Search/Recent Changes
DBTropes
...it's like TV Tropes, but LINKED DATA!

Dungeons & Dragons 5th Edition (Tabletop Game)

 Dungeons & Dragons 5th Edition (Tabletop Game)
type
TVTItem
 Dungeons & Dragons 5th Edition (Tabletop Game)
label
Dungeons & Dragons 5th Edition (Tabletop Game)
 Dungeons & Dragons 5th Edition (Tabletop Game)
page
DungeonsAndDragonsFifthEdition
 Dungeons & Dragons 5th Edition (Tabletop Game)
comment
Dungeons & Dragons EditionsOriginal | Basic | AD&D1E | AD&D2E | 3E | 4E | 5EDungeons & Dragons Fifth Edition (2014-present) is the 5th-ish edition of the Tabletop RPG Dungeons & Dragons. Developed under the title "D&D Next", Fifth Edition was an attempt by Wizards of the Coast to recapture and unite some of the fractured fanbase after the divisiveness of 4th Edition. The basic mechanics resemble a mixture of the second and third editions, with smaller 4e influences.The overall power levels have been reduced: the max level cap is 20 period, magic items are much rarer and do not scale with you, and bonuses/penalties to a dice roll seldom, if ever, break double digits. Stacking modifiers have been replaced with a simple advantage/disadvantage system where you roll two dice for the action and use the higher/lower number. Many non-instantaneous magic spells now require 'concentration', meaning a caster can only have one such spell active at a time. Major, world-altering magics are often rituals that take minutes if not hours to cast. Each class is now firmly wedded to a single character concept, with subclasses and backgrounds being used to diversify characters.Most post-creation exclusives are gone, but multiclassing has returned to 3rd edition standards and feats are completely optional, fewer in number but much more powerful and robust than before. Roleplaying and flavor have been increased in importance, with the old 2nd edition alignment system restored and canonical D&D characters from related media being used as examples of their respective classes, alignments and backgrounds. Pinning down the primary world for Fifth Edition is a bit dodgy: while the core books are mostly written in a multiverse view and adaptable to any setting, most of the official adventures are set in the Forgotten Realms.Overall fan response has been positive, with some praising the return to a more roleplaying-based system based on in-universe-justified abilities, as well as the reduction of overly-complex rules, and the number of character options no longer being "choice-paralysis-inducingly huge". However, complaints exist about an excessively small amount of character options (mostly in the early years), an alleged return to Linear Warriors, Quadratic Wizards, poor and slow post-launch support compared to prior editions, Ranger and Sorcerer fans complaining that those classes are relatively less powerful, and less intricate character building compared to 3rd edition. Despite these complaints, 5th Edition has been a major reason for D&D's resurgence in the 2010s and beyond.In an effort to get the game in as many hands as possible, Wizards has released free "Basic Rules" PDFs containing a fully functional subset of the rules via their website. The idea is that one can use them to play basic games with the four archetypical races (Dwarf, Elf, Halfling, and Human) and classes (Cleric, Fighter, Rogue and Wizard), as well as a handful of monsters and treasure, and will eventually buy books to get the rest of the stuff.Unearthed Arcana made a return in February 2015 as a monthly R&D Workshop article instead of its own supplement book. Just like the "Basic Rules", Unearthed Arcana articles are available for free on the Wizards website. The articles are stated to be "written in pencil, not ink", meaning that the contents are still work-in-progress until they're officially released in sourcebooks. Due to a reputation for unbalanced-ness, many DMs refuse to allow UA content at their tables.As a show of good faith to the digital distribution market and the Open-Gaming License, WotC started their own storefront, the Dungeon Masters Guild, which allows fans to self-publish their own material and WotC to publish both PDFs of all the past TSR/WotC releases from the "Original" Edition through 4th Edition and new Adventurers League content. As of November 2016, they've started a print-on-demand service so people can get physical copies of select TSR products.On August 2022, Wizards of the Coast announced that they're working on "the next evolution" of Dungeons & Dragons, updating the Fifth Edition ruleset while still being backwards compatible with Fifth Edition content. The project is code-named "One D&D" and is set to release in late 2024, with various public playtests running in 2022 and '23.
 Dungeons & Dragons 5th Edition (Tabletop Game)
fetched
2024-03-23T21:01:53Z
 Dungeons & Dragons 5th Edition (Tabletop Game)
parsed
2024-03-23T21:01:53Z
 Dungeons & Dragons 5th Edition (Tabletop Game)
processingComment
Dropped link to AvertedTrope: Not a Feature - IGNORE
 Dungeons & Dragons 5th Edition (Tabletop Game)
processingComment
Dropped link to CriticalHit: Not a Feature - ITEM
 Dungeons & Dragons 5th Edition (Tabletop Game)
processingComment
Dropped link to DragonBallZ: Not a Feature - ITEM
 Dungeons & Dragons 5th Edition (Tabletop Game)
processingComment
Dropped link to JackOfAllTrades: Not a Feature - ITEM
 Dungeons & Dragons 5th Edition (Tabletop Game)
processingComment
Dropped link to Mook: Not a Feature - UNKNOWN
 Dungeons & Dragons 5th Edition (Tabletop Game)
processingComment
Dropped link to technicianvsperformer: Not a Feature - UNKNOWN
 Dungeons & Dragons 5th Edition (Tabletop Game)
processingUnknown
Mook
 Dungeons & Dragons 5th Edition (Tabletop Game)
processingUnknown
technicianvsperformer
 Dungeons & Dragons 5th Edition (Tabletop Game)
isPartOf
DBTropes
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_104e61c6
type
No Saving Throw
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_104e61c6
comment
The "Power Word" spells have No Saving Throw because they're dependent on how much HP the target has left. If they have below a certain threshold of HP (which depends on the spell), the spell works to its full effect; if the target's HP is at or above the threshold, then it does nothing at all. These can result in disadvantage on saving throws, making the target lose turns, or instantly killing them. But the HP threshold means keeping careful track of the target's status for them to be useful. (The only exception to this is power word heal; it doesn't depend on how much HP the target has, but that's because it completely restores a target's health and cures most negative status effects.)
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_104e61c6
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_104e61c6
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_104e61c6
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_10908f75
type
Spell Blade
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_10908f75
comment
Spell Blade: Many spells exist solely to power up other items. The shillelagh spell causes a club to become (temporarily) magical, allowing the wielder to attack using their Wisdom instead of Strength. Flame arrow, a Ranger-exclusive spell, can set a quiver of arrows on fire. Green-flame blade wreathes a melee weapon in green fire, dealing additional fire damage if you land a hit with it. Booming blade puts an enchantment on a melee weapon that causes the next thing it hits to be surrounded by a shell of energy that deals Thunder damage if it moves from its spot. Magic weapon slightly increases a weapon's damage and allows non-magical weapons to harm creatures that otherwise are immune to conventional weapons. Elemental Weapon does the same thing, but also causes the weapon to deal a small amount of addition damage of an elemental type.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_10908f75
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_10908f75
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_10908f75
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_10b6b5f7
type
Cherry Tapping
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_10b6b5f7
comment
All but a handful of cantrips have no effect if the target succeeds on the saving throw against them. This is done for the sake of game balance, since cantrips can be cast an infinite number of times a day; if they did damage on a successful saving throw, players could just resort to Cherry Tapping. Higher-level spells can only be cast a few times, but usually cause half damage if a target succeeds on a saving throw instead.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_10b6b5f7
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_10b6b5f7
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_10b6b5f7
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_118f2b11
type
Counterspell
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_118f2b11
comment
Reactions are things that creatures can do in response to a certain trigger, even if it isn't their turn. The most common ones are Attacks of Opportunity (allowing a single melee attack against a creature that leaves your reach) or casting a reactionary spell like shield or counterspell.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_118f2b11
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_118f2b11
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_118f2b11
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_11e1c33
type
Cap Raiser
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_11e1c33
comment
Cap Raiser: Most powers that don't use spell slots are limited to a few uses a day. The only way to increase the amount of uses is to gain character levels (or sometimes, increasing a stat). Each stat normally has a cap of 20. The capstone ability for the Barbarian, Primal Champion, increases the Barbarian's Strength and Constitution scores by four points each, while also raising their cap to 24. Rare magic items can make it go even higher, but there's a "hard cap" of 30; under the rules, a stat cannot go beyond 30, no matter what.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_11e1c33
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_11e1c33
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_11e1c33
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_1238c1b2
type
Spell Levels
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_1238c1b2
comment
Spell Levels: Wizards, sorcerers, clerics, bards, and druids still have ten spell levels (cantrips and 1-9). The eldritch knight and arcane trickster archetypes have cantrips and spell levels 1-4. Artificers, paladins, and rangers have five spell levels (1-5). Warlocks are the strange one in this edition: while they have access to all 10 spell levels, their 6-9 level "Mystic Arcanum" spells are only limited to one spell for each spell level and can only be cast once per long rest.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_1238c1b2
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_1238c1b2
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_1238c1b2
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_15078c47
type
Sniff Sniff Nom
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_15078c47
comment
A character who frequently uses potions can learn to identify them by sampling the contents; just enough to taste but not enough to activate the magic.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_15078c47
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_15078c47
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_15078c47
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_1599db45
type
Ritual Magic
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_1599db45
comment
Ritual Magic: Spells with the "ritual" tag can be cast without expending spell slots by taking ten minutes to perform a ritualized version of the spell that draws magic from the ambient environment instead of the caster's normal spell source. Artificers, Bards, Clerics, Druids, and Wizards can perform rituals of any spell they know/prepared from 1st level, while the Ritual Caster feat allows a non-caster to learn how to perform rituals from one class spell list of their choice (but does not give them spell slots), and Warlocks can take an invocation that allows them to learn rituals from any spell list.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_1599db45
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_1599db45
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_1599db45
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_1853aad0
type
Maximum HP Reduction
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_1853aad0
comment
Maximum HP Reduction: In previous editions, ability damage or ability drain to your Con ability was essentially this trope, because a character's maximum hitpoints are calculated from it. In 5e, however, these effects typically now reduce your maximum HP directly. While they no longer damage your Constitution itself, having your maximum HP reduced to 0 is just as deadly as having Con reduced to zero used to be. These effects usually wear off over time, but stronger ones may require magical healing (or even wish) to undo them. Note that in particular, this means that this trope is averted for character resurrected from the dead, contrasting with previous editions; they instead takes a temporary penalty on all d20 die rolls. The Vargouille monster can do this. If the victim of its attack fails a saving throw vs. poison, the Hit Points of damage inflicted are lost permanently and can only be recovered by using a Wish spell. No form of healing magic will bring them back.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_1853aad0
featureApplicability
-1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_1853aad0
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_1853aad0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_19a781f
type
Relationship Values
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_19a781f
comment
Relationship Values: Introduced as a rule in Strixhaven: Curriculum of Chaos. Players get a special sheet to note down their character's friends and rivals, with a +2 Relationship with friends, and a -2 with rivals. A friend can also turn into a Beloved, which includes romantic partners, best friends, platonic lifemates, and any other person the character is closer with than anyone else. There are also no limits on how many Beloved a character can have.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_19a781f
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_19a781f
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_19a781f
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_19bdffd3
type
Non-Health Damage
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_19bdffd3
comment
Non-Health Damage: Shadows are infamous for being far more deadly than their challenge rating would suggest because of this. When they land a hit, in addition to dealing damage they also reduce the target's Strength score by 1d4... and if their Strength is reduced to 0, the target drops dead of Stat Death, with no saving throw. This is especially brutal given that A) ability-draining attacks are otherwise unheard of in 5th Edition so there aren't many defenses against it, and B) Strength is a Dump Stat for almost every class so most player characters will only have an eight or ten.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_19bdffd3
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_19bdffd3
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_19bdffd3
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_1bb77fdb
type
Shadow Walker
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_1bb77fdb
comment
Shadow Walker: The plane shift spell lets you travel to another dimension, where you can't target or be targeted unless you're also on the same plane.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_1bb77fdb
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_1bb77fdb
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_1bb77fdb
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_1cb6d160
type
Weaponized Stench
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_1cb6d160
comment
Weaponized Stench: The stinking cloud spell conjures a horrible-smelling fog that nauseates anybody who fails the save. The ghast is a more dangerous form of ghoul whose rotting stench can nauseate all living beings who get too close to it.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_1cb6d160
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_1cb6d160
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_1cb6d160
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_1cc9f5e5
type
Playing with Fire
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_1cc9f5e5
comment
Playing with Fire: Fire damage is one of the most common damage types in the game, with plenty of spells that deal it or has the potential to deal it. The drawback is that there are also plenty of monsters who are resistant or outright immune to it.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_1cc9f5e5
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_1cc9f5e5
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_1cc9f5e5
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_1f1248fc
type
Vancian Magic
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_1f1248fc
comment
Earlier editions' Vancian Magic limited low-level spellcasters to a handful of spells per day, after which they became a Squishy Wizard that was all Squishy and no Wizard. Fifth Edition mitigates this by putting the most basic of spells into their own "Level 0" tier of spells called cantrips. These cantrip spells can be cast an infinite number of times per day, and often have effects that scale with character level to prevent them from being Useless Useful Spells.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_1f1248fc
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_1f1248fc
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_1f1248fc
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_1f39b662
type
Discard and Draw
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_1f39b662
comment
Discard and Draw: A pyromancy-focused character may have to chose between the two most powerful 3rd level damage spells, fireball and minute meteors, for their 3rd level spellslot. Fireball deals massive damage in an area, making it the most efficient damage spell in the game. Minute meteors deals a bit more damage, and can be aimed more accurately to avoid hitting allies, but can only do half the damage of Fireball on each round, requiring three rounds to take full effect. Additionally, whereas fireball deals damage all at once, with only one chance for a saving throw, minute meteors deals damage in six smaller bursts, each requiring a saving throw that the enemy may succeed on.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_1f39b662
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_1f39b662
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_1f39b662
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_2310dacb
type
Dead Man Writing
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_2310dacb
comment
Dead Man Writing: One of the standard starting items for the Sage background is "a letter from a deceased colleague posing a question you have not been able to answer." One of the most common ways to flavor this is saying that your colleague was investigating something plot-relevant and either succumbed to the perils of adventuring, or was killed by someone because they knew too much.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_2310dacb
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_2310dacb
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_2310dacb
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_2319aa2e
type
All or Nothing
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_2319aa2e
comment
All or Nothing: All but a handful of cantrips have no effect if the target succeeds on the saving throw against them. This is done for the sake of game balance, since cantrips can be cast an infinite number of times a day; if they did damage on a successful saving throw, players could just resort to Cherry Tapping. Higher-level spells can only be cast a few times, but usually cause half damage if a target succeeds on a saving throw instead. The Disintegrate spell. If the target fails the saving throw, they take a large amount of force damage, which not many enemies have resistance or immunity to. In addition, if this damage is enough to reduce the target's HP to zero, their body disintegrates into a pile of ash, rendering them Killed Off for Real and preventing regeneration. Disintegrate is also notable in 5e because it only does damage on a failed saving throw — this allows it to ignore the Evasion ability, since Evasion only prevents damage from a Dexterity saving throw if the ability does half damage on a miss, and Disintegrate always causes full damage. However, the 'nothing' comes in if the target succeeds on the saving throw; if the check is passed, then Disintegrate does nothing at all — no damage, no effects, no penalties, nothing. The "Power Word" spells have No Saving Throw because they're dependent on how much HP the target has left. If they have below a certain threshold of HP (which depends on the spell), the spell works to its full effect; if the target's HP is at or above the threshold, then it does nothing at all. These can result in disadvantage on saving throws, making the target lose turns, or instantly killing them. But the HP threshold means keeping careful track of the target's status for them to be useful. (The only exception to this is power word heal; it doesn't depend on how much HP the target has, but that's because it completely restores a target's health and cures most negative status effects.) As in previous editions, the AC system works this way. Armor increases the chance of an attack failing entirely, but if it does land a successful hit, the target will take the same amount of damage whether they're naked or wearing full plate.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_2319aa2e
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_2319aa2e
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_2319aa2e
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_2512a9d2
type
Ability Depletion Penalty
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_2512a9d2
comment
Ability Depletion Penalty: Many Magic Wands' and staffs' powers rely on a set of charges that regenerate over time. However, whenever the charges are completely emptied, there's a small chance that the item will be permanently ruined. This is a change from previous editions of D&D, where charges were usually unable to be recovered at all and the item was guaranteed ruined when out of charges.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_2512a9d2
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_2512a9d2
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_2512a9d2
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_2536f695
type
Game-Breaker
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_2536f695
comment
A mere 3 level dip into Fighter gives you access to two incredibly good once per rest abilities (Second Wind, which allows bonus action healing, and Action Surge, which borders on Game Breaking for certain builds) and access to the Fighter’s diverse array of subclasses. Champion is an especially common multiclass due to its very simple flavoring being easy to justify the dip, and its Boring, but Practical level 3 benefit of increasing critical range to 19-20, thus providing major benefits to critical-heavy classes like Barbarians and Rogues.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_2536f695
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_2536f695
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_2536f695
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_256664a8
type
Death of Personality
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_256664a8
comment
Death of Personality: Several artifacts can have this effect, most infamously the hand and eye of Vecna. The Sword of Zariel from the 5th Edition adventure Descent into Avernus is notable for being absolutely bonkers powerful, but also changing your personality permanently to one fitting a Celestial without a save. At the very least, you do have to choose to attune to it.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_256664a8
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_256664a8
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_256664a8
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_26ac510e
type
Mythology Gag
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_26ac510e
comment
Mythology Gag: The Talisman of the Sphere item found inside the 5th Edition Dungeon Master's Guide has the titular talisman looking almost exactly like the infamous large engraved face and mouth◊ containing a Sphere of Annihilation Death Trap from the Tomb of Horrors.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_26ac510e
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_26ac510e
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_26ac510e
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_291e4f49
type
Cold Flames
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_291e4f49
comment
Cold Flames: The continual flame spell creates a permanent fire that doesn't burn or use oxygen and is used to make Everlasting Torches.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_291e4f49
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_291e4f49
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_291e4f49
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_2ae277ab
type
Mauve Shirt
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_2ae277ab
comment
Sometimes, Dungeon Masters get useful aids too. Maybe you would like a well-trained town guard Mauve Shirt to guide a 1st Level party of newbies or children through their first quest, or maybe you'd like the Mascot Mook to have a moment in the limelight helping the party in their climactic encounter with the Big Bad. Whatever the case, Sidekick classes from Tasha's allow you to quickly and easily beef up a low CR creature to make a stronger ally for a low-level party, or give a low-level party a credible threat.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_2ae277ab
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_2ae277ab
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_2ae277ab
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_2aef934d
type
Attack Speed Buff
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_2aef934d
comment
Attack Speed Buff: The spell Haste grants the recipient an extra action per turn that can only be used for specific purposes, including attacking. It lasts up to a minute, after which the recipient loses their next turn to a wave of lethargy.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_2aef934d
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_2aef934d
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_2aef934d
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_2b1b2877
type
Death as Game Mechanic
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_2b1b2877
comment
Death as Game Mechanic: In high-level games where Death is Cheap and players often have relationships with the gods, dying can simply be a useful (and possibly economical) means to reach divine planes and chat with gods and their dead worshipers. Books for high-level games or high-magic settings, like the Mythic Odyssey of Theros, make this explicit.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_2b1b2877
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_2b1b2877
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_2b1b2877
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_2bbd9d44
type
Noiseless Walker
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_2bbd9d44
comment
Noiseless Walker: Boots of Elvenkind allow the wearer to walk silently. The Boots also give advantage on Stealth checks that require moving quietly.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_2bbd9d44
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_2bbd9d44
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_2bbd9d44
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_2bdae2ae
type
Awesome, but Impractical
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_2bdae2ae
comment
Awesome, but Impractical: Fireball becomes this after a time. Yes, the spell does obscene damage over a big blast radius, but when you first get it, you have few spell slots to use it when you also have the more ubiquitously useful counterspell and dispel magic. After Level 10, many monsters have fire resistances and immunities which cut into the poorly scaling damage. Also, Fifth Edition doesn't have Friendly Fireproof when it comes to spell damage, which could potentially mean a Total Party Kill in the wrong situation. So while fireball is a Disc-One Nuke, it's not really worth using at higher levels. True strike is a cantrip that allows casters to make an attack against a creature with Advantage (so you roll your to-hit dice twice and take the higher number). But true strike requires an Action to cast, and requires Concentration to maintain. And if the enemy targeted is killed by another player, moves out of range or line of sight, or your Concentration is broken (usually by an enemy hitting you while you're too busy thinking about how you're going to wallop your enemy) then it fails. All of this means it's more effecient to just attack twice instead of casting the spell. The Deck of Many Things. Ostensibly, drawing the right card can be a Game-Breaker; drawing the Sun card grants fifty thousand experience points and a free Wondrous Item, the Moon card grants one to three wishes, and the Star card increases any one of your ability scores by two. At the same time, you might also pull cards that summon an Avatar of Death which you have to fight alone, destroy all your magic items, permanently lower your Intelligence, or trap your soul in some random gem somewhere in the world. Pulling a card from the Deck almost certainly makes a campaign go Off the Rails, for better or for worse. For this reason, it's almost never worth it to try a draw unless you're really desperate.invoked Some Feats suffer from being really cool on paper, but not very helpful in practice due to being overly specific. For example: Keen Mind on paper sounds really strong (+1 Intelligence, always know which direction north is, easier ability to remember time, and the ability to accurately recall anything seen/heard up to a month ago), but most of the abilities are so specific in use, that a player would rarely find a chance to use them. Having the ability to know these facts is certainly neat, and can help give a character more personality, but other Feats can provide more utility, or just take the base Ability Score Improvement instead.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_2bdae2ae
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_2bdae2ae
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_2bdae2ae
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_2dc726c8
type
Gold–Silver–Copper Standard
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_2dc726c8
comment
Gold–Silver–Copper Standard: D&D is one of the early trope codifiers, with the addition of electrumnote in reality a near-50-50 alloy between the two between gold and silver . Prices are usually listed in g.p., unless they're small prices, in which case they're listed in s.p. or c.p.. The exchange rates are as follows: 10 c.p. = 1 s.p. 5 s.p. = 1 e.p. 2 e.p. = 1 g.p. 10 g.p. = 1 p.p.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_2dc726c8
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_2dc726c8
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_2dc726c8
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_2e62fdc2
type
Set Bonus
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_2e62fdc2
comment
Set Bonus: The Hammer of Thunderbolts is nominally a +3 weapon. But if the wielder is also wearing Gauntlets of Ogre Power and a Girdle of Giant Strength, the Hammer of Thunderbolts becomes a +5 weapon, automatically kills any giant it hits, and (in early editions) was the only case in which the to-hit and damage bonuses from the Gauntlets and Girdle would stack.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_2e62fdc2
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_2e62fdc2
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_2e62fdc2
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_2f253c94
type
Glass Cannon
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_2f253c94
comment
Glass Cannon: Rogues are generally very fragile because they are limited to the lightest armour types, but a well-placed Sneak Attack will inflict truly eye-watering amounts of damage. Swashbucklers emphasize this by being the only Rogue subclass dedicated to fighting enemies head-on. Sorcerers can be devastating fonts of magical firepower with powerful spells that can be further enhanced using Metamagic. However, Sorcerers have no armour proficiency and the lowest hit die of any class in the game along with Wizards.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_2f253c94
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_2f253c94
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_2f253c94
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_32341694
type
Humans Are Average
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_32341694
comment
Humans. "Why play a human in a fantasy game?" is a question you will hear a lot, and humans don't get any cool racial powers or flavour. What they do get in Fifth Edition is either a +1 to all core stats (standard human) or +1 to any two core stats of your choice, a free skill proficiency and a free feat (variant human). Really, the free feat alone makes the race a top tier choice for any class. According to semi-official statistics, Human Fighter is the most popular character to play because it combines the already hugely practical human race, with the exceedingly simple but awesome fighter. Sure, you won't blow up legions with fireballs, but you will deal reliable damage, have the best bonuses out of any character in your party, and most of the time you won't fight more than a few opponents at a time anyway, so no foul done.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_32341694
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_32341694
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_32341694
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_33c246d0
type
Balking Summoned Spirit
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_33c246d0
comment
Balking Summoned Spirit: The spells conjure celestial and conjure fey summon a powerful magical creature that obeys the summoner by default, but refuses any instructions that conflict with its Character Alignmentinvoked.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_33c246d0
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_33c246d0
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_33c246d0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_34e1f2e5
type
Animalistic Abilities
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_34e1f2e5
comment
Animalistic Abilities: Barbarians who choose to follow the Path of the Totem gain a spirit animal that they can commune with, and which grants them various abilities: The Bear grants strength and endurance, making the barbarian resistant to most forms of damage and granting extra strength when carrying, pushing, pulling or lifting. It also grants protection for the barbarian's allies, by allowing the barbarian to impose disadvantage on an enemy's attack rolls, making their attacks less likely to hit. The Eagle grants swiftness and perception. Barbarians who follow this path can dash as a bonus action and are harder to hit with attacks of opportunity, have improved eyesight at long range, and can mimic an eagle's flight for short periods of time. The Elk grants mobility. Barbarians who follow this path gain a bonus to movement speed when their Barbarian Rage ability is used, the ability to cover more ground when traveling long distance on foot, and a charging attack that can knock enemies prone. The Tiger grants survival, and abilities that mimic the pounce of a hunting cat. Barbarians following the path of the tiger have increased jumping distance, proficiency in extra skills, and can make extra attacks if they move in a straight line towards an enemy as part of their turn. The Wolf grants tactical combat and hunting abilities. Barbarians of this path can use pack tactics to increase the chance of their allies' attacks being successful, travel at greater speed while tracking prey or moving stealthily, and knock their opponents off their feet as part of an attack.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_34e1f2e5
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_34e1f2e5
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_34e1f2e5
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_36a08086
type
Invisibility with Drawbacks
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_36a08086
comment
Invisibility with Drawbacks: Most forms of invisibility available to PCs have some drawbacks to prevent abuse. The basic invisibility spell ends right after you make an attack or target someone with a spell, and items you pick up remain visible unless you can fit them in a pocket or bag. Greater invisibility turns everything you're holding invisible and keeps you that way for a while, but anything that can be used to See the Invisible will still work. Plus, creatures with truesight can just outright ignore invisibility and see you anyways.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_36a08086
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_36a08086
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_36a08086
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_36ed3e1e
type
Ascended Meme
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_36ed3e1e
comment
Ascended Meme: The "green flame" Running Gag from the Acquisitions Incorporated games has become popular enough that the adventures "Out of the Abyss" and "Curse of Strahd" have a mace that emits green flame and a gateway filled with green flame, respectively. After years of fans joking about making a "human" PC or NPC that's actually three kobolds in a trench coat, the "Rime of the Frostmaiden" module actually canonized kobolds doing just that, taking advantage of the frigid region's need for heavy coats.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_36ed3e1e
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_36ed3e1e
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_36ed3e1e
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_38047858
type
Squishy Wizard
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_38047858
comment
Sorcerers can be devastating fonts of magical firepower with powerful spells that can be further enhanced using Metamagic. However, Sorcerers have no armour proficiency and the lowest hit die of any class in the game along with Wizards.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_38047858
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_38047858
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_38047858
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_38f3321
type
Compelling Voice
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_38f3321
comment
Compelling Voice: The spell suggestion enables the caster to influence the mind of their target towards a given action. It has to be a reasonable action, thus a "suggestion".
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_38f3321
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_38f3321
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_38f3321
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_3946634e
type
The Smart Guy
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_3946634e
comment
Wizards (Technician) vs. Sorcerers (Performer). In Fifth Edition, Wizards have more versatility in regards to having many more spells to choose from, but they can only cast them in static and consistent ways. Sorcerers have fewer spells but they also use a separate Metamagic system to alter their spells in various ways, like increasing the range or duration of effect. As Wizards use Intelligence as their spellcasting attribute, they tend to fit the role of The Smart Guy in the party, having extensive knowledge of multiple fields; Sorcerers use Charisma as their attribute and so are better suited to being The Face and using illusion magics.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_3946634e
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_3946634e
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_3946634e
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_39b8d3d6
type
Boring, but Practical
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_39b8d3d6
comment
Boring, but Practical: 5e has a few feats that don't do anything flashy but will save your bacon when it counts. Alert, which gives you a much higher chance of going first in combat (a massive advantage for most classes) and also prevents you from being hit with sneak attacks, even if you get ambushed. Observant gives a big bonus to passive Perception and Investigation so you'll hardly ever miss any important clues while dungeon crawling. Tough gives +2 HP for every level you have when you take it, as well as increasing HP by an additional two points every level up. These feats are especially good at low levels when it is quite easy to die, and while it does eventually start not providing much later, it still remains a helpful boon should one level their Consitution stat over time to get more HP. Resilient gives the user +1 to a single stat, and gives them proficiency in that Saving Throw. Nothing flashy, but getting an additional bonus to a Saving Throw can be a life saving choice in some fights, plus the +1 to a stat can help bump up awkward stats to better levels. Give a Wizard Resilient and chose Constitution for example, and you've increase the chances of them holding concentration on a spell. Most Wizards and Sorcerers swear by magic missile. The damage is low, but it's an Always Accurate Attack that ignores damage resistance. Plus it's a 1st level spell, so you have plenty of slots for it. There are a few spells that can block magic missile, but they tend to only block ''magic missile'' and nothing else. Many "utility" spells, like water breathing and transmute rock, have no use against enemies in battles but are absolutely useful in solving problems the party faces outside combat. Very basic spells like light and detect magic are vital even at high level play. Humans. "Why play a human in a fantasy game?" is a question you will hear a lot, and humans don't get any cool racial powers or flavour. What they do get in Fifth Edition is either a +1 to all core stats (standard human) or +1 to any two core stats of your choice, a free skill proficiency and a free feat (variant human). Really, the free feat alone makes the race a top tier choice for any class. According to semi-official statistics, Human Fighter is the most popular character to play because it combines the already hugely practical human race, with the exceedingly simple but awesome fighter. Sure, you won't blow up legions with fireballs, but you will deal reliable damage, have the best bonuses out of any character in your party, and most of the time you won't fight more than a few opponents at a time anyway, so no foul done. The Druid-exclusive spell goodberry summons ten magical berries into the hand that each recover 1HP when consumed, and satiates one person for an entire day. It has a very low resource cost being a 1st Level spell, lets the party save some money that would otherwise be spent on rations, and all it takes is 1HP recovered to prevent a dying character from bleeding out. It's like having the ability to make Senzu beans. Zee Bashew of Animated Spellbook recommends introducing a "goodberry consumes its material component" house-rule to prevent the spell becoming an utter Game-Breaker in survival-focused campaigns. And better still, goodberry benefits from the Life Cleric's "Disciple of Life" subclass feature so your magic berries now recover 4HP each - a character can heal 40HP by gulping down all ten berries in one handful like Smarties, incredible healing economy from just a 1st level spell slot. Hold person can't kill anyone on its own and only targets humanoids, but most humanoids lack the high Wisdom that makes it difficult for the higher-level version hold monster to work on actual monsters. It also lacks a weakness of Tasha's hideous laughter, which does the same thing but gives the target a saving throw every time it takes damage; hold person simply paralyzes someone with no chance to break out if they're hit. At 2nd level, it's a cheap spell to use, but it paralyzes an enemy, meaning that any physical attacks against it are an automatic crit, allowing everyone else to tear them apart while the enemy can do nothing about it. Going more into combat utility spells, fog cloud, sleet storm, and most of the various Wall spells don't directly do damage, but utterly change the battlefield, mostly to the caster's favor. Simply obscuring an enemy's sight goes a long way towards stopping them from attacking you and as fog cloud and sleet storm produce 'heavily obscured terrain,' enemies who taunt you with Darkvision or Truesight suddenly find themselves completely clueless as to what to do. Other good battle utility spells include erupting earth for the difficult terrain produced, reverse gravity for the fact it sticks enemies in specific spots, and Maelstrom, which pulls enemies towards a whirlpool. Force damage. Very few creatures across the entire cosmology resist force damage, and some spells like magic missile are designed to be an Armor-Piercing Attack that hits no matter what. However, nothing is weak to force damage, you can't get critical hits with it, and there tends to be some sort of caveat to spells that use it — magic missile does very little damage, and Disintegrate will do absolutely nothing if the target passes the saving throw. The result is an element that gives casters spells which provide unremarkable but consistent damage. Among cantrips, there is eldritch blast, a staple spell of many a Warlock. Eldritch blast is a simple force-elemental spell where the caster sends out a bolt of magic to damage the enemy, and yet it's one of the most powerful and useful cantrips in the entire game. Eldritch Blast scales well with level — at its strongest, it's 4d10 damage at no cost with an element that practically nothing is immune to. And with Warlocks having so many ways of buffing their spells with Eldritch Invocations, you can basically make a Warlock who has this cantrip as a go-to spell, even if other spells have stronger effects or more utility. Also among cantrips, the Bard has vicious mockery. Its damage is quite weak — at its strongest, vicious mockery only does 4d4 psychic damage, and there's quite a few high-level monsters that are immune to psychic damage for one reason or another. However, the target doesn't have to understand the Bard for vicious mockery to work, and it causes the target to have disadvantage on its next attack roll. And since giving an enemy a very good chance at missing with its attack is useful at any level, expect a Bard to always have it in their back pocket. Healing Word is a frequently used low leveling healing spell for the sheer practicality of having a low level ranged heal when most tend to be Touch focused. Yes, Cure Wounds heals more, and there are better spells to use for healing, but the sheer power having a cheap ranged healing spell provides is a lot to ignore, since it can be used as a way to save allies from dying when they are unconscious, and can stabilize people without need to get closer to them. A well timed Healing Word can be a quick way to save someone's life in the heat of battle, all at the cost of a single first level spell slot, and not needing to get within melee range and risk damage. Some character subclasses new to 5E are arguably uninspiring to play compared to other options, but undeniably handy: Champion Fighter, which is a Homage to "classic" fighter characters of previous editions. No magic or fiddly skills to speak of, just a big block of high physical stats and passive bonuses to make an exceptional athlete and physical combatant. Champions receive an expanded crit range, an additional fighting style over other Fighter subtypes, and Regenerating Health when below 50% HP. Playing a Champion Fighter isn't an especially interesting experience (which is why most players recommend it as a multiclass dip rather than an exclusive 1-to-20 standby) but their very solid damage output and high defense is a huge asset for any party. Circle of Land Druids lack the fancy abilities of other Druid subclasses - their chief competitor from the PHB, the Circle of Moon Druid, can turn into more powerful animals making them a Disc-One Nuke. Land Druids instead get eight free spell preparations to keep in their back pocket, ready to cast whenever needed (and many of these spells are not on the normal Druid spell list and are quite potent - Mountain Druids can nick passwall spell from the Wizard spell list, as just one example), the ability to regain spells on short rests like Wizards do, and a bunch of passive defensive features to boot. At the capstone level, Land Druids can move through difficult terrain, are immune to poisons (one of the most common damage types in the game), diseases and the Charmed and Frightened effects, and gain advantage on ignoring movement-limiting effects like entangle. All this doesn't have quite the same "wow" factor at the table as turning into a dinosaur or a flaming entity, but you could do much worse. Draconic Bloodline Sorcerers get one extra HP point per level as part of their subclass feature, and a built-in AC boost equivalent to permanent mage armor. Given that mage armor is pretty much a must-take for Sorcerers, freeing up a valuable spell choice (and spell slot) to become the toughest of your ilk has got to be the definition of Boring, but Practical. There's also the Divine Soul Sorcerer, which hasn't really got any special class features... except being able to learn spells from the Cleric spell list, and improve their healing spells with Metamagic to make them some of the best in the game. In another way, Sorcerers have a boring but crucial advantage over other spellcasters in that they get Constitution saving throw proficiency as standard - Wizards may mock Sorcerers for lacking the same spell options and sheer versatility, but keep that in mind when you fail a Concentration check while soaring 100 feet in the air with fly or guarding with stoneskin when you really cannot afford to take any more damage. Order of Scribes Wizards can turn their Spell Book into a sentient Familiar. That's their thing, they have a pet book. It's not as impressive as some other wizards, but this is a big deal. This pet book can be replaced for free along with all the spells inside if ever lost or destroyed, instantly taking away one the big worries about being a Wizard. You can alter the damage type of your spells temporarily to suit enemy elemental weaknesses, cast ritual spells without the 10-minute setup time, summon a magical quill, create enhanced spell scrolls for your own use as well as regular scrolls for others using spells from your book, and summon your spellbook's sentience as a floating spectral mind you share a telepathic link with, so you can see and cast spells through it. Mules cost only 8 Gold each to hire, but have a carrying capacity of 420lbs with all the bags and harnesses. For a low-level or particularly cash-strapped party who is looking to change that, a mule or even two is a really cost-effective way to haul tons of loot and valuables back to town for sale. More generally, having a character carry an Emergency Weapon is highly recommended. Even though Wizards rely primarily on their spells to do the work, a dagger can function as a handy tool for numerous applications, and more importantly, still function in an Anti-Magic field. Rogues might want to keep a club or light hammer on hand to lay the smackdown on unbackstabbable undead creatures. And a Fighter is practically expected to carry multiple sidearms in addition to their firm favourite, usually ones with the Thrown property. If absolutely nothing else is at hand, a bottle or a stool leg used as an Improvised Weapon is still better than fighting with your fists (and the Tavern Brawler feat amongst other bonuses grants your character proficiency in improvised weapons, encouraging you to pick up and pulp baddies with whatever you can get your hands on). Sometimes, Dungeon Masters get useful aids too. Maybe you would like a well-trained town guard Mauve Shirt to guide a 1st Level party of newbies or children through their first quest, or maybe you'd like the Mascot Mook to have a moment in the limelight helping the party in their climactic encounter with the Big Bad. Whatever the case, Sidekick classes from Tasha's allow you to quickly and easily beef up a low CR creature to make a stronger ally for a low-level party, or give a low-level party a credible threat.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_39b8d3d6
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_39b8d3d6
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_39b8d3d6
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_3c14f642
type
Force-Field Door
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_3c14f642
comment
Force-Field Door: The prismatic wall spell creates one of these. While it's technically possible to pass through the wall, it's ill-advised; the wall causes all kinds of damage while attempting to pass through it, and it could potentially kill a hostile entity who tries by turning them to stone. It's also immune to the effects of anti-magic.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_3c14f642
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_3c14f642
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_3c14f642
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_3d585167
type
Damage-Increasing Debuff
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_3d585167
comment
Damage-Increasing Debuff: The hunter's mark and hex spells both make an afflicted creature take extra damage from the caster's attacks for the duration of the spell. If the victim dies before the spell wears off, the caster can transfer the effect to a new victim. Orcus can use a legendary action to create a column of negative energy. Any creature within the column's area gains vulnerability to necrotic damage. Monster Slayer Rangers can designate one enemy as their Slayer's Prey. This makes the Prey take extra damage from one of the Ranger's weapon attacks each turn. The elemental bane spell makes the target more vulnerable to a damage type of the caster's choice. It does this in two ways: it makes the target take an extra 2d6 damage of the chosen type the first time it takes such damage on a turn, and it negates the target's resistance (if any) to that damage type.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_3d585167
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_3d585167
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_3d585167
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_411a35bd
type
Body Surf
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_411a35bd
comment
There is also the magic jar spell, which can be used to takeover the body of a mighty beast, while its soul is sealed in a jar. Doing so can result in a deadly situation if the caster succeeds, as they maintain their intelligence and thought, but gain the physical powers of whatever the being was they took control over.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_411a35bd
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_411a35bd
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_411a35bd
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_42995bec
type
Spell Book
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_42995bec
comment
Order of Scribes Wizards can turn their Spell Book into a sentient Familiar. That's their thing, they have a pet book. It's not as impressive as some other wizards, but this is a big deal. This pet book can be replaced for free along with all the spells inside if ever lost or destroyed, instantly taking away one the big worries about being a Wizard. You can alter the damage type of your spells temporarily to suit enemy elemental weaknesses, cast ritual spells without the 10-minute setup time, summon a magical quill, create enhanced spell scrolls for your own use as well as regular scrolls for others using spells from your book, and summon your spellbook's sentience as a floating spectral mind you share a telepathic link with, so you can see and cast spells through it.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_42995bec
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_42995bec
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_42995bec
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_43955609
type
Extradimensional Emergency Exit
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_43955609
comment
Extradimensional Emergency Exit: The gate spell opens a magical portal to another plane of existence where a powerful entity waits. A person who acts quickly can pass through the Gate to the other plane. Problem: when you get to the other plane you're in the presence of the powerful entity, who may not be pleased by your arrival. The spell plane shift allows the caster or a targeted creature to journey to another plane of existence. The spell rope trick allows anyone to climb a rope and enter into an extradimensional space, where they can hide in safety.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_43955609
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_43955609
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_43955609
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_450c5a85
type
Alternate Continuity
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_450c5a85
comment
Alternate Continuity: Zigzagged. Fifth Edition has largely reverted to the traditional Great Wheel cosmology, seen in the first three editions of the game. However, it has altered the layout of the Wheel with the incorporation of the Feywild, Shadowfell and Elemental Chaos planes from the World Axis cosmology, and many more subtle lore details have also been changed.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_450c5a85
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_450c5a85
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_450c5a85
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_469e3e2f
type
In-Universe
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_469e3e2f
comment
The spells conjure celestial and conjure fey summon powerful magical NPCs that bow all of your orders to a letter unless those orders violate their In-Universe Character Alignment. For example, a good-aligned unicorn will use its healing touch whenever you tell it to, but it won't burn down an orphanage full of terminally ill puppies, because that'd be evil.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_469e3e2f
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_469e3e2f
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_469e3e2f
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_490bf391
type
Exploited Immunity
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_490bf391
comment
Exploited Immunity: Intelligent, spell-using undead (such as liches) can use spells that produce persistent effects over a large area (such as Cloudkill, Sleep, Stinking Cloud, etc) without worrying about being caught in the area of effect, as undead are immune to these effects. Elven forces with mages can use Sleep spells with impunity, as elves and half-elves can't be put to sleep by magic. Dragons who use the spellcasting variant in the Monster Manual can freely cast spells that inflict damage the same type as their breath weapon over large areas, as they are immune to it, such as a Red Dragon casting a point-blank fireball centered on itself to roast the pesky adventurers swarming it.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_490bf391
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_490bf391
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_490bf391
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_4ae690ca
type
Laughing Mad
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_4ae690ca
comment
Laughing Mad: The Tasha's hideous laughter spell inflicts a temporary form of this, as it prevents the target from doing anything but laughing. It ends if they succeed on a saving throw, which triggers when the creature is either attacked or reaches the end of its turn.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_4ae690ca
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_4ae690ca
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_4ae690ca
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_4b5817c1
type
Truth Serums
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_4b5817c1
comment
Truth Serums: The zone of truth spell for the Cleric and the Paladin. Within it, anyone who's talking can only tell the truth when speaking if they fail a charisma saving throw. However, while everyone might have to tell the truth in this area, there's nothing that compels them to speak.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_4b5817c1
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_4b5817c1
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_4b5817c1
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_4bf811d4
type
Hammer Hilt
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_4bf811d4
comment
Hammer Hilt: The Polearm Master feat lets a character who's armed with a spear, quarterstaff, pike, glaive, or halberd make an extra attack with the opposite end of their weapon as a bonus action when they take the attack action, dealing 1d4 bludgeoning damage.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_4bf811d4
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_4bf811d4
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_4bf811d4
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_4cc0c6f2
type
TruthSerum
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_4cc0c6f2
comment
Zone of Truth is a magical Truth Serum that will make anyone who fails a Charisma save have to tell the truth when speaking. But it does not compel anyone to speak, it allows things that are Metaphorically True to be said, and the person who's talking might still be wrong by saying what they believe is the truth but is unknowingly incorrect.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_4cc0c6f2
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_4cc0c6f2
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_4cc0c6f2
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_4f2d8031
type
Anchored Teleportation
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_4f2d8031
comment
Anchored Teleportation: The Teleportation Circle spell opens a brief portal to a permanent teleportation circle that the caster knows and has permission to use. One can create a new permanent circle by casting the spell in the same location every day for a year.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_4f2d8031
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_4f2d8031
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_4f2d8031
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_50727f8d
type
Death Is a Slap on the Wrist
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_50727f8d
comment
Resurrection mechanics mean Death Is a Slap on the Wrist for a Player Character that's been around long enough to get attached to. Fifth Edition downgraded the Resurrection Sickness side effect from previous editions from a Level Drain to a temporary penalty on dice rolls. Fifth Edition also has the revivify spell, which avoids most penalties as long as it's cast within one minute of the target dying. Being Reduced to Dust or having one's head cut off still needs the higher level resurrection spells to bring back, but at least it's possible to bring people back with relatively little fuss.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_50727f8d
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_50727f8d
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_50727f8d
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_517ae522
type
Loads and Loads of Rules
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_517ae522
comment
Loads and Loads of Rules: 5th Edition subverts this, with nearly all setting-agnostic information is contained in three books: Player's Handbook, Monster Manual and Dungeon Master's Guide. There's two expansions called Tasha's Cauldron of Everything and Xanathar's Guide to Everything, which provide updates and new options for monsters and player characters without really changing the rules of the game. Compared to the dozens upon dozens of splatbooks from 3rd edition, this is a vanishingly small amount of books.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_517ae522
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_517ae522
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_517ae522
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_5432a8a1
type
Non-Combat EXP
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_5432a8a1
comment
Non-Combat EXP: The game has various rules for DMs to give out experience points for completing tasks outside combat, such as talking one's way out of a fight or for superb roleplaying. Long before there were official rules for it, this was a very popular house rule; come Fifth Edition, various guidebooks made it into a core mechanic by giving suggestions for the amount of non-combat experience that players should get for thinking outside the box. A few adventure modules give suggestions for things like getting a hostile NPC to back off without killing them, saving someone from a grisly fate even at expense to the party, or using stealth to find out important information without being detected.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_5432a8a1
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_5432a8a1
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_5432a8a1
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_544d3a44
type
Dangerous Phlebotinum Interaction
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_544d3a44
comment
Dangerous Phlebotinum Interaction: 5th Edition includes a variant rule based on the 1st Edition Potion Miscibility Table. Worst case scenarios being the previously mentioned explosion and various poisonings, with the "best" case scenario being either one of the potions having their effect and duration doubled or one of the potions becoming a permanent effect. Although said permanent effect can be removed at the DM's discretion.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_544d3a44
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_544d3a44
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_544d3a44
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_54a20968
type
Immune to Mind Control
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_54a20968
comment
Immune to Mind Control: Plants, slimes, insects, Golems and The Undead are immune to hypnosis and all other mind-effecting magic for various reasons. In 5th Edition, certain classes have features that enable them to block charm, fear, mind reading, etc. The Barbarian's Rage ability may also prevent them from being charmed or frightened, since they're too angry for such mind alteration to work. Paladins gain the Aura of Courage ability at level 10, which prevents nearby allies from being frightened as long as the Paladin is conscious. Oath of Devotion Paladins also gain the Aura of Devotion at level 7, which does the same thing against being charmed.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_54a20968
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_54a20968
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_54a20968
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_54ec2f0c
type
Not Completely Useless
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_54ec2f0c
comment
Not Completely Useless: In 99% of cases, the cantrip true strike is worse than worthless to cast, since the one thing it's meant to do, give advantage on your next attack, could be done better by just attacking twice, not to mention that it takes concentration that can easily be broken. However, if the battle rests and falls on a single attack connecting, having True Strike can be indispensable to get an easy advantage where you usually would have to rely on a normal roll.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_54ec2f0c
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_54ec2f0c
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_54ec2f0c
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_57a77ad8
type
Grappling with Grappling Rules
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_57a77ad8
comment
Grappling with Grappling Rules: 5e settles into a middle ground between previous editions — grappling becomes a simple opposed check, and there are a few maneuvers that can be done on a success.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_57a77ad8
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_57a77ad8
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_57a77ad8
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_58204b95
type
Magic Knight
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_58204b95
comment
Level 3 College of Valor Bards are considered good to dip into because it gives you access to medium armor, shields, martial weapons, and Combat Inspiration, which can turn classes like Sorcerers and Warlocks into a better Magic Knight, without losing your stats focus on Charisma.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_58204b95
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_58204b95
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_58204b95
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_5979acea
type
Fragile Speedster
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_5979acea
comment
Fragile Speedster: A Monk who isn't wearing any armour gains a fairly substantial boost to their movement speed while also enjoying a reasonable AC thanks to their "Unarmoured Defense" feature. At 9th level they can even move up and along vertical surfaces and even across the surface of liquids. Monks are also one of the few classes that can attack four times a turn by using "Flurry of Blows". They can even deflect projectiles! That said, their HP is quite low compared to other frontline fighters like Fighters and Barbarians of equal level, so if their special defenses fail them then they'll get walloped. When a Bladesinger Wizard has their "Bladesong" active, they gain a speed boost, proficiency in acrobatics, the ability to add their Intelligence modifier to their weapon attacks and AC (which, when combined with the Shield and Mage Armor spells can make the bladesinger ridiculously hard to hit), and the ability to reduce the damage they take when they do get hit. But at the end of the day, they're still just Wizards - the class with the lowest hit die in the game, and they have no natural armour proficiency either.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_5979acea
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_5979acea
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_5979acea
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_5b81ca8d
type
Disc-One Nuke
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_5b81ca8d
comment
Disc-One Nuke: The common saying goes in regards to the Sleep spell that when it puts 28 hit points worth of monster to sleep, that 28 HP can mean five kobolds, or zero trolls. Sleep is incredibly useful in the very early game, but its usefulness drops off quickly when monsters start getting into double-digit health. Fireball. 8d6 damage in an area is amazing for a while, able to clear out a lot of mobs of mooks with a single cast. As time goes on, that damage starts scaling pretty badly compared to a lot of other spells, and many enemies have fire resistance (or even immunity) at higher levels, causing the utility of fireball to fall off around the mid-point of a campaign. A Variant Human character can take the Heavy Armour Master feat at creation, which reduces all nonmagical physical damage taken by 3 points while wearing heavy armour. 3 points also just happens to be the average damage dealt by the enemies you will likely be facing in the first level of your character's adventuring career. By the time Level 4 rolls around (where you can normally take a feat), Heavy Armour Master is merely good, and falls off in effectiveness as enemies begin to deal double-digit amounts of damage with each attack (and get to make multiple attacks in their turn too). Circle of the Moon Druids focus on enhancing their Wildshape feature to become powerful combatants using it instead of being a supporting spellcaster, by raising the CR of creatures you can turn into (as long as your druid has seen the creatures). When first unlocked in Level 2, Moon Druids can transform into brown bears, lions and dire wolves, all CR 1 creatures that completely outclass martial PCs at that same level (for example a druid in bear form will have 30 HP and attacks twice in their turn, compared to a Fighter who might have 20 HP and one attack per turn). The disparity tapers off around Level 5, as martials catch up and become more powerful than most high-CR animals, and Druids start to unlock their really good spells so staying in humanoid form for fights and using Wildshape for emergency escape/utility makes more sense.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_5b81ca8d
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_5b81ca8d
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_5b81ca8d
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_5bb56482
type
Contractual Boss Immunity
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_5bb56482
comment
Contractual Boss Immunity: Many powerful monsters get a special trait called Legendary Resistance, which lets them No-Sell between one and five saving throws a day. This is intended as a counter against the memetic solution of "polymorph the dragon into a frog" and similar save-or-suck spells. This makes boss enemies harder to take down, but also means a party fighting it will be gradually weakening it; a monster using all its Legendary Resistances usually means the party is likely to win.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_5bb56482
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_5bb56482
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_5bb56482
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_5c300c3b
type
The Berserker
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_5c300c3b
comment
Fighters (Technician) vs. Barbarians (Performer). Fighters enjoy access to heavy armour, a fighting style, extra feats and ability score increases, an Action Surge that allows them to make an addition action in a turn, and depending on the archetype chosen, an additional fighting style and enhanced crit range (Champion), battle manoeuvres (Battle Master) or rudimentary spellcasting (Eldritch Knight). Barbarians have more HP (the only class to use d12 as hit die), Rage and all the benefits with it, Reckless Attack, bonuses to saving throws from enhanced senses, extra movement and the bonuses of their chosen primal path. Barbarians fight harder, but Fighters fight smarter.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_5c300c3b
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_5c300c3b
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_5c300c3b
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_5d1eb74d
type
Dump Stat
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_5d1eb74d
comment
Monks can use their "Martial Arts" class feature to attach their dexterity bonus to their melee attack rolls and damage rolls. Feel free to use Strength as your Dump Stat and remain effective on the frontline. They're also lightning fast, especially if they are elves or Tabaxi.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_5d1eb74d
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_5d1eb74d
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_5d1eb74d
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_5d86966a
type
Man on Fire
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_5d86966a
comment
Man on Fire: The searing smite and immolation spells both set their targets on fire. The victim takes fire damage at the start of each of its turns until the spell ends.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_5d86966a
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_5d86966a
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_5d86966a
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_5db59a03
type
Brown Note
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_5db59a03
comment
Titivilus can speak something so horrible that a person within 10 feet of him becomes frightened and has to spend their turns running as far from him as they can.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_5db59a03
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_5db59a03
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_5db59a03
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_5de76bce
type
Answer to Prayers
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_5de76bce
comment
Answer to Prayers: The cleric can use the Divine Intervention ability to have their deity literally intervene in whatever situation the cleric is in. The GM determines exactly what the deity does (the handbook recommends the casting of a thematically appropriate spell), and to ensure it's not a win button, it has a 10 to 19% chance to succeed (except at level 20, where it automatically succeeds), and can only be attempted once per day (and if successful, can't be used again for a week).
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_5de76bce
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_5de76bce
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_5de76bce
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_5f965a35
type
Out-of-Turn Interaction
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_5f965a35
comment
Out-of-Turn Interaction: Reactions are things that creatures can do in response to a certain trigger, even if it isn't their turn. The most common ones are Attacks of Opportunity (allowing a single melee attack against a creature that leaves your reach) or casting a reactionary spell like shield or counterspell. Some monsters have Legendary Actions, which are special actions they can take when it's not their turn. Some of these are abilities or attacks that the monster can't use on their normal turn.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_5f965a35
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_5f965a35
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_5f965a35
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_607da09f
type
Summon Binding
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_607da09f
comment
Summon Binding: Zig-zagged as a general limitation of Summon Magic in this edition: Planar Binding targets a single Outsider and - if it fails a saving throw - forces it to follow the caster's instructions to the best of its ability for the spell's duration. It only has to obey to the letter, though, and can still engage in malicious compliance if angry. If it passes the saving throw, it is under no such obligation. In contrast, Planar Ally summons a non-hostile Outsider entity with whom the caster may then bargain for aid. The entity isn't under any compulsion to agree, but is kept in place until either it and the caster manage to work out a trade, or they fail to do so (in which case it will leave). Conjure Animals, Conjure Minor Elementals, and Conjure Woodland Beings all summon relatively weak creatures that must obey the spellcaster. Conjure Elemental and Conjure Fey summon more powerful entities under the spellcaster's verbal control. However, they become free-willed and hostile if the spellcaster ever loses concentration on the spell. Infernal Calling and Summon Greater Demon summon an obedient but unfriendly devil or demon. It will constantly fight against the spellcaster's control via saving throws over the course of the spell; succeeding frees it to act however a monster that's Made of Evil wants. Conjure Celestial summons a powerful angelic being that's friendly and cooperative, so long as the summoner's instructions don't conflict with its alignment, presumably because the summoner is usually a powerful divine spellcaster themself.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_607da09f
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_607da09f
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_607da09f
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_6243b83b
type
Armor and Magic Don't Mix
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_6243b83b
comment
Armor and Magic Don't Mix: 5th Edition retains the "no arcane spell failure" ruling from 4th Edition and the mechanic has been simplified to "if you're not proficient in the armor you're wearing, you can't cast magic while wearing it". Druids are still restricted to using "natural"/nonmetal armors and shields, but the Player's Handbook doesn't give a reason. The March 2016 Sage Advice column finally said that it's taboo, but that the player and DM can discuss how flexible said taboo is to the point of breaking it. That said, DMs can also house rule a number of the esoteric materials from the 3.x Edition supplement books as well.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_6243b83b
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_6243b83b
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_6243b83b
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_64cf3b3f
type
Damage Reduction
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_64cf3b3f
comment
Certain Cleric domains can wear the heaviest armour types along with shields and get special Damage Reduction perks, and a good number of them also have martial weapon proficiency on top and the "Divine Strike" feature to enhance their weapon attacks and let them compete with the Fighters and Barbarians in the realm of physical combat - impressive given their wheelhouse is versatile and powerful divine magic. But without many mobility-enhancing features, Clerics aren't much threat at long distance, and their magic toolkit being geared towards supporting their allies means they rarely stray far from the party anyway.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_64cf3b3f
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_64cf3b3f
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_64cf3b3f
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_65e9d9df
type
Fooled by the Sound
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_65e9d9df
comment
Fooled by the Sound: Spellcasters can use minor illusion to create illusory sounds. Subjects of the spell don't get a save unless they're actively scrutinizing what they hear.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_65e9d9df
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_65e9d9df
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_65e9d9df
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_67e9f779
type
Teleport Spam
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_67e9f779
comment
Teleport Spam: The blink dog, a monster who teleport spams as a free action, makes a triumphant return for this edition. 5e Conjuration School Wizards live off this and Summon Magic. At 6th level, they get an ability called Benign Transposition, the only economical and easy way to swap places with a party member in the game, that costs an action to use. It can also be used as a straight teleport. Here's the kicker, though; it recharges on a long rest or whenever you cast a conjuration spell of 1st level or higher. This can be combined with the 2nd level spell misty step to teleport all around a given area with near impunity, especially because misty step is a bonus action. This becomes truly spammable once you hit 18th level, if you choose to make misty step one of the spells you've Mastered; since Benign Transposition is one of very few abilities to recharge on the use of a type of spell but not specifically when a slot is expended, you can cast misty step an infinite amount of times to recharge Benign Transposition an infinite amount of times. The 5e spell far step works on this principle. You teleport once 60 feet as a bonus action, and then for the next minute you can use another bonus action to teleport again.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_67e9f779
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_67e9f779
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_67e9f779
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_6b42ea7e
type
Hijacking Cthulhu
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_6b42ea7e
comment
Hijacking Cthulhu: A character may attempt to control a Sphere of Annihilation with her intellect (an Intelligence check). Doing so successfully results in them temporarily controlling a tear in the reality that is capable of destroying pretty much anything in the universe on contact, No Saving Throw allowed. The spell dominate monster. Provided you succeed, you now have complete control over whatever's in front of you, which can be anything from a true dragon to a Hekatonkheires. There is also the magic jar spell, which can be used to takeover the body of a mighty beast, while its soul is sealed in a jar. Doing so can result in a deadly situation if the caster succeeds, as they maintain their intelligence and thought, but gain the physical powers of whatever the being was they took control over.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_6b42ea7e
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_6b42ea7e
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_6b42ea7e
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_6b983bf7
type
Unstoppable Rage
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_6b983bf7
comment
The Elk grants mobility. Barbarians who follow this path gain a bonus to movement speed when their Barbarian Rage ability is used, the ability to cover more ground when traveling long distance on foot, and a charging attack that can knock enemies prone.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_6b983bf7
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_6b983bf7
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_6b983bf7
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_6c07693b
type
Carry a Big Stick
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_6c07693b
comment
Carry a Big Stick: The Maul deals the most damage of any single weapon (tied with the Greatsword, which is identical mechanics-wise aside from damage type). It's the heaviest weapon in the game aside from the Pike.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_6c07693b
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_6c07693b
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_6c07693b
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_6c4ed101
type
Breath Weapon
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_6c4ed101
comment
Moloch uses a Breath Weapon that inflicts psychic damage on everyone it hits and forces them to become frightened, drop whatever they're holding, and run as far from him as they can.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_6c4ed101
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_6c4ed101
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_6c4ed101
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_6d0d209c
type
Flashy Teleportation
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_6d0d209c
comment
Flashy Teleportation: The Cape of the Mountebank lets you teleport once a day. When used, it makes you disappear and reappear within two separate clouds of smoke.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_6d0d209c
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_6d0d209c
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_6d0d209c
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_6df54a73
type
Make Some Noise
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_6df54a73
comment
Make Some Noise: The Boring, but Practical silence spell suppresses all sound in an area. It serves as the poor man's Anti-Magic, since it makes Magical Incantations impossible. In Fifth Edition, it has the extra benefit of making the area immune to thunder damage, since thunder damage is based on sound, which naturally wouldn't work in an area that's been made to be magically silent. And of course, it helps out if you're taking the stealthy approach too.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_6df54a73
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_6df54a73
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_6df54a73
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_6e514f2
type
Moment of Awesome / Sugar Wiki
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_6e514f2
comment
invoked Moment of Awesome: Invoked with the "inspiration" mechanic, which is intended as something the DM can give a PC who does something particularly noteworthy. The player can then use this inspiration token to give themselves advantage on any check, save, or attack. Alternatively, a player can use their inspiration token to reroll something after it's been rolled. However, any player can only have inspiration once, and it's gone as soon as it's used (regardless of the result).
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_6e514f2
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_6e514f2
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_6e514f2
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_70c06a09
type
The Undead
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_70c06a09
comment
Intelligent, spell-using undead (such as liches) can use spells that produce persistent effects over a large area (such as Cloudkill, Sleep, Stinking Cloud, etc) without worrying about being caught in the area of effect, as undead are immune to these effects.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_70c06a09
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_70c06a09
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_70c06a09
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_71a069f1
type
Attack Failure Chance
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_71a069f1
comment
Attack Failure Chance: Attacks are represented by rolling a twenty-sided dice and adding the character's attack bonus to the result, hitting if the total exceeds the target's Armor Class. However, if the dice lands on "1" before attack bonus is added the attack is a Critical Failure, conversely a "natural 20" is an automatic hit and a Critical Hit if it would have hit anyways in some editions.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_71a069f1
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_71a069f1
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_71a069f1
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_7ba493b0
type
Always Accurate Attack
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_7ba493b0
comment
Most Wizards and Sorcerers swear by magic missile. The damage is low, but it's an Always Accurate Attack that ignores damage resistance. Plus it's a 1st level spell, so you have plenty of slots for it. There are a few spells that can block magic missile, but they tend to only block ''magic missile'' and nothing else.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_7ba493b0
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_7ba493b0
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_7ba493b0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_812ee32b
type
Linear Warriors, Quadratic Wizards
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_812ee32b
comment
As a general rule, spellcasters like Wizards and Bards are more challenging to play than martial characters like Fighters and Barbarians. Spellcasters have more abilities to consider and resources to manage, and tend to be more frail than martials as well (they have less HP and cannot wear heavy armour, not counting certain Cleric domains and multiclass builds who can). But spells offer a lot of versatility in puzzle-solving and social interactions that martials cannot hope to match, and spellcasters tend to be far more powerful than martials at higher levels.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_812ee32b
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_812ee32b
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_812ee32b
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_82ebf026
type
Minmaxer's Delight
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_82ebf026
comment
Minmaxer's Delight: Level 3 College of Valor Bards are considered good to dip into because it gives you access to medium armor, shields, martial weapons, and Combat Inspiration, which can turn classes like Sorcerers and Warlocks into a better Magic Knight, without losing your stats focus on Charisma. Life Cleric 1 is a popular dip for other healer classes. Proficiency with all armor and shields while keeping spell slot progression is already good enough, but the icing on the cake is the extra healing that is applied to every healing spell. Having a Druid X/Life Cleric 1 often means the party can enter every single fight fully healed. A mere 3 level dip into Fighter gives you access to two incredibly good once per rest abilities (Second Wind, which allows bonus action healing, and Action Surge, which borders on Game Breaking for certain builds) and access to the Fighter’s diverse array of subclasses. Champion is an especially common multiclass due to its very simple flavoring being easy to justify the dip, and its Boring, but Practical level 3 benefit of increasing critical range to 19-20, thus providing major benefits to critical-heavy classes like Barbarians and Rogues. Paladins and Sorcerers often dip a level or two into Warlock to gain access to the class's regenerating "pact spell slots," since having a supply of spells that regenerates on a short rest fixes many of their design issues. The Warlock class's signature eldritch blast cantrip is a popular poach for other classes like Sorcerers or Bard. Unlike other cantrips, eldritch blast offers additional attacks instead of additional damage dice, and the Warlock has a number of potent and useful Invocations to upgrade it further. Hexblade Warlock is an extremely powerful 1-2 level dip for granting proficiency towards medium armor and shields, the ability to use Charisma for attack and damage rolls, and more importantly its 1st-level ability of substituting Charisma in place of Strength or Dexterity for the attack of any one weapon (and the only class to get to use their main stat for attacking since Fourth Edition), amongst other neat benefits. While it compares pretty powerfully to the other Patrons, it also destroys any of the Bard subclasses intended for melee like College of Swords or Valor. At the cost of being one level behind in the aforementioned subclasses, it's almost always better for Bards to multiclass into a single one for Warlock here to get the same beneficial effects (better weapons and armor) and the ability to attack with their highest stat instead of having to spend lots of points into Strength and/or Dexterity to actually be decent combatants. They also now get the ability to pick a different Bard college (such as Eloquence or Lore) that will grant them other buffs as well as picking up a 1st-level spell slot that recharges on a short rest and several cantrips that will greatly increase the Bard's martial capabilities. As a result, the Bard will be great at both melee and spellcasting.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_82ebf026
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_82ebf026
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_82ebf026
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_82f5ced1
type
Conservation of Ninjutsu
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_82f5ced1
comment
Conservation of Ninjutsu: Subverted big time. Any player or DM should be familiar with the Action Economy, which dictates that in any match between roughly equal opponents, whichever side can take more turns are going to win easily. It can be played straight by monsters or players who can dish out more than one attack on their turn, but, as a rule of thumb, the side with the numerical advantage tends to have a big advantage.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_82f5ced1
featureApplicability
-0.3
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_82f5ced1
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_82f5ced1
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_83641c73
type
Logical Weakness
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_83641c73
comment
Logical Weakness: A few classes and abilities gained these features. Generally speaking, most spells have a Verbal or Somatic Component that must be performed to cast it. Preventing a spellcaster from speaking loudly and clearly removes the verbal component, and binding a spellcaster's hands prevents the somatic component. And if a spell also requires a Material component (either a channeling focus or a consumable item), then this can be blocked by simply removing the item(s) from the caster's possession. For all her incredible powers, a witch can be easily subdued by gagging her mouth, tying her hands up in rope, and taking away her precious magic wand. A Druid's Wild Shape can only transform them into animals, beasts, and creatures that the Druid has seen with their own eyes. So you can't make a Druid turn into a whale if they've never so much as seen the ocean before, and good luck getting them to transform into a dinosaur unless they're time travelers or native of the jungles of Chult. Telekinesis requires there to be an object to lift or throw in the first place. If there isn't, the spell can't be cast. The silence spell makes a small area magically silent. Spells that require a verbal component can't be cast in that area, and it also makes anything inside it immune to thunder damage since thunder is based on damage through loud noise. Several spells and abilities based on sound or speech (such as Bardic Inspiration or vicious mockery for a bard) require the target to be able to hear the caster in order for them to work. Zone of truth makes anyone inside the zone unable to lie. However, the spell doesn't compel anyone to speak. Also, one can use something that's Metaphorically True or hinges on Exact Words to technically be telling the truth while still being vague.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_83641c73
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_83641c73
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_83641c73
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_8409a385
type
Exactly What It Says on the Tin
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_8409a385
comment
5e also has the spell antimagic field, which is Exactly What It Says on the Tin. Spells can't be cast in the field, all magic stops working in the field, any magic that tries to enter it instantly vanishes, teleportation to and from the field is impossible, and magic-summoned creatures briefly wink out of existence while they're within the field. Of course, this also prevents the caster from using anything else, since the field is focused on them. And since it can only be cast by a Wizard or a Cleric, this means depriving yourself of black magic and white magic until the field goes away. But if you're up against an enemy who's throwing out magic left and right, it's startlingly effective.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_8409a385
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_8409a385
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_8409a385
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_85aaedbf
type
Mystical City Planning
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_85aaedbf
comment
Mystical City Planning: Present in the module FR6: Dreams of the Red Wizards. The city of Eltabbar in Thay is built in the shape of a huge glyph to confine a demon prince called Eltab. Making maps of Eltabbar is forbidden, because if the city is accurately mapped and the map is then destroyed, it reduces the power of the restraining glyph. If this occurs enough times Eltab could be freed, which would be a disaster.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_85aaedbf
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_85aaedbf
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_85aaedbf
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_874176be
type
Psychic Powers
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_874176be
comment
Psychic Powers: 5th edition has a different take on psionics than previous editions. Spellcasting enemies from the 5E Monster Manual labeled as psionic don't require spell components in order to cast spells. While a version of a class centered around psionic powers, the Mystic, was playtested, it was eventually scrapped for being both too powerful and too versatile. Instead, psionics are implemented as subclasses of Rogue (Soulknife), Fighter (Psi Warrior) and Sorcerer (Aberrant Mind) classes, with feats available to all classes that grant limited telepathic and telekinetic powers.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_874176be
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_874176be
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_874176be
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_880ae804
type
Multiple Persuasion Modes
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_880ae804
comment
Multiple Persuasion Modes: The Persuasion and Intimidation skills. Although they have to be role-played very differently, they are quite similar mechanically: both skills are Charisma-based and their main difference is that the former can improve the NPCs' attitude to the speaker on a successful check, while the latter worsens it. There is also the Deception skill, which lets characters tell convincing lies or hide what they are really meaning when they say something, but unlike the other two social skills, its checks are always opposed by the target's Insight skill.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_880ae804
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_880ae804
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_880ae804
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_881136a1
type
Shape Dies, Shifter Survives
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_881136a1
comment
Shape Dies, Shifter Survives: Fifth Edition Polymorph spells give the target the Hit Points of their new form; they revert if dropped to zero HP, but any extra damage is transferred to their original form. A few effects that can cause instant death, like the Disintegrate spell, still kill a polymorphed target outright.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_881136a1
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_881136a1
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_881136a1
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_88c9e3d5
type
Percent-Based Values
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_88c9e3d5
comment
Percent-Based Values: In Fifth Edition, creatures take half the usual Hit Point damage from a damage type they have Resistance against. Previous editions use a fixed amount of Damage Reduction instead.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_88c9e3d5
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_88c9e3d5
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_88c9e3d5
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_891c547d
type
Teleporter's Visualization Clause
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_891c547d
comment
Teleporter's Visualization Clause: The teleportation spell can work with places the caster hasn't been, but the risk of failure decreases with the level of familiarity with the place. Only a magic circle and having an object associated with the target location are completely safe.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_891c547d
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_891c547d
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_891c547d
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_8c1432a2
type
HitPoint
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_8c1432a2
comment
The Vargouille monster can do this. If the victim of its attack fails a saving throw vs. poison, the Hit Points of damage inflicted are lost permanently and can only be recovered by using a Wish spell. No form of healing magic will bring them back.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_8c1432a2
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_8c1432a2
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_8c1432a2
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_8e4fc189
type
Sphere of Destruction
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_8e4fc189
comment
Sphere of Destruction: Several area of effect spells create powerful damaging effects in the shape of spheres, including fireball, circle of death, dark star, hunger of hadar, maddening darkness, meteor swarm, and ravenous void.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_8e4fc189
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_8e4fc189
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_8e4fc189
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_91526ff7
type
Absurdly High Level Cap
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_91526ff7
comment
Absurdly High Level Cap: Like many other editions of D&D, the maximum level for a player character is 20. For most of Fifth Edition's official adventure modules, a character starts at level 1 and will end up at around level 15 if they make it to the end without dying. The expectation after that is that the party will want to start another module with new characters; official published material for characters above level 15 is practically nonexistent. The power level of monsters tends to be very erratic at higher levels, given that high-level monsters have increasing numbers of abilities that simply kill the target outright and can't be defended against, on top of having very high HP, armor, and damage outputs. For all these reasons, getting a character to level 20 is vanishingly uncommon.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_91526ff7
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_91526ff7
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_91526ff7
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_92248a9
type
Rule Zero
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_92248a9
comment
Rule Zero: Discussed in Chapter 9 of the Dungeon Master's Guide. The DM has final say on anything that happens in the campaign; they determine what the players roll, how often they roll, and resolve any disputes between the players and the rules. While it's a meme in D&D circles that one player always insists on following the rules-as-written only when it benefits him, the DM is the ultimate authority for their world. The advice in the Dungeon Master's Guide also makes it clear that a rule serves the DM's role as the arbiter of their campaign, but they're free to bend or even break the rules-as-written if it means that it will give their players a better experience.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_92248a9
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_92248a9
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_92248a9
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_933576c8
type
Mighty Glacier
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_933576c8
comment
Mighty Glacier: Paladins can equip all the best armour types and can deal out some really impressive damage with their Smites, but almost nothing in their class chassis offers anything to improve their movement, and they'll usually stay amidst the party where their powerful protective auras can be of the most benefit. Certain Cleric domains can wear the heaviest armour types along with shields and get special Damage Reduction perks, and a good number of them also have martial weapon proficiency on top and the "Divine Strike" feature to enhance their weapon attacks and let them compete with the Fighters and Barbarians in the realm of physical combat - impressive given their wheelhouse is versatile and powerful divine magic. But without many mobility-enhancing features, Clerics aren't much threat at long distance, and their magic toolkit being geared towards supporting their allies means they rarely stray far from the party anyway. Mountain Dwarves have a base movement speed of 25, much less than most other races, but they have bonuses to Strength and Constitution allowing them hit a bit harder and have a little more HP. They also get natural racial proficiency with light and medium armour, as well as with battleaxes, handaxes, light hammers and warhammers - so even a Dwarf Wizard can be a fairly considerable threat in close combat. Provided they ever get there.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_933576c8
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_933576c8
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_933576c8
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_941ba12a
type
Highly Specific Counterplay
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_941ba12a
comment
Highly Specific Counterplay: In Fifth Edition, shield is a spell that increases the caster's armor class by five for the rest of the round. It also specifically blocks magic missile (which is otherwise an Always Accurate Attack).
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_941ba12a
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_941ba12a
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_941ba12a
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_9502bbf5
type
All Swords Are the Same
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_9502bbf5
comment
All Swords Are the Same: Fifth Edition encourages this as a way to incorporate unlisted weapons, with the Dungeon Master's Guide using an example of implementing a katana as a reflavoured longsword.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_9502bbf5
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_9502bbf5
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_9502bbf5
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_96144372
type
Aristocrats Are Evil
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_96144372
comment
Aristocrats Are Evil: In Fizban's Treasury of Dragons, a number of occupations that a dragon might have are listed, with Noble being one of them. The description of a Noble dragon is notably the only one that's wholly negative, as opposed to something like crime boss or monarch, which could be interpreted positively.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_96144372
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_96144372
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_96144372
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_97c3a6af
type
The Power of Creation
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_97c3a6af
comment
The mid-level heroes' feast spell creates a magnificent banquet that cures all poisons and diseases in the people who eat it, among other ongoing benefits.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_97c3a6af
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_97c3a6af
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_97c3a6af
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_9854688f
type
Shapeshifting Heals Wounds
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_9854688f
comment
Shapeshifting Heals Wounds: In 5th edition, a druid can shapeshift into an animal form with full hit points (some can even heal themselves once per transformation), but any damage that reduces the animal form's HP to below zero reverts the druid and is carried over to the druid's regular form, and while the druid can shapeshift again to a form for more hit points, the damage to the druid's body isn't healed. The strategy is known as "the onion" by some since each form must be defeated individually to beat the druid once and for all. For most of the game, a druid is limited to two transformations a day, but at the highest levels the druid can transform as often as they want.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_9854688f
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_9854688f
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_9854688f
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_9abe931d
type
Quicksand Sucks
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_9abe931d
comment
Quicksand Sucks: It's considered difficult terrain, which slows your movement down. And if you get stuck there too long without help, you start to drown.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_9abe931d
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_9abe931d
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_9abe931d
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_9b8671cf
type
As Lethal as It Needs to Be
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_9b8671cf
comment
As Lethal as It Needs to Be: A melee attack can be declared beforehand as lethal or nonlethal. The latter just knocks the target unconscious rather than outright killing them if it reduces the enemy to zero HP, as if they were a player character that had gone down to zero HP instead.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_9b8671cf
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_9b8671cf
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_9b8671cf
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_9b9397bb
type
Difficult, but Awesome
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_9b9397bb
comment
Difficult, but Awesome: Wizards. You're far and away the most fragile and vulnerable characters in the whole game, with the widest spell selection and greatest versatility. A novice Wizard will stick to Magic Missile and Fireball and act as glorified artillery. A great Wizard will conjure up walls to split a difficult fight into two smaller and easier ones, or tip the wall over and crush the enemies on the other side, or funnel them into an oil slick, watch the enemies be riddled with arrows while they slip around uselessly and use their bonus action to laugh. Speaking of Grease, why not cast it on an ogre's club so it slips out of his hand when he swings it? Or combine with a pit trap and a lit torch to cook an enemy patrol? If you play a Divination Wizard then you can be a massive benefit to your party without even being physically there. With good knowledge of the environment, co-operation with the party and a little imagination, the Wizard will practically never fail to be the MVP. In the same way, Druids present a conundrum because most of their spells are for battlefield control. They haven't quite the same generalist utility as Wizards, they do not have the same options for dealing direct damage as Sorcerers, and their support spell list pales in comparison to that of Bards and Clerics. Once mastered however, a Druid can completely lock down almost any encounter the party can run into and turn a challenging fight into a cakewalk. As a general rule, spellcasters like Wizards and Bards are more challenging to play than martial characters like Fighters and Barbarians. Spellcasters have more abilities to consider and resources to manage, and tend to be more frail than martials as well (they have less HP and cannot wear heavy armour, not counting certain Cleric domains and multiclass builds who can). But spells offer a lot of versatility in puzzle-solving and social interactions that martials cannot hope to match, and spellcasters tend to be far more powerful than martials at higher levels. Downplayed but present for the Battle Master subclass for Fighter. While still not as complex as a full caster, a Battle Master has quite a complex toolkit for a martial class. They have access to 15 or so different maneuvers, the best of which tend to add a potent short-term debuff or disable plus some extra damage to their regular attacks. An expert Battle Master can exert a lot of control over the battlefield, making their most dangerous opponents a lot less dangerous or much more vulnerable temporarily.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_9b9397bb
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_9b9397bb
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_9b9397bb
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_9bfe4c17
type
Supernatural Fear Inducer
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_9bfe4c17
comment
Supernatural Fear Inducer: Various spells such as fear and cause fear can temporarily frighten an opponent or group of people. Phantasmal killer takes this to an extemre by forcing the target to save, or start taking actual damage due to fear. All adult dragons have access to an aura of fear that can send characters within 120 feet of them into a panic. Demons: The demon princes Demogorgon and Yeenoghu can cast the spell fear as one of their innate abilities, as can the lesser demons Babau and Bar-Igura. When three or more rutterkin are within 30 of someone, they can induce fear in them that renders them completely unable to move- the more rutterkin there are, the harder it is for the target to resist the effect. Many devils have the ability to engender fear in living things. The exact details are different for each devil. Bael can make himself appear terrifying and force everyone within 10 feet of him to become frightened. Titivilus can speak something so horrible that a person within 10 feet of him becomes frightened and has to spend their turns running as far from him as they can. When Hutijin takes damage, he can utter a word of power that can frighten all non-devils within 30 feet of him. Moloch uses a Breath Weapon that inflicts psychic damage on everyone it hits and forces them to become frightened, drop whatever they're holding, and run as far from him as they can. Pit fiends shed fear in a 20 foot radius to all creatures they're hostile towards. Liches can fix their gaze on any creature within 10 feet of it and force them to become frightened. Mummys can star at any creature with 60 feet and cause them to become frightened. If the creature fails the saving throw to resist the effect by 5 or more, they're outright paralyzed with terror and can take no actions. A satyr can play music with its pipes to inflict fear on any opponent that hears it. The first roar of an androsphinx can create fright in any creature within 500 feet.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_9bfe4c17
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_9bfe4c17
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_9bfe4c17
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_9c5e8006
type
Unknown Item Identification
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_9c5e8006
comment
Unknown Item Identification: The game has a number of options depending on the item to be identified: Detect magic is a common, low-level spell that tells you if an item is magic or under the effect of a spell, and if it is under the effect of a spell what school of magic that spell is. Identify is a 1st-level spell usable by wizards, artificers, bards, and some subclasses. It identifies all properties of a single magic item, excluding any curses placed on the item. You can scribe a scroll of the spell with the proper item creation feat. Another option is to use a Knowledge skill check to deduce the item's properties. A character who frequently uses potions can learn to identify them by sampling the contents; just enough to taste but not enough to activate the magic. 5th Edition follows from 4th Edition in allowing characters to identify magic items over a short rest. There is also a variant rule to make magic item identification more difficult by forbidding the "short rest examination" and requiring the use of either the identify spell, experimentation, or both to find out a magic item's properties.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_9c5e8006
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_9c5e8006
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_9c5e8006
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_9d15f525
type
Made of Evil
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_9d15f525
comment
Infernal Calling and Summon Greater Demon summon an obedient but unfriendly devil or demon. It will constantly fight against the spellcaster's control via saving throws over the course of the spell; succeeding frees it to act however a monster that's Made of Evil wants.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_9d15f525
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_9d15f525
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_9d15f525
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_9d7f3df9
type
Hypnosis-Proof Dogs
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_9d7f3df9
comment
Hypnosis-Proof Dogs: Charm or Hold spells that only work on humanoids are lower level than those which affect other creature-types.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_9d7f3df9
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_9d7f3df9
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_9d7f3df9
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_9e8aa11e
type
Friendly Fireproof
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_9e8aa11e
comment
Friendly Fireproof: Averted. If you use an area-of-effect spell or ability that damages creatures in an area, it means every creature in the area, friend or foe. However, the Sorcerer class has a metamagic option called "Careful Spell" which makes some targets automatically pass a saving throw on spells that require one, but it still affects them. Also, the Evocation Wizard gets an ability which excludes their allies completely, and it's the only one of its kind.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_9e8aa11e
featureApplicability
-1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_9e8aa11e
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_9e8aa11e
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_9eb11fac
type
Weak, but Skilled
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_9eb11fac
comment
Weak, but Skilled: Wizards. Pathetic in personal combat, cannot use armour or heavy weapons, meagre d6 hit die... but the magical powers they command can turn the tide of a battle, if used intelligently. College of Lore Bards exemplify this. Their d8 hit die and inability to wear armour make them poor combatants in direct fights, but they have the most skill proficiencies of any class in the entire game. They can gain Expertise (double proficiency) in four of them, and gain the "Jack of All Trades" feature to add half their proficiency bonus to any skill rolls they aren't proficient in - this includes Initiative. Did we also mention they can use spells and cantrips from other classes' spell lists? Monks can use their "Martial Arts" class feature to attach their dexterity bonus to their melee attack rolls and damage rolls. Feel free to use Strength as your Dump Stat and remain effective on the frontline. They're also lightning fast, especially if they are elves or Tabaxi.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_9eb11fac
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_9eb11fac
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_9eb11fac
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_a19135a6
type
Mind Control
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_a19135a6
comment
A Staff of Charming is good at Mind Controling opponents and helping you resist Mind Control.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_a19135a6
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_a19135a6
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_a19135a6
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_a1a1491e
type
Homage
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_a1a1491e
comment
Fireball was left intentionally slightly above the powercurve as a Homage to its iconic place in D&D history. For comparison, fireball deals 8d6 damage at once, or half that if the target succeeds their one save. Compare that to the same level spell minute meteors, which deals 12d6, but only over three rounds, and requires the targets to fail six separate saves to deal full damage.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_a1a1491e
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_a1a1491e
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_a1a1491e
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_a2cbad1
type
Half-Human Hybrid
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_a2cbad1
comment
Outsiders native to the material plane (mainly Half-Mortal Hybrids of many different sorts) avert this trope as they do have souls, and this soul prevents their entrance to the plane they are otherwise associated with. As such, once killed, they remain dead, and the normal rules of resurrection apply.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_a2cbad1
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_a2cbad1
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_a2cbad1
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_a5bf8f66
type
Reduced to Dust
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_a5bf8f66
comment
Reduced to Dust: This is the result of a disintegrate spell if the target is killed by the damage. It turns them into dust and prevents regeneration, making it much harder to bring them back to life.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_a5bf8f66
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_a5bf8f66
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_a5bf8f66
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_a6eb94b0
type
Cannot Cross Running Water
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_a6eb94b0
comment
Cannot Cross Running Water: Fifth Edition vampires are similar to 1st and 2nd Edition vampires: they can cross running water but take a flat 20 hit points of acid damage if they end their turn in it.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_a6eb94b0
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_a6eb94b0
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_a6eb94b0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_a8a04f6f
type
And I Must Scream
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_a8a04f6f
comment
And I Must Scream: While Imprisonment in previous editions explictly rendered the target unconcious, in 5th edition that detail's been removed, implying that now the victim is fully concious while trapped, unaging and with no biological needs, in a tiny sphere miles beneath the earth.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_a8a04f6f
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_a8a04f6f
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_a8a04f6f
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_a8eb0309
type
Genericist Government
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_a8eb0309
comment
Genericist Government: Complex political intrigue is seldom a priority in this game, although 5th Edition does include an entry for political intrigue campaigns with the Ravnica setting book.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_a8eb0309
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_a8eb0309
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_a8eb0309
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_aaaca277
type
Luck Manipulation Mechanic
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_aaaca277
comment
Luck Manipulation Mechanic: In 5th edition, halflings can reroll any 1 on a d20 roll, wild magic sorcerers have a Bend Luck ability to add or subtract to others' rolls, while fighters and paladins have access to a weapon ability that lets them reroll any 1 or 2 when calculating damage. There's also the "Lucky" feat, which lets you reroll a d20 three times a day.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_aaaca277
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_aaaca277
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_aaaca277
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_abd29ad8
type
No-Sell
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_abd29ad8
comment
Barbarians who don't bother with armour are still ludicrously difficult to bring down with direct damage. Not only do they have the highest hit die of any class in the game, but they also gain resistance to physical damage types (and Bear Totemists get resistance on all damage types except Psychic), and they get Relentless Rage later on ensuring that they No-Sell what would otherwise be a killing blow provided they pass a paltry DC 10 Constitution saving throw. Their "Unarmoured Defense" also means they can manage an AC just as high or even higher than if they were wearing something. Not to mention they're Barbarians, so they can use martial weapons and can really smack a poor sod with big attacks. But they're light on their feet too - Barbarians get extra movement speed at 5th level, a bonus to Initiative at 7th level, and Eagle Totemists can be even more absurd about this by hurtling around the battlefield with bonus action Dash moves while they are raging. If they could cast spells, Barbarians would be unstoppable.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_abd29ad8
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_abd29ad8
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_abd29ad8
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_acdc4c5d
type
Anti-Hoarding
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_acdc4c5d
comment
Anti-Hoarding: The game has encumbrance determined by a character's Strength score — the higher said Strength score, the more they can carry. Certain factors such as size and form alter this number. Then, when the character exceeds this encumbrance, they start suffering penalties the more they carry over the limit. Eventually, if the total weight they're carrying is too high, they just can't lift their pack anymore.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_acdc4c5d
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_acdc4c5d
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_acdc4c5d
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_adc974b6
type
Earth/Wind Juxtaposition
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_adc974b6
comment
Earth/Wind Juxtaposition: The Monster Manual mentions a rivalry between the Wind Dukes of Aaqa, and Ogremoch, Prince of Elemental Earth. It is said that Ogremoch's footsteps splinter the rocks he walks on, and his hatred infuses into the rock fragments and transforms them into gargoyles, creatures whose existence mocks the elemental air since they are capable of flight in spite of being made of stone. He sometimes hurls motes of gargoyles into Aaqa, where they take pleasure in battling and tormenting the Aaracokra, a race of Bird People whom the Wind Dukes employ as servants.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_adc974b6
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_adc974b6
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_adc974b6
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_afc8ddc7
type
Armor-Piercing Attack
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_afc8ddc7
comment
Force damage. Very few creatures across the entire cosmology resist force damage, and some spells like magic missile are designed to be an Armor-Piercing Attack that hits no matter what. However, nothing is weak to force damage, you can't get critical hits with it, and there tends to be some sort of caveat to spells that use it — magic missile does very little damage, and Disintegrate will do absolutely nothing if the target passes the saving throw. The result is an element that gives casters spells which provide unremarkable but consistent damage.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_afc8ddc7
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_afc8ddc7
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_afc8ddc7
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_b12be8fb
type
Only Killable at Home
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_b12be8fb
comment
Only Killable at Home: Outsiders have a home plane; if killed anywhere else, they'll reincorporate there. If they're killed on their home plane, they stay dead and even resurrecting them is tricky because they don't have a soul as much as they are simply composed of their home plane's essence. Outsiders native to the material plane (mainly Half-Mortal Hybrids of many different sorts) avert this trope as they do have souls, and this soul prevents their entrance to the plane they are otherwise associated with. As such, once killed, they remain dead, and the normal rules of resurrection apply. Vampires slain outside their coffin will turn to mist and return to it to regenerate. Only inside their coffins can they be slain.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_b12be8fb
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_b12be8fb
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_b12be8fb
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_b1c4bc94
type
Arbitrary Weapon Range
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_b1c4bc94
comment
Arbitrary Weapon Range: In Fifth Edition, a ranged attack has no minimum range. However, if it is performed within 5 ft of any enemy, then the attack is made with disadvantage, meaning that you roll to hit twice and take the lowest score, so the effective minimum range is 5 ft.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_b1c4bc94
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_b1c4bc94
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_b1c4bc94
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_b1e81b53
type
Medicinal Cuisine
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_b1e81b53
comment
Medicinal Cuisine: The humble Druid spell goodberry creates or enchants a few berries so that each one can heal a point of damage and provide a day's nourishment. The mid-level heroes' feast spell creates a magnificent banquet that cures all poisons and diseases in the people who eat it, among other ongoing benefits. The Chef feat, from Tasha's Cauldron of Everything, allows the character to cook special food which makes some of their party members recover more HP from Hit Dice on a short rest. Alternatively, they can cook a number of treats which give anyone who eats them a small amount of temporary hit points.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_b1e81b53
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_b1e81b53
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_b1e81b53
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_b5e5d9e9
type
Uniqueness Rule
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_b5e5d9e9
comment
Uniqueness Rule: In order to limit the power of player characters compared to previous editions, 5e characters can only be attuned (linked to; a character can only attune to three magic items at a time) to one copy of a magical item to prevent things like attuning to three copies of the best ones that the character can afford in order to stack their benefits.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_b5e5d9e9
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_b5e5d9e9
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_b5e5d9e9
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_b6025c77
type
Elixir of Life
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_b6025c77
comment
Elixir of Life: Drinking a Potion of Longevity reduces the drinker's age by seven to twelve years. However, each time one is drunk there's a 10% cumulative chance that the effect will be reversed, causing the drinker to age seven to twelve years.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_b6025c77
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_b6025c77
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_b6025c77
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_b6e1d40b
type
Acceptable Breaks from Reality
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_b6e1d40b
comment
Acceptable Breaks from Reality: For spells that require material components, spellcasters can either replace them with a spellcasting focus (a wand, a crystal ball, a spellbook, etc.) or a component pouch, which is assumed to contain all the components necessary. With components that are rarer and valuable, the books suggest that players can just remove the amount of money it costs, rather than having to spend time seeking them out.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_b6e1d40b
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_b6e1d40b
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_b6e1d40b
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_b7d85d68
type
Healing Potion
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_b7d85d68
comment
Healing Potion: A Potion of Healing is the most basic kind, refilling your hit points by a variable amount — the rarer the potion, the more it heals. A Potion of Heroism gives you ten temporary hit points and makes you more resistant to damage for a set time. A Potion of Vitality cures physical exhaustion, disease and poison, and maxes out your hit points as well.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_b7d85d68
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_b7d85d68
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_b7d85d68
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_b8e38fc5
type
Metaphorically True
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_b8e38fc5
comment
Zone of truth makes anyone inside the zone unable to lie. However, the spell doesn't compel anyone to speak. Also, one can use something that's Metaphorically True or hinges on Exact Words to technically be telling the truth while still being vague.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_b8e38fc5
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_b8e38fc5
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_b8e38fc5
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_b9085a47
type
Summon Magic
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_b9085a47
comment
5e Conjuration School Wizards live off this and Summon Magic. At 6th level, they get an ability called Benign Transposition, the only economical and easy way to swap places with a party member in the game, that costs an action to use. It can also be used as a straight teleport. Here's the kicker, though; it recharges on a long rest or whenever you cast a conjuration spell of 1st level or higher. This can be combined with the 2nd level spell misty step to teleport all around a given area with near impunity, especially because misty step is a bonus action. This becomes truly spammable once you hit 18th level, if you choose to make misty step one of the spells you've Mastered; since Benign Transposition is one of very few abilities to recharge on the use of a type of spell but not specifically when a slot is expended, you can cast misty step an infinite amount of times to recharge Benign Transposition an infinite amount of times.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_b9085a47
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_b9085a47
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_b9085a47
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_b983a56b
type
Came Back Wrong
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_b983a56b
comment
Depending on the DM, this might be the justification for why Necromancy magic spells that raise the dead are classed as morally evil. If a skeleton doesn't receive constant instructions from whoever raised it, it will just go off and murder things of its own accord.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_b983a56b
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_b983a56b
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_b983a56b
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_c0fd3b54
type
Light 'em Up
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_c0fd3b54
comment
There is also a cantrip for Clerics literally called sacred flame, which deals radiant damage as part of the magic priest's arsenal.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_c0fd3b54
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_c0fd3b54
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_c0fd3b54
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_c185022a
type
"Instant Death" Radius
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_c185022a
comment
"Instant Death" Radius: 5e altered the rules of attacks of opportunity, and they now only trigger on leaving an enemy's threatened space, and the Disengage action allows you to leave their area without triggering an opportunity attack, but at the cost of taking an action (although rogues can use their cunning action ability to do so as a bonus action instead). However, the "Sentinel" feat allows you to make opportunity attacks even if the target uses Disengage to get away from you.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_c185022a
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_c185022a
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_c185022a
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_c2ef5a3d
type
Druid
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_c2ef5a3d
comment
The humble Druid spell goodberry creates or enchants a few berries so that each one can heal a point of damage and provide a day's nourishment.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_c2ef5a3d
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_c2ef5a3d
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_c2ef5a3d
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_c3182167
type
Golem
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_c3182167
comment
Plants, slimes, insects, Golems and The Undead are immune to hypnosis and all other mind-effecting magic for various reasons.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_c3182167
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_c3182167
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_c3182167
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_c97ca4d8
type
Magic Staff
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_c97ca4d8
comment
Magic Staff: Staffs allow their wielders to cast a selection of spells without drawing from their personal magic reserves — although each staff only has a set a set number of uses and will need time to recharge when these are used up — and typically require attunement by a magic-user such as a wizard, sorcerer or warlock before being usable. A Staff of Charming is good at Mind Controling opponents and helping you resist Mind Control. The Staff of Power and Staff of the Magi allow you to cast a very broad variety of spells, and the Staff of the Magi can absorb enemy spells to recharge its own powers on the fly. They also share the Retributive Strike power: when deliberately broken, the staff explodes like a bomb, almost certainly killing all nearby opponents. The wielder has a 50% chance of traveling to another plane and a 50% chance of being annihilated. A Staff of the Python/Adder turns into a snake to attack your enemies. It comes in python (constriction) and adder (poisonous bite) versions. A Staff of Swarming Insects can summon swarms of flying insects or individual giant ones. A Staff of Thunder and Lightning can be used to throw lightning bolts or create peals of thunder. A Staff of Withering can cause the victim to age ten years and suffer a withered arm or leg. A Staff of the Woodlands can cast a number of plant- and animal-related spells, and can be planted into the ground to turn into a tree that can be turned back into the staff on command. A Voyager Staff can cast a number of teleportation and travel-related spells.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_c97ca4d8
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_c97ca4d8
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_c97ca4d8
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_ca04edd6
type
Charles Atlas Superpower
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_ca04edd6
comment
Charles Atlas Superpower: Having 20 in a stat is implicitly superhuman. You can easily train two stats to 20 through ASIs (especially if you min-max).
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_ca04edd6
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_ca04edd6
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_ca04edd6
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_cc05f657
type
Begin with a Finisher
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_cc05f657
comment
Begin with a Finisher: The Fifth Edition Recharge system incentivizes this by giving certain powerful attacks (such as a dragon's Breath Weapon) a single use, followed by a chance each round for it to recharge. Using it immediately maximizes the chance to use it again in the same fight. Additionally, challenge ratings are calculated with the assumption that a creature will always use the most damaging attack it has.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_cc05f657
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_cc05f657
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_cc05f657
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_cda501da
type
Killed Off for Real
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_cda501da
comment
The Disintegrate spell. If the target fails the saving throw, they take a large amount of force damage, which not many enemies have resistance or immunity to. In addition, if this damage is enough to reduce the target's HP to zero, their body disintegrates into a pile of ash, rendering them Killed Off for Real and preventing regeneration. Disintegrate is also notable in 5e because it only does damage on a failed saving throw — this allows it to ignore the Evasion ability, since Evasion only prevents damage from a Dexterity saving throw if the ability does half damage on a miss, and Disintegrate always causes full damage. However, the 'nothing' comes in if the target succeeds on the saving throw; if the check is passed, then Disintegrate does nothing at all — no damage, no effects, no penalties, nothing.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_cda501da
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_cda501da
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_cda501da
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_cf27e1d1
type
Doppelmerger
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_cf27e1d1
comment
Doppelmerger: Accoriding to the sourcebook Fizban's Treasury of Dragons, true dragons have "echoes", alternate versions of themselves across the various iterations of the Material Plane who may be identical to them or vary in some characteristics. After reaching the apex of their natural growth, the only way for a dragon's power to increase further is to locate their echo and either fuse with or consume them. Dragons who successfully subsume multiple echoes in this manner grow to become great wyrms, beings of incredible power and the closest that most mortals will get to being gods.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_cf27e1d1
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_cf27e1d1
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_cf27e1d1
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_d0309fad
type
Religion is Magic
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_d0309fad
comment
Conjure Celestial summons a powerful angelic being that's friendly and cooperative, so long as the summoner's instructions don't conflict with its alignment, presumably because the summoner is usually a powerful divine spellcaster themself.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_d0309fad
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_d0309fad
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_d0309fad
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_d291ea97
type
No Campaign for the Wicked
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_d291ea97
comment
No Campaign for the Wicked: Fifth Edition lists the good and neutral deities up front in the character creation section, while setting the evil gods firmly in the 'know your enemy' part of the book. This, of course, has no effect on some players and DMs, who create all-evil campaigns frequently and with panache.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_d291ea97
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_d291ea97
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_d291ea97
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_d6f284a3
type
Anti-Frustration Features
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_d6f284a3
comment
Anti-Frustration Features: Resurrection mechanics mean Death Is a Slap on the Wrist for a Player Character that's been around long enough to get attached to. Fifth Edition downgraded the Resurrection Sickness side effect from previous editions from a Level Drain to a temporary penalty on dice rolls. Fifth Edition also has the revivify spell, which avoids most penalties as long as it's cast within one minute of the target dying. Being Reduced to Dust or having one's head cut off still needs the higher level resurrection spells to bring back, but at least it's possible to bring people back with relatively little fuss. Earlier editions' Vancian Magic limited low-level spellcasters to a handful of spells per day, after which they became a Squishy Wizard that was all Squishy and no Wizard. Fifth Edition mitigates this by putting the most basic of spells into their own "Level 0" tier of spells called cantrips. These cantrip spells can be cast an infinite number of times per day, and often have effects that scale with character level to prevent them from being Useless Useful Spells.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_d6f284a3
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_d6f284a3
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_d6f284a3
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_d88e125e
type
Our Dragons Are Different
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_d88e125e
comment
The spell dominate monster. Provided you succeed, you now have complete control over whatever's in front of you, which can be anything from a true dragon to a Hekatonkheires.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_d88e125e
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_d88e125e
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_d88e125e
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_da6264c7
type
Action Initiative
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_da6264c7
comment
Action Initiative: Similarly to previous editions, turn order is determined by an Initiative roll. Players and monsters alike roll a d20 each, and add their Initiative bonus, with the highest number going first, then second-highest, and so on. A creature's Initiative bonus is the same as Dexterity when the game starts, but can be increased with certain class features or spells.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_da6264c7
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_da6264c7
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_da6264c7
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_db6230b7
type
Lightning Bruiser
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_db6230b7
comment
Lightning Bruiser: Barbarians who don't bother with armour are still ludicrously difficult to bring down with direct damage. Not only do they have the highest hit die of any class in the game, but they also gain resistance to physical damage types (and Bear Totemists get resistance on all damage types except Psychic), and they get Relentless Rage later on ensuring that they No-Sell what would otherwise be a killing blow provided they pass a paltry DC 10 Constitution saving throw. Their "Unarmoured Defense" also means they can manage an AC just as high or even higher than if they were wearing something. Not to mention they're Barbarians, so they can use martial weapons and can really smack a poor sod with big attacks. But they're light on their feet too - Barbarians get extra movement speed at 5th level, a bonus to Initiative at 7th level, and Eagle Totemists can be even more absurd about this by hurtling around the battlefield with bonus action Dash moves while they are raging. If they could cast spells, Barbarians would be unstoppable. Vengeance Paladins defy the usual expectation of heavily-armoured divine avengers by getting Haste, Misty Step, movement during opportunity attacks, and at 20th level, a whopping hour of 60ft Fly speed. Paladins of all stripes also get the unique Find Steed spell, so they can summon a horse to augment their otherwise poor mobility. Certain Ranger archetypes fit this mould. Take the basic Hunter, which already has strong damage output at both melee and range, but Unearthed Arcana revises the class to give it increased movement and Advantage on Initiative rolls on top of that. Throw in some defensive tricks on top of the classes' Fighter-peer HP and armour and "Multiattack Defense" giving the class some protection against creatures with high attack volume, and you're onto a natural-born winner. Don't get us started on Horizon Walkers, with their Teleport Spam.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_db6230b7
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_db6230b7
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_db6230b7
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_e0111a63
type
Phlebotinum-Handling Requirements
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_e0111a63
comment
Phlebotinum-Handling Requirements: Spell scrolls can usually only be activated by characters who can also access the spell through their class spell list (e.g. only a wizard or sorcerer can use a scroll of magic missile, only a cleric or druid can use one of flame strike, et cetera). This restriction can be overcome by a high-level Thief Rogue with the Use Magic Device ability. Use Magic Device also lets Thieves overcome several other restrictions on magical items, most of which fall under Level-Locked Loot.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_e0111a63
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_e0111a63
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_e0111a63
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_e50fa775
type
Damage Over Time
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_e50fa775
comment
Damage Over Time: The heat metal spell, which is damage every turn that a creature is in contact with whatever's been super-heated by magic.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_e50fa775
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_e50fa775
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_e50fa775
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_e542b0f5
type
Geas
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_e542b0f5
comment
Geas: The geas spell forces the target to fulfill a certain condition or take 5d10 psychic damage. There's also a divine equivalent named 'quest', which pretty much functions the same way.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_e542b0f5
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_e542b0f5
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_e542b0f5
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_e791e16b
type
Weapons-Grade Vocabulary
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_e791e16b
comment
Weapons-Grade Vocabulary: Vicious mockery is a Bard cantrip that inflicts a small amount of damage and imposes a debuff on the target. The target doesn't even need to speak the same language as the Bard for this to work.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_e791e16b
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_e791e16b
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_e791e16b
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_e83c4c85
type
Deadly Force Field
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_e83c4c85
comment
Deadly Force Field: A Scroll of Protection against creatures plays with this. It acts as a force field, preventing certain types of creatures from entering the protected area. If the user of the Scroll tries to use it to push the creature(s) around or trap them, the protection immediately fails (precisely to prevent players from invoking this trope with those spells).
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_e83c4c85
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_e83c4c85
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_e83c4c85
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_e96bdbc7
type
Non-Damaging Status Infliction Attack
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_e96bdbc7
comment
Non-Damaging Status Infliction Attack: A character can replace one of their attacks with a special melee attack that does no damage but inflicts a hindering status affect. These are Grapple, which if successful reduces the target's speed to zero for as long as you're holding onto them, and Shove, which knocks the enemy prone and means all melee attacks against them have advantage. The optional 'Disarm' rule in the Dungeon Master's Guide allows a player to make an attack that does no damage but can knock the target's weapon out of their hands.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_e96bdbc7
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_e96bdbc7
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_e96bdbc7
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_e9e35e8f
type
Exact Words
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_e9e35e8f
comment
Planar Binding targets a single Outsider and - if it fails a saving throw - forces it to follow the caster's instructions to the best of its ability for the spell's duration. It only has to obey to the letter, though, and can still engage in malicious compliance if angry. If it passes the saving throw, it is under no such obligation.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_e9e35e8f
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_e9e35e8f
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_e9e35e8f
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_eec07277
type
Artificial Insolence
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_eec07277
comment
Conjure Elemental and Conjure Fey summon more powerful entities under the spellcaster's verbal control. However, they become free-willed and hostile if the spellcaster ever loses concentration on the spell.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_eec07277
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_eec07277
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_eec07277
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_ef42ca88
type
Emergency Weapon
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_ef42ca88
comment
More generally, having a character carry an Emergency Weapon is highly recommended. Even though Wizards rely primarily on their spells to do the work, a dagger can function as a handy tool for numerous applications, and more importantly, still function in an Anti-Magic field. Rogues might want to keep a club or light hammer on hand to lay the smackdown on unbackstabbable undead creatures. And a Fighter is practically expected to carry multiple sidearms in addition to their firm favourite, usually ones with the Thrown property. If absolutely nothing else is at hand, a bottle or a stool leg used as an Improvised Weapon is still better than fighting with your fists (and the Tavern Brawler feat amongst other bonuses grants your character proficiency in improvised weapons, encouraging you to pick up and pulp baddies with whatever you can get your hands on).
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_ef42ca88
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_ef42ca88
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_ef42ca88
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_f1f29b07
type
Hugh Mann
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_f1f29b07
comment
After years of fans joking about making a "human" PC or NPC that's actually three kobolds in a trench coat, the "Rime of the Frostmaiden" module actually canonized kobolds doing just that, taking advantage of the frigid region's need for heavy coats.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_f1f29b07
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_f1f29b07
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_f1f29b07
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_f2ec21d
type
Square Race, Round Class
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_f2ec21d
comment
Square Race, Round Class: 5th Edition brought back attribute penalties from 3rd Edition, but only for kobolds (-2 strength) and orcs (-2 intelligence) as playable monster races from Volo's Guide to Monsters. However, outcry from fans soon followed, arguing that the use of these penalties was bizarre. The backlash drove Wizards of the Coast to remove the negative modifiers on the races when they were republished in later books; nowadays, a player character's race only adds increases to certain stats, with no race getting any penalties.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_f2ec21d
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_f2ec21d
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_f2ec21d
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_f3d9aa5b
type
All-Accessible Magic
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_f3d9aa5b
comment
All-Accessible Magic: Spells with the "ritual" tag can be cast without using spell slots if a character spends ten minutes performing an elaborate ritual. A character does not need to be a member of a spellcasting class to learn ritual spells if they take the Ritual Caster feat, which only requires an Intelligence or Wisdom score of 13 and allows a character to learn any ritual spell of a specified class in the same manner as wizards, but only to cast them as rituals.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_f3d9aa5b
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_f3d9aa5b
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_f3d9aa5b
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_f57911c1
type
Sacred Flames
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_f57911c1
comment
Sacred Flames: The Cleric spell flame strike calls down a bolt of fire from the heavens that does half fire damage and half divine damage. The divine half is not subject to damage resistance to fire-based attacks. There is also a cantrip for Clerics literally called sacred flame, which deals radiant damage as part of the magic priest's arsenal.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_f57911c1
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_f57911c1
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_f57911c1
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_f7d66b6f
type
No-Gear Level
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_f7d66b6f
comment
No-Gear Level: Stripping gear tends to occur if you get captured or contained. The Out of the Abyss module starts this way, as the party are prisoners and need to break out before they can get their gear. The monk class tend to shine here.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_f7d66b6f
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_f7d66b6f
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_f7d66b6f
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_f89f164a
type
Purposely Overpowered
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_f89f164a
comment
Purposely Overpowered: Fireball was left intentionally slightly above the powercurve as a Homage to its iconic place in D&D history. For comparison, fireball deals 8d6 damage at once, or half that if the target succeeds their one save. Compare that to the same level spell minute meteors, which deals 12d6, but only over three rounds, and requires the targets to fail six separate saves to deal full damage. The Sword of Zariel, as mentioned above, is bonkers powerful, beating out even the Hand and Eye of Vecna in terms of power. The wielder becomes an angel in everything but name, gaining Celestial as a language, a massive boost to charisma, resistance to necrotic and radiant damage, wings, advantage on insight checks and Truesight. The sword itself, among other things, sheds light that weakens fiends around it and grants massive damage boosts, with no mechanical downsides aside from an alignment change and new personality. By the time the players get their hands on it, pretty much only the final boss remain, who's either an archdevil or demon lord. Even with the sword, the battle will be tough.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_f89f164a
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_f89f164a
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_f89f164a
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_f9339f97
type
The Red Mage
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_f9339f97
comment
Draconic Bloodline Sorcerers get one extra HP point per level as part of their subclass feature, and a built-in AC boost equivalent to permanent mage armor. Given that mage armor is pretty much a must-take for Sorcerers, freeing up a valuable spell choice (and spell slot) to become the toughest of your ilk has got to be the definition of Boring, but Practical. There's also the Divine Soul Sorcerer, which hasn't really got any special class features... except being able to learn spells from the Cleric spell list, and improve their healing spells with Metamagic to make them some of the best in the game. In another way, Sorcerers have a boring but crucial advantage over other spellcasters in that they get Constitution saving throw proficiency as standard - Wizards may mock Sorcerers for lacking the same spell options and sheer versatility, but keep that in mind when you fail a Concentration check while soaring 100 feet in the air with fly or guarding with stoneskin when you really cannot afford to take any more damage.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_f9339f97
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_f9339f97
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_f9339f97
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_f9f2c33
type
Running Gag
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_f9f2c33
comment
The "green flame" Running Gag from the Acquisitions Incorporated games has become popular enough that the adventures "Out of the Abyss" and "Curse of Strahd" have a mace that emits green flame and a gateway filled with green flame, respectively.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_f9f2c33
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_f9f2c33
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_f9f2c33
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_fc148c2c
type
Weapon Specialization
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_fc148c2c
comment
Weapon Specialization: In 5th Edition, this comes into play with "fighting styles", granting bonuses with either ranged weapons, two-handed weapons, one-handed weapons with a free hand, shields or dual-wielding. The primary classes to get them are Paladins, Rangers, and Fighters, who can only pick one of these styles, though the Fighter's Champion archetype can pick another style to make it two. Other classes can obtain them via Feats, or by certain subclasses like the College of Swords for Bards.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_fc148c2c
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_fc148c2c
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_fc148c2c
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_fe069e49
type
Critical Hit Class
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_fe069e49
comment
Critical Hit Class: The Fighter's Champion subclass deals a critical hit with a natural 19 on their attack rolls in addition to the normal natural 20. Later levels include a natural 18 in this ability as well, making the Champion Fighter thrice as likely to land critical hits as everyone else. The Rogue's Assassin subclass deals a critical hit every time they hit an enemy that's surprised. Combined with Sneak Attack dice, this allows the Assassin Rogue to have some of the highest burst damage in the game. Barbarians can use Reckless Attack to gain advantage on attack rolls, increasing their chances of dealing a critical hit. Also, a Barbarian's Brutal Critical feature adds extra damage dice to each critical hit that they land.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_fe069e49
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_fe069e49
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_fe069e49
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_ff4bc337
type
Flaming Meteor
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_ff4bc337
comment
Flaming Meteor: Played with by the meteor swarm spell, which conjures small "meteors" that deal bludgeoning damage on impact and then explode for fire damage.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_ff4bc337
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_ff4bc337
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_ff4bc337
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_ffcc242c
type
Extra-Dimensional Shortcut
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_ffcc242c
comment
Extra-Dimensional Shortcut: The dimension door spell is a teleportation spell whose name suggests that it works this way. And one version of the fluff text for teleportation in general states that all such spells work by jumping in and out of the Astral Plane.
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_ffcc242c
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_ffcc242c
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_ffcc242c
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_name
type
ItemName
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_name
comment
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_name
featureApplicability
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_name
featureConfidence
1.0
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dungeons & Dragons 5th Edition (Tabletop Game) / int_name
 Dungeons & Dragons 5th Edition (Tabletop Game) / int_name
itemName
Dungeons & Dragons 5th Edition (Tabletop Game)

The following is a list of statements referring to the current page from other pages.

 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Ability Depletion Penalty / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Absurdly High Level Cap / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Action Initiative / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Actual Play / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Aggressive Play Incentive / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
All-Accessible Magic / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Animalistic Abilities / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Answer to Prayers / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Artificial Insolence / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Ascended House Rules / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Bag of Holding / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Balking Summoned Spirit / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Begin with a Finisher / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Bottomless Magazines / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Bows Versus Crossbows / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Cap Raiser / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Carnivorous Healing Factor / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Carry a Big Stick / int_a16b148e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Celestial Body / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Chain Lethality Enabler / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Character Tiers / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Concentration-Bound Magic / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Consummate Liar / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Corralling Vacuum / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Critical Failure / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dhampyr / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Disposable Decoy Doppelgänger / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Divine Intervention / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Divine Race Lift / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Divorce Requires Death / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Doomed Fellow Prisoner / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Doppelganger Link / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Double-Edged Buff / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Double Weapon / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Draconic Humanoid / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Dueling Works / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Earthy Tortoise / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Emergency Weapon / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Empty Levels / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Extra-Dimensional Shortcut / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Fantastic Firearms / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Fearsome Critters of American Folklore / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Glass Weapon / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Hammer Hilt / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Haunted Headquarters / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Honest Rolls Character / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Horrible Housing / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Hyperactive Metabolism / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Immortality Begins at Twenty / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Implacable Man / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Inept Mage / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Instant Armor / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Invading Refugees / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Lightning Lash / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Linear Warriors, Quadratic Wizards / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Living Ghost / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Low-Tier Letdown / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Madwoman in the Attic / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Magic Wand / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Make-A-Wish Contribution / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Master of None / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Master Swordsman / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Mechanically Unusual Class / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Mighty Glacier / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Necromancer / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Non-Damaging Status Infliction Attack / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Non-Health Damage / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Our Gnolls Are Different / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Out-of-Turn Interaction / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Popular Game Variant / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Power Creep / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Primordial Chaos / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Purposely Overpowered / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Raiders of the Lost Parody / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Revenge Is Not Justice / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Right-Hand Attack Dog / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Sea Serpents / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Seeing Through Another's Eyes / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Sense-Impaired Monster / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Set Swords to "Stun" / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Sex Magic / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Sham Supernatural / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Shape Dies, Shifter Survives / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Situational Damage Attack / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Slime Girl / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Snowy Sabertooths / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Spectral Weapon Copy / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Starter Equipment / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Summon Binding / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Swamps Are Evil / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Tabletop Games of the 2010s / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Tall Is Intimidating / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Teleporter's Visualization Clause / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
The Gambler / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
The Poorly Chosen One / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
The Stormbringer / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
The Underworld / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Time Master / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
24-Hour Armor / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Underused Game Mechanic / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Unusual Halo / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Unwanted Revival / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Vague Stat Values / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Vain Sorceress / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Voodoo Shark / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Weredragon / int_c6531c6e
 Dungeons & Dragons 5th Edition (Tabletop Game)
hasFeature
Wimp Fight / int_c6531c6e
 DungeonsAndDragonsFifthEdition
sameAs
Dungeons & Dragons 5th Edition (Tabletop Game)