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  2. Fighter. D&D Free Rules (2024) A Master of All Arms and Armor. Fighters all share an unparalleled prowess with weapons and armor, and are well acquainted with death, both meting it out and defying it. Primary Ability: Strength or Dexterity. Hit Point Die: D10. Saves: Strength & Constitution.

  3. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves’ guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists.

  4. Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a ...

  5. The strong embrace nature—valuing keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt. Barbarians come alive in the chaos of combat.

  6. Basic Rules for Dungeons and Dragons (D&D) Fifth Edition (5e ......

    www.dndbeyond.com/sources/dnd/basic-rules-2014/classes

    You start with the following equipment, in addition to the equipment granted by your background: (a) a light crossbow and 20 bolts or (b) any simple weapon. (a) a component pouch or (b) an arcane focus. (a) a scholar’s pack or (b) a dungeoneer’s pack. Leather armor, any simple weapon, and two daggers.

  7. D&D 101: A Quick Breakdown of Classes in Dungeons & Dragons

    www.dndbeyond.com/posts/1047-d-d-101-a-quick-breakdown-of-classes-in-dungeons

    Is somewhat limited in early levels of play. Lowest Hit Die, along with the sorcerer. Be prepared for decision paralysis as you select spells to learn and prepare. Learning new spells for this class is an expensive endeavor, so prepare to spend a lot of your hard-earned gold on new spells.

  8. Class Features. As a wizard, you gain the following class features. Hit Points. Hit Dice: 1d6 per wizard level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st. Proficiencies. Armor: None Weapons: Daggers, darts, slings, quarterstaffs, light ...

  9. Class Features. As a warlock, you gain the following class features. Hit Points. Hit Dice: 1d8 per warlock level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st. Proficiencies. Armor: Light armor Weapons: Simple weapons Tools: None Saving ...

  10. For druids, nature exists in a precarious balance. The four elements that make up a world—air, earth, fire, and water—must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component elements.

  11. Whether sworn before a god’s altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin’s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.