Unearthedarcana's Posts
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[b]Spontaneous Casting: [/b]A good cleric (or a neutral cleric of a good god) can channel stored spell energy to cast healing spells that they have not prepared in advance. The cleric can "lose" any prepared spell other than a prayer or a domain spell to cast any healing spell of the same spell level or lower (a heal spell is any spell with the word "heal" in its name). An evil cleric (or a neutral cleric who worships an evil deity) cannot convert prepared spells into heal spells but can turn them into inflicting spells (an inflict spell is anyone with the word "inflict" in its name). A cleric who is neither good nor evil and whose deity is neither good Simple weapons nor evil can convert his spells to heal or inflict spells, at the player's choice. Once you make this decision, it cannot be changed. This decision also determines whether the cleric channels positive or negative energy (see Channeling Energy). Good, Chaotic, Legal, and Evil Spells: A cleric cannot cast spells of an alignment opposite to his or his deity's (if he has one). Spells associated with specific alignments are indicated by the descriptors good, chaotic, legal, or evil in the spell descriptions. Additional Languages: A cleric's additional language options include Celestial, Abyssal, and Infernal (the languages of good outsiders, chaotic evil, and legal evil respectively). |
The worlds of D& are a vast tapestry made up of many different cultures, each with its own level of technology. For this reason, adventurers have access to a variety of armor types, ranging from leather armor to chainmail to expensive plate armor, with various types of armor in between. The Armors table lists the available types most commonly found in the game and separates them into three categories: light, medium, and heavy armors. Many warriors complement their armor with a shield.The Armors table shows the cost, weight, and other properties of the common types of armor used on D& worlds.Armor Proficiency → Anyone can wear armor or tie a shield to an arm. However, only those competent in the use of armor know how to use it effectively. Your class gives you proficiency with certain types of armor. If you wear armor with which you have no competition, you are disadvantaged on any skill check, saving throw, or attack roll that involves strength or dexterity, and you cannot cast spells like Absorb Elements 5e. Armor Class (AC) → Mage Armor 5e protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class. Heavy Armor → [/b]Heavier armor interferes with the user's ability to move quickly, stealthily, and freely. If the Armor table puts STR 13 or STR 15 in the Strength column for an armor type, the armor reduces the user's speed by 10 feet unless the user has a Strength score equal to or greater than the score in the list. [b]Stealth → If the Armor table shows "Disadvantage" in the Stealth column, the user is disadvantaged on Dexterity (Stealth) checks. [b]Shields → [/b]A shield is made of wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can only benefit from one shield at a time. |
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are a vast tapestry made up of many different cultures, each with its own level of technology. For this reason, adventurers have access to a variety of armor types, ranging from leather armor to chainmail to expensive plate armor, with various types of armor in between. The Armors table lists the available types most commonly found in the game and separates them into three categories: light, medium, and heavy armors. Many warriors complement their armor with a shield.