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Returning 35 results for 'part arcana and his core'.
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Classes
Player’s Handbook
Core Sorcerer Traits
Primary Ability
Charisma
Hit Point Die
D6 per Sorcerer level
Saving Throw Proficiencies
Constitution and Charisma
Skill Proficiencies
Choose 2
: 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
Classes
Player’s Handbook
Core Wizard Traits
Primary Ability
Intelligence
Hit Point Die
D6 per Wizard level
Saving Throw Proficiencies
Intelligence and Wisdom
Skill Proficiencies
Choose 2: Arcana
magic available in the present age.
Becoming a Wizard...
As a Level 1 Character
Gain all the traits in the Core Wizard Traits table.
Gain the Wizard’s level 1 features, which are listed
Classes
Player’s Handbook
Core Warlock Traits
Primary Ability
Charisma
Hit Point Die
D8 per Warlock level
Saving Throw Proficiencies
Wisdom and Charisma
Skill Proficiencies
Choose 2: Arcana
typically means some kind of adventure.
Becoming a Warlock...
As a Level 1 Character
Gain all the traits in the Core Warlock Traits table.
Gain the Warlock’s level 1 features, which are listed
Classes
Player’s Handbook
Core Druid Traits
Primary Ability
Wisdom
Hit Point Die
D8 per Druid level
Saving Throw Proficiencies
Intelligence and Wisdom
Skill Proficiencies
Choose 2: Animal Handling
, Arcana, Insight, Medicine, Nature, Perception, Religion, or Survival
Weapon Proficiencies
Simple weapons
Tool Proficiencies
Herbalism Kit
Armor Training
Light armor and Shields
Monsters
The Wild Beyond the Witchlight
Secret Expertise. The hand has one of these additional skills: Acrobatics +6, Animal Handling +5, Arcana +5, Athletics +4, Medicine +5, or Performance +5.Dagger. Melee or Ranged Weapon Attack: +4
few also work part-time as performers and attractions. Although they travel to many worlds throughout the Material Plane, Witchlight hands rarely leave the carnival grounds. The carnival is the only
Monsters
The Wild Beyond the Witchlight
Secret Expertise. The hand has one of these additional skills: Acrobatics +6, Animal Handling +5, Arcana +5, Athletics +4, Medicine +5, or Performance +5.Dagger. Melee or Ranged Weapon Attack: +4
few also work part-time as performers and attractions. Although they travel to many worlds throughout the Material Plane, Witchlight hands rarely leave the carnival grounds. The carnival is the only
Monsters
Mordenkainen Presents: Monsters of the Multiverse
transforms those slashed by the claws into statues.
As part of the ritual used to create a stone cursed, a fist-sized obsidian skull forms within the creature’s torso. The skull isn’t visible
’s body. At the end of a short rest, a character can make a DC 20 Intelligence (Arcana) check to attempt to extract a memory from the skull that is a response to a verbal question posed to the
Shifter
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Eberron: Rising from the Last War
Geth’s ancient heritage rose up from deep within him, spreading out from the core of his being. Some shifters manifested terrible claws, others massive fangs, still others astounding speed or
different in personality. With any shifter, identifying the beast within is a crucial part of understanding the character.
Similar and Diverse
Shifters are similar to humans in height and build but are
Backgrounds
Sword Coast Adventurer's Guide
use by the faction’s operatives), haven keepers, and message drop minders, to name a few. At the core of every faction are those who don’t merely fulfill a small function for that
to be knowledgeable in History, and can always rely on the aid of the governments that are part of the Alliance, plus other leaders and groups who uphold the Alliance’s ideals.
The Zhentarim
Backgrounds
Sword Coast Adventurer's Guide
Proficiencies: Survival, plus one from among Arcana, History, and ReligionTool Proficiencies: Your choice of a gaming set or a musical instrumentLanguages: Any one of your choiceEquipment: Your
prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does.
The Dungeon Master is free to use your inheritance as a story
Monsters
Fizban's Treasury of Dragons
mind flayer;mind flayers and other wicked Aberrations, remind amethyst dragons that allies can be found in the strangest places.
Hoarded Arcana
In addition to material wealth, amethyst dragons delight
tunnels. A lair behind a cascading waterfall is ideal, and often part of that lair is submerged, allowing the dragon to rest in the water and cultivate the fish that are their preferred food.
Amethyst
Monsters
Fizban's Treasury of Dragons
other wicked Aberrations, remind amethyst dragons that allies can be found in the strangest places.
Hoarded Arcana
In addition to material wealth, amethyst dragons delight in collecting knowledge and
, ideally mountain lakes, where they take advantage of existing caves and tunnels. A lair behind a cascading waterfall is ideal, and often part of that lair is submerged, allowing the dragon to rest in the
Backgrounds
Sword Coast Adventurer's Guide
you owe allegiance to.
Skill Proficiencies: Persuasion, plus one from among Arcana, History, Nature, and Religion, as appropriate for your order
Tool Proficiencies: One type of gaming set or musical
reflect the agenda, sentiment, or philosophy of one’s order.
KNIGHTLY ORDERS OF FAERÛN
Many who rightfully call themselves “knight” earn that title as part of an order in
Backgrounds
Guildmasters’ Guide to Ravnica
against the schemes and ambitions of the other guilds, so much the better.
Skill Proficiencies: Arcana, Medicine
Languages: Two of your choice
Equipment: A Simic insignia, a set of
of seaweed, a vial of jellyfish stingers, a glass bottle of unidentified slime, and a belt pouch containing 10 gp (Azorius 1-zino coins)
Clades and Projects
As a Simic researcher, you are part of a
magic-items
These weapons are carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Their hilts and shafts are bound in hair from a fey creature. This magic weapon channels
using this weapon, you can expend a Ranger spell slot to cast Hunter's Mark on the target as part of the same action used to make the attack. When you cast Hunter's Mark in this way it does not require
magic-items
This battleaxe is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
slot to cast Hunter's Mark on the target as part of the same action used to make the attack. When you cast Hunter’s Mark in this way it does not require Concentration. Additionally, the spell
magic-items
This blowgun is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
slot to cast Hunter's Mark on the target as part of the same action used to make the attack. When you cast Hunter’s Mark in this way it does not require Concentration. Additionally, the spell
magic-items
This blowgun is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
slot to cast Hunter's Mark on the target as part of the same action used to make the attack. When you cast Hunter’s Mark in this way it does not require Concentration. Additionally, the spell
magic-items
This dart is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
to cast Hunter's Mark on the target as part of the same action used to make the attack. When you cast Hunter’s Mark in this way it does not require Concentration. Additionally, the spell lasts
magic-items
This flail is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
cast Hunter's Mark on the target as part of the same action used to make the attack. When you cast Hunter’s Mark in this way it does not require Concentration. Additionally, the spell lasts for
magic-items
This glaive is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
to cast Hunter's Mark on the target as part of the same action used to make the attack. When you cast Hunter’s Mark in this way it does not require Concentration. Additionally, the spell lasts
magic-items
This greataxe is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
spell slot to cast Hunter's Mark on the target as part of the same action used to make the attack. When you cast Hunter’s Mark in this way it does not require Concentration. Additionally, the spell
magic-items
This greatclub is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
spell slot to cast Hunter's Mark on the target as part of the same action used to make the attack. When you cast Hunter’s Mark in this way it does not require Concentration. Additionally, the
magic-items
This greatsword is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels
Ranger spell slot to cast Hunter's Mark on the target as part of the same action used to make the attack. When you cast Hunter’s Mark in this way it does not require Concentration. Additionally, the
magic-items
This hand crossbow is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels
expend a Ranger spell slot to cast Hunter's Mark on the target as part of the same action used to make the attack. When you cast Hunter’s Mark in this way it does not require Concentration
magic-items
This lance is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
cast Hunter's Mark on the target as part of the same action used to make the attack. When you cast Hunter’s Mark in this way it does not require Concentration. Additionally, the spell lasts for
magic-items
This light hammer is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels
Ranger spell slot to cast Hunter's Mark on the target as part of the same action used to make the attack. When you cast Hunter's Mark in this way it does not require Concentration. Additionally, the
magic-items
This mace is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
cast Hunter's Mark on the target as part of the same action used to make the attack. When you cast Hunter’s Mark in this way it does not require Concentration. Additionally, the spell lasts for
magic-items
This morningstar is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels
Ranger spell slot to cast Hunter's Mark on the target as part of the same action used to make the attack. When you cast Hunter’s Mark in this way it does not require Concentration. Additionally
magic-items
This shortsword is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels
Ranger spell slot to cast Hunter's Mark on the target as part of the same action used to make the attack. When you cast Hunter’s Mark in this way it does not require Concentration. Additionally, the
magic-items
This sickle is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
to cast Hunter's Mark on the target as part of the same action used to make the attack. When you cast Hunter’s Mark in this way it does not require Concentration. Additionally, the spell lasts
magic-items
This sling is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
cast Hunter's Mark on the target as part of the same action used to make the attack. When you cast Hunter’s Mark in this way it does not require Concentration. Additionally, the spell lasts for
magic-items
This sling is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
cast Hunter's Mark on the target as part of the same action used to make the attack. When you cast Hunter’s Mark in this way it does not require Concentration. Additionally, the spell lasts for
magic-items
This spear is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
cast Hunter's Mark on the target as part of the same action used to make the attack. When you cast Hunter’s Mark in this way it does not require Concentration. Additionally, the spell lasts for
magic-items
This spear is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
cast Hunter's Mark on the target as part of the same action used to make the attack. When you cast Hunter’s Mark in this way it does not require Concentration. Additionally, the spell lasts for