Monk 5e Dungeons And Dragons Class

If you’re going to play a Monk 5e in Dungeons and Dragons 5th Edition, you probably want to know how to use a monk’s abilities to effectively help your friends and vanquish your foes.That’s what we’re going to discuss in this complete guide to playing a Monk 5e in D&D 5E.

Monk 5e ability scores

To maximize the advantages of being a monk, put your highest ability roll into Dexterity. Most of the weapons you use as a Monk 5e will rely on Dex for attack rolls. So Dex will be your most important ability.

Monk 5e use ki, the mystical energy that flows through living bodies, to enhance their physical power. But the use of ki often requires Wisdom. So put your second-highest roll into Wis.

Con is also an important stat for any D&D 5E character. It will allow you to gain more hit points as you level, giving you more survivability in combat. And it will help in many situations that require saving throws. Put your third-highest roll into Con.

Charisma, intelligence, and strength are generally not useful to monks. So put your low rolls into these.

Best races for a monk


Some races possess natural tendencies that make them better at being monks, while others are at a disadvantage. Here are the best races to choose for a Monk 5e character.

Elf

Elves get +2 Dex, making them ideally suited to be monks. They also get Darkvision, Keen Senses, and Fey Ancestry, all of which are handy features for any character to have. Wood Elves make especially good monks thanks to their +1 Wis and automatic proficiency with shortswords, shortbows, and longbows.

Halfling

Like elves, halflings get +2 Dex. As long as they have proficiency, they are great at fighting with Sai swords, nunchaku, and other Monk 5e weapons. Halflings are also Lucky and Brave, which are useful traits for any class. Stout halflings make especially good monks, since they have +1 Con and resistance to poison.

Dwarf

Dwarves get +2 Con. This is not as good for a Monk 5e as +2 Dex. But if you already rolled a high Dex, the extra Con may be just what you need. Hill dwarves get an additional + 1 Wis, making them especially suited to be monks.

Human

Humans get +1 to all ability scores. This may allow you to balance your monk’s stats between Dex, Con, and Wis, producing a stronger character overall.

Best Monk 5e class features


Monk 5e have many class features that distinguish them from others. But not all of them are really useful. Here are eight Monk 5e features that you’ll want to use often.

Martial arts - This gives you a variety of benefits when using Monk 5e weapons or your bare hands, including better damage and bonus unarmed strikes

Unarmored Defense - Makes your AC 10 + Dex modifier + Wis modifier if you are not wearing armor. This often completely eliminates the need for armor

Unarmored Movement - Increases your speed by 10 ft. at level 2, and continues to increase it as you gain levels. This is useful in a variety of combat and non-combat situations

Ki - At level 2, this gives you access to Flurry of Blows, Patient Defense and Step of The Wind, along with 2 ki points to power them. As you gain levels, you get more ki points. You can spend 1 ki point to make 2 bonus unarmed strikes, 1 bonus dodge, or 1 bonus disengage or dash. If you choose the disengage or dash option, you can also double your jump distance for the turn

Stunning strike - At level 5, spend 1 ki point to stun an opponent unless he can make a Con saving throw

Extra Attack - Available at level 5. Allows you to...well, the name says it all

Ki-Empowered Strikes - At level 6, makes your unarmed strikes count as magical. If a creature has resistance or immunity to non-magical attacks or damage, you can hit them anyway

Evasion - This is identical to the Rogue skill with this name. If an effect would let you perform a saving throw to take half damage, you instead take half damage automatically. If you make the saving throw, you take no damage. Monk 5e  get this at level 7

Monastic traditions


As a monk, you’ll be able to choose which monastic tradition you follow. Each of these traditions has unique features. Here are the best ones from each.

Way of the Open Hand


This is a strong choice for a tradition, and many players believe it is the best. At level 3, Open Hand Technique enhances Flurry of Blows, allowing you to knock a foe prone or move him 15 ft. away from you whenever you use this feature. The victim gets a saving throw against Dex or Str to avoid these effects. You can instead prevent him from taking a reaction until the end of your next turn. In this case, he gets no saving throw against it

Way of The Shadow


This is another strong option for a monastic tradition. At level 3, Shadow Arts gives you a handful of spells to cast using ki, including Pass Without Trace and Minor Illusion. At level 6, Shadow Step allows you to teleport from one dim-light area to another and gain advantage on your next attack roll.

Way of the Four Elements


This tradition is considered to be underpowered because it uses up ki to cast spells from a limited spell list. But if you want to play a character with this tradition, here are the best features to use:

Fangs of The Fire Snake - Spend 1 ki point to make tendrils of fire come from your hands or feet, increasing your unarmed reach by 10 ft. Spend another ki point to do an extra 1d10 fire damage

Mist Stance - At level 11, you can turn yourself or another person into a gaseous form. This can be used on a foe during combat to render him harmless. Or it can be used on allies in non-combat situations so they can travel through cracks in the walls, keyholes, etc.

Ride The Wind - At level 11, you can use this feature to fly

Best Monk 5e feats


No Monk 5e guide would be complete without a list of feats to pick. So here they are:

Lucky - Gives you luck points that allow you to sometimes roll an extra d20 and choose which one counts or to cancel the luck of others. This feat is frequently used to get adventurers out of dangerous situations

Mobile - +10 ft. speed. Allows you to Dash through difficult terrain without it costing you extra movement. Prevents you from getting hit with opportunity attacks in response to your melee attacks. A nice feat for any class, but especially for nimble monks

Alert -  +5 to initiative, prevents you from being surprised if conscious, negates the advantage hidden opponents have on attack rolls when hiding from you. What’s not to love?

Mage Slayer - Monk 5e are great against melee and even ranged attackers, but spellcasters may give them a problem. This feat gives you bonus attacks against persons attempting to cast spells and advantage on saving throws vs spells. It also gives disadvantage to a victim whose concentration you are trying to break. If you face a lot of spellcasters in your campaign, this a great feat for a Monk 5e to have

Resilient - Gives you + 1 to an ability score of your choosing and advantage on saving throws using that ability

Way of the Drunken Master (Xanathar’s Guide to Everything )


Sway your tipsy self-right in and out of combat. You get to make your attacks and disengage every turn (well every turn you use flurry of blows). It’s a strong choice for any aspiring Monk 5e that wants to practically dance their way through the melee.

Way of the Kensei (Xanathar’s Guide to Everything)


This is the weapon monk, and it’s mainly about DPS and making the enemy dead fast. You pick a couple weapon types and you get to do a whole bunch of cool Monk 5e abilities with them. It’s also a great option for an archer monk, as you can pick longbows or other ranged weapons as your kensei weapons.

Way of the Sun Soul (Xanathar’s Guide to Everything)


Laser monk! You might have heard of this one as the method for playing Ryu in 5e, and it is. You basically get to do all your Monk 5e attacks at range as your punches turn into beams of searing light. It’s not actually all that strong, but it sure is awesome and the range does make some combats easier to navigate.

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Dnd classes

A character dnd classes is an archetype that describes a category of character in Dungeons & Dragons and describes what special abilities they have.

The best known classes are barbarian, bard, cleric (or priest), druid, fighter, monk, paladin, ranger, rogue (or thief), sorcerer, warlock, and wizard (or mage, or magic-user).

This category includes special types of character class, including kits, prestige classes, subclasses, and variant classes.

A character class is a fundamental part of the identity and nature of characters in the Dungeons & Dragons role-playing game. A character's capabilities, strengths, and weaknesses are largely defined by its class; choosing a dnd classes is one of the first steps a player takes to create a Dungeons & Dragons player character.

A character's class affects a character's available skills and abilities. A well-rounded party of characters requires a variety of abilities offered by the dnd classes found within the game.

Dungeons & Dragons was the first game to introduce the usage of character classes to role-playing. Many other traditional role-playing games and massively multiplayer online role-playing games have since adopted the concept as well. dnd classes have generally been defined in the Player's Handbook, one of the three core rulebooks; a variety of alternate classes have also been defined in supplemental sourcebooks.

D&D’s 12 core dnd classes in brief


We’re covering the 12 core classes in Dungeons and Dragons 5th edition. Though newer dnd classes like Artificers and Blood Hunters are very cool, but they’re not part of that core release — we’re just talking about dnd classes in the Player’s Handbook.

Each of these classes hits on a fantasy character archetype, with a particular flavor that defines them and what they do.

Barbarian (dnd classes)


The Barbarian archetype is the half-wild warrior from the edges of the world, not familiar with the customs of the more civilized people they may encounter. If you’re imagining your character barely armored, using a gigantic weapon in both hands, and painted in woad you’re on the right track. Barbarians are the dnd classes with the highest hit dice (a d12, compared to the Fighter and Paladin’s d10 and the d8 most other dnd classes get), which means higher health. Barbarians are all about taking a tremendous beating and dishing out just as much punishment, with their Rage feature letting them both resist damage and hit harder.

If you’ve heard of Conan, you know basically where this is going.

Bard (dnd classes)


For the Bard, think Dandelion/Jasker from the Witcher, but amp up the competence. Bards are witty, urbane, adept at dealing with people, and consummate performers who have learned some magic to mix in with their musical skills. Bards are a deceptive dnd classes — they’re not the best at anything, but they’re good at a wide, wide range of things from healing to damaging magic to melee combat.  Consider a Bard if you like being able to come up with that one clutch ability nobody was expecting.

Cleric (dnd classes)


For the Cleric, honestly, Mercy from Overwatch isn’t a bad idea to keep in your head. The Cleric is rooted in the idea of fighting priests from the Medieval period — armored, armed with a weapon and shield most often, and devout in the worship of a specific diety or a divine force. Clerics select a Divine Domain which gives them access to certain spells and certain Channel Divinity powers as they level. You can play a Cleric as a force for life, a devotee of death, a servant of a War god, and many other options depending on the deity or creed they worship.

Druid (dnd classes)


A Druid eschews the Cleric’s strict service to a specific divinity in exchange for a deeper relationship with nature. Some Druids channel nature’s raw fury in the form of storm magic, others master the ability to shift into animal forms, and yet others may conjure raw elemental beings or other aspects of nature. If you played Diablo 2 or World of Warcraft, you probably have the basic idea of the Druid. Their subclasses definitely help you customize them further along a specific natural path.

Fighter (dnd classes)


The problem with the Fighter is that they really have too many archetypes to list — a fighter can be d’Artagnan from the Three Musketeers, Sparhawk from David Edding’s Elenium and Tamuli series, or even Rick O’Connell from The Mummy. King Arthur, Achilles, and Atalanta would all be easily made with the Fighter class. It’s a dnd classes about, well, fighting — Fighters have the best all-around martial skills and the most options for weapons and armor. Whether you want to play a skilled duelist or a walking armory, the Fighter dnd classes has ways to make it work.

Monk (dnd classes)


Let’s be honest — the Monk is Caine from Kung Fu. It’s a taste of Wushu in your western fantasy. It’s Jet Li or Jackie Chan. If you’ve seen Crouching Tiger, Hidden Dragon you know basically what the Monk dnd classes is going for. It’s not trying for historical accuracy any more than the Barbarian or Cleric are — if you want to hit dragons with your fists, this is the dnd classes for you.

Paladin (dnd classes)


Descending from the 12 Peers of France from the chanson de geste, the Paladin in modern D&D is basically still rooted in this holy warrior archetype. Play a Paladin if you want to be a devoted servant of a god or ideal, literally a champion of your belief. There are specific subclasses of Paladin for those that seek to be the Black Knight instead (the Oathbreaker) but otherwise Paladin Oaths are subclasses dedicated to a specific kind of divine service that the Paladin embraces. Galahad and Percival are the kinds of Knights we mean, or Roland from The Song of Roland.

Ranger (dnd classes)


Rangers are, thematically, almost the opposite of Barbarians. Where the Barbarian is a warrior from beyond civilization who comes to it, Rangers head out into the wilderness, learns its ways, and devote themselves to stalking a specific kind of enemy. Strider/Aragorn from the Lord of the Rings is a Ranger, and I’d say Ardeth Bay from The Mummy would also work as a Ranger, mixing skill with a blade with a deft hand at ranged weapons. Play a Ranger if you want to stalk a specific group as enemies, be a master of a specific kind of terrain, or mix a little of the Druid’s nature magic into your combat style. Ranger subclasses allow them to become masters of beasts, expert marksmen, and more.

Rogue (dnd classes)


Rogues steal things and stab people in the back. Seriously, that’s the basis for the dnd classes. You want to get around those pesky traps in ancient tombs? Talk to a Rogue. You want to see a simply terrifying amount of damage come out of nowhere as a veiled skulker slips out of the shadows and introduces that Hobgoblin to her daggers? The Rogue has you covered. Rogues like it better when no one sees them coming or going. Rogue subclasses can allow them to add a bit of arcane magic or focus on stabbing people even better. Vlad Taltos from Jhereg would work as a Rogue.

Sorcerer ( dnd classes )


If you want your magic to be something inborn — a power you inherited from a distant ancestor or a connection to a bloodline of magically gifted beings, then the Sorcerer is a good choice for you. This isn’t magic as book learning, or from a distant patron entity, but magic in your very blood. Somewhere in your ancestry there could be a demon, or a dragon, or even a god or demigod and their legacy has manifested in you. If you want to be about magical flexibility and inborn power the Sorcerer is a solid choice. Morgana Le Fay from Arthurian myth is a solid example of the Sorcerer dnd classes.

Warlock ( dnd classes )


Warlocks made a deal. Whether that deal was with an ancient and unknowable Old God, the fickle and capricious Fey, a demon seeking servants, or even a great celestial being, some outside force came to your character and offered you power. Now your life isn’t wholly your own: you have a Patron and you have to keep that Patron satisfied or you could lose your power permanently. But but you possess a host of abilities derived from that pact that make you far more than you were before.

Wizard ( dnd classes )


The Wizard is the classic magician via study. Sorcerers have it easy since magic just comes naturally to them, and Warlocks made a pact to get powers from someone else. But Wizards are the classic hitting the books, pouring over arcane tomes kind of spellcasters. What they lack in flexibility and ease of access they gain in breadth. Wizards have the broadest spell lists and can learn new spells they find in the world, adding them to their spell books. If you’re thinking Merlin, Harry Potter, or Gandalf, you’re thinking Wizard.

How To Choose Best DND Classes


What is “Class”?

People have jobs, but adventurers have dnd classes. Class defines an adventurer’s skillset: Wizards do magic, druids interface with nature, and barbarians hit things. Not a job or an area of study, dnd classes are more like occupations or callings. A bard, for example, might not get paid to play music, but they weave magical music-playing into their life and ambitions.

Advancing in a dnd classes makes a player’s character more powerful and better able to affect change in the world. It broadens their skillset and better equips them to be heroes.

Consider What “Role” You Want

Some players pick a dnd classes by flipping through the D&D Player’s Handbook until they find a picture they like. That’s fine, but you’ll have way more fun if you consider what role you want your hero to have first. Choosing a dnd classes before choosing your preferred role can lead to more “What would a typical barbarian do here?” moments than “How can I best express my character here?” moments.

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Think about how you want to participate in a D&D game, the kinds of things you want your character to do or what you want their personality to be. Do you want to lay low until an opportunity presents itself? Are you constantly ingratiating yourself with people? Are you obsessive about growing stronger? Are you charismatic enough to collect a cult? How will you interact with your party and with the world your Dungeon Master presents you? This will obviously change on a case-by-case basis, yet it’s helpful to have some guiding principles in your head. For example, there are lots of different kinds of wizards—innocent and bookish or megalomaniac and chaos-driven, for example—but also, characters of two dnd classes can have the same role: a master tactician fighter and a master tactician wizard.

Here are a few options: ( dnd classes )


Selfless helper

Uncommonly resourceful

Loves to entertain strangers

On a quest to convert people

Kills on impulse

It might help to think about fictional characters you’ve liked from books, movies or other games. How did they navigate the world? What made them special, and how did they use that to advantage themselves or others? I’ve made a wizard based of Howl from Howl’s Moving Castle before—he was volatile and vain, but got the job done with style.

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DnD Alarm 5e Guide

You set an alarm 5e against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an Alarm 5e alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the Alarm 5e is mental or audible.

A mental Alarm 5e alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible Alarm 5e produces the sound of a hand bell for 10 seconds within 60 feet.

Alarm 5e is a type of sound, and you can fix or set the time to remember anything you need to reach your destination if you have selected a window, door, or any zone. It is no more than 20-foot dices then, the Alarm 5e will remind you when smaller or more massive animals touch the warded part. There are two kinds of 5e Alarm, one is loud or audible, and another is a mental alarm.

The mental or audible Alarm 5e sounded every time an animal of small or large size enters or touches the protector part or zone. When you cast the Alarm 5e Spell 5e, you can elect creatures that will not set off the bell or Alarm. During casting, you need to decide whether the threatening will be mental or audible. D&d 5e Alarm 5e can be made everlasting with a durability curse.

Types Of D&D Alarm 5e


Mental Alarm


A mental Alarm 5e warns you unless you live within 1 mile of the occupied zone.

You concentrate on a single mental “ping” that wakes you up from a healthy sleep but does not otherwise dissolve attention.

A silence Alarm 5e Spell does not disturb a cerebral alarm.

Audible Alarm


An audible Dnd Alarm 5e creates the sound of a hand alarm, and anyone within 60 feet of the wired zone can perceive it.

Decrease the distance by 10 feet for each interrupting closed door and up to 20 feet for each concrete suspending wall.

Cheap Dnd Alarm 5e 5e Bells Naturally Sound Different


This (sound) does not need any special effort to make a unique sound. Also, two bells that make the same sound need marvelous skill. The acoustic of the Alarm 5e is a complicated matter. The art of making well-tuned signals is the top-secret of every voice. In addition to the net size of the note, the features defining the sound quality of the bell are [casting, bell artwork, and material]. Alarm 5e 

If you have seen Downton Abbey, you have probably noticed the Alarm 5e bell, which makes the servants hear a different voice to attend the Gentry. That’s not difficult to achieve; it is the avoidance case. If two consistent hand Alarm 5e 5e bells sound dissimilar, magical indications should be able to have that stuff too. The magical effect should not consider to “only working like earthly equivalents of counterparts.”

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Fighter 5e Dungeons & Dragons Class

Fighter 5e If you’ve chosen to play a Fighter 5e in D&D 5E, you may wonder what skills, feats, and class features you can use to help your party the most. That’s what we’ll cover in this guide.

Fighter 5e are one of the oldest Dungeons and Dragons classes. They were present even in “Men and Magic,” the very first version of the rules. They are the best at fighting with weapons and armor.

Fighter 5e are not great at sneaking around, casting spells, or healing. But when it comes to beating down their opponents in melee combat, they excel like no other class.

This guide will explain what we’ve found to be the most powerful options when creating and playing a Fighter 5e.

FIGHTER BUILDS


A Fighter 5e’s primary goal is to be good at damaging their enemies with weapons. Most Fighter 5es use a two-handed melee weapon or a one-handed weapon with a shield. Either way, most of these weapons use Strength for attack rolls. For a traditional Fighter 5e build, put your highest ability roll into strength.

Another option is to create a Fighter 5e that uses ranged or finesse weapons, such as crossbows, rapiers, scimitars, or shortswords. These weapons are lighter, and do not require high strength to use effectively. Because of this, they use Dex instead of Str for attack rolls. If you plan on playing this type of Fighter 5e, put your highest roll into Dex instead of Str.

Constitution is important for any D&D character. The higher your constitution, the more hit points you will gain as you level. This will improve your ability to survive long fights. Put your second-highest roll into Con.

Wisdom is another important ability score for all D&D characters. If you have low Wis, you may often fall victim to magic spells and other types of mental manipulation that your foes may try to dominate you with. And Wisdom is important for succeeding at perception rolls, which happens often in D&D. Put your third-highest roll into Wis.

If you chose a traditional high-Str Fighter 5e build, dump your bad rolls into Dex, Cha, and Int. If you chose a finesse or ranged weapon Fighter 5e build, dump your bad rolls into Str, Cha, and Int.

BEST RACES FOR A FIGHTER


You can play a Fighter 5e as any race. But some races are ideally suited for a life of combat. Here is a list of the best races for a Fighter 5e.

Dwarf - All dwarves get + 2 Con. This is great for a Fighter 5e, but Mountain Dwarf is especially good for the class with +2 Con and +2 Str. Dwarven Resilience also provides resistance to poison, which is useful for any class

Dragonborn - Dragonborns get + 2 Str. In addition, they have a Breath Weapon attack that damages all enemies within an area of effect. Since Fighter 5e often struggle when combatting multiple enemies, this ability shores up a weakness and helps to make the Fighter 5e stronger

Half-orc - All half-orcs get +2 Str and +1 Con, which makes them perfectly suited to be Fighter 5es. They also get Relentless Endurance and Savage Attacks. These abilities increase half-orcs’ survivability and crit damage

Elf - If you are playing a ranged or finesse weapon Fighter 5e, Elf is a great choice. Elves get + 2 Dex. Wood Elves are an especially nice pick, since they have a speed bonus from Fleet of Foot and are better at hiding thanks to Mask of The Wild

MARTIAL ARCHETYPES


When you reach level 3, you’ll be able to choose a martial archetype. Here are some tips on how to decide which archetype to pick. We’ll also discuss the best features of each archetype.

CHAMPION


This archetype is best for players who don’t want to make a lot of complicated combat decisions each round. Improved Critical will let you critical hit on 19 or 20 instead of just 20.

At level 7, Remarkable Athlete lets you add your proficiency bonus to any Str, Con, or Dex check, including initiative rolls. This can help you win initiative in many cases that you otherwise wouldn’t. It’s also useful for many other Str, Con, and Dex checks.

If you choose Champion as your archetype, just swing your weapon each round to do as much damage as possible. It’s that simple.

BATTLE MASTER


This archetype gives you access to Battle Maneuvers, which opens up more complexity during combat. If you choose this archetype, Combat Superiority will give you three Maneuvers and four Superiority Dice at level 3. You can expend a superiority die to use any of your maneuvers.

Use Trip Attack to add 1d8 to your attack roll and knock your foe prone if they fails their saving throw. Use Riposte to make a reaction attack against a creature that misses its attack against you, and add 1d8 damage to your attack.

Make a Menacing Attack to do 1d8 extra damage and make your opponent afraid of you if he fails their saving throw.

ELDRITCH KNIGHT


This is a hybrid Fighter 5e/mage specialization. At level 3, spellcasting allows you to learn 2 cantrips from the Wizard spell list and gives you 2 1st-level spell slots.

Use Shield to gain +5 AC and Acid Splash to damage more than one enemy at a time.

Thunderwave is also a powerful spell for Eldritch Knight Fighter 5es. It does 2d8 thunder damage in a 15 ft. cube surrounding you for each victim that fails its saving throw and half damage to each victim that makes the save. It also pushes each victim 10 ft. away if it fails its roll.

Eldritch Knight is a great choice if you want to play a Fighter 5e, but want some spellcasting abilities as well.

BEST CLASS FEATURES FOR A FIGHTER


As a Fighter 5e, you will have access to many features unique to your class. But out of these features, only a few will be so good that you will find yourself using them time and again. Here are some of the best Fighter 5e class features.

FIGHTING STYLE


At level 1, you can choose a fighting style to specialize in. If you want to use ranged weapons, choose Archery to get + 2 bonus on attack rolls. If you want to use a sword and shield, choose Dueling to get + 2 bonus to damage rolls.

For fighting with two-handed weapons, choose Great Weapon Fighting to let you reroll 1s and 2s on damage - as long as you are willing to keep the second roll.

These are the most powerful fighting styles.

ACTION SURGE


At level 2, this gives you one extra action per short rest. It is extremely useful for finishing off a wounded enemy.

EXTRA ATTACK


The name says it all. As a Fighter 5e, your damage comes from your weapon. The more attacks you get, the more damage you do. You get this feature at level 5, and it scales further at levels 11 and 20.

FEATS


As you gain levels, increasing your primary ability through Ability Score Improvement will usually make you a better Fighter 5e than taking feats will. But if your primary stat is already at 20, here are the best feats for a Fighter 5e.

SHIELD MASTER


If you use a sword and shield, this will give you a variety of benefits. You can knock a foe back with your shield or use your shield’s AC to help with Dex saving throws. If an effect would make you take half damage on a Dex save, you can use your shield to protect yourself on a successful save, reducing the damage to zero instead of half.

SHARPSHOOTER


If you use ranged weapons, take this feat to prevent attacks at long range from imposing disadvantage, ignore half cover and three-quarters cover, and allow you to take a -5 attack roll penalty in exchange for a +10 to your damage roll. These are all great benefits for ranged weapons users

RESILIENT


Lets you increase an ability score by 1 and gain proficiency in saving throws using the chosen ability. Many Fighter 5es have low Wisdom, making it easy for them to be dominated by magic and psychological manipulation. Use this feat to increase your Wisdom and help you make more saving throws in these situations

GREAT WEAPON MASTER


If you use two-handed weapons, choose this feat to give you a bonus action anytime you get a critical hit or kill an opponent. You can also use this to take a -5 attack roll penalty in exchange for + 10 to your damage roll

CROSSBOW EXPERT


Another great feat for ranged weapons Fighter 5es, although it can only be used specifically with a crossbow. As long as you have a loaded hand crossbow, this lets you make a bonus attack with it anytime you make an attack with a one-handed weapon.

This alone makes it worth taking. But it also lets you ignore the loading quality of crossbows you are proficient with and prevents disadvantage from being imposed if a creature is within five feet of you, making it an even greater choice.

BEST FIGHTER SKILLS


Fighters will mostly rely on their class features and feats to accomplish things in the game. However, there are a few skills that can be useful for Fighter 5es.



Athletics can help you shove or grapple your opponent, as well as avoid having these things done to you

Perception can help you find clues and avoid dangerous situations - it is a basic skill that is useful for any class

If your Charisma isn’t awful, take Intimidation to help get information out of NPCs.

**XANATHAR'S CLASS UPDATES**

ARCANE ARCHER (XANATHAR’S GUIDE TO EVERYTHING)


This is an old favorite of mine that they’ve made beautifully simple and easy to play in 5e. Just firing arrows can get boring in combat, why not shoot arrows around corners or ones that explode with magical power? Pick this up if you want to play an archer with a few tricks up their sleeve.

CAVALIER (XANATHAR’S GUIDE TO EVERYTHING)


A lot of people pass this up because they can’t count on having a mount all the time, thankfully 5e cavaliers are just damn good sword and board Fighter 5es regardless. Cavaliers force duels, gain bonuses for wielding sword and shield, and yes, are also good at charging people down on a mount. Grab this if you want your Fighter 5e to shout, “I challenge you to a duel” at every combat.

SAMURAI (XANATHAR’S GUIDE TO EVERYTHING)


The core of this archetype is the “fighting spirit” which just lets you choose to gain advantage on your next swing and temporary hit points 3 times a day. You’re also a friggin samurai! You get a bonus skill and some rather useful diplomatic abilities, but that fighting spirit and the inherent cool factor is the main reason to pick this one up, it’s so good!

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DnD Races 5th Edition

DnD Races options for Dungeons and Dragons 5e for all published books, Unearthed Arcana, and the Elemental Evil Players Companion.

D&D 5e Half-Elf (DnD Races)

Half-Elves are usually defined as humanoids that are born through the union of a human and an elf. D&D 5e Half-elf often feel isolated, whether they are raised by a human parent or elven parent. It takes 20 years for them to reach adulthood.

If half-elves are raised by elves they matured quickly. Half-elves, who live among humans, watch friends and loved ones aging while they are barely touched by time. Those who live with the elves, grow restless as they reach adulthood in elven realms. DnD Races

D&D 5e Halfling (DnD Races)

The goals of most D&D 5e Halfling’ s are the comforts of home. Although some Halflings live out their days in remote agricultural communities, others form nomadic bands that travel continuously, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even those wandering people love peace, food, neck, and home, although the house can be a wagon with a dirt road or a furnace swim sword. (DnD Races)

D&D 5e Hobgoblin (DnD Races)

Hobgoblin, the term arose from the various folktales featuring these more menacing form of goblinoids other than goblins, was coined to describe a friendly yet troublesome creature of the Seelie Court.

Dnd 5e Hobgoblin ‘s are believed to be smart, strong, and comparatively large creatures although they aren’t as powerful as the bugbears. The famous character “Puck” from the Shakespeare’s “A Midsummer Night’s Dream” is the most abundantly known hobgoblin present.

D&D 5e Human (DnD Races)

D&D 5e Humans are spread widely in Toril and they can be found in most regions easily. They are disagreeable and fierce and lead other races to view them with contempt. They are famous for their ambition and diversity. H

although lack many specializations that they can excel in many areas. They are the achievers, innovators, and pioneers of the worlds. Their capacity to expand and endure makes them the dominant race.

D&D 5e ORC (DnD Races)

D&D 5e Orc are a race of humanoids. This race is a threat to the civilized cultures of toril. Whether it is united under the leadership of a powerful warlock or fought with stability after the years of conflict, the ORC and the human tribe sometimes combine; the forces are encompassed extensively to the fear of the settled civilized land. Half-orcs are born when these alliances are sealed by marriage. Some of the half-orcs rise to become the chiefs of their tribes and the other venture into the world to prove their worth among civilized races. (DnD Races)

D&D 5e Tabaxi (DnD Races)

D&D 5e Tabaxi are taller than the most of the humans. They stand between 6 to 7 feet tall. Their bodies are slender and covered in spotted. They have a long tail and retractable claws. The color of Tabaxi fur can range from brownish red to light yellow. Their eyes color is green or yellow.Tabaxi are the speedy runners and also they are competent swimmers and climbers. They dislike clothing and only wear whatever makes their fellow traveler comfortable. (DnD Races)

D&D 5e Yuan-ti Purebloods (DnD Races)

Yuan-ti purebloods d&d 5e are the most human-seeming of all yuan-ti breeds. They are snake-human hybrids, which were created in the earliest days of civilization. Their culture fell from an advanced and enlightened state into cruelty and fanaticism. Purebloods are described as human-like with minor reptilian features like a forked tongue, snake-like eyes, and patches of scales on their skin. Their heights and weights range is same as humans. (DnD Races)

D&D 5e Triton (DnD Races)

Triton’s 5e are an outsider race native to the seas but hailing from the Elemental Plane of Water. They guard the depths of the ocean, building small settlements beside deep trenches and other dangerous spots far from the land-bound folk’s eye.They have very good relations with giant sea horses, sea lions, and hippocampi.

D&D 5e Warforged (DnD Races)

The d&d 5e warforged were created ages ago. They were created as a tool of war. Originally golems with the ability to learn and adapt on the battlefield, they shortly became aware. And, with awareness came a soul, and with a soul, the desire to live and not to die in a pointless conflict. Because of that they rose up against their masters and fled the field of battle. They did this to live a more peaceful life, away from conflict of death. Warforged’s are well-known for themselves like in size, war prowess, and for single mind focus. They make fearsome enemies and steadfast allies. (DnD Races)

D&D 5e Tortle (DnD Races)

Tortle’s D&D 5e live a very simple life as peaceful farmers on the Savage Coast of Mystara. It is a region which is expanded as the mini-setting of Red Steel. By nature, they are inoffensive. But they will fight to defend their homes and naturally, they are very good at tanking. They have never managed to get any semi-official update to later editions like their fellow Red-Steel introduces the Aranea.

D&d 5e Aarakocra (DnD Races)

Takes the cake in terms of visibility and diversity. They are akin to monstrous humanoids perched up high in the mountains. D&d 5e aarakocra race do not belong to mother earth as they have originated from the extra terrestrial planes. Considered as immigrants, the characters double up as scouts and explorers reaching new horizons of exploration. Some of the most important characteristics are as follows: (DnD Races)

D&d 5e Asimaar (DnD Races)

The character D&d 5e Aasimar is a human based native outsider with amazing features. It is said that the creatures are descendants of angels and arose due to the holy union of species. Although D&d 5e Aasimar arise out of sacred association, they do not always have good intentions. There are is a huge difference even among the members of same race.

D&D 5e Dragonborn (DnD Races)

There are umpteen facts about Dragonborn 5e however the most reliable fact is that it is a humanoid that has a heart and soul of a dragon. The body lives in a mortal plane and the creature speak the ancient language of the Dov. It known as Thuum or the voice regarded as magic to create dragon shouts in an impeccable manner. One of the most important dragon languages, it is used by the humanoids for effective communication. (DnD Races)

D&D 5e Bugbear (DnD Races)

Bugbear is similar to a hairy goblin with 7 feet height. It is named after their noses and claws that are akin to those of the sloth bears. Since the claws are not long or sharp, they use the armors to fight against the opponents in the battle field. In addition, they also use purloined gear to deliver killer punch to the enemies. Gear is not in a good state; therefore it is seldom used in the battle.

D&D 5e Dwarf (DnD Races)

Dwarf:They are special characters serving for the kingdoms that are rich in ancient grandeur. Area of operation of the Dwarf 5e is the mountainous range, deep mines and blazing forges. One of the most important characteristics of the Mountain dwarf 5e is its lifelong commitment to clans and traditions. In fact, they hate goblins and orcs because the latter are their eternal enemies. In face of threats, dwarves unite and become capable to deliver a killer punch to the opponents. (DnD Races)

D&D 5e Elf  (DnD Races)

As the name suggest, Elf 5e is the cynosure of all eyes of the races due to their long life span and the magical prowess. The creature is known to exude grace considered to be unparalleled among the characters belonging to different species. Beauty of Elf 5e is one of the most important attributes that impresses the human beings. The latter regard elves as epitomes of perfections in terms of physical features. D&D Elf is also attracted to the human race in spite of the barbarian lifestyle.

D&D 5e Feral Tiefling (DnD Races)

D&D 5e feral tiefling: The creature called feral tiefling 5e is a humanoid belonging to the plane touched category. It is known due to the touch of the fiendish planes however the real recognizable trait is the descent from demons and devils.Although feral tiefling 5e is a popular character, the lineage of the evil ancestors cannot be denied.

D&D 5e Firblog (DnD Races)

The indomitable Firblog 5e is considered as giant kin that keeps aloof from the other sentient races. It is said that the Firblog is one of the mot6s intelligent characters among the kins and like to live in colonies as the other civilizations do. Farming is a popular practice of the creatures however they prefer hunting and food gathering. They are quite different from their species that are predominantly raiders of the farm lands. (DnD Races)

D&D 5e Genasi (DnD Races)

The D&D 5e Genasi is one such kind of a person which is considered as the offspring of genies and mortals. The primary elemental planes are usually inhospitable to the natives, these natives belong to the material plane. The material plane has to crush earth, searing flames, huge sea, bold skies all this makes visit several places and can be extremely fatal. The super strong D&D 5e Genasi won’t face any troubles or obstacle when getting started with the mortal world. They easily adapt very well to the blended elements of the entire material plane. They can even sometimes visit their own volition. All this is completed by magical elements. Some form of D&D 5e Genasi can even follow the mortal guise and can travel to unknown places anonymously. (DnD Races)

D&d 5e Goblin (DnD Races)

Goblins 5e are the small monstrous creatures that have been shown in the movies since middle ages in the movies. They are weak and apprehensive that is further influenced by strong creatures that need damaging, expendable troopers. Their ravenous hunger is served well by their gigantic mouths loaded with rough teeth. Goblins are the squat goblinoids that are not just a small disturbance but much more than that. They hairs consist of jet black hair and their skin tones vary from orange to green. (DnD Races)

D&D 5e Kenku (DnD Races)

Kenku 5e is the character you will come across in it. The character resembles the bird like structure or you can even call it a humanoid creature. The kenku is a very attentive creative and comes into action as soon as they hear any sound. Owing to this quality, they are best used to work against the burglars and other similar kind of people. Long before the d&d kenku existed in this form, they first worked for the master who had lost his memory. The wings were given by the king to kenku, so that they could soar high and perform all the services assigned to them. (DnD Races)

D&D 5e Koblod (DnD Races)

Kobolds are highly aggressive in nature but at the same time weak too. This is the reason that they do not seen to adjust with creatures who are stronger or powerful as compared to them. There is no denial to the fact that the Kobold 5e are smart as well and know how to cope up with the situations. That is why they are able to combat even the toughest problems and reach their target.

D&D 5e Lizardfolk (DnD Races)

The lizardfolk is quite a different creature and resembles somewhat to the dragons rather than the humans. They have their own set of rules and principles which they follow strictly. Their desires and thinking is very different and it is because of the principles that they have laid down. When you talk about their nature, they are quite faithful to their race and bestow everything on them. Their physical appearance is unusual of their characteristics and it is a bit difficult to understand them. (DnD Races)

D&D 5e Half ORC (DnD Races)

Half orc are the mixed species of the humans as well as the orc tribe. This is the reason that they have characteristics and traits of both of them. Their agility and physical power is something that comes from both the races but still have been shunned several times. But D&D half ORC has not led them down but have come out strongly thus proving that they are worth for everything. Their story is quite an interesting one and you will surely love to know more about them. (DnD Races)

D&D 5e Gnome (DnD Races)

Gnomes are the common races, which are also known as one of the smallest common races. Gnomes are very resilient, but these are not so weak if we compare its foes are assumed. Commonly, these races stand almost 3 feet over in height. The diminutive stature of the Gnomes reduces its capability to move quickly. Gnomes often take advantage of their size, while fighting those foes which are much larger than itself.

D&D 5e Goliath (DnD Races)

Goliath faces new challenges every day. Water, Food, and shelter are rare in the highest mountain reaches. A small mistake can bring doom to an entire tribe, whereas an individual’s brave efforts can ensure the entire group’s survival. Thus Goliaths place a premium on individual skill and self-sufficiency. They love to win. Their dedication to competition has a dark side as Goliaths are brutal competitors.

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