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Returning 35 results for 'are 8 score course'.
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Equipment
Healing. Doing so requires using this kit and 25 GP of raw material over the course of 1 day (8 hours of work).
If you have proficiency with a tool, add your Proficiency Bonus to any ability check you
Spells
Player’s Handbook
You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed
death. Should you issue a suicidal command, the spell ends.
A Remove Curse,Greater Restoration, or Wish spell ends this spell.
Using a Higher-Level Spell Slot. If you use a level 7 or 8 spell slot
Spells
Player’s Handbook
You suggest a course of activity—described in no more than 25 words—to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound
can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for a target upon completing it.
Using a Higher-Level Spell Slot. The duration is longer with a spell slot of level 7 (10 days), 8 (30 days), or 9 (366 days).
Feats
Player’s Handbook
General Feat (Prerequisite: Level 4+, Shield Training)
You gain the following benefits.
Ability Score Increase. Increase your Strength score by 1, to a maximum of 20.
Shield Bash. If you attack a
Strength saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, you either push the target 5 feet from you or cause it to have the Prone condition (your choice). You can
Spells
Player’s Handbook
Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.
The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it
creatures you can see immunity to a single spell or other magical effect for 8 hours.
Sudden Learning. You replace one of your feats with another feat for which you are eligible. You lose all the benefits of
Feats
Player’s Handbook
Epic Boon Feat (Prerequisite: Level 19+)
You gain the following benefits.
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.
Energy Resistances. You gain
within 60 feet of yourself that isn’t behind Total Cover. If you do so, that creature must succeed on a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus) or take damage equal to 2d12 plus your Constitution modifier.
Feats
Eberron: Forge of the Artificer
Epic Boon Feat (Prerequisite: Level 19+, Eberron Campaign)
You gain the following benefits.
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.
Aberrant
Magic. Choose a level 8 or lower spell from the Sorcerer spell list or a spell from the Siberys Dragonmark Spells table (the table includes dragonmark suggestions if you’d like to associate a spell
Feats
Forgotten Realms: Heroes of Faerûn
Epic Boon Feat (Prerequisite: Level 19+)
You gain the following benefits.
Ability Score Increase. Increase your Charisma score by 1, to a maximum of 30.
Fearless. You have Immunity to the
isn’t behind Total Cover. If you do so, the creature must succeed on a Wisdom saving throw (DC 8 plus your Charisma modifier and your Proficiency Bonus) or spend its turn moving away from you by
Feats
Eberron: Forge of the Artificer
General Feat (Prerequisite: Level 4+, Mark of Handling Feat)
You gain the following benefits.
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.
Improved
, you exert command over one Beast or Monstrosity you can see within 30 feet of yourself. The target must succeed on a Wisdom saving throw (DC 8 plus your Wisdom modifier and Proficiency Bonus) or have
Monsters
Waterdeep: Dungeon of the Mad Mage
Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit"} to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4","rollType":"damage","rollDamageType":"piercing"} piercing
damage plus 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollDamageType":"necrotic"} necrotic damage. Unless the target is immune to necrotic damage, the target’s Strength score is reduced by
Arcane Hand
Legacy
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Spells
Basic Rules (2014)
movements of your own hand.
The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity
hand moves with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the
Bestow Curse
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
following options:
Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
While cursed, the target has disadvantage on
concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level
Neothelid
Legacy
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Monsters
Volo's Guide to Monsters
Creature Sense. The neothelid is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well
as each creature’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in
Bigby's Hand
Legacy
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Spells
Player’s Handbook (2014)
movements of your own hand.
The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity
hand moves with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Oar"} to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3);{"diceNotation":"2d4+3","rollType":"damage","rollAction":"Oar","rollDamageType
waterThe grim captains of the ferries on the River Styx, merrenoloths can navigate safely through the worst storms and always stay on course. Wielding fiery oars, merrenoloths strike fear into anyone
Magic Items
Candlekeep Mysteries
Unlike most scrolls, a Nether Scroll of Azumar is not a consumable magic item. It takes 30 days of concentrated study—at least 8 hours per day—to attempt to understand this scroll. After
study.
When you succeed on the check, you gain the following benefits:
Your Intelligence score increases by 2, to a maximum of 22. Once you gain this benefit, you can’t use this scroll to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Creature Sense. The neothelid is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well
as each creature’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in
classes
Eberron: Forge of the Artificer
;
—
—
8
+3
Ability Score Improvement
5
3
2
7
4
3
—
—
—
9
+4
Subclass feature
5
3
2
9
4
3
2
—
—
10
+4
Magic Item Adept
6
4
;
—
—
3
+2
Artificer Subclass
4
2
2
4
3
—
—
—
—
4
+2
Ability Score Improvement
4
2
2
5
3
—
—
—
—
5
Merrenoloth
Legacy
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Monsters
Mordenkainen’s Tome of Foes
"} to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3);{"diceNotation":"2d4+3","rollType":"damage","rollAction":"Oar","rollDamageType":"slashing"} slashing damage.
Fear Gaze. The merrenoloth targets one
vessel with powerful magic that creates one or more of the following effects:
The ship doesn't sink even if its hull is breached.
The ship always stays on course to the destination the merrenoloth
classes
Player’s Handbook
Warlock Subclass
3
2
4
2
2
4
+2
Ability Score Improvement
3
3
5
2
2
5
+3
—
5
3
6
2
3
6
+3
Subclass feature
5
3
7
2
3
7
+3
—
6
3
8
2
4
8
12
+4
Ability Score Improvement
8
4
11
3
5
13
+5
Mystic Arcanum (level 7 spell)
8
4
12
3
5
14
+5
Subclass feature
8
4
12
3
5
15
+5
Mystic Arcanum (level 8 spell
Magic Items
The Book of Many Things
. Once this property is used, it can’t be used again until the next dawn.
Petrification. The war pick has 1d6 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit
points, you can expend 1 charge from the war pick to have that creature make a DC 15 Constitution saving throw. On a failed save, the creature has the petrified condition for 8 hours. When the war pick has no charges remaining, it loses this property.
Dominate Monster
Legacy
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Spells
Basic Rules (2014)
telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that
against the spell. If the saving throw succeeds, the spell ends.
At Higher Levels. When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.
Monsters
Out of the Abyss
of gauntlets of ogre power, giving him a Strength score of 19.Multiattack. Horgar makes two melee attacks.
+2 Warhammer. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit
Monsters
Bigby Presents: Glory of the Giants
target the same creature with both attacks.
Bite. Melee Weapon Attack: +13;{"diceNotation":"1d20+13", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 10 ft., one target. Hit: 47 (6d12 + 8
);{"diceNotation":"6d12+8", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"piercing"} piercing damage, and the target has the grappled condition (escape DC 18). Until this grapple ends, the
classes
Tasha’s Cauldron of Everything
;
12th
+4
Ability Score Improvement
8
4
3
4
3
3
—
—
13th
+5
—
8
4
3
4
3
3
1
artificer quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution or Dexterity. Second, choose the guild artisan background.
The
Monsters
Guildmasters’ Guide to Ravnica
and one with its claws.
Bite. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5);{"diceNotation":"3d8+5
","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.
Claws. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Claws"} to hit, reach 5 ft
Equipment
your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost
to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice
Monsters
Eberron: Rising from the Last War
has a creature grappled.
Tentacle Whip. Melee Weapon Attack: +15;{"diceNotation":"1d20+15","rollType":"to hit","rollAction":"Tentacle Whip"} to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8
);{"diceNotation":"3d10+8","rollType":"damage","rollAction":"Tentacle Whip","rollDamageType":"slashing"} slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 23), pulled
Equipment
firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the
its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is
Equipment
firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the
its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is
Equipment
firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the
its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is
classes
Score Improvement, Dig Deep
1d8
3
5
+3
Extra Attack, Haymaker
1d10
3
6
+3
Moxie-Fueled Fists, Subclass feature
1d10
4
7
+3
Down But Not Out
1d10
4
8
+3
Ability Score
13
+5
Dig Deeper
1d12
7
14
+5
Unbreakable
1d12
8
15
+5
Pugnacious
1d12
8
16
+5
Ability Score Improvement
1d12
9
17
+6
Subclass feature
2d6
9
18
+6
classes
Player’s Handbook
7
+3
Evasion, Reliable Talent
4d6
8
+3
Ability Score Improvement
4d6
9
+4
Subclass feature
5d6
10
+4
Ability Score Improvement
5d6
11
+4
Improved Cunning Strike
6d6
, 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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4);{"diceNotation":"1d8+4", "rollType":"damage", "rollAction":"Bite
raiding or even war is the course they inevitably choose.Fire, PoisonAggressive. The tanarukk moves up to its speed toward an enemy that it can see.
Zombie Clot
Legacy
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monsters
Van Richten’s Guide to Ravenloft
.
Slam. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Slam"} to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5);{"diceNotation":"3d8+5","rollType":"damage
their disregard for their own well-being. A throng of zombies will douse a forest fire with their own ashes or march into a dragon’s maw until the monster chokes. In the course of their relentless