Dd 3.5nd edition monster manual pdf download






















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Monster Manual 3. From Wizards of the Coast. Watermarked PDF. Average Rating 19 ratings. Fearsome and formidable foes lurk within.

Some older content may reflect ethnic, racial, and gender prejudice that were commonplace in American society at that time. These depictions were wrong then and are wrong today. This content is presented as it was originally created, because to do otherwise would be the same as claiming these prejudices never existed. This part of our work will never end. Customers Who Bought this Title also Purchased. Reviews 1. Please log in to add or reply to comments.

If there are enough requests for POD for this title it may happen. This is my first DriveThru purchase. Are there none, or might there be something wrong with my PDF reading program? I can click View and then Table of Contents, giving me a table of contents to the left of the reader that I can jump back and forth in, but there are no links in the text, which would make it far easier to jump straight to the monster I am searching for.

Only some "reader programs" do that at least Preview and IBooks but some do not like Adobe and opening the document on the internet I am using Safari. I'm not sure how it is with other internet programs. Can whoever created the pdf for this product check out the bookmarks? A number of them under the "Monsters A to Z" section have "OBJ" written next to the monster name, and while the bookmarks do work, that makes me wonder if perhaps there was an error of some kind when the pdf was built.

All in all, however, this is a great release! My copy seems to have that as well. As you said, the links still work. As it stands, it is a minor flaw, and would still not prevent me from giving it 5 stars which I have done. This book is excellent! To the best of our knowledge this does have some errata updates. The reprint did have errata and this is a PDF version of that hardcover. Moor, Mesk, Dan, Mel. Ice trolls follow other trolls naming conventions. Worgen Get gabbing or get going.

Records indicate that the worgen, a race of lupine humanoids, existed for a time in Kalimdor. Other evidence also suggested that the Worgen were from a different world, that came through portals by Archmage Arugal. In fact, more recent evidence suggested that their true origin might have a connection to the night elves and a secretive druidic order from Kalimdor's distant past. This proved to be correct as the curse originated from a druidic sect who followed Goldrinn, known as Druids of the Pack.

They shapeshifted into the feral worgen and eventually lost their minds to its violent nature. The other Druids agreed that they must be locked away, and thus put them into eternal slumber deep beneath a tree It were the night elves, after all, who created the curse in the first place. Obliged to help their newfound allies, they reintroduced them to the Alliance. The worgen's first verified appearance in the Eastern Kingdoms has been traced back to the Third War, when the archmage Arugal utilized the wolf-beasts as a weapon against the Scourge.

Arugal's weapons soon turned against him, however, as the curse of the worgen rapidly spread among the human population, transforming ordinary men and women into ravenous, feral creatures.

Arugal adopted many of the worgen as his own and retreated to the former mansion of Baron Silverlaine, the estate now known as Shadowfang Keep. The curse, however, was not contained. It persisted in the lands of Silverpine and extended even into the walled nation of Gilneas, where the curse rapidly reached pandemic levels.

The citizens of the human nation of Gilneas found themselves trapped, with no hope of escape. They retreated deeper within the isolated domain, and there they survived, fearful of the savage presence that lurked just outside the barricades.

Tensions among the displaced citizens escalated over time, resulting in a civil war that now threatens to destabilize the embattled nation even more. There are those among the Gilneans, however, who cling to hope. Many believe that a cure for the worgen curse may exist, although others have nearly given up, fearful that if the barricades should fall, their humanity will be lost forever. Independent or Alliance.

The Worgen of Gilneas re-joined their brethren of the Alliance once the Worgen Curse spread through their people, but in most cases, Worgen prefer to cater to their own hungers and ambitions.

Worgens are about the same size as humans when in humanoid and Worgen form. Your curse grants you the ability to see in dark conditions. Worgen Curse. On your turn, you can shift as a bonus action. Shifting lasts until you end it on your turn as a bonus action.

You also gain features described below. You must finish a long rest before you can gain temporary hit points again, though you can transform whenever you wish. Shifting Feature. While shifted, you can use the Dash action as a bonus action.

While shifted, you can make a bite attack as an action. This is a melee weapon attack that uses Strength for its attack roll and damage bonus and deals 1d6 piercing damage. If this attack hits a target that is your size or smaller, the target is also grappled.

While shifted, you can make an unarmed strike as a bonus action. You have advantage to saves against poison, and resistance against poison and fel damage.

You can speak, read, and write Common. Worgen Names follow the same conventions as human names. Chapter 3: Skills and Professions To better facilitate and replicate the ability to craft, mine, and refine materials into weapons, there are a few changes to the skill system, by including Gathering and Refining skills. Gathering Skills Any skill that reasonably allows for the identification, collection, and preservation of raw materials may be used to gather raw materials.

These raw materials have a value that may be declared after the check is finished. Any resource-rich area may be considered a resource node that may be used to harvest raw materials. Gather Raw Materials This use allows the user to gather materials over eight hours.

The user cannot gather again another until a long rest, or until a day has past since the last gathering action. The results of a gathering raw materials effort is judged jointly by the dungeon master and you, who decide upon what kind of general materials you acquired, judging by the environment, resources, and skill used.

Gathered materials can be sold for half value, or be kept to use in crafting. Examples of skills being used to gather are below. Engineering Intelligence Collects pipes, gears, spanners, and nuts and bolts Herbalism Spirit Collects herbs, cultivates and identifies plants, general horticulture.

Mining Spirit Collects metals, mines and identifies metals and minerals, and general mining. Skinning Spirit Collects hides, skins, and identifies quality of leather.

This can be used against monsters to harvest monster trophies. A monster that is harvested for a particular body part has the rest of its body parts damaged in the attempts to extract value.

A skinner can harvest leather for armors , bone for weapons , poison from poisonous creatures , and other things the DM feels appropriate. If harvesting a consumable such as a poison , one dose can be created per hit dice with no cost.

Since a longsword costs 15 gold pieces silver , it would require the Warrior to work for an average of three days to gather enough raw materials--if the game master allows for the gathering of iron from a specific node or area. If the same Warrior is proficient with skinning tools and skins a snake, he can harvest up to 48 silver in eight hours of work, but only to a maximum of.

Production Skills Any skill that can create a final product is classified as a production skill. The time it takes to make a product and the raw materials it takes depends on the cost of the item and its complexity.

Most production skills require proficiency in the tools used such as blacksmiths tools , but some are given to or restricted by race or class only such as Engineering or Alchemy. Proficiency in a skill infers proficiency with its tools. Example Skill Ability Score Task Performed Alchemy Intelligence Creates potions, elixirs, and concoctions Blacksmithing Intelligence Creates weapons, armor, and metallic trinkets Engineering Intelligence Creates constructs golems and robots , gadgets, firearms, and bombs Herbalism Spirit Can create minor potions from herbalism.

Infusion Intelligence Can create infusions and enchantment items. JewelcraftingSpirit Creates jewelry Leatherworking Spirit Creates leather-based items and armors Tailoring Spirit Creates cloth-based items such as clothes, boots, and hats Note: System below is optional, and supersedes the crafting rule of 5 gp of progress per day on crafting.

Crafting Rules Crafting takes four components: 1. Time roughly equivalent to the complexity of the end product. Raw materials equal to one-third that of the end product. Proficiency with the tools or skill relevant.

Success on the Crafting check. At the end of the allotted crafting time, and if the check is successful, the user crafts the item in question. Item Crafting Time Very simple item stick 10 minutes Simple item light weapon, club, or staff 1 hour Moderate item martial weapon, light armor 1 day Complex item medium armor, lock 1 week Highly complex item heavy armor 2 weeks.

Crafting takes the specified time, cut down to the nearest hour. In the above example, the first-level Warrior if proficient with smiths tools , can begin to forge a sword if he has access to all the tools he needs the game master may possibly require a forge to smelt raw iron into ingots.

As a moderate complexity item, it would take him one day if he has all the required materials, if he succeeds on a DC 15 Crafting check. Alchemy Alchemy allows for one to create potions. Potions are magical items that are created by the Alchemy skill, and they are brews that contain the power of a spell within them.

The alchemist can infuse any spell they can cast into a potion as a Crafting check if they possess Alchemy. This requires the ability to cast the spell in question, such as by knowing and preparing it. This consumes the mana required as normal. A spell with the ritual tag must be cast normally to be made into a potion. If you do not normally have access to magic spells, but have an effective spellcasters level due to an ability or feat, you may choose which spell list to access for your alchemical potions.

Imbibed potions do not require concentration even if they originally required it , but one creature cannot benefit from more than one such demanding potion. In effect, ingesting a potion is treated as concentrating on it, and if drinking another potion that demands concentration, the newer one takes precedence and dispels the effects of the old one that required concentration.

Prerequisites: Alchemy requires at least 1 level in a spellcasting class or a ghost level such as by Forsaken Alchemy and similar abilities and Intelligence of 15 or higher to become proficient with. Special: Herbalism proficiency acts as alchemy, except that it is confined to the priest or druid spell list. Special: Characters attempting alchemy without access to spells must at least have nominal access, if only restricted to alchemy.

Drinking a potion, coating it on the user, etc. If a spell, it has the same targeting requirements, although the trigger of activation is usually drinking the potion or throwing it as an improvised weapon. Creating a potion is considered moderate difficulty task 1 day if the spell replicated is equal to level 5 or lower, and very complicated 1 week if it is level 6 or higher.

Saving Throw. A potion costs gold pieces equal to 50 x spells current level x the minimum number of levels in the spellcasting class to access the spell. A 0-level spell counts as if a level for the purposes of all calculations. If the spell costs any additional cost in reagents, the cost is added to the total.

Concentration Spells. The duration of a potion with a duration of concentration is equal to 2d4 rounds if up to a minute. A character cannot benefit from multiple concentration potions. World of Warcraft RPG, 5th Edition For example, a first-level Goblin rogue, upon gaining his racial features, gains the Goblins [Living Better] racial trait, giving him proficiency in Alchemy, and one level in a spellcasting class of his choice. Choosing druid, the goblin gains spells known as if his druid level was 1, gaining the ability to cast three cantrips, and gains spells known equal to his Spirit modifier plus 1 effective druid level.

He cannot normally cast these spells with mana, but he can cast these ghost spells to brew potions. He chooses rejuvenation and entangling roots as his druid spells by spending one day and 50 gold.

If the goblin later takes levels in Wizard, Sorcerer, or Priest, he can alter his alchemical ability to reference his level in the other spellcasting class instead of the 1st level in Priest casting.

If he wishes to use a potion of light, he will spill the potion on a surface touch range as normal for the spell , and the poured mix will glow for one hour, giving the same light as the spell. Gust would open the bottle and emit a burst of wind, and Control Flames would be a mixture the goblin throws at a fire to control it.

Rejuvenation would heal over time upon being applied or drunk same action and range as normal casting , and Entangling Roots might be thrown at the target to create alchemical tentacles or a shredding and shrinking mixture of chemicals. Engineering Engineering allows for one to create technological devices.

Such devices are non-magical items that are created with the Engineering skill, and are classified into five groups, according to general type, which are Bombs, Firearms, Gadgets, Constructs, and Mecha. Most engineering items deal concussive damage. Concussive damage is half bludgeoning, half thunder.

Divide the damage before applying resistances. Prerequisites: Engineering requires at least 1 tinker level or an Intelligence of 15 or higher to become proficient with. A character that creates an engineering device is always proficient with it. Creating a Technological Device. When designing an engineered item, the final cost, DC, and effects of the item depend entirely on the amount of Engineering Points invested, which have a maximum equal to the users Proficiency bonus.

A character may willingly spend less than their maximum engineering points to lower the cost and activation DC of the device. A user may invest less points to lower the cost of an engineered item. Devices have an effective level equal to the number of Engineering Points invested into them. Expertise does not increase the amount of engineering points derived from the skill. Using A Technological Device. All devices also have a have a chance to malfunction.

A character may add their Engineering modifier to this check. Using a gadget or issuing a directive to a construct is an action on the behalf of the user that provokes reactions as normal. Using a bomb or firearm is treated like using weapons of the same type.

Using a mecha counts as ones full allotments of actions if they deign to use them. Malfunction Rate. The malfunction rate is a dice result without modifiers from 1 to half the activation check round down. A natural 1 is the minimum malfunction rate. For Example: A tinker shoots with a 3rd level rifle, dealing 3d8 damage. If his attack roll is lower than 5 but higher than the malfunction rate of , the firearm does not shoot, and no resource is expended although the action is expended.

If the dice falls on a natural 1 or 2, the device malfunctions, and the GM decides on the possible outcome. Creating a bomb is considered a simple item 1 hour. Creating a firearm is considered a moderate item 1 day. A construct or mecha is a highly complex item 2 weeks , and a gadget takes the same complexity of a potion of the same spell.

Each device requires a blueprint which usually costs around one-fifth the cost of the device. A tinker may create a blueprint by spending one-fifth the price of a device they already created.

By default, the energy source is mechanical clockwork, springs, etc. See Energy Sources below for reference. Bombs Examples. Indirect weapons call for a saving throw at the point of impact, and require a successful activation check. They affect a ft square radius, and call for a Agility saving throw to half the damage dealt.

A bomb can be heard clearly up to feet away, before checks are required difficulty of the check starts off easy at , then medium, difficult, very difficult, etc. Bombs deal 1d6 concussive damage per proficiency bonus invested. Bombs may be thrown indirectly, or placed as a mine, or crafted into a rocket.

A bomb weighs 1 pound per proficiency bonus it was crafted of. A bomb may be designed to send shrapnel, in which case it deals half slashing damage instead of half bludgeoning damage. If a bomb explodes near another bomb, they both set off, and the damage stacks up to triple damage and range. Bomb Forms Grenade Form A thrown bomb is treated as a thrown improvised weapon for all intents and purposes. This choice is made during crafting, and does not have a cost. If launched from a gadget, the range of the bomb increase by the gadgets own modifier or spell.

This is called a Grenade Launcher or a Mortar. Mine Form In its mine form, it takes an action to prime, and triggers on any creature that moves into its 5-foot square, exploding at its same radius. A mine can be seen with a Perception check equal to the saving throw DC. A mine is counted as a trap for all mechanical purposes.

Rocket Form In its rocket form, using a rocket takes an action and a ranged weapon attack roll using Intelligence as normal. Its other properties such as explosion radius, Agility save, and weight does not otherwise change. When a rocket reaches its maximum range, it explodes regardless of whether it reached its target or not. A gadget may be used to increase the range as with a grenade. This is called a Rocket Launcher.

On a malfunction with the activation of a bomb or mine or attack roll with a rocket , roll a 1d8. Clockwise, each number represents a direction 1 represents forward, 5, backwards, 3 on the right, 7 on the left. The explosive flies off instead 10 feet in that direction. If a bomb bounces off a nearby wall to the user, it may explode other latent bombs. Firearms Examples. They come in light, medium, and heavy varieties. They require bullets for ammunition, which act as normal ammunition. A firearm has a capacity of 1 bullet per Proficiency bonus it was crafted with, before having to be reloaded with the use of two actions which restores the capacity to full, assuming the user has enough bullets at hand.

A firearm gives as much sound as an explosive when it is used. Firearms deal 1d6 piercing damage per proficiency bonus if medium. If light, they deal 1d4 piercing damage. If heavy, they deal 1d8 piercing damage. If the gun uses pellets instead of bullets, it deals bludgeoning damage. World of Warcraft RPG, 5th Edition Firearms require reloading with gunpowder and ammunition cost of each is detailed under equipment. A firearm weighs 5 pounds if a light weapon, 10 if medium, and 15 if heavy.

On a malfunction with an attack roll with a firearm, it malfunctions, performing one of the two effects as declared by the GM, or rolled randomly : Jam The firearm jams, requiring a minute to clean it out.

Explode The gunpowder inside explodes, dealing the firearms normal damage in a footsphere, centered on the firearm itself. The user and any affected creature may perform an Agility check to half damage. The damage dealt is half fire, half bludgeoning, and the firearm takes the respective damage. Gadgets Examples. These technological devices act like items that replicate spells.

Gadgets have upon creation eight charges of said spell that can be discharged by the same action it takes to discharge the spell. Each discharge consumes one charge. Casting a spell through a gadget is not counted as a real spell, and thus is not subject to effects dependent on magic type, schools, and can be used against creatures immune to magic. A gadget may store one spell level every two Engineering Points invested maximum 3rd level spells , and requires one minute of cooldown between uses.

Special: If the spell replicated by the gadget has a range or target of self or personal, or grants or affects movement speed such as fly or feather fall , the gadget must also be worn a harness, which is treated as leather armor. One cannot wear both a harness and armor heavier than light. Malfunction: On a malfunction with the activation roll with a gadget, it is either drained or overheated as declared by the DM, or rolled randomly.

Drain It loses 1d4 charges, and may be used after a minute. If this reduction takes it to -1 charge, the gadget cannot be used until it regains full charges. Overheat It begins an extended cooldown that remains for one hour. Constructs Examples. These act like creatures of the construct type. They obey those who hold control over them.

Constructs have eight charges, each used for one hour. The construct may have one CR per Engineering Point, and may be custom-built from any construct in the monster manual. When being activated, it takes a minute to start up before it begins to act. Constructs consume one charge per hour of activation. Constructs may behave independently, or when controlled by the user in the latter case, it is treated as a mount. A constructs properties and charges depend on its energy source.

Healing and fixing a construct costs one hour and 10 gp per hit point regained in engineered or scavenged materials. On a malfunction with an activation roll with a construct, it either shuts down, is haywire, burns fuel, or runs slowly as declared by the DM, or rolled randomly. Inactivity The construct remains inactive, and locks down for one hour.

The construct activates normally, but be hostile to anything in sight possibly attacking the user until restarted. Burn Fuel. The construct activates normally, but burns fuel at double the normal rate until restarted. Slow Run. The construct activates normally, but be slowed as the spell until it shuts off and restarts. Mecha Examples. These act as constructs, except that the user can inhibit them, controlling them directly instead of their own character.

The mecha is treated as a construct for the purposes of combat rating, charges and actions, but the mecha must be controlled from the inside of the creature to which it has a cockpit that fits the creator. When the user performs an action from within the mecha, the action is performed instead by the mecha using the mechas proficiency bonus, Strength score, movement speed, and abilities instead of that of the user, and the action is counted as a merge action.

Merged actions work for one party over the other. For example, a dwarven siege engine driver can use his bonus action to use the engines ability to shoot anti-air rockets, or use his own action to shoot the siege engines cannons. Any attack that damages the mecha deals half damage to the user within, dividing the damage evenly round down. If a mecha is the same size category of the user, it is instead called a suit, but otherwise acts the same. The mecha cannot be smaller than its user.

A mechas properties and charges depend on its energy source. The user does not benefit from any damage or condition resistances or immunities the mecha has, and may be targeted though the user still benefits from the halfto-all weapon damage.

A user within a mecha or suit gains cover versus any attack from outside. It takes an action and movement half speed, as if mounting or dismounting a creature to enter or leave a mecha. Vehicles are treated as mechas. This acts like a constructs malfunction, except that it cannot be hostile. It may still lose charges. Note: Mecha may also be made to fly or to swim.

The engineer may reduce the land speed by 1 foot to add it to flight speed, up to a minimum land speed of 0 feet. Energy Sources A devices energy source determines how often it can recharge, and various other traits. A charge is gained by winding the mechanism designated in the device or creature. Ten minutes of winding grants one charge. If the gadget is damaged, or if the construct or mecha suffer a critical hit, it loses one charge.

Steam Coal The device is powered by steam-power. A charge is gained by burning coal or any similar, slow-burning material. A steam-powered device requires a small furnace either within it, as a mecha or construct, or outside it if a gadget , and four pounds of coal grants one charge over five minutes of burning. A gadget may be charged by steam-power, and not directly powered by it, following the same rules. When charging a device, the furnace may be resupplied with coal until all charges are set.

The furnace can hold up to thirty-two pounds of coal enough for 8 hours. Electricity Batteries The device is powered by batteries. A charge is gained per single battery. So long as enough charges remain in the device, it is active. Any single battery functions for one hour before expiring. A single battery costs 50 gold, and weighs one pound. Batteries are tiny items made of iron, and have the appropriate statistics. So long as fuel remains in the tank, the device is active.

A charge is gained by one pint of liquid oil or gas. A devices tank is usually large enough for eight pints a gallon. Gas and oil are usually kept in traveling tanks. A pint of gas usually costs 50 gold.

For the purposes of energy sources, firearms and bombs use combustion, but two ounces of gunpowder per use for firearms, and one pound per bombs. You do not have to pay an additional cost with bombs, but must supply gunpowder and bullets or pellets for firearms. Necromancy Souls The device is powered by a necromantic crystal of any CR chosen , with one charge per CR point maximum Necromancy souls are stored in soul gems created via the Capture Essence spell.

This does not otherwise prevent the creature from being raised or animated, but may be used once per creature unless that creature later comes to life.

This device regains 1 charge if it kills or reduces to 0 hit points any living creature. Removal of such curses can use of a healer's kit or doctor's kit to bandage and only be accomplished through the clause in the treat the character's wounds. DMG rules p. Spells like remove curse Injuries can provide temporary relief but require the When it fails a death saving throw by 5 or more afflicted to make a Wisdom saving throw versus causes one Injury.

Or when the DMG judge it appropriate a fall for example or dramatic. You can see in dim fies what races are not native to Ravenloft, and light within 60 feet of you as if it were provides rules for handling truly bizarre races bright light, and in darkness as if it were from the PHB and beyond. OR is Outcast Rating. Caliban take their Intimidation skill. Average features tend to outright, you can drop to 1 hit point in- be hump backs, tusk like teeth and tough hide stead.

Survival skill. Due to their incredibly alien appearance, rolls increase by 1. Is not accepted in most societies. As a Action, you look into the Languages: You speak one of the languages eyes one creature that can see up to of the Core. Due to them on attack rolls against you up 1 minute. It imparts one additional perk. Called giomorgo, or giamarga if they have an - Kamii: Advantage using tools that deal elven parent, are a troubled lot.

Welcomed in with metals or metallurgy. When at- ears if they are from elven stock. Like their tempting to read the symbol the Half- Vistani parents, the Half-Vistani tends to wan- Vistani makes an Intelligence check. On der the countryside, never staying in the same a successful check, the DM rolls a d This wanderlust On a 2 to 20 the Half- has given them some added Vistani, ok.

If roll of a 1, benefits as well. As such, as most rac- carefree nature. Due to the tales often told, the characters that come from strange and folk of Ravenloft take Tieflings as the devils they unusual races, such as Outsiders. Tieflings will never gain the trust of der on running the player out of town to the superstitious Ravenloft folk and thus will lynch mobs that think that the character always be outcasts.

Furthermore, any reaction will bring bad luck to even wanting to on a failed social roll will always be hostile can sacrifice them to appease some evil spirit. Duergar downright deadly. Alignment: Likely to be alignment. Very rarely become Lawful Neutral.

Size: As Human, Medium. Speed: 30 feet. Size: As human, Medium. Devas do not age. They do not die of old age. Age: Dhampir mature at the same rate as Astral Resistance: You have resistance to radiant humans and can live into their years.

Superior Darkvision. You can see in dim light Healing Touch: You Touches another creature only within feet as if it were bright light, and not you , that magically regains 4d8 hit points. You in darkness as if it were dim light. You can't must complete a long rest before you can use this discern color in darkness, only shades of ability again. Memory of a Thousand Lifetimes: When you make Unnatural Resilience: You have advantage an attack roll, saving throw, or ability check and on saving throws against disease, charm and dislike the result, you can roll 1d8 and add it to the poison, and have resistance to necrotic result.

You must complete a short or long rest before damage. Sunlight Sensitivity. You have disadvantage Worldly Knowledge: Proficiency in the History skill. Ability Score Increase. Your Dexterity score Daywalker. You can use a bonus action to expend increases by 1. Shifters are usually neutral, effects for 10 minutes, but you gain 1 level of viewing the struggle to survive as more exhaustion 10 min. Reduced all levels with Long rest. You can survive on half the normal about how survival is maintained.

Shifters are about the same size as Dhampir Magic. You know the Friends cantrip. When humans. Your size is Medium. Your base walking speed is 30 feet. When you reach 5th level, you Age. Same as humans. Your lycanthropic heritage grants Charisma is your spellcasting ability for these spells. You Vampire's Bite. You have the ability to make a bite can see in dim light within 60 feet of you as if attack against either a willing creature, a creature it were bright light, and in darkness as if it that is charmed, grappled, or a creature that is were dim light.

You can use your darkness, only shades of gray. Strength or Dexterity for your bite's attack roll, and Shifting. On your turn, you can shift as a you're proficient.

On a hit, your bite deals damage bonus action. Shifting lasts for 1 minute or equal to 1d6 plus the ability modifier used to make until you end it on your turn as a bonus the attack roll of piercing damage, plus 1d6 necrotic action. While shifting, you gain temporary hit damage.

You also gain a You may gain temporary hit points from this trait a feature that depends on your shifter subrace, number of times equal to your Charisma bonus described below. You must finish a short or minimum of 1. Expended uses of this feature are long rest before you can shift again. Keen senses. You have proficiency with the Languages: You speak two of the languages of the perception skill. You can speak, read, and write Sylvan and one of the languages of the Core.

Several subraces of shifter exist, Ability Score Increase. Your Dexterity score increases each with its own animalistic features. Choose one of the options below. Goblins are typically neutral evil, as they -Beasthide: As a beasthide shifter, you care only for their own needs. A few goblins might are especially tough and persistent in battle. Your Constitution Size. Goblins are between 3 and 4 feet tall and weigh score increases by 2. Your size is Small. You have proficiency with the Speed.

Goblins reach adulthood at age 8 and live up to Shifting Feature. While shifting, you gain 1d6 60 years. You can't discern color in darkness, are a ferocious combatant. Your Strength score Fury of the Small. When you damage a creature with increases by 2.

You have proficiency with the than yours, you can cause the attack or spell to deal Intimidation skill. The extra damage Shifting Feature. While shifted, you can use equals your level. Once you use this trait, you can't your elongated fangs to make an unarmed use it again until you finish a short or long rest. If you hit with your Nimble Escape. You can take the Disengage or Hide fangs, you can deal piercing damage equal to action as a bonus action on each of your turns.

You can speak, read, and write Goblin bludgeoning damage normal for an unarmed and one of the languages of the Core. Your Dexterity and Undead Resistance. You have resistance to Charisma scores both increase by 1. You have proficiency with the Acrobatics Red Ledge. Proficiency in the History skill.

Living Dead. Because your soul is tainted by Swift Stride. Your walking speed increases by undeath, you are both living and undead. If a 5 feet. While shifted, your walking speed creatures and undead ones, you choose increases by 5 feet. Additionally, you can move up to which effect applies to you. You have advantage on any within 5 feet of you. Blood Dependency. You have a pool of 3 -Wildhunt: Your wildhunt heritage makes you a blood points. Your maximum blood points is 3.

Every time you complete a long rest, or a day Ability Score Increase. Your Wisdom score increases passes without you completing a long rest, by 2. If you Natural Tracker. You have proficiency with the feed on the blood of a humanoid live or dead Survival skill. As a bonus action, you can mark one 1 min. While you creature you can see within 10 feet of you. Until the have 0 blood points, you gain half as much end of your next long rest, your proficiency bonus is from all healing and gain one exhaustion level.

You have the ability to make a use this trait again until you finish a short or long bite attack against either a willing creature, a rest. While shifted, you have creature that is incapacitated or restrained. You can use your Strength or Dexterity for Languages: You speak one of the languages of the your bite's attack roll, and you're proficient.

Your Charisma score increases dealt by this attack. You may gain temporary by 2, and you may increase either your Strength or hit points from this trait a number of times Dexterity score by 1. You regain 1 blood point in each use. However, many Vrylokas after a long rest. Blood Fury: When you kill an enemy, you as a Size. Vrylokas are about the same size as humans.

Your base walking speed is 35 feet. First-generation your next turn. You must complete a short or vrylokas remain the age they were when they went long rest before you can use this ability again. Vrylokas live for many Ritual Heritage: Once per long rest, you have centuries. Thanks to your vampiric blood, you have death saving throw to your choice.

You can Languages: You speak two of the see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your Wisdom score increases whatever you are trying to perceive is in direct by 2, and your Dexterity score by 1. Wildens commonly have chaotic Dusk Elf Invisibility. When you take damage personalities and experience extremes in their that reduces you to half your maximum hit emotions. Wildens are about the same size as Elfs.

Your cast invisibility spell, and become invisible size is Medium. Once you use Speed. Same as Elfs. Your lycanthropic heritage grants you the Dusk Elf Stealth. As a bonus action, you can ability to see in dark conditions. You can see in dim grant an ally within 30 feet, advantage on a light within 60 feet of you as if it were bright light, Dexterity Stealth check on their next turn, as and in darkness as if it were dim light.

Once you use discern color in darkness, only shades of gray. Your hit point maximum increases by 1, finish a short or long rest. Dusk Elves Weapon Training. You have Naturally resilient. Wilden Weapon Training. Your Intelligence Score Naturally Skilled. You gain proficiency in one skill of increases by 1. You have advantage on saving throws cast the cantrip with this trait. When you reach 5th level, you can cast manifest.

You finish a long rest. You regain the ability to do so when you finish a short or long rest. Aspect of the Hunter: When an enemy within 30ft. You regain the ability to do so when you finish a short or long rest Languages. You can speak, read, and write Elf, Sylvan and one of the languages of the Core. Your Charisma score increases by 1. Your darkvision has a radius o f feet. You have disadvantage on attack Shifter, Wilden , Shadar-kai rolls and on Wisdom Perception checks that rely on.

Temples and churches lay in dilapidated states or in complete disrepair due to lack of actual use as pews re- All PHB Primal paths allowed. Clerics, that Ravenloft as nomadic tribes tend to be small come from other worlds, note an almost imme- and spread out.

However in the less civilized diate feeling of disconnect or loss of presence domains, sparsely populated tribes can be of their particular deity. The barbari- 5th fly, gaseous form an still has to roll a saving throw if the charm is from a domain lord or closed 7th freedom of movement, greater Invisibility domain border.

Add the Glamour, Swords hand crossbows and longbows. Most, regardless of origin, aspire Channel Energy: Guided Projectile to perform at the renowned Harmonia Hall lo- cated within Kartakass, and as such most of the Starting at 2nd level, you can use your Channel colleges tend to be of lore. Falkovnia is the only Energy to make a ranged attack with domain with a prominent college of valor, due supernatural accuracy.

When you make an to the campaigns of conquest attempted every attack roll with a ranged weapon, you can use several years. You make this choice after you see the roll, different functions, and have new spells. At 6th level, you can use a bonus action to turn into a mist, fly up to 20ft.

You can your allies. As an action, choose up to three also go through small cracks, closed doors, creatures within 30 feet of you you can include closed windows, small hole, enemies, allies. The affected creatures are under the You can use this feature a number of times effect of the mantle of protection for 1 minute. You regain expended uses when you level of cleric you possess.

Each time a creature finish a long rest. Once the mantle of ranged attacks with razor winds. Once on each protection is reduced to 0 hit points, it ends and of your turns when you hit a creature with a any excess damage is applied to the protected ranged weapon attack, you can cause the attack creature or creatures that would have taken the to deal an extra 1d8 slashing damage to the full damage.

When this happens, as a reaction, target. When you reach 14th level, the extra you can transfer all the excess damage to damage increases to 2d8. Incendiary Mist Channel Energy: Attack Warding At 17th level, you can cast Incendiary Cloud Beginning at 6th level, you can use your Channel Spell, but with 12d8 fire damage and foot- Divinity, when a creature within 30 feet of you radius sphere centered a point within range.

You make an attack roll, you can use your reaction to regain this use when you finish a long rest. Cleric Divine Strike Level Spells At 8th level, you gain the ability to infuse your 1st Shield of Faith, protection from evil and good weapon strikes with divine energy.

Bonus Proficiency Potent Protection At 1st level you gain proficiency with heavy At 17th level, you protection ir more powerful.

As an action, choose up to three creatures Blessing of the protection within 30 feet of you you can include yourself At 1st level, you gain the ability to imbue magic to gain for 10 minutes: to protection one target.

At the end of a long - Resistance to three damage types you rest, you can touch one target. Until the end of choice. The Dark Powers may are always at Disadvantage with their also intervene on any attempted inter- rolls.

Scenes of gruesome acts may vention and twist the intervention, de- require a Horror check from the cleric pending on what is done. This type of on success- ful rolls. As the druid levels up they closed domain border. On a rollbecomes on 1 on a shadow instead and may attack the cleric or others. Add the opportune moment. It contains four new classes, along with new spells, feats, and new role-playing options.

The 3. The first Player's Handbook includes eight classes: cleric, fighter, paladin, ranger, rogue, warlock, warlord, and wizard, and eight races: dragonborn, dwarf, eladrin, elf, human, half-elf, halfling, and tiefling.

The warlock and warlord classes, and the dragonborn and tiefling races, represented new additions to the core rules, while the book left out previous core elements such as the monk and bard classes and the gnome and half-orc races. Wizards of the Coast emphasized that those elements would be coming in subsequent Player's Handbooks and would be considered to be as central to the game as those in the first book.

Retrieved on The book was designed by Mike Mearls, Bruce R. Cordell, and Robert J. It includes six classes: ardent, battlemind, monk, psion, runepriest, and seeker, [37] [38] [39] along with four races: wilden, [40] the minotaur, githzerai, [41] and shardminds. The PHB3 also includes new multi-classing rules for hybrid characters.

The Player's Handbook contains the basic rules of the 5e system, the base classes and races, and character customization options. Chuck Francisco of mania.



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