listed in the table entry for that encounter. Stage Three Encounters d6 Encounter
1 A dead body lies
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack
roll that involves Strength or Dexterity, and you can't cast spells. Armor Class (AC). Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class. Heavy
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
contains definitions of current rules terms only. Abbreviations. The abbreviations listed below appear in this glossary and elsewhere in the rules. AC Armor Class C Concentration CE Chaotic Evil CG
Chaotic Good Cha. Charisma CN Chaotic Neutral Con. Constitution CP Copper Piece(s) CR Challenge Rating DC Difficulty Class Dex. Dexterity DM Dungeon Master EP Electrum Piece(s) GP Gold Piece(s) HP Hit
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
includes a class, you must have at least 1 level in that class to take the feat. Benefit. The benefits of a feat are detailed after any prerequisites are listed. If you have a feat, you gain its
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
class offers various starting proficiencies that you get if it is your first class. If the class isn’t your first, you get only the starting proficiencies listed for that class in the Multiclassing
Multiclassing Are ability score improvements class-level dependent, rather than total level? Ability score improvements are based on your level in a particular class, not your total character level
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
world and take on the challenges that lesser women and men can’t stand against. Class is the primary definition of what your character can do. It’s more than a profession; it’s your character’s
calling. Class shapes the way you think about the world and interact with it and your relationship with other people and powers in the multiverse. A fighter, for example, might view the world in pragmatic
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Gear Monsters have proficiency with their equipment. If a monster has equipment that can be given away or retrieved, the items are listed in the Gear entry. The monster’s stat block might include
have Attunement with magic items as noted in the Player’s Handbook. A monster with a class tag after its creature type is considered a member of that class for Attunement purposes.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Attack Rolls An attack roll determines whether an attack hits a target. An attack roll hits if the roll equals or exceeds the target’s Armor Class. Attack rolls usually occur in battle, described in
those listed. For example, the Finesse property (see chapter 6) lets you use Strength or Dexterity with a weapon that has that property. Proficiency Bonus You add your Proficiency Bonus to your
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Hucrele Medium humanoid (human), neutral evil
Armor Class 16 (Barkskin trait)
Hit Points 13 (2d8 + 4)
Speed 30 ft.
STR
11 (+0)
DEX
13 (+1)
CON
14 (+2)
INT
16 (+3)
WIS
14 (+2
.
Special Equipment. Sharwyn has a spellbook that contains the spells listed in her Spellcasting trait, plus detect magic and silent image.
Spellcasting. Sharwyn is a 1st-level spellcaster. Her
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
suggested for the monster, with the DM determining its actual alignment. See also “Alignment.” AC, Initiative, and HP. These entries give the monster’s Armor Class, Initiative, and Hit Points, which
any equipment that can be given away or retrieved, it’s listed in this entry. Senses. This entry lists the monster’s special senses, such as Darkvision, and its Passive Perception. See also “Passive
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
suggested for the monster, with the DM determining its actual alignment. See also “Alignment.” AC, Initiative, and HP. These entries give the monster’s Armor Class, Initiative, and Hit Points, which
.” Gear. If the monster has any equipment that can be given away or retrieved, it’s listed in this entry. Senses. This entry lists the monster’s special senses, such as Darkvision, and its Passive
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
glossary contains definitions of current rules terms only. If you’re looking for a term from an earlier version of the fifth edition rules, consult the index. Abbreviations. The abbreviations listed
below appear in this glossary and elsewhere in the rules. AC Armor Class C Concentration CE Chaotic Evil CG Chaotic Good Cha. Charisma CN Chaotic Neutral Con. Constitution CP Copper Piece(s) CR
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Attack Rolls An attack roll determines whether an attack hits a target. An attack roll hits if the roll equals or exceeds the target’s Armor Class. Attack rolls usually occur in battle, described in
those listed. For example, the Finesse property (see “Equipment”) lets you use Strength or Dexterity with a weapon that has that property. Proficiency Bonus You add your Proficiency Bonus to your
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, Medium, or Heavy. The category determines how long it takes to don or doff the armor (as shown in the table). Armor Class (AC). The table’s Armor Class column tells you what your base AC is when you wear a
Strength column for an armor type, that armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score. Stealth. If the table shows
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, Medium, or Heavy. The category determines how long it takes to don or doff the armor (as shown in the table). Armor Class (AC). The table’s Armor Class column tells you what your base AC is when you wear a
Strength column for an armor type, that armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score. Stealth. If the table shows
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
outfit’s value, along with some comparable outfits also being sold at the auction. Buying Fashions. A character can bid on a design being auctioned off, ultimately winning it for the price listed in the
outfit’s value to its listed price. If you want to make bidding particularly intense, a rival bidder might drive up an outfit’s price to 50 percent more than its listed value before relenting. Fashion
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Equipment Packs The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
The Angry Relying on violence to sustain their existence, the Angry grow more powerful when their foes fight back. If a creature opts not to attack, though, the Angry becomes confused, and its
attacks weaken. Each of the Angry has two heads, which bicker with each other until they find something else on which they can vent their wrath. The Angry
Medium monstrosity, neutral evil
Armor Class 18
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Lizardfolk Render A lizardfolk render is a lizardfolk that has undergone terrifying changes as a result of a shamanic ritual or other magic. Their claws grow long and hard as steel, their frame
enlarges, and their temperament becomes even more ferocious. Lizardfolk Render
Large humanoid (lizardfolk), neutral
Armor Class 15 (natural armor)
Hit Points 52 (7d10 + 14)
Speed 30 ft., swim 30 ft
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Giant Snapping Turtle Giant snapping turtles can grow to be 12 feet in diameter. Although they appear slow and ponderous, they are capable of startling bursts of speed and will aggressively attack
Armor Class 17 (natural armor), 12 while prone
Hit Points 75 (10d10 + 20)
Speed 30 ft., swim 40 ft.
STR
19 (+4)
DEX
10 (+0)
CON
14 (+2)
INT
2 (–4)
WIS
12
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
needles grow across their bodies in quivering clumps. A needle blight lashes out with these needles or launches them as an aerial assault that can punch through armor and flesh. When needle blights
in blood. Needle Blight
Medium plant, neutral evil
Armor Class 12 (natural armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR
12 (+1)
DEX
12 (+1)
CON
13 (+1)
INT
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Aurumvorax Early in life, aurumvoraxes cooperate with siblings and their den leader parents, digging tunnels in search of metal and other burrowing prey. As they grow to adulthood, aurumvoraxes hunt
on their own, carving out territories they viciously defend. Aurumvorax
Small Monstrosity, Unaligned
Armor Class 15 (natural armor)
Hit Points 36 (8d6 + 8)
Speed 30 ft., burrow 20 ft.
STR






