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Jump to: navigation dndwiki, search. New classes, equipment, backgrounds, creatures, deities, etc, dndwiki. Pages published under the OGL. A work in progress.
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies. You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again. Being unable to see a creature doesn't impose disadvantage on your attack rolls against it, provided the creature isn't hidden from you.
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This wiki hosts DND 5e content that is setting-specific, play-test content, or unofficial 'homebrew' content. Some content found on this page may not be suitable for play at your table. Check with your DM to see if what you find here is a good fit for your table. To join the discussion on this site, we now have Discord server set up. Share on. You should be logged in to clone a site. Heroic Chronicle. Racial Feats. Common Backgrounds. Acquisitions inc. Heroic Chronicle The Heroic Chronicle is a system that allows players and Dungeon Masters to work together to build a compelling character story. It even allows characters to gain additional proficiencies, magic items, spells, or feats before the campaign begins. The Artificer Makers of magic-infused objects, artificers are defined by their inventive nature.
The number dndwiki attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. Jump to: navigationdndwiki, search.
Along with being intended to be used by player characters, dungeon masters are encouraged to use this section to design and run playing sessions and to take improving, reviewing, or removing templates into consideration in their campaigns. Along with being intended to be used by dungeon masters, player characters are encouraged to use this section to discover possibilities in their campaign by asking your dungeon master about implementing pages from this section into the campaign. Jump to: navigation , search. Back to Main Page For Player Characters Along with being intended to be used by player characters, dungeon masters are encouraged to use this section to design and run playing sessions and to take improving, reviewing, or removing templates into consideration in their campaigns. Races Aberrations, beasts, humanoids, oozes, undead, and many others.
Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic. You must have a Wisdom score of 13 or higher in order to multiclass in or out of this class. At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table. The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list.
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Fighters share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. They are well acquainted with death, both meting it out and staring it defiantly in the face. You must have a Dexterity or Strength score of 13 or higher in order to multiclass in or out of this class. You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
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Choose one of the following options. Battle Master. When you reach 6th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Meta Pages Contact the administration, find pages you can help with, and other special pages. Battle Smith. Note that this feature is intended for use with the Ranger class presented in the Player's Handbook. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. A work in progress. School of Enchantment. Path of the Totem Warrior. Armed with the rites of forbidden blood magic and a willingness to sacrifice their own vitality and humanity for the cause, they protect the realms from the shadows, ever vigilant to avoid becoming the same monsters they choose to hunt. Acquisitions inc. Warlord Stream. Where new and old users alike can find help for formatting, design guidelines and more.
Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature's resilience, cunning, and fury. They claim no mastery over nature, but see themselves as extensions of nature's indomitable will.
Battle Master. Sorcerer Clockwork Soul UA. General discussions and answers to various topics. Martial Archetype feature At 10th level, you gain a feature granted by your Martial Archetype. Protection Domain UA. The Hexblade. Unity Domain UA. Way of Tranqulity UA. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. School of Transmutation. Light Domain. Once you use this feature, you must finish a short or long rest before you can use it again. Martial Archetype feature At 7th level, you gain a feature granted by your Martial Archetype. Pages published under the OGL. Get involved!
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