Notes
Tags
  • Heavily Armored Player's Handbook
    +1 Strength; proficiency with heavy armor
    Buff, Warding,
    +
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  • Heavy Armor Master Player's Handbook
    +1 Strength; damage reduction from nonmagical weapons
    Buff, Warding,
    +
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  • Historian Unearthed Arcana
    +1 Intelligence; proficiency or expertise in History; can grant proficiency bonus when taking Help action
    +

    Your study of history rewards you with the following benefits:

    • Increase your Intelligence score by 1, to a maximum of 20.
    • You gain proficiency in the History skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
    • When you take the Help action to aid another creature’s ability check, you can make a DC 15 Intelligence (History) check. On a success, that creature’s check gains a bonus equal to your proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you’re saying.
  • Human Determination Unearthed Arcana
    +1 to ability score of your choice; gain advantage on attack roll, ability check, or saving throw one per rest
    +
    Prerequisite: Human

    You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits:

    • Increase one ability score of your choice by 1, to a maximum of 20.
    • When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can’t use it again until you finish a short or long rest.
  • Infernal Constitution Xanathar's Guide to Everything
    +1 Constitution; resistance to cold and poison; advantage on saves against poison
    Buff, Racial Feat, Warding,
    +
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  • Inspiring Leader Player's Handbook
    Inspire your companions to grant temporary hit points
    Buff, Healing, Social,
    +
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  • Investigator Unearthed Arcana
    +1 Intelligence; proficiency or expertise in Investigation; can take Search action as a bonus action
    +

    You have an eye for detail and can pick out the smallest clues. You gain the following benefits:

    • Increase your Intelligence score by 1, to a maximum of 20.
    • You gain proficiency in the Investigation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
    • You can take the Search action as a bonus action.
  • Keen Mind Player's Handbook
    +1 Intelligence; track time, direction, and detail with uncanny precision
    Buff, Exploration, Utility,
    +
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  • Lightly Armored Player's Handbook
    +1 Strength or Dexterity; proficiency with light armor
    Buff, Warding,
    +
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  • Linguist Player's Handbook
    +1 Intelligence; additional languages; create written ciphers
    Buff, Utility,
    +
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  • Lucky Player's Handbook
    You have inexplicable luck
    Buff, Utility,
    +
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  • Mage Slayer Player's Handbook
    You have practiced techniques useful in melee combat against spellcasters
    Buff, Combat, Debuff,
    +
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  • Magic Initiate Player's Handbook
    Learn basic spells from a chosen class
    Buff, Utility,
    +
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  • Martial Adept Player's Handbook
    Perform special combat maneuvers
    Combat, Utility,
    +
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  • Master of Disguise Unearthed Arcana
    +1 Charisma; proficiency or expertise in disguist kit; disguises can mimic creatures
    +

    You have honed your ability to shape your personality and to read the personalities of others. You gain the following benefits:

    • Increase your Charisma score by 1, to a maximum of 20.
    • You gain proficiency with the disguise kit. If you are already proficient with it, you add double your proficiency bonus to checks you make with it.
    • If you spend 1 hour observing a creature, you can then spend 8 hours crafting a disguise you can quickly don to mimic that creature. Making the disguise requires a disguise kit. You must make checks as normal to disguise yourself, but you can assume the disguise as an action.
  • Medic Unearthed Arcana
    +1 Wisdom; proficiency or expertise in Medicine; can grant maximum hit points to companions when spending Hit Dice
    +

    You master the physician’s arts, gaining the following benefits:

    • Increase your Wisdom score by 1, to a maximum of 20.
    • You gain proficiency in the Medicine skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
    • During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends.
  • Medium Armor Master Player's Handbook
    You have practiced moving in medium armor
    Buff, Warding,
    +
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  • Menacing Unearthed Arcana
    +1 Charisma; proficiency or expertise in Intimidation; can frighten target in place of attack
    +

    You become fearsome to others, gaining the following benefits:

    • Increase your Charisma score by 1, to a maximum of 20.
    • You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
    • When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can’t be frightened by you in this way for 1 hour.
  • Mobile Player's Handbook
    You are exceptionally speedy and agile
    Buff, Movement,
    +
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  • Moderately Armored Player's Handbook
    +1 Strength or Dexterity; proficiency with medium armor and shields
    Buff, Warding,
    +
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