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                        Returning 35 results for 'charge and score'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
The weapon has 5 charges. You can expend 1 charge and make a ranged attack with the weapon, hurling it as if it had
                                                
                                            
                                                
                                                     on a DC 17 Constitution saving throw or die.
Might of Giants. The Strength score bestowed by your Belt of Giant Strength or Gauntlets of Ogre Power increases by 4, to a maximum of 30.
                                                
                                            
                                        
                                                     Magic Items
                                                    Guildmastersâ Guide to Ravnica
                                                    
                                                
                                            
                                                     awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of the
                                                
                                            
                                                
                                                     guildâs recognition and favor.
A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    . Once this property is used, it canât 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.
                                                
                                            
                                        
                                                    Hammer of Thunderbolts
                                                    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     power to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20
                                                
                                            
                                                
                                                     to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack
                                                
                                            
                                        
                                                     feats
                                                    Playerâs Handbook (2024)
                                                    
                                                
                                            
                                                    General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)
You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20
                                                
                                            
                                                
                                                    .
Improved Dash. When you take the Dash action, your Speed increases by 10 feet for that action.
Charge Attack. If you move at least 10 feet in a straight line toward a target immediately before hitting it
                                                
                                            
                                        
                                                    Eye and Hand of Vecna
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Magic Items
                                                    Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: clairvoyance (2 charges), crown of madness (1 charge), disintegrate (4 charges
                                                
                                            
                                                
                                                     neutral evil, and you gain the following benefits:
Your Strength score becomes 20, unless it is already 20 or higher.
Any melee spell attack you make with the hand, and any melee weapon attack made
                                                
                                            
                                        
                                                     Magic Items
                                                    Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                     crystal.
While wearing this armor, you gain the following benefits:
You have a +1 bonus to AC.
Your Strength score is 18 (this has no effect if your Strength is already 18 or higher).
You have
                                                
                                            
                                                
                                                     or sacrifice hit points to gain one of the following benefits:
Emit a force field to gain 2d6 + 5 temporary hit points (1 charge or 5 hit points).
Activate boosters to gain a flying speed of 15
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    Charger General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+) You gain the following benefits. Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20
                                                
                                            
                                                
                                                    . Improved Dash. When you take the Dash action, your Speed increases by 10 feet for that action. Charge Attack. If you move at least 10 feet in a straight line toward a target immediately before hitting
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Nine Lives Stealer Weapon (any sword), very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. The sword has 1d8 + 1 charges. If you score a
                                                
                                            
                                                
                                                     an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                    Nine Lives Stealer Weapon (any sword), very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. The sword has 1d8 + 1 charges. If you score a
                                                
                                            
                                                
                                                     an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.  Nine Lives Stealer
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                    A Rare Sighting As the party leaves their audience with the emperor, characters who have a passive Wisdom (Perception) score of 12 or higher catch a glimpse of a rare, fortuitous omen: the shadow of
                                                
                                            
                                                
                                                     gift detailed in the Dungeon Masterâs Guide). Way of the Dragon. You are as elusive and free as the Dragon of Heavenly Blessings. This charm has 6 charges. As an action, you can expend 1 charge and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     ft.
     Ability Score Mod Save 
    Str  18  +4  +4 
  Dex  14  +2  +2 
  Con  14  +2  +2 
      Ability Score Mod Save 
    Int  9  â1  â1 
  Wis  13  +1  +1 
  Cha  11  +0  +0
                                                
                                            
                                                
                                                    ) Piercing damage.
 Bonus Actions
 Trampling Charge (Recharge 5â6). The centaur moves up to its Speed without provoking Opportunity Attacks and can move through the spaces of Medium or smaller creatures
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Monsters (X) Xorn Medium Elemental, Neutral
 AC 19 Initiative +0 (10)
 HP 84 (8d8 + 48)
 Speed 20 ft., Burrow 20 ft.
     Ability Score Mod Save 
    Str  17  +3  +3 
  Dex  10  +0  +0 
  Con
                                                
                                            
                                                
                                                      22  +6  +6 
      Ability Score Mod Save 
    Int  11  +0  +0 
  Wis  10  +0  +0 
  Cha  11  +0  +0 
   
 Skills Perception +6, Stealth +6
 Immunities Poison; Paralyzed, Petrified, Poisoned
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     Warrior Medium Fiend, Lawful Evil
 AC 12 Initiative +0 (10)
 HP 22 (4d8 + 4)
 Speed 30 ft., Swim 40 ft.
     Ability Score Mod Save 
    Str  13  +1  +1 
  Dex  11  +0  +0 
  Con  12  +1  +1
                                                
                                            
                                                
                                                     
      Ability Score Mod Save 
    Int  12  +1  +1 
  Wis  13  +1  +1 
  Cha  9  â1  â1 
   
 Skills Perception +5
 Resistances Acid, Cold
 Senses Darkvision 120 ft.; Passive Perception 15
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     automatons whose metal bodies glow with intense heat. When they charge their foes, the ribs of their frames open like cages to ensnare enemies and roast them within. Brazen gorgons are often found in
                                                
                                            
                                                
                                                     blasphemous sites dedicated to Moloch, other archdevils, or bloodthirsty gods. Brazen Gorgon Large Construct, Unaligned
 AC 19 Initiative +2 (12)
 HP 161 (17d10 + 68)
 Speed 40 ft.
     Ability Score
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    , Neutral
 AC 18 Initiative +9 (19)
 HP 161 (19d8 + 76)
 Speed 30 ft.
     Ability Score Mod Save 
    Str  21  +5  +9 
  Dex  20  +5  +9 
  Con  18  +4  +8 
      Ability Score Mod Save
                                                
                                            
                                                
                                                    . Hit: 18 (3d8 + 5) Piercing damage, and the targetâs Speed decreases by 10 feet until the end of the targetâs next turn.
 Bonus Actions
 Tactical Charge. The warrior moves up to half its Speed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     a Dexterity (Stealth) check contested by the guardsâ passive Wisdom (Perception) score to carry it off without notice. Each of the guards on duty in the other areas of the outpost has a key to the
                                                
                                            
                                                
                                                     spellcasters and shield the area against scrying attempts. Spells cast within the slave pen have no effect, and any slot or magic item charge expended to cast such a spell is consumed. The wards donât
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     expend 1 charge and make a ranged attack with the weapon, hurling it as if it had the Thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the weapon
                                                
                                            
                                                
                                                     roll made with this weapon against a Giant, the creature must succeed on a DC 17 Constitution saving throw or die. Might of Giants. The Strength score bestowed by your Belt of Giant Strength or Gauntlets
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die. The
                                                
                                            
                                                
                                                     hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution
                                                
                                            
                                                
                                                     saving throw or die. The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     expend 1 charge and make a ranged attack with the weapon, hurling it as if it had the Thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the weapon
                                                
                                            
                                                
                                                     roll made with this weapon against a Giant, the creature must succeed on a DC 17 Constitution saving throw or die. Might of Giants. The Strength score bestowed by your Belt of Giant Strength or Gauntlets of Ogre Power increases by 4, to a maximum of 30.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     Undead, Neutral Evil
 AC 20 Initiative +17 (27)
 HP 180 (72d4)
 Speed 5 ft., Fly 30 ft. (hover)
     Ability Score Mod Save 
    Str  1  â5  â5 
  Dex  20  +5  +11 
  Con  10  +0  +6
                                                
                                            
                                                
                                                     
      Ability Score Mod Save 
    Int  20  +5  +11 
  Wis  17  +3  +9 
  Cha  20  +5  +5 
   
 Resistances Bludgeoning, Piercing, Slashing
 Immunities Necrotic, Poison, Psychic; Charmed, Deafened
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Toughs Tough Medium or Small Humanoid, Neutral
 AC 12 Initiative +1 (11)
 HP 32 (5d8 + 10)
 Speed 30 ft.
     Ability Score Mod Save 
    Str  15  +2  +2 
  Dex  12  +1  +1 
  Con  14  +2  +2
                                                
                                            
                                                
                                                     
      Ability Score Mod Save 
    Int  10  +0  +0 
  Wis  10  +0  +0 
  Cha  11  +0  +0 
   
 Gear Heavy Crossbow, Leather Armor, Mace
 Senses Passive Perception 10
 Languages Common
 CR 1/2
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     Initiative +1 (11)
 HP 51 (6d10 + 18)
 Speed 30 ft., Climb 30 ft.
     Ability Score Mod Save 
    Str  14  +2  +2 
  Dex  13  +1  +1 
  Con  16  +3  +3 
      Ability Score Mod Save 
    Int  1
                                                
                                            
                                                
                                                     defenders of forests, plains, and sites of primeval power. With upper bodies like humansâ and the lower bodies of horses, centaurs charge into battle against those who would harm their allies
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     passive Wisdom (Perception) score recognizes the Undead dragonâs rider from Kalamanâs catacombsâthis is the knight Lord Soth, whose image they saw there. The temple the characters see is detailed in the
                                                
                                            
                                                
                                                     get at whoeverâs in charge in there!â
 Rookledust encourages the characters to find the Dragon Armyâs leaders within the city rather than pursing Soth. The gnome is confident that Kalamanâs forces
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
                                                    
                                                
                                            
                                                     second drow managed to deflect the next battleragerâs charge, turning the helmet spike aside with both his swords. But a mailed fist, the knuckles devilishly spiked with barbed points, caught the drow
                                                
                                            
                                                
                                                     under the chin and tore a gaping hole in his throat. Fighting for breath, the drow managed to score two nasty hits on his opponentâs back, but those two strikes did little in the face of the flurry
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     the tusks are based on Strength. For the Charge trait, the DC is 8 + the characterâs proficiency bonus + Strength modifier.
 Wererat. The character gains a Dexterity of 15 if his or her score isnât
                                                
                                            
                                                
                                                     character gains a Strength of 19 if his or her score isnât already higher, and a +1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     (Perception) score of 14 or higher notice it. Unless alerted, the other characters are surprised when the kapak attacks. Direct Attack From between buildings sprint five cloaked invaders, their clawed
                                                
                                            
                                                
                                                     feet gouging the dirt. They wave torches and fierce blades above their reptilian heads.
 Five baaz draconians (see appendix B) charge toward the wharf, intent on setting buildings ablaze and murdering
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    . 26c. Ooze Your Janitor? Just around this corner is a gelatinous cube. The first character to walk around the corner is surprised by the cube unless that character has a passive Wisdom (Perception) score
                                                
                                            
                                                
                                                     the graven image of a human wizard wielding a wand. The rules of this gate are as follows: The gate opens for 1 minute when the mirror is touched with a magic wand that has at least 1 charge remaining
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     their duty above mortal life. If threatened, a sphinx of valor defends its charge with its supernaturally empowered roar and fierce strikes. Sphinx of Valor Large Celestial, Lawful Neutral
 AC 17
                                                
                                            
                                                
                                                     Initiative +12 (22)
 HP 199 (19d10 + 95)
 Speed 40 ft., Fly 60 ft.
     Ability Score Mod Save 
    Str  22  +6  +6 
  Dex  10  +0  +6 
  Con  20  +5  +11 
      Ability Score Mod Save 
    Int  16
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Monsters (C) Carrion Crawler Large Monstrosity, Unaligned
 AC 13 Initiative +1 (11)
 HP 51 (6d10 + 18)
 Speed 30 ft., Climb 30 ft.
     Ability Score Mod Save 
    Str  14  +2  +2 
  Dex  13
                                                
                                            
                                                
                                                      +1  +1 
  Con  16  +3  +3 
      Ability Score Mod Save 
    Int  1  â5  â5 
  Wis  12  +1  +1 
  Cha  5  â3  â3 
   
 Skills Perception +5
 Senses Darkvision 60 ft.; Passive Perception 15
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Monsters (S) Sahuagin Warrior Medium Fiend, Lawful Evil
 AC 12 Initiative +0 (10)
 HP 22 (4d8 + 4)
 Speed 30 ft., Swim 40 ft.
     Ability Score Mod Save 
    Str  13  +1  +1 
  Dex  11  +0  +0
                                                
                                            
                                                
                                                     
  Con  12  +1  +1 
      Ability Score Mod Save 
    Int  12  +1  +1 
  Wis  13  +1  +1 
  Cha  9  â1  â1 
   
 Skills Perception +5
 Resistances Acid, Cold
 Senses Darkvision 120 ft
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
                                                    
                                                
                                            
                                                     Point to impose Disadvantage on that roll. Skulker General Feat (Prerequisite: Level 4+, Dexterity 13+) You gain the following benefits. Ability Score Increase. Increase your Dexterity score by 1, to
                                                
                                            
                                                
                                                     the current turn. Level 4: Ability Score Improvement You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. (This is included above.) Equipment Cloak of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     and Stratagems
 Goristro Huge Fiend (Demon), Chaotic Evil
 AC 19 Initiative +6 (16)
 HP 310 (23d12 + 161)
 Speed 50 ft.
     Ability Score Mod Save 
    Str  25  +7  +13 
  Dex  11  +0  +6
                                                
                                            
                                                
                                                     
  Con  25  +7  +13 
      Ability Score Mod Save 
    Int  6  â2  â2 
  Wis  13  +1  +7 
  Cha  14  +2  +2 
   
 Skills Perception +7, Survival +7
 Resistances Cold, Fire, Lightning
 Immunities
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     right hand of the guildmaster â or even becoming the master yourself! Your status in your guild is measured by your renown score. As you increase that score, you gain the opportunity to advance in the
                                                
                                            
                                                
                                                     ranks of the guild. When you join a guild as a starting character, your renown score with that guild is 1. Your renown score increases by 1 when you do something to advance the guildâs interests
                                                
                                            
                                        






