Studded leather armour 5e

Whether you’re a new adventurer just getting started on the trail or a brave fighter set to enter the dragon’s lair for the ultimate battle, armor is something you should always keep an eye on. It protects your character’s vulnerable areas and allows you to withstand strikes from some of the game’s most powerful foes.

In 5e Dungeons and Dragons, there are many distinct styles of armour, ranging from plate to leather, magical to mundane. We’ll look at one of the earlier options that most characters will start with, or at the very least be able to purchase with their first adventure’s gold. This is our Studded Leather Armor Guide.

What Is Studded Leather Armor?

Light armour comes in the form of leather. In terms of stats, studded leather armour has an armour class (AC) of 12 + your character’s dexterity modifier. With an AC of 11, this is one point more than standard leather armour. If you’ve ever played Dungeons & Dragons, you’ll know that an extra point in armour class might mean the difference between life and death!

The studded leather armour weighs 13 pounds, slightly more than the 10-pound leather armour. Not all DMs keep track of how much weight you’re carrying, or they use algorithms that make weight irrelevant. Still, if you’re playing a hyper-realistic game and need to keep strict track of your belongings, you’ll be sacrificing protection for weight if you use studded leather.

It costs 45 gold pieces, according to the Player’s Handbook, which is about what you’d pay in a regular location. Of course, the environment you’re playing in, as well as the situation your characters find themselves in, can affect the price. Although 45 gold may appear to be a large sum when compared to the other forms of currency in the game, the loot from your first expedition might easily pay the cost of your character who does not already have it.

Pearl of power 5e

You can use an action to utter this pearl’s Command word and reclaim one expended spell slot while it’s on your person. The replacement slot is 3rd Level if the wasted space is 4th Level or above. Once you’ve used the pearl, you won’t be able to use it again until the following daybreak.

Pearl Of Power

  • Category: Items
  • Item Rarity: Uncommon

Ancient red dragon 5e

The dreadful presence of the dreadful Within 120 feet of the dragon and aware of it, each creature of the dragon’s choice must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. On a success, a creature can make the saving throw again at the end of each of its turns, ending the effect on itself. For the next 24 hours, if a creature’s saving throw succeeds or the effect ends, the monster is immune to the dragon’s Frightful Presence.

The dragon can choose one of three legendary actions from the list below. Only one legendary action choice can be utilized simultaneously, and it can only be used after another creature’s turn. At the start of its turn, the dragon regains wasted legendary actions.

  • Detect. The dragon makes a Wisdom (Perception) check.
  • Attack with your tail. The dragon attacks using its tail.
  • Attack of the Wings (Costs 2 Actions). The dragon swishes its wings back and forth. Each creature within 15 feet of the dragon must make a DC 25 Dexterity saving throw or be knocked prone and take 17 (2d6 + 10) bludgeoning damage. After that, the dragon can fly at half its normal speed.

D&D 5e unearthed arcana

Two hardcover books released for separate editions of the Dungeons & Dragons fantasy roleplaying game are referred to as Unearthed Arcana (abbreviated UA). Both were intended to be add-ons to the main rulebooks, with material that expanded on previous regulations.

Gary Gygax mostly wrote the original Unearthed Arcana, which TSR published in 1985 for use with the Advanced Dungeons & Dragons first edition rules. The book offered additional races, classes, and other material to expand the Dungeon Masters Guide and Players Handbook rules, and it largely consisted of content previously published in periodicals. The book was infamous for its numerous faults, and it was panned by the gaming press, which criticized the book for its over-powered races and classes, among other things. Gygax intended to use the book’s content in a projected second edition of Advanced Dungeons & Dragons; however, much of the book’s content was not reused in the second edition, which began development shortly after Gygax departed from the company.

Readers spotted and reported problems in the text of the original Unearthed Arcana to Dragon magazine. Even some of the book’s positive reviews noted the book’s numerous errors. With help from Gygax, Frank Mentzer, and Jeff Grubb, Dragon editor Kim Mohan addressed the book’s numerous flaws. Mohan published four pages of rule corrections, as well as new supplementary material to be inserted into the book, and some explanations for items that were not actually errors, in the November 1985 issue of Dragon magazine, and compiled a two-page list of type corrections to be pasted into future revisions of Unearthed Arcana.

dnd 5e player’s handbook pdf

Dungeons & Dragons has its origins in a real-life adventure involving a boy exploring tunnels beneath an abandoned asylum in his hometown of Illinois. When Gary Gygax and Dave Arneson first started making games together, they took inspiration from these underground adventures. Their work ushered in a brand-new genre: roleplaying games.

Gygax developed a particular interest in war games as an adult, especially Little Wars: A Game for Boys, which is regarded as the first modern war game. This game, and others like it, were created in 1913 by H.G. Wells using his son’s toy troops, and they used dice to judge whether acts were effective, and referees settled in-game disagreements.

Gygax and Arneson collaborated to design a new type of war game inspired by the rules and backgrounds of the characters in his war games. Dungeons & Dragons were created in 1974 due to Arneson’s desire for imaginative, never-ending play, the concept of a master storyteller referee, and Gygax’s meticulousness and thirst for characters.

D&D’s reputation as a game for solitary outsiders may stem from its blend of fantastical lore and meticulous attention to detail. D&D, on the other hand, is a tremendously sociable game. Players are not only seated at the same table (or perhaps in the same Google hangout), but their characters are also collaborating on an adventure. The game is centered on a storyteller, or Dungeon Master, who tells the story and facilitates communication between characters and players.

We’ll roll the dice and study the basics of Dungeons & Dragons over the next few pages. We’ll also look at how Dungeons & Dragons have grown popular and evolved as a cultural phenomenon. So grab your character sheet, a pencil and paper, and your 20-sided die because we’ll be discussing what to expect from a D&D game on the next page.

Cloak of displacement 5e

This cloak casts an Illusion that makes you appear to be standing in a location close to your real Location, giving any creature attacking you a disadvantage on attack rolls. If you suffer damage, the property will stop working until your next turn begins. When you are incapacitated, restrained, or otherwise unable to move, this property is disabled.

Everything is a blurry vision of blood, an audio assault of clashing metal, and hearts pounding against a mutual danger of death. As you pierce a barricade of a robber with your short sword, your tired blood runs fast; his eyes are full of wrath and an unmistakable resolve to live. However, this may be at your expense. Unless… as you unleash your own thirst for life with your second short sword, your movement is swift and sure. 

Green flame blade 5e

In your free hand, you summon a fiery blade. The blade resembles a Scimitar in size and shape, and it lasts for the duration. When you let go of the sword, it vanishes, but you can resurrect it as a Bonus Action.

You can use your action to attack with the fiery blade in a melee spell. The target suffers 3d6 fire damage if struck.

The blazing blade casts a 10-foot radius of bright light and a 10-foot radius of low light.

Guardian of faith 5e

A Large spectral guardian appears and hovers in an unoccupied location that you may see within range for the duration. Except for a glittering sword and shield branded with your deity’s insignia, the guardian occupies that space and is indistinct.

Any hostile creature that moves closer than 10 feet to the guardian for the first time on a turn must make a Wisdom saving throw. If the save fails, the creature gets 20 radiant damage, or half as much if it succeeds. When the guardian has dealt 60 damage, it will vanish.

D&D player’s handbook 5e

Chances are you’ve seen the Stranger Things kids fight a Demogorgon, listened to Taako, Merle, and Magnus quest for artifacts on The Adventure Zone, or watched and listened to “a bunch of nerdy-ass voice actors lounge around and play Dungeons and Dragons” on Critical Role.

A resurgence is underway for the classic fantasy roleplaying game. Wizards of the Coast told Syfy Wire that 2017, thanks in part to streaming, was the company’s best-selling year ever. When high-profile geeks like Dan Harmon and Felicia Day bring their celebrity friends to the table and post it on the internet, fans are introduced to the thrills of fantasy roleplaying without ever picking up a 20-sided die.

For potential players interested in getting into the hobby, seeing live D&D campaigns may be both exciting and terrifying. I chatted with two Wizards of the Coast representatives, Nathan Stewart and Greg Tito, who both equated watching D&D streams to watching professional athletics. You may appreciate the “sport” while also acknowledging that it takes years of work to achieve that level of proficiency.

Deck of many things 5e

This deck, which is usually found in a box or pouch, has several ivory or vellum cards. Most of these decks (75 percent) have only thirteen cards, while the rest have twenty-two.

You must first indicate how many cards you plan to draw before drawing them at random. Any additional cards drawn after this number have no effect. Otherwise, the magic of a card takes effect as soon as you draw it from the deck. 

Once a card is drawn, it is no longer visible. Unless it’s the Fool or the Jester, the card will reappear in the deck, allowing you to draw the same card twice.

Circle of death 5e

A 60-foot-radius sphere of negative energy spreads out from a point within range. In that region, each creature must make a Constitution saving attempt. A target gets 8d6 necrotic damage on a failed to save, or half as much damage on a successful save.

When you cast this power using a spell slot of 7th level or above, the damage increases by 2d6 for every slot level above 6th.

  • Casting Time: 1 action
  • Range: 150 feet
  • Target: A point within range
  • Components: V S M (The powder of a crushed black pearl worth at least 500 gp)
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard

In that region, each creature must make a Constitution saving attempt. A target gets 8d6 necrotic damage on a failed to save, or half as much damage on a successful save.

At the next Level: The damage increases by 2d6 for each slot level above 6th when you cast this spell using a power slot of 7th Level or above.

D&D 5e warforged

The warforged are the D&D multiverse’s robot race, forged as sentient soldiers for a war they never asked to fight. Although they should technically “only” exist in the Eberron setting, I’ve heard a million and one explanations why they exist elsewhere. Warforged have been kicking around in unearthed arcana form for a long now, but with the publication of “Eberron: Rising from the Last War,” we now have the full product. How did your robot buddies fare? Let’s get ready to dive into the blueprints and learn everything there is to know.

Warforged Culture

The Warforged don’t have much of a culture, but it would be nothing more than shellshock if they had. Warforged, on the other hand… Forged to fight. Every single warforged was created to fight in some form, and after the war was over, these built conscripts were left unsure of what to do with themselves.

Playing as a warforged entails assuming the role of a deactivated war machine. Many other races only reluctantly regard the Warforged as “alive,” and the memory of warforged assaults and battle is still vivid in everyone’s mind. Warforged must fight prejudice while building a life for themselves that was never supposed to be theirs.

All of this, of course, only applies to Eberron’s warforged. If your game takes place somewhere else, the possibilities for your warforged are endless. Pick a robot trope that appeals to you and go with it.

Leomund’s tiny hut 5e

Around and above you, a 10-foot-radius immovable dome of force appears and remains stationary for the duration. If you leave the area where the spell is active, it will expire.

You can fit nine medium-sized or smaller creatures inside the dome with you. If the spell’s region contains a greater creature or more than nine Creatures, the spell will fail. When you cast this power, all creatures and things within the dome are free to roam around. Other Creatures and things are not permitted to cross through it. Spells and other magical effects cannot be cast or extended through the dome. Regardless of the weather outside, the atmosphere inside the area is comfortable and dry.

You can direct the inside to become dimly illuminated or dark until the spell stops. The dome can be painted any color you like on the outside, but it is transparent on the inside.

Death saving throw 5e

The strong thump of the dragon’s tail into Grum’s chest was followed by the clatter of the minotaur’s horns hitting the ground before even the sound of his breathing faded, and Grum’s world went dark. He felt a tug at his heart as a light opened in the distance, the sound of drumming and reverie inviting him closer. His buddies were still present, still battling, requiring his assistance. He turned away from the arch of light, not for the first time in his young existence, and marched into the darkness. The fallen minotaur had risen once more, his breath came in a bloody rasp as his eyes sprang wide and a cry of anger erupted from him.

Death saving throws are the rules that every player should know, but no one wants to use. They are the only thing that stands between you and a new character sheet in most cases. But how do they function?

How Death Saving Throws work

When you begin your turn with 0 HP, you must make a death saving throw, which is a particular form of saving throw that isn’t related to an ability score. For most characters, this means rolling a d20 with no modifications. If you roll a ten or above, you succeed; if you roll a nine or lower, you fail, and your character must succeed three times to stabilize. On the other hand, three failures will result in your character’s death.

Successes and failures can happen in any sequence; they don’t have to happen in that order, and when you recoup any hit points or become stable, the amount of successes and failures you’ve accumulated resets to zero.

If you roll a 1 on the d20, it counts as two failures; if you roll a d20, you wake up with 1 HP and can resume your turn as usual. Any damage you take while at 0 HP counts as a failed death saving throw; if the damage comes from a critical hit, it counts as two failures. Note! Because you are unconscious, every attack within 5 feet of you counts as critical if it hits you, and attacks against you have an advantage.

Bag of tricks 5e

The bag, which is composed of grey, rust, or tan cloth, appears to be empty. When you reach inside the bag, though, you’ll notice a little fuzzy thing. The bag is 1/2 pound in weight.

You can pluck the fuzzy object from the bag and throw it up to 20 feet with an action. When the object lands, it turns into a creature that you choose by rolling a d8 and checking the table that matches the color of the bag, when the creature is reduced to 0 Hit Points or vanishes at the following dawn.

The monster is friendly to you and your companions and acts when it is Your Turn. You can utilize a Bonus Action to command how the monster moves and what action it takes on its next turn and give it general directions like attacking your foes. In the absence of such commands, the creature behaves following its instincts.

Bracers of archery 5e

Archery bracers, also known as perfect shot bracers, were magical bracers that gave their possessor a preternatural ability with bows.

Archery bracers were similar to regular leather protective wristbands.

A creature attuned to a set of archery bracers becomes competent with short bows and longbows without prior training. Furthermore, arrows shot through archery bracers were more penetrating and destructive than typical. This benefit was only effective if both braces were worn simultaneously.

A set of archery bracers embellished with carved figures of frogmouths housed the spirit of the Chultan trickster god Kubazan. Anyone wearing the bracers had their skin maintained uncomfortably damp.

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