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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Multiclassing] as you gain leveis. Your DM decides whether these options are available in a campaign. Multiclassing allows you to gain leveis in multi pie classes. Doing so lets you mix the abilities of those classes to realize a character conce...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Multiclassing] nce in levei, instead of gaining a leveI in your current class. Your leveis in ali your classes are added together to determine your character leveI. For example, if you have three leveIs in wizard and two in fighter, you're a 5th...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Multiclassing] s, or you might change course entire!y, never looking back at the c1ass you left behind. Vou might even start progressing in a third or fourth c1ass. Compared to a single-c1ass character of the same levei, you'lI sacrifice some fo...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Multiclassing] er earns enough experience points to reach Sth levei, Gary decides that his character will multielass instead of continuing to progress as a fighter. Gary's fighter has been spending a lot of time with Dave's rogue, and has even b...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Multiclassing] aracter will multielass into the rogue e1ass, and thus his character becomes a 4th.level fighter and lst- levei rogue (written as fighter 4/rogue 1). When Gary's character earns enough experience to reach 6th levei, he can decide ...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Multiclassing] ar a levei in a third e1ass, perhaps dabbling in wizardry thanks to the tome of mysterious lore he acquired (becoming a fighter 4/rogue 1/ wizard 1). Vour proficiency bonus is always based on your total character levei, as shown i...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Multiclassing] . For example, ifyou are a fighter 3/rogue 2, YOllhave the proficiency bonlls of a 5th-levei character, which is +3. PART 1 I CUSTo~nZATION OPTIONS . MUlTICLASSING PROFICIENCIES PROFICIENCIES CLASS FEATURES When you gain a levei i...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Multiclassing] e Multiclassing Proficiencies table. UNARMORED DEFENSE ]f you already have the Unarmored Defense feature, you can't gain it again from another class. SPELLCASTING Your capacity for spellcasting depends partly on your combined leve...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Multiclassing] If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class. SpeJls Known and Prepared. Vou determine what spells you know and can prepare for each class individually, a...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Multiclassing] ed member of that class. ]fyou are a ranger 4/wizard 3, for example, you know three Ist.level ranger spells based on your leveis in the ranger class. As 3rd-Ievel wizard, you know three wizard cantrips, and your spellbook contains...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Multiclassing] . Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Multiclassing] pell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus. SpeJl Slots. Vou determine your available spell slots by adding together ali your leveIs in t...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Multiclassing] ave the Eldritch Knight or the Arcane Trickster feature. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table. Ifyou have more than one spellcasting class, this table might give you spell slo...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Multiclassing] an enhanced effect when cast using a higher.level slot, you can use the enhanced effect, even though you don't have any spells of that higher leveI. For example, if you are the aforementioned ranger 4/ wizard 3, you count as a 5th...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Multiclassing] nd-levei ranger spells. Vou can use the spell slots of those leveis to cast the spells you do know-and potentially enhance their effects. Pact Magie. If you have both the Spellcasting class feature and the Pact Magic class feature...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Multiclassing] es with the Spellcasting class feature, and you can use the spell slots you gain fram the Spellcasting class feature to cast warlock spells you know. Light armar, simple weapons Proficiencies Gained Shields, simple weapons, martia...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Multiclassing] Paladin Fighter Sorcerer Warloek Wizard Class Barbarian Bard Clerie Druid When you gain a new leveI in a class, you get its features for that leveI. A few features, however, have additional rules when you're multiclassing: Channel...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Multiclassing] nts the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn't give you an additional use of it. You gain additional uses only when you reach a class levei that explicitly grant...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Multiclassing] ric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes. EXTRA ATTACK If you gain the Extra Attack class feature from more than one class...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] the warlock's eldritch invocation Thirsting Blade doesn't give you additional attacks if you also have Extra Attack. PART I I CUSTOMIZATlON OPTIONS . MULTICLASS SPELLCASTER: SPELL SLOTS PER SPELL LEVEL LvI.
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] give you additional attacks if you also have Extra Attack. PART I I CUSTOMIZATlON OPTIONS . MULTICLASS SPELLCASTER: SPELL SLOTS PER SPELL LEVEL LvI. 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st 2 2nd 3 3rd 4 2 4th 4 3 5th 4 3 2 6th 4 3 3 7th 4...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] 3 3 3 1 1 19th 4 3 3 3 3 2 1 20th 4 3 3 3 3 2 2 FEATS A feat represents a talent or an area of expertise that gives a character special capabilities. lt embodies training, experience, and abitities beyond what a c1ass provides. At certain...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] Vou can take each feat only once, unless the feat's description says otherwise. Vou must meet any prerequisite specified in a feat to take that feat. Ifyou ever lose a feat's prerequisite, you can't use lhat feat until you regain the prer...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] ler feat until your Strength is restored. ALERT Always on the lookout for danger, you gain the following benefits: Vou gain a +5 bonus to initiative. Vou can't be surprised while you are conscious. Other creatures don't gain advantage on ...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] h or Dexterity score by 1, to a maximum of 20. When you are prone, standing up uses only 5 feet of you r movement. Climbing doesn't halve your speed. Vou can make a running long jump or a running high jump after moving only 5 feet on foot...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] a maximum of 20. Vou have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person. Vou can mimic the speech of another person or the sounds made by other creatures. Vou mu...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] hat the effect is faked. CHARGER When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. 1fyou move at least 10 feet in a straight tine immediately before taking this bonus acti...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] k's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed). CROSSBOW EXPERT Thanks to extensive practice with the crossbow, you gain the following b...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] hen you use the Attack action and attack with a one- handed weapon, you can use a bonus action to attack with a loaded hand crossbow you are holding. DEFENSIVE DUELIST Prerequisite: Dexterity 13 or higher When you are wielding a finesse w...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. DUAL WIELDER Vou master fighting with two weapons, gaining the following benefits: Vou ga...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] aren't light. Vou can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. PART I I CUSTOMIZATIO. OPTIO S . ,66 DUNGEON DELVER Alert to the hidden traps and secret doors found in many dungeons, you...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] ct the presence of secret doors, Vou have advantage on saving throws made to avoid or resist traps. Vou have resistance to the damage dealt by traps. Vou can search for traps while traveling at a normal pace, instead of only at a slow pac...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] oll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2). ELEMENTAL ADEPT Prerequisite: The ability to cast at least one spell When you gain this ...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] oll damage for a spell you cast that deals damage of that type, you can treat any I on a damage die as a 2. Vou can select this feat multi pIe times. Each time you do so, you must choose a different damage type. . GRAPPLER Prerequisite: S...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] rolls against a creature you are grappling. Vou can use your action to try to pin a creature grap- pled by you. To do so, make another grapple check. lf you succeed, you and the creature are both restrained until the grapple ends. Creatur...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] o escape your grapple. GREAT WEAPON MASTER You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. Vou gain the following benefits: On your turn, when you score a criticai hit with a mele...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage. HEALER Vou are an able physician, allowing you to mend wounds quickly and get your allies...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] it to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's Illax- illlurn nurnber of Hit Dice. The creature can't regain hit points frolll this feat again until it finishes a short ar...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] use of heavy armor, gaining the following benefits: Increase your Strength score by 1, to a rnaximum of 20. • You gain proficiency with heavy armor. HEAVY ARMOR MASTER Prerequisite: Proliciency with heavy armor Vou can use your armor to d...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] laximum of 20. While you are wearing heavy armor, bludgeoning. piercing, and slashing damage that you take from non- magical weapons is reduced by 3. INSPIRING LEADER Prerequisite: Charisma 13 or higher Vou can spend 10 minutes inspiring ...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your levei + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a s...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] gence score by 1, to a rnaximum of20. Vou always know which way is north. Vou always know the number of hours lef! before the next sunrise ar sunset. Vou can accurately recall anything you have seen or heard within the past month. LIGHTLY...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] ight armor. LINGUIST Vou have studied languages and codes, gaining the following benefits: Increase your Intelligence score by 1, to a maximum of 20. Vou learn three languages of your choice. Vou can ably create written ciphers. Others ca...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] u have inexplicable luck that seems to kick in at just the right moment. Vou have 3 luck points. Whenever you rnake an attack roll, an ability check. ar a saving throw, you can spend one luck point to roll an additional d20. Vou can choos...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] also spend one luck point when an attack roll is made against you. RolI a d20, and then choose whether the attack uses the attacker's rull or yours. If more than one creature spends a luck point to influence the outcome of a roll, lhe poi...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] each other oul; no additional dice are rolled. Vou regain your expended luck points when you finish a long rest. PART 1 I CUSTOM IZA I ION OP1IONS . [68 MAGE SLAYER Vou have practiced techniques useful in melee combat against spellcasters...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] en you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration. Vou have advantage on saving throws against spells cast by creatures within 5 feet of yo...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] that same lisl. Vou learn that spell and can cast it at its lowest leveI. Once you cast it, you must finish a long rest before you can cast it again. Your spellcasting ability for these spells depends on the c1ass you chose: Charisma for ...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] u gain the following benefits: Vou learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter c1ass. Ir a maneuver you use requires your tar- get to make a saving throw to resist the maneuv...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] more: otherwise, you have one superiority die, which is a d6. This die is used to fuel your maneuvers. A superiority die is expended when you use il. Vou regain your expended superiority dice when you finish a short or long resl. MEDIUM A...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] age on your Dexterity (Stealth) checks. When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher. MOBILE Vou are exceptionally speedy and agile. Vou gain the following benefits: • Your s...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] ou make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or nol. MODERATELY ARMORED Prerequisite: Proficiency with Jight armor Vou have trained to master...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] score by 1, to a maximum of 20. Vou gain proficiency with medium armor and shields. MOUNTED COMBATANT Vou are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits: Vou have...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] attack rolls against any unmounted creature that is smaller than your mounl. Vou can force an attack targeted at your mount to tar- get you instead. Ir your mount is subjected to an effect that allows it to make a Dexterity saving throw t...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] NT Quick to notice details of your environment, you gain the following benefits: Increase your Intelligence or Wisdom score by 1, to a maximum of 20. Ir you can see a creature's mouth while it is speaking a Ianguage you understand, you ca...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. POLEARM MASTER Vou can keep your enemies at bay with reach weapons. Vou gain the following benetits: When you take the Attack action and attack with only a ...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] While you are wielding a glaive, halberd, pike, or quar- terstaff, other creatures provoke an opportunity attack from you when they enter your reach. RESILIENT Choose one ability score. Vou gain the following benefits: Increase the chosen...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] ed a number of spells that you can cast as rituais. These spells are written in a ritual book, which you must have in hand while casting one of them. When you choose this feat, you aequire a ritual book holding two 1st-levei spells of you...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] ie, druid, soreerer, warlock, or wizard. Vou must choose your spells from that c1ass's spelllist, and the spells you choose must have the ritual tag. The c1ass you ehoose also determines your spelleasting ability for these spells: Charism...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] \f you come aeross a spell in written form, sueh as a magical speJl seroJl or a wizard's spellbook, you might be able to add lt to your ritual book. The spell must be on the spelllist for the c1ass you chose, the spell's leveI ean be no h...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] eI. The cost represents material components you expend as you cxperiment with the spell to master it, as well as the fine inks you need to record it. SAVAGE ATTACKER anee per turn when you roll damage for a melee weapon attaek, you ean re...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] s: Whcn you hit a ereature with an opportunity attack, the creature's speed beeornes Ofor the rest of the turn. PART I CUSTOMIZ n 10 : OP'flO. t Ih . '70 Crealures wilhin 5 feel of you provoke opporlunity atlacks from you even if they lak...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] a melee weapon attack against lhe attacking crealure. SHARPSHOOTER Vou have maslered ranged weapons and can lllake shols thal olhers lind impossible. Vou gain the following benelits: Attacking ai long range doesn'l impose disadvanlage on ...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] weapon lhal you are prolicienl wilh, you can choose lo take a -5 penally lo lhe attack roll. If the attack hils, you add +10 to lhe attack's damage. SHIELD MASTER Vou use shields notjust for proleclion bul also for offense. Vou gain lhe f...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] pacilated, you can add your shield's AC bonus lo any Dexlerity saving lhrow you make against a spell 01' olheI' harmful effect lhat targets only you. lf you are subjecled lo an effecl lhal allows you lo make a Dexlerity saving lhruw lo ta...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] any combinalion of three skills 01' lools of you r choice. SKULKER Prerequisile: Dexlerily 13 OI' higher Vou are expert al slinking lhrough shadows. Vou gain lhe following benelils: Vou can try to hide when you are lighlly obscured from t...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] attack, making the attack doesn't reveal your posilion. Dilll light docsn'l impose disadvantage on your Wisdom (Perceplion) checks relying on sighl. SPELL SNIPER Prerequisile: Thc abilily lo casl aI leasl one spell Vou have learned lechni...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] e spell's range is doubled. Vour ranged spell attacks ignore half cover and lhree-quarters cover. Vou Jearn one canlrip thal requires an attack roll. Choose lhe canlrip from lhe bard, cJerie, druid, sor- cerer, warlock, 01' wizard spellli...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] cantrip depends on lhe spelllist you chose from: Charisma for bard, sorcerer, 01' warlock; Wisdom for cJeric 01' druid; 01' lnlelligence for wizard. TAVERN BRAWLER Accuslomed to rough-and-lumble lighling using whalever weapons happen lo b...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] onstilulion score by I, to a maximum of 20. Vou are prolicienl wilh improvised weapons and unarmed slrikes. Vour unarmed strike uses a d4 for damage. When you hil a creature with an unarmed strike 01' an improvised weapon on your turn, yo...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] al to lwiee your leveI when you gain lhis feal. Whenever you gain a levei lhereafter, your hit point maximum increases by an addilional 2 hil poinls. WAR CASTER Prerequisile: The abilily lo casl aI leasl one spell Vou have pracliced casti...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] ion on a spell when you lake damage. Vou can perform lhe somatie cOlllponenls of spells even when you have weapons OI'a shield in one OI' bolh hands. When a hoslile crealure's movement provokes an opportunily attack from you, you can use ...
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[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Feats] racliced extensively with a variely of weapons, gaining lhe following benelils: lncrease your Slrength OI'Dexlerily score by 1, lo a maxilllum of 20. Vou gain proliciency wilh four weapons of your choiee. . PART2 Playing the Garne PART 2'...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Proficiency Bonus] ILITY SCORES ) IX ABILlTIES PROVIDE A QUICK DESCRIPTION of every creature's physical and mental characteristics: Strength, measuring physical power . Dexterity, measuring agility • Constitution, measuring endurance Intelligence, me...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Proficiency Bonus] scle-bound and insightful? Brilliant and charming? Nimble and hardy? Ability scores define these qualities-a creature's assets as well as weaknesses. The three main rolls of the game-the ability check, the saving throw, and the att...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Proficiency Bonus] ic rule behind these rolls: roll a d20, add an ability modifier derived from one of the six ability scores, and compare the total to a target number. This chapter focuses on how to use ability checks and saving throws, covering the...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Proficiency Bonus] ls appear in chapter 9. ABILITY SCORES AND MODIFIERS Each of a creature's abilities has a score. a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompass...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Proficiency Bonus] s the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30. Each ability also has a modifier, derived from the score and ranging from -5 (for...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Proficiency Bonus] o +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30. ABILITY SCORES ANO MOOIFIERS Score Modifier Score Modifier 1 -5 16-17 +3 2-3 -4 1...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Proficiency Bonus] 30 +10 To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down). Because ability modifiers affect almost every attack roll, ability check, and sav...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Proficiency Bonus] ve advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if ...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Proficiency Bonus] e 17. ]f multi pie situations affect a roll and each one grants advantage or imposes disadvantage on it, you don't roll more than one additional d20. Jf two favorable situations grant advantage, for example, you still roll only one...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Proficiency Bonus] pie circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage. When you have advantage or disadvantage and something in the game, such as the hal...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Proficiency Bonus] fling could use the Lucky trait to reroll the I. Vou usually gain advantage or disadvantage through the use of special abilities, actions, or spells. Inspiration (see chapter 4) can also give a characler advantage on checks related...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Proficiency Bonus] nt advantage or impose disadvantage as a result. PROFICIENCY BONUS Characters have a proficiency bonus determined by levei, as detailed in chapter I. Monsters also have this bonus, which is incorporated in their stat blocks. The bo...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Proficiency Bonus] two different rules say you can add your proficiency bonus to a Wisdom saving throw, you nevertheless add the bonus only once when you make the savc. Occasionally, your proficiency bonus might be multiplied or divided (doubled or h...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Ability Checks] e is determined bya special form of ability check, called a contest. Both participants in a contest make ability checks appropriate to their efforts. They apply ali appropriate bonuses and penalties, but instead of comparing the total...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Ability Checks] If the contest results in a tie, the situation remains the same as it was before the contest. Thus, one contestant might win the contest by default. If two characters tie in a contest to snatch a ring off the fioor, neither character ...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Ability Checks] ns that the door remains shut. Each ability covers a broad range of capabilities, induding skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an individual's profic...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Ability Checks] stat block.) For example, a Dexterity check might refiect a character's attempt to pull off an acrobatic stunt, to paIm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill: Acrobatics, Sleight of H...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Ability Checks] ll is particularly good at Dexterity checks related to sneaking and hiding. The skills related to each ability score are shown in the following list. (No skills are related to Constitution.) See an ability's description in the later s...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Ability Checks] associated with an ability. before you apply it. For example, the rogue's Expertise feature doubles the proficiency bonus for certain ability checks. If a circumstance suggests that your proficiency bonus applies more than once to the...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Ability Checks] roficiency bonus when making an ability check that wouldn't normally benefit from your proficiency bonus, you still don't add the bonus to the check. For that check your proficiency bonus is O, given the fact that multiplying O by any...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Ability Checks] ral, you don't multiply your proficiency bonus for attack rolls or saving throws. If a feature ar effect allows you to do so, these same rules apply. ABILITY CHECKS An ahility check tests a character's ar monster's innate talent and t...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Ability Checks] ter ar monster attempts an aclion (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results. For every ability check, the DM decides which of the six abilities is relevant to th...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Ability Checks] task, represented bya Difficulty Class. The more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common DCs. TVPICAL DIFFICULTV CLASSES Task Difficulty DC Veryeasy 5 Easy 10 Medium 15 Ha~ 20 Ve...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Ability Checks] and compare the total to the De. If the total equals or exceeds the DC, the ability check is a success-the creature overcomes the challenge at hand. Otherwise, it's a failure, which means the character or monster makes no progress tow...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Ability Checks] failure, which means the character or monster makes no progress toward the objective ar makes progress combined with a setback determined by the DM. CONTESTS Strength Athletics Dexterity Acrobatics Sleight of Hand Stealth Intelligence...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Ability Checks] Survival Charisma Deception Intimidation Performance Persuasion 174 Sometimes one character's or monster's efforts are directly apposed to another's. This can accur when both of them are trying to do the same thing and only one can su...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Ability Checks] hen both of them are trying to do the same thing and only one can succeed, such as attempting to snatch up a magic ring that has fallen on the fioor. This situation also applies when ane of them is trying to prevent the other one from...