Codex - D&D 5e Unearthed Arcana
Lore Mastery Lore Mastery is an arcane tradition fixated on understanding the underlying mechanics of magic. It is the most acad ...
Theurgy A number of deities claim arcane magic as their domain. While the idea of a divine being embracing such power might seem ...
Part 4: Extras Dragonmarks Mark House Race Influence Detection Medani Half-elf Warning Guild Finding Tharashk Half-orc, human Fi ...
Feats Dragonmark Benefits Mark Ability Least Lesser Greater Detection Wisdom Detect magic, mage hand Detect thoughts Clairvoyanc ...
Flail Mastery The flail is a tricky weapon to use, but you have spent countless hours mastering it. You gain the following benef ...
Fighting Styles Here are new options for the Fighting Style class feature: the close quarters shooter, the mariner and the tunne ...
New Spells The following new conjuration spells appear on the sorcerer spell list and the wizard spell list. Conjure Barlgura 4t ...
As part of casting the spell, you can scribe a circle on the ground with the blood used as a material component. The circle is l ...
Optional Rule: Wild Shape Forms The Wild Shape feature in the Player’s Handbook lets you transform into a beast that you’ve seen ...
Prestige Classes and Rune Magic Many of the character concepts that were once prestige classes or paragon paths in earlier editi ...
Prestige Class: Rune Scribe A rune scribe masters the secrets of the runes of power— ancient sigils that embody the fundamental ...
Living Rune Runes are a part of the living world, and your studies allow you to connect to their magic in increasingly powerful ...
Runes and Attunement A rune always requires attunement to use its simple properties. Attuning to a master rune requires you to s ...
Pennant of the Vind Rune Master rune, rare (requires attunement) This five-foot-long blue pennant is crafted from silk and whips ...
When Armies Clash The D&D combat rules in the Player’s Handbook are designed to model conflict between small groups—an adven ...
An allied stand can move through the space of a stand of skirmishers but can’t end its turn in that location. An allied solo can ...
Commanders are always solos, and a solo must be joined to a stand to act as a unit’s commander. A unit can have only one command ...
Movement On a unit’s turn, each stand in the unit can move a number of squares according to its speed, following the rules for t ...
Targeted Spells. If a spell requires a target, a stand of casters can target another stand within range. A spell that targets mu ...
Retreat Any stand in a unit that takes this action can move even if it begins its turn adjacent to an enemy stand or becomes adj ...
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