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Backgrounds, Species, Classes, Talenti, armi, armature e oggetti magici di D&D 5e. Cerca e filtra le voci.


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Artificer

Hit die d8 · Primary Intelligence · Saves Constitution, Intelligence
Skills
Choose 2: Arcana, History, Investigation, Medicine, Nature, Perception, or Sleight of Hand
Weapons
Simple weapons
Armor
Light and Medium armor and Shields
Equipment
Choose A or B: (A) Studded Leather Armor, Dagger, Thieves’ Tools, Tinker’s Tools, Dungeoneer’s Pack, and 16 GP; or (B) 150 GP

Masters of invention, Artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions.

AlchemistArmorerArtilleristBattle SmithCartographerReanimator

Barbarian

Hit die d12 · Primary Strength · Saves Strength, Constitution
Skills
Choose 2: Animal Handling, Athletics, Intimidation, Nature, Perception, or Survival
Weapons
Simple and Martial weapons
Armor
Light and Medium armor and Shields
Equipment
Choose A or B: (A) Greataxe, 4 Handaxes, Explorer’s Pack, and 15 GP; or (B) 75 GP

Barbarians are mighty warriors who are powered by primal forces of the multiverse that manifest as a Rage. More than a mere emotion—and not limited to anger—this Rage is an incarnation of a predator’s ferocity, a storm's fury, and a sea's turmoil.

Ancestral Guardian · 5eBattlerager · 5eBeast · 5eGiant · 5ePath Of The BerserkerPath Of The Wild HeartPath Of The World TreePath Of The ZealotStorm Herald · 5eWild Magic · 5e

Bard

Hit die d8 · Primary Charisma · Saves Dexterity, Charisma
Skills
Choose any 3 skills
Weapons
Simple weapons
Armor
Light armor
Equipment
Choose A or B: (A) Leather Armor, 2 Daggers, Musical Instrument of your choice, Entertainer’s Pack, and 19 GP; or (B) 90 GP

Invoking magic through music, dance, and verse, Bards are expert at inspiring others, soothing hurts, disheartening foes, and creating illusions. Bards believe the multiverse was spoken into existence and that remnants of its Words of Creation still resound and glimmer on every plane of existence. Bardic magic attempts to harness those words, which transcend any language.

College Of DanceCollege Of GlamourCollege Of LoreCollege Of SpiritsCollege Of The MoonCollege Of ValorCreation · 5eEloquence · 5eSwords · 5eWhispers · 5e

Cleric

Hit die d8 · Primary Wisdom · Saves Wisdom, Charisma
Skills
Choose 2: History, Insight, Medicine, Persuasion, or Religion
Weapons
Simple weapons
Armor
Light and Medium armor and Shields
Equipment
Choose A or B: (A) Chain Shirt, Shield, Mace, Holy Symbol, Priest's Pack, and 7 GP; or (B) 110 GP

Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity, a Cleric can reach out to the divine magic of the Outer Planes—where gods dwell—and channel it to bolster people and battle foes.

Arcana · 5eDeath · 5eForge · 5eGrave DomainKnowledge DomainLife DomainLight DomainNature · 5eOrder · 5ePeace · 5eTempest · 5eTrickery DomainTwilight · 5eWar Domain

Druid

Hit die d8 · Primary Wisdom · Saves Intelligence, Wisdom
Skills
Choose 2: Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, or Survival
Weapons
Simple weapons
Armor
Light armor and Shields
Equipment
Choose A or B: (A) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer's Pack, Herbalism Kit, and 9 GP; or (B) 50 GP

Druids belong to ancient orders that call on the forces of nature. Harnessing the magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction.

Circle Of The LandCircle Of The MoonCircle Of The SeaCircle Of The StarsDreams · 5eShepherd · 5eSpores · 5eWildfire · 5e

Fighter

Hit die d10 · Primary Strength or Dexterity · Saves Strength, Constitution
Skills
Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival
Weapons
Simple and Martial weapons
Armor
Light, Medium and Heavy armor and Shields
Equipment
Choose A, B, or C: (A) Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer's Pack, and 4gp (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeoneer's Pack and 11 GP; or (C) 155 GP

Fighters rule many battlefields. Questing knights, royal champions, elite soldiers, and hardened mercenaries - as Fighters, they all share an unparalleled prowess with weapons and armor. And they are well acquainted with death, both meting it out and defying it.

Arcane Archer · 5eBanneretBattle MasterCavalier · 5eChampionEldritch KnightPsi WarriorRune Knight · 5eSamurai · 5e

Monk

Hit die d8 · Primary Dexterity and Wisdom · Saves Strength, Dexterity
Skills
Choose 2: Acrobatics, Athletics, History, Insight, Religion, or Stealth
Weapons
Simple weapons and Martial weapons that have the Light property
Armor
None
Equipment
Choose A or B: (A) Spear, 5 Daggers, Artisan's Tools or Musical Instrument chosen for the tool proficiency above, Explorer's Pack and 11 GP; or (B) 50 GP

Monks use rigorous combat training and mental discipline to align themselves with the multiverse and focus their internal reservoirs of power. Different Monks conceptualize this power in various ways: as breath, energy, life force, essence, or self, for example. Whether channeled as a striking display of martial prowess or as a subtler manifestation of defense and speed, this power infuses all that a Monk does.

Ascendant Dragon · 5eAstral Self · 5eDrunken Master · 5eKensei · 5eLong Death · 5eSun Soul · 5eWarrior Of MercyWarrior Of ShadowWarrior Of The ElementsWarrior Of The Open Hand

Paladin

Hit die d10 · Primary Strength and Charisma · Saves Wisdom, Charisma
Skills
Choose 2: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion
Weapons
Simple and Martial weapons
Armor
Light, Medium and Heavy armor and Shields
Equipment
Choose A or B: (A) Chain Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priest's Pack and 9 GP; or (B) 150 GP

Paladins are united by their oaths to stand against the forces of annihilation and corruption. Whether sworn before a god's altar, in a sacred glade before nature spirits or in a moment of desperation and grief with the dead as the only witness, a Paladin's oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion. Paladins train to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the injured, smite their foes, and protect the helpless and those who fight at their side. Almost by definition, the life of a Paladin is an adventuring life, for every Paladin lives on the lines of the cosmic struggle against annihilation. Fighters are rare enough among the ranks of the world's armies, but even fewer can claim the calling of a Paladin. When they do receive the call, these blessed folk turn from their former occupations and take up arms and magic.

Conquest · 5eCrown · 5eOath Of DevotionOath Of GloryOath Of The AncientsOath Of The Noble GeniesOath Of VengeanceOathbreaker · 5eRedemption · 5eWatchers · 5e

Ranger

Hit die d10 · Primary Dexterity and Wisdom · Saves Strength, Dexterity
Skills
Choose 3: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival
Weapons
Simple and Martial weapons
Armor
Light and Medium armor and Shields
Equipment
Choose A or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer's Pack and 7 GP; or (B) 150 GP

Far from bustling cities, amid the trees of trackless forests and across wide plains, Rangers keep their unending watch in the wilderness. Rangers learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble.

Beast MasterDrakewarden · 5eFey WandererGloom StalkerHollow WardenHorizon Walker · 5eHunterMonster Slayer · 5eSwarmkeeper · 5eWinter Walker

Rogue

Hit die d8 · Primary Dexterity · Saves Dexterity, Intelligence
Skills
Choose 4: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth.
Weapons
Simple weapons and Martial weapons that have the Finesse or Light property
Armor
Light armor
Equipment
Choose A or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves' Tools, Burglar's Pack and 8 GP; or (B) 100 GP

Rogues rely on cunning, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem. A few even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine skills that help them in a dungeon environment, such as climbing, finding and disarming traps and opening locks.

Arcane TricksterAssassinInquisitive · 5eMastermind · 5ePhantomScion Of The ThreeScout · 5eSoulknifeSwashbuckler · 5eThief

Sorcerer

Hit die d6 · Primary Charisma · Saves Constitution, Charisma
Skills
Choose 2: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion
Weapons
Simple weapons
Armor
None
Equipment
Choose A or B: (A) Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneer's Pack, and 28 GP; or (B) 50 GP

Sorcerers wield innate magic that is stamped into their being. Some Sorcerers can’t name the origin of their power, while others trace it to strange events in their personal or family history. The blessing of a dragon or a dryad at a baby’s birth or the strike of lightning from a clear sky might spark a Sorcerer’s gift. So too might the gift of a deity, exposure to the strange magic of another plane of existence, or a glimpse into the inner workings of reality. Whatever the origin, the result is an indelible mark on the Sorcerer, a churning magic that can be passed down through generations.

Aberrant SorceryClockwork SorceryDivine Soul · 5eDraconic SorceryMetamagicShadow SorcerySpellfire SorceryStorm Sorcery · 5eWild Magic Sorcery

Warlock

Hit die d8 · Primary Charisma · Saves Wisdom, Charisma
Skills
Choose 2: Arcana, Deception, History, Intimidation, Investigation, Nature, or Religion
Weapons
Simple Weapons
Armor
Light armor
Equipment
Choose A or B: (A) Leather Armor, Sickle, 2 Daggers, Arcane Focus (orb), Book (occult lore), Scholar's Pack and 15 GP; or (B) 100 GP

Warlocks quest for knowledge that lies hidden in the fabric of the multiverse. They often begin their search for magical power by delving into tomes of forbidden lore, dabbling in invocations meant to attract the power of extraplanar beings, or seeking places of power where the influence of these beings can be felt. In no time, each Warlock is drawn into a binding pact with a powerful patron. Drawing on the ancient knowledge of beings such as angels, archfey, demons, devils, hags, and alien entities of the Far Realm, Warlocks piece together arcane secrets to bolster their own power.

Archfey PatronCelestial PatronEldritch InvocationFathomless · 5eFiend PatronGreat Old One PatronHexblade · 5eThe Genie · 5eUndead PatronUndying · 5e

Wizard

Hit die d6 · Primary Intelligence · Saves Intelligence, Wisdom
Skills
Choose 2: Arcana, History, Insight, Investigation, Medicine, Nature, or Religion
Weapons
Simple weapons
Armor
None
Equipment
Choose A or B: (A) 2 Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar's Pack, and 5 GP; or (B) 55 GP

Wizards are defined by their exhaustive study of magic's inner workings. They cast spells of explosive fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their mightiest spells change one substance into another, call meteors from the sky, or open portals to other worlds.

AbjurerBladesingerConjuration · 5eDivinerEnchantment · 5eEvokerIllusionistNecromancy · 5eOrder Of Scribes · 5eTransmutation · 5eWar Magic · 5e