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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Druid Circles] c, coast, desert, forest, grassland. mountain, swamp, or Underdark-and consult the associated list of spells, Once YOllgain access lo a circle spell. YOllalways have il prepared, and it doesn't count against the nllmber of spells you ca...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Druid Circles] Druid Levei Circle Spells 3rd spider climb, web 5th gaseous form, stinking c/oud 7th greater invisibility, stone shape 9th c/oudkif/, insect plague . LAND'S STRIDE Starting at 6th levei, moving through nonmagical difficult terrain costs...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Druid Circles] ave advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. PRIMAL STRIKE Starting at 6th levei, your attacks in beast form eount as magical for t...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Druid Circles] ou can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental. THOUSAND FORMS By 14th levei, you have learned to use magie to alter your physical for...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Druid Circles] ut most druids are devoted to one of the many nature deities worshiped in the multiverse (the Iists of gods in appendix B inelude many such deities). The worship ofthese deities is often considered a more ancient tradition than the fait...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Druid Circles] , the druidic faith is called the Old Faith, and it elaims many adherents among farmers, foresters, fishers, and others who live elosely with nature. This tradition ineludes the worship of Nature as a primai force beyond personification...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Druid Circles] lonna, and Ulaa. In the worlds of Greyhawk and the Forgotten Realms, druidic cireles are not usually connected to the faith of a single nature deity. Any given cirele in the Forgotten Realms, for example, might inelude druids who revere...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Druid Circles] e gods are often called the First Cirele, the first among the druids, and most druids count them ali (even the violent ones) as worthy af veneration. The druids of Eberron hold animistic beliefs completely unconnected to the Sovereign H...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Druid Circles] l phenomenon-sun, moon, wind, fire, and the world itself-has a spiri!. Their spells, then, are a means to communicate with and command these spirits. Different druidic sects, though, hold different philosophies about the pro per relatio...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Druid Circles] ofWinter venerate the forces of death, and the Gatekeepers preserve ancient traditions meant to protect the world from the incursion of aberrations. NATURE'S WARD When you reach 10th levei, you can't be charmed or frightened by elementa...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Druid Circles] e hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatic...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Druid Circles] HE MOON Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt thc deepest parts of the wilderness, where they might go for weeks on end b...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Druid Circles] eetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid's blood. COMBAT WILD SHAPE When you choose this circle at 2nd levei, you gain the ability to us...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Druid Circles] oints per levei of the spell slot expended. CIRCLE FORMS The rites ofyour circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd levei, you can use your Wild Shape to transform into a beast with a ch...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter] ting at 6th levei, you can transform into a beast with a challenge rating as high as your druid leveI divided by 3, rounded down. •• ••• CLASSES h9 . 70 PART 1 I CLASSES FIGHTER A human in clanging plate armor holds her shield before her as she runs ...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter] h arrows loosed from his exquisitc bow. The half-orc nearby shouls orders, helping lhe lwo combalanls coordinate their assault to the best advantage. A dwarf in chain mail interposes his shield between the ogre's club and his companion, knocking the ...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter] an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd's delight-and his own tactical advantage. His opponent's sword fiares with blue light an instant beforc she sends lightning fiashing forth to s...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter] ning fiashing forth to smite him. Ali of these heroes are fighlers, perhaps the most diverse class of characters in the worlds of DUNGEONS & DRAGONS. Questing knighls, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, ...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter] uainted with death, both meting it out and staring it defiantly in lhe face. WELL-RoUNDED SPECIALISTS Fighters learn the basics of ali combat styles. Every fighter can swing an axe, fence wilh a rapier, wield a longsword or a grealsword, use a bow, a...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter] lain style of combat. Some concentrate on archery, some on fighting with two weapons aI once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior comba...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter] village mililia, or the queen's army is a fighter. Mosl of these lroops are relatively untrained soldiers wilh only lhe mosl basic combat knowledge. Veleran soldiers, mililary officers, lrained bodyguards, dedicated knighls, and similar figures are f...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Class Features] only lhe mosl basic combat knowledge. Veleran soldiers, mililary officers, lrained bodyguards, dedicated knighls, and similar figures are fighlers. . Features Fighting Style, Second Wind Action Surge (one use) Martial Arehetype Abili...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Class Features] ility Seore Improvement Indomitable (two uses) Ability Seore Improvement Martial Arehetype feature Ability Seore Improvement Aetion Surge (two uses). Indomitable (three uses) Martial Arehetype feature Ability Seore Improvement Extra ...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Class Features] st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th THE FICHTER Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventu...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Class Features] isks, perhaps, but also much greater rewards-few fighters in the city watch have the opportunity to discover a magic flame tongue sword, for example. CREATING A FIGHTER As you build your fighter, think about two related elements ofyo...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Class Features] ve you to this training in the first place? A threat to your homeland, a thirsl for revenge, ar a need to prove yourself might ali have been factors. Vou might have enjoyed formal training in a noble's army ar in a local militia. Per...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Class Features] ar are you following a proud family tradition? Where did you acquire your weapons and armar? They might have been military issue ar family heirlooms. ar perhaps you scrimped and saved for years to buy them. Your armaments are now amo...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Class Features] t, make Strength ar Dexterity your highest ability score, depending on whether you want to focus on melee weapons ar on archery (ar finesse weapons). Your next-highest score should be Constitution, ar Intelligence if you plan to adop...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Class Features] opt the Eldritch Knight martial archetype. Second, choose the soldier background. CLASS FEATURES As a fighter, you gain the following class features. HIT POINTS Ui! Dice: IdlO per fighter levei Ui! Points at 1st Levei: 10 + your Cons...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Martial Archetypes] FICIENCIES Armar: Ali armar, shields Weapons: Simple weapons, martial weapons Tools: Nane Saving Throws: Strength, Constitution PART 1 I CL~SSES 71 . 72 Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, Histo...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Martial Archetypes] neer's pack or (b) an explorer's pack FIGHTING STYLE Vou adopt a particular style of fighting as your specialty, Choose one of the following options. Vou can't take a Fighting Style option more than once, even if you later get to...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Martial Archetypes] oose again. ARCHERY Vou gain a +2 bonus to attack rolls you make with ranged weapons. DEFENSE While you are wearing armor, you gain a +1 bonus to AC. DUELING When you are wielding a melee weapon in one hand and no other weapons, ...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Martial Archetypes] nd must use the new roll, even if the new roll is a 1 or a 2. The weapoo must have the two-handed or versatile property for you to gaio this benefit. PROTECTION When a creature you can see attacks a target other than you that is ...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Martial Archetypes] ility modifier to the damage of lhe second attack. SECOND WIND Vou have a limited well of stamina that you can draw on to protect YOtlrselffrom harm. On your turn, you can use a bonus action to regain hit points equal to ld10 + y...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Martial Archetypes] f beyond yotlr normallimits for a momento On your turn, you can take one additional action on top of your regular action and a possible bonus action. PART 1 I CLASSES Once you use this feature, you must finish a short or long res...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Martial Archetypes] o emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, ali detailed at the end of the c1ass description. The archetype you choose grants you features at 3rd leveI and again at 7th, 10t...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Martial Archetypes] choice by 2, or you can increase two ability se ores of your choice by 1.As normal, you can't increase ao ability score above 20 using this feature. EXTRA ATTACK Beginning at 5th leveI, you can attack twice, instead of once, when...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Martial Archetypes] I in this c1ass and to four when you reach 20th leveI in this c1ass. INDOMITABLE Beginning at 9th leveI, you can reroll a saving throw that you fail. If you do 50, Yotlmust use the new roll, and you can't use this feature again u...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Martial Archetypes] fferent fighters choose different approaches to perfectiog their fighting prowess. The martial archetype you choose to emulate renects your approach. CHAMPION The archetypal Champion focuses on the development of raw physical pow...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Martial Archetypes] i ng blows. IMPROVED CRITICA L Beginning when you choose this archetype at 3rd leveI, your weapon attacks score a criticaI hit on a roll of 19 or 20. REMARKABLE ATHLETE Starting at 7th level, you can add half yotlr proficiency bo...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Martial Archetypes] cy bonus. [n addition, when you makc a running longjump, the distance you can cover increases by a number of feet equal to yotlr Strength modifier. . ADDITIONAL FIGHTING STYLE At 10th levei, you can choose a second option from th...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Martial Archetypes] the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. Vou don't gain this benefit if you have O hit points. BATTLE MASTER Those who e...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Martial Archetypes] ough generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Martial Archetypes] are fueled by special dice called superiority dice. Maneuvers. Vou learn three maneuvers of your choice, which are detailed under "Maneuvers" below. Many maneuvers enhance an atlack in some way. Vou can use only one maneuver per ...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Martial Archetypes] neuver you know with a different one. Superiority Diee. Vou have four superiority dice, which are d8s. A superiority die is expended when you use it. Vou regain ali of your expended superiority dice when you finish a short or lon...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Martial Archetypes] h leveI and one more aI 15th leveI. Saving Throws. Some of your maneuvers require your target lOmake a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows: Maneuver save De ~ 8 + your profi...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Martial Archetypes] your 5trength or Dexterity modifier (your ehoiee) STUDENT OF WAR At 3rd leveI, you gain proficiency with one type of artisan's tools of your choice. KNOW YOUR ENEMY Starting at 7th levei, if you spend at least 1 minute observing ...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Martial Archetypes] tells you if lhe creature is your equal, superior, or inferior in regard to two of the following characteristics ofyour choice: PA TI (l '\SSES "3 . 74 Strength score Dexterity score Constitution score Armor Class Current hit poi...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Martial Archetypes] nd have no superiority dice remaining, you regain 1 superiority die, MANEUVERS The maneuvers are presented in alphabetical order, Commander's Stríke. When you take the Attack action on your turn, you can forgo one of your attacks...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Martial Archetypes] , That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage rol\. Dísarmíng Attack. When you hit a creature with a weapon attack, you can expend one superiority di...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Martial Archetypes] and the target must make a Strength saving throw, On a failed save, it drops the object you choose, The object lands at its fee!. Dístractíng Strike. When you hit a creature with a weapon attack, you can expend one superiority di...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Martial Archetypes] ttack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn, Evasíve Footwork. When you move, you can expend one superiority die, rolling the die and adding t...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Martial Archetypes] e advantage on your next attack roll against that creature, If that attack hits, add the superiority die to the attack's damage rol\. Goadíng Attack. When you hit a creature with a weapon attack, you can expend one superiority di...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Martial Archetypes] ow, On a failed save, the target has disadvantage on ali attack rolls against targets other than you until the end of your next turn, Lungíng Attack. When you make a melee weapon attack on your turn, you can expend one superiorit...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Martial Archetypes] rease your reach for that attack by 5 feet. ]f you hit, you add the superiority die to the attack's damage rol\. PART 1 I CLASSES Maneuveríng Attack. When you hit a creature with a weapon attack, you can expend one superiority di...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Martial Archetypes] That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. MenaCÍngAttack. When you hit a creature with a weapon attack, you can expend one superiority di...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Martial Archetypes] tack's damage roll, and the target must make a Wisdom saving throw, On a failed save, it is frightened of you until the end of your next turn, Parry. When another creature damages you with a mele e attack, you can use your reacti...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Martial Archetypes] exterity modifier, PreCÍsíon Attack. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the rol\. Vou can use this maneuver before or after making the attack roll, but before an...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Martial Archetypes] ck are applied, Pushíng Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. Vou add the superiority die to the attack's damage roll, and if the target is L...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Martial Archetypes] feet away from you, Rally. On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you, That creatur...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Martial Archetypes] riority die to make a melee weapon attack against the creature, ]f you hit, you add the superiority die to the attack's damage rol\. Sweepíng Attack. When you hit a creature with a melee weapon attack, you can expend one superior...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Martial Archetypes] ature, it takes damage equal to the number you roll on your superiority die, The damage is of the same type dealt by the original attack, TrípAttack. When you hit a creature with a weapon attack, you can expend one superiority di...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Martial Archetypes] k the target prone, ELDRITCH KNIGHT The archetypal Eldritch Knight combines the martial mastery common to ali fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards, ...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Martial Archetypes] t an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. These knights learn a comparatively small number of spells, committing them to ...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Martial Archetypes] he general rules of spellcasting and chapter 11 for the wizard spelllist. Cantrips. Vou learn two cantrips of your choice fram the wizard spell list. Vou learn an additional wizard cantrip of your choice at 10th leveI. SpeJl Slot...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Martial Archetypes] To cast one of these spells, you must expend a slot of the spell's levei or higher. Vou regain ali expended spell slots when you finish a long rest. For example, if you know the Ist.level spell shieId and have a Ist.level and a 2...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Martial Archetypes] Vou know three 1st.level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spelllist. The Spells Known column of the Eldritch Knight Spellcasting table shows when yo...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Martial Archetypes] in this c1ass, you can learn one new spell of 1st or 2nd leveI. The spells you learn at 8th, 14th, and 20th leveI can come from any school of magic. Whenever you gain a leveI in this c1ass, you can replace one of the wizard spell...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Martial Archetypes] ots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 8th, 14th, or 20th leveI. Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you lea...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Martial Archetypes] In addition, you use your Intelligence modifier when setting lhe saving throw De for a wizard spell you cast and when making an attack roll with one. Spell save DC ~ 8 + your proficiency bonus + your Intelligence modifier Spell a...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Martial Archetypes] ficiency bonus + your Intelligence modifier WEAPON BOND At 3rd levei, you learn a ritual that creates a magical bond between yourself and one weapon. Vou perform the ritual over the course of I hour, which can be done ELDRITCH KN...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Martial Archetypes] 3 13th 3 9 4 3 2 14th 3 10 4 3 2 15th 3 10 4 3 2 16th 3 11 4 3 3 17th 3 11 4 3 3 18th 3 11 4 3 3 19th 3 12 4 3 3 20th 3 13 4 3 3 during a short rest. The weapon must be within your reach throughout the ritual, at the conc1usion o...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Martial Archetypes] d. lf It is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantiy to your hand. Vou can have up to two bonded weapons, but can summon only one at a time with y...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Martial Archetypes] n attack as a bonus actiou. ELDRITCH STRIKE At 10th levei, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Fighter > Martial Archetypes] to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. Vou can teleport before or after the additional actioll. IMPROVED WAR MAGIC Starting at 18th levei, when you use your action to cast a s...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Monk] sed ranks of hobgoblins on lhe olher side. She whirls among lhem. knocking lheir blows aside and sending them reeling. unlil allasl she slands alone. Taking a deep breath. a human eovered in tattoos seltles inlo a battle stanee. As lhe tirsl eharging or...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Monk] lenee of lhe nighl, a blaek-c1ad halfling sleps inlo a shadow benealh an areh and emerges from anolher inky shadow on a balcony a stone's lhrow away. She slides her blade free of ils c1oth- wrapped seabbard and peers lhrough lhe open window aI lhe lyran...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Monk] helher ehanneled as a slriking display of eombal prowess or a subI ler foeus of defensive abilily and speed, lhis energy infuses alllhal a monk does. THE MAGIC OF KI Monks make eareful sludy of a magieal energy lhal mos I monaslie lradilions eall ki. Th...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Monk] ls and exeeed their bodies' physieal eapabililies. and some of lheir special attaeks ean hinder lhe tlow of ki in lheir opponenls. Using lhis energy. monks ehannel uneanny speed and slrenglh inlo lheir unarmed slrikes. As lhey gain experienee. lheir mar...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Monk] ETICISM Small walled c10islers doI the landseapes of lhe worlds of 0&0. liny refuges from the tlow of ordinary Iife, where time seems lo stand stil!. The monks who live lhere seek personal perfeetion lhrough eonlemplation and rigorous lraining. Many enl...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Monk] hem, or in return for some kindness that the monks had performed for lheir families. Some monks Iive entirely apart from the surrollnding populalion. secluded from anyl hing lhat might impede their spirilllal progresso Olhers are sworn lo isolalion, . P...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Monk > Class Features] n, Defleet Missiles 4th +2 1d4 4 +10 fI. Ability Seore Improvement, Slow Fali 5th +3 1d6 5 +10 ft. Extra Attaek, Stunning Strike 6th +3 1d6 6 +15 ft. Ki-Empowered Strikes, Monastie Tradition feature 7th +3 ld6 7 +15 ft. Evasion, Stillne...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Monk > Class Features] d8 12 +20 fI. Ability Seore Improvement 13th +5 ld8 13 +20 fI. Tongue of the Sun and Moon 14th +5 ld8 14 +25 fI. Diamond Sou I 15th +5 ld8 15 +25 fI. Timeless Body 16th +5 1d8 16 +25 fI. Ability Seore Improvement 17th +6 1d10 17 +25 fI....
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Monk > Class Features] 0 ft. Perfeel Self emerging only lo serve as spies or assassins ai the command of lheir leader, a noble palron, or some other morlal or divine power. The majorily of monks don'l shun Iheir neighbors, making frequenl visilS lOnearhy lown...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Monk > Class Features] dvenlllrer means leaving a struelured, communallift'slyle lo beco me a wanderer. This can be a harsh transition, and monks don't undertake illightly. Those who leave their cloisters take their work seriollsly, approaching Iheir adventur...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Monk > Class Features] are lillle for material wealth and are driven by a desire lo aceomplish a grealer mission than merely slaying monsters and plundering Iheir treasure. CREATING A MONK As you make your monk characler, Ihink about your connection lOlhe mon...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Monk > Class Features] ING A MONK As you make your monk characler, Ihink about your connection lOlhe monaslery where you leamed your skills and spenl your formal ive years. Were you an orphan or a child left on lhe monaslery's threshold? Did your parents prom...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Monk > Class Features] llonks? Did you enler Ihis secluded life lo hide from a crime you committed? Or did you choosc the monaslic life for yourself? Consider why you lefl. Did lhe head of your monastery choose you for a parliclllarly imporlant mission beyond...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Monk > Class Features] choose you for a parliclllarly imporlant mission beyond the cloisler? Perhaps you \Vere casl out because of some violalion of lhe communily's rules. Did you dread leaving, or were you happy lo go? ls Ihere somelhing you hope lo accompli...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Monk > Class Features] gnmenl. QUICK BUILD Vou can make a monk quickly by following lhese suggestions. First, make Dexlerily your highesl ability score, followed by Wisdom. Second, choose the hermit background. CLASS FEATURES As a monk, you gain the following...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Monk > Class Features] our highesl ability score, followed by Wisdom. Second, choose the hermit background. CLASS FEATURES As a monk, you gain the following class features. HIT POINTS Hil Dice: Id8 per monk levei Hil Poinls aI Is1 Levei: 8 + your Conslilution...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Monk > Class Features] ranled by your background: (a) a shortsword or (b) any simple weapon (a) a dungeoneer's pack or (b) an explorer's pack 10 darts PART 1 CL"':)SES 77 . UNARMORED DEFENSE Beginning at 1st leveI, while you are wearing no armor and not wield...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Monk > Class Features] tyles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property. You gain the folIowing benefits while you are unarmed or wielding only monk weapons an...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Monk > Class Features] normal damage ofyour unarmed strike or monk weapon. This die changes as you gain monk leveis, as shown in the Martial Arts column of the Monk table. When you use the Attack action with an unarmed strikc or a monk weapon on your turno yo...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Monk > Class Features] strike as a bonus action, assuming you haven't already taken a bonus action this turn, Certain monasteries use specialized forms ofthe monk weapons. For example, you might use a cluh that is two lengths ofwood connected bya short chain ...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Monk > Class Features] tarting at 2nd levei, your training alIows you to harness the mystic energy of ki. Your access to this energy is represented bya number of ki points. Your monk levei determines the number of points you have, as shown in the Ki Points co...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Monk > Class Features] ures: Flurry of Blows, Patient Defcnse, and Step of the Wind, You learn more ki features as you gain leveis in this class, When you spend a ki poinl. it is unavailable until you finish a short or long rest, at the end of which you draw ...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Monk > Class Features] of the rest meditating to rega in your ki points, Some ofyour ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as folIows: Ki save De = 8 + your proficiency bonus ...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Monk > Class Features] ES FLURRY OF BLOWS Immediately after you take the Attack action on your turn, you can spend I ki point to make two unarmed strikes as a bonus action. PATIENT DEFENSE Vou can spend I ki point to take the Dodge action as a bonus action on...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Monk > Class Features] doubled for the turno UNARMORED MOVEMENT Starting at 2nd levei, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk leveis, as shown in the Monk table. A...