Αποτελέσματα Αναζήτησης
Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, brute-force mind control, and much more.
- Wizard
D - Dunamancy Spell DG - Graviturgy Dunamancy Spell DC -...
- Sorcerer
Class Features. As a sorcerer, you gain the following class...
- Fighter
As a fighter, you gain the following class features. Hit...
- Warlock
Pact Magic. Your arcane research and the magic bestowed on...
- Gift of The Chromatic Dragon
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- Prismari Student
You are an artist, and you have been preparing to hone your...
- Quandrix Student
Aside from traditional spellcasters, a few characters of...
- Spells
D - Dunamancy Spell DG - Graviturgy Dunamancy Spell DC -...
- Wizard
Class Features. As a bard, you gain the following class features. Hit Points. Hit Dice: 1d8 per bard level. Hit Points at 1st Level: 8 + your Constitution modifier. Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st. Proficiencies. Armor: Light armor.
Class Features. As a sorcerer, you gain the following class features. Hit Points. Hit Dice: 1d6 per sorcerer level. Hit Points at 1st Level: 6 + your Constitution modifier. Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st. Proficiencies. Armor: None.
Class Features. As a rogue, you gain the following class features. Hit Points. Hit Dice: 1d8 per rogue level. Hit Points at 1st Level: 8 + your Constitution modifier. Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st. Proficiencies. Armor: Light armor.
Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, brute-force mind control, and much more.
As a cleric, you gain the following class features. Hit Points. Hit Dice: 1d8 per cleric level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st. Proficiencies. Armor: Light armor, medium armor, shields Weapons: All simple weapons Tools: None
Class Features. As a paladin, you gain the following class features. Hit Points. Hit Dice: 1d10 per paladin level. Hit Points at 1st Level: 10 + your Constitution modifier. Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st. Proficiencies. Armor: All armor, shields.