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  2. Magic in Dungeons & Dragons - Wikipedia

    en.wikipedia.org/wiki/Magic_in_Dungeons_&_Dragons

    In both editions, warlocks acquired their unique class features and spellcasting ability by forming pacts with powerful entities such as fey or infernal creatures. [42] [43] Reversible spells 1st Edition In 1st and 2nd edition AD&D, some spells have the reversible trait. These spells are memorized in either their normal or reverse version.

  3. Attribute (role-playing games) - Wikipedia

    en.wikipedia.org/wiki/Attribute_(role-playing_games)

    While a character rarely rolls a check using just an ability score, these scores, and the modifiers they create, affect nearly every aspect of a character's skills and abilities." [2] In some games, such as older versions of Dungeons & Dragons the attribute is used on its own to determine outcomes, whereas in many games, beginning with Bunnies ...

  4. Bard (Dungeons & Dragons) - Wikipedia

    en.wikipedia.org/wiki/Bard_(Dungeons_&_Dragons)

    A bard required ability scores of Dexterity 12+, Intelligence 13+ and Charisma 15+, and only humans and half-elves could be bards. Bard was the only character class (other than thief) in which any non-human could advance to unlimited level, as both humans and half elves did not suffer a level limit, unlike every other character class for which ...

  5. Warlock (Dungeons & Dragons) - Wikipedia

    en.wikipedia.org/wiki/Warlock_(Dungeons_&_Dragons)

    The most important of these abilities is the "eldritch blast" which is the warlock's main offensive ability, firing a blast of magical energy at the target. [ 4 ] [ 5 ] The major difference that warlocks have from all other Dungeons & Dragons 3rd edition magic users is their ability to use their invocations "at will," without a limit on the ...

  6. Dungeons & Dragons gameplay - Wikipedia

    en.wikipedia.org/wiki/Dungeons_&_Dragons_gameplay

    An ability score is a natural number, with a value of 10 or 11 representing average ability. [5] "These ability scores help determine whether [a] character succeeds or fails at something they try" when a player rolls a d20. [6] For example, "a Dwarf with 15 strength can probably lift up a huge rock quite easily.

  7. Paladin (Dungeons & Dragons) - Wikipedia

    en.wikipedia.org/wiki/Paladin_(Dungeons_&_Dragons)

    Their spell-casting and Turn Undead abilities are similar to but weaker or more specialized than comparable cleric abilities. Typical tenets of the paladin code are as follows (though many variants exist): A paladin must be of Lawful Good alignment in 3rd edition or earlier. A Paladin may never willfully commit an evil act.

  8. Cleric (Dungeons & Dragons) - Wikipedia

    en.wikipedia.org/wiki/Cleric_(Dungeons_&_Dragons)

    The cleric character class first appeared in the original edition of Dungeons & Dragons. [2] [3]: 18 In the original edition, the class is described as gaining "some of the advantages from both of the other two classes (Fighting-Men and Magic-Users) in that they have the use of magic armor and all non-edged magic weapons (no arrows!), as well as a number of their own spells.

  9. Tasha's Cauldron of Everything - Wikipedia

    en.wikipedia.org/wiki/Tasha's_Cauldron_of_Everything

    However, customizing one's origins isn't just a matter of moving around ability scores. Players can also customize their languages and proficiencies. While customized origins do not undo any of the damage that's been done, they do provide a path forward for making Dungeons & Dragons more accessible and less problematic".