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Returning 35 results for 'claim of score'.
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Classes
Player’s Handbook
;s armies, but even fewer people 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.
Becoming a
;
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+2
Ability Score Improvement
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+3
Extra Attack, Faithful Steed
2
6
4
2
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6
+3
Aura of
Classes
Player’s Handbook
devotion through prayer and rituals, not through magic. Many mortals claim to speak for the gods, but few can marshal the power of those gods the way a Cleric can.
Becoming a Cleric...
As a Level 1
;
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—
—
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4
+2
Ability Score Improvement
2
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7
4
3
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5
+3
Sear Undead
2
4
9
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Magic Items
Dungeon Master’s Guide
one of your ability scores by 2. You can’t decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no
a minimum score of 1). You can draw one additional card beyond your declared draws.
Rogue. An NPC of the DM’s choice becomes Hostile toward you. You don’t know the identity of this NPC
Spells
D&D Beyond Drops
You proclaim an insightful or inflammatory statement, such as a claim about the politics of a nearby town. Each creature in a 10-foot-radius Sphere centered on a point you choose within range must
succeed on an Intelligence saving throw or have the Charmed condition until the spell ends. Any creature that doesn’t share a language with you or that has an Intelligence score lower than 3
Species
Fizban's Treasury of Dragons
Dragonborn with metallic ancestry lay claim to the tenacity of metallic dragons—brass, bronze, copper, gold, and silver—whose hues glint in their scales. Theirs is the fire of hearth and
.
Ability Score Increases
When determining your character’s ability scores, increase one of those scores by 2 and increase a different score by 1, or increase three different scores by 1
Monsters
Bigby Presents: Glory of the Giants
. Whispers can be heard on the wind within 1 mile of the scion. The words are indistinct, but a creature with an Intelligence score of 5 or higher interprets them as instructions for a prank they can play on
greater claim: they are Annam’s grandchildren, and they occupy a privileged place among giants. On some worlds, these scions ruled the first empires of giants until Annam retreated into
Monsters
Bigby Presents: Glory of the Giants
1 mile of the scion. The words are indistinct, but a creature with an Intelligence score of 5 or higher interprets them as instructions for a prank they can play on others.
If the scion dies, these
effects end immediately.
Scions of Giants’ Gods
Giants are descended from the All-Father, Annam, and his children. But scions of giants’ gods boast a greater claim: they are Annam
Species
Fizban's Treasury of Dragons
Dragonborn with chromatic ancestry claim the raw elemental power of chromatic dragons. The vibrant colors of black, blue, green, red, and white dragons gleam in those dragonborn’s scaled skin
. If you select one of the dragonborn races in this chapter, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores
Species
Fizban's Treasury of Dragons
Gem dragonborn partake of the heritage of gem dragons, who claim to be heirs of Sardior, the Ruby Dragon. The colors and mysterious powers of gem dragons—amethyst, crystal, emerald, sapphire
the game’s fantastical races. If you select one of the dragonborn races in this chapter, follow these additional rules during character creation.
Ability Score Increases
When determining your
Goliath
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
At the highest mountain peaks — far above the slopes where trees grow and where the air is thin and the frigid winds howl — dwell the reclusive goliaths. Few folk can claim to have seen a
goliath, and fewer still can claim friendship with them. Goliaths wander a bleak realm of rock, wind, and cold. Their bodies look as if they are carved from mountain stone and give them great
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.
Jester. You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.
Key. A
damage plus 4 (1d8) necrotic damage.
Star. Increase one of your ability scores by 2. The score can exceed 20 but can't exceed 24.
Sun. You gain 50,000 XP, and a wondrous item (which the GM
Magic Items
Lost Laboratory of Kwalish
already been claimed, you gain an equivalent hoard.
Idiot. Reduce your Intelligence by 1d4 + 1 (to a minimum score of 1) for the duration of the adventure. You can draw one additional card beyond
. Increase one of your ability scores by 1 for the duration of the adventure. The score can exceed 20 but can’t exceed 24.
Sun. You gain proficiency in the skill of your choice for the
Druid
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
.
Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over
. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the hermit background.
The Druid Table
Level
ProficiencyBonus
Features
Paladin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
of the world, but even fewer people can claim the true calling of a paladin. When they do receive the call, these warriors turn from their former occupations and take up arms to fight evil. Sometimes
quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the noble background.
The Paladin Table
Level
ProficiencyBonus
Species
Acquisitions Incorporated
who study this entity claim that it is clearly evil and destructive. Others call it simply a necessary part of the cycle of death and rebirth. In the end, though, That-Which-Endures shows precious
When a verdan character gains an ability score improvement at certain levels, that increase can be tied to a physical mutation at the player’s determination. A boost to Strength might be
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Kuo-Toa Marauder Fishlike Fanatic of the Deep Kuo-toa have slimy, humanoid bodies and the heads of goggle-eyed deep-sea fish. They claim they once dominated whole worlds, their empires spanning land
gods. These marauders lurk in wet places, eager to shed blood and claim plunder. Kuo-Toa Marauder Medium Aberration, Neutral Evil
AC 12 Initiative +0 (10)
HP 22 (4d8 + 4)
Speed 30 ft., Swim 30
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Kuo-Toa Marauder Fishlike Fanatic of the Deep Kuo-toa have slimy, humanoid bodies and the heads of goggle-eyed deep-sea fish. They claim they once dominated whole worlds, their empires spanning land
gods. These marauders lurk in wet places, eager to shed blood and claim plunder. Kuo-Toa Marauder Medium Aberration, Neutral Evil
AC 12 Initiative +0 (10)
HP 22 (4d8 + 4)
Speed 30 ft., Swim 30
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Kuo-Toa Marauder Fishlike Fanatic of the Deep Kuo-toa have slimy, humanoid bodies and the heads of goggle-eyed deep-sea fish. They claim they once dominated whole worlds, their empires spanning land
gods. These marauders lurk in wet places, eager to shed blood and claim plunder. Kuo-Toa Marauder Medium Aberration, Neutral Evil
AC 12 Initiative +0 (10)
HP 22 (4d8 + 4)
Speed 30 ft., Swim 30
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Kuo-Toa Marauder Fishlike Fanatic of the Deep Kuo-toa have slimy, humanoid bodies and the heads of goggle-eyed deep-sea fish. They claim they once dominated whole worlds, their empires spanning land
gods. These marauders lurk in wet places, eager to shed blood and claim plunder. Kuo-Toa Marauder Medium Aberration, Neutral Evil
AC 12 Initiative +0 (10)
HP 22 (4d8 + 4)
Speed 30 ft., Swim 30
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
other gnomes, deep gnomes mature at the same rate humans do and are considered full-grown adults by age 25. They live 200 to 250 years, although toil and the dangers of the Underdark often claim them
they are unlikely to take risks on behalf of others, except those dearest to them. Ability Score Increase. Your Dexterity score increases by 1. Superior Darkvision. Your darkvision has a radius of 120
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
other gnomes, deep gnomes mature at the same rate humans do and are considered full-grown adults by age 25. They live 200 to 250 years, although toil and the dangers of the Underdark often claim them
they are unlikely to take risks on behalf of others, except those dearest to them. Ability Score Increase. Your Dexterity score increases by 1. Superior Darkvision. Your darkvision has a radius of 120
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
other gnomes, deep gnomes mature at the same rate humans do and are considered full-grown adults by age 25. They live 200 to 250 years, although toil and the dangers of the Underdark often claim them
they are unlikely to take risks on behalf of others, except those dearest to them. Ability Score Increase. Your Dexterity score increases by 1. Superior Darkvision. Your darkvision has a radius of 120
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
other gnomes, deep gnomes mature at the same rate humans do and are considered full-grown adults by age 25. They live 200 to 250 years, although toil and the dangers of the Underdark often claim them
they are unlikely to take risks on behalf of others, except those dearest to them. Ability Score Increase. Your Dexterity score increases by 1. Superior Darkvision. Your darkvision has a radius of 120
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
, as they view the characters as useful pawns. If the characters have a Renown Score of 5+ with either group, their deeds might benefit the faction enough for it to take control of Jadurai and claim the
Score with that group increases by 1, but their Renown Score with the other group decreases by 1 (to a minimum of 0). After the first time characters gain renown with either faction, any faction the
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
, as they view the characters as useful pawns. If the characters have a Renown Score of 5+ with either group, their deeds might benefit the faction enough for it to take control of Jadurai and claim the
Score with that group increases by 1, but their Renown Score with the other group decreases by 1 (to a minimum of 0). After the first time characters gain renown with either faction, any faction the
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
, as they view the characters as useful pawns. If the characters have a Renown Score of 5+ with either group, their deeds might benefit the faction enough for it to take control of Jadurai and claim the
Score with that group increases by 1, but their Renown Score with the other group decreases by 1 (to a minimum of 0). After the first time characters gain renown with either faction, any faction the
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
, as they view the characters as useful pawns. If the characters have a Renown Score of 5+ with either group, their deeds might benefit the faction enough for it to take control of Jadurai and claim the
Score with that group increases by 1, but their Renown Score with the other group decreases by 1 (to a minimum of 0). After the first time characters gain renown with either faction, any faction the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Cockatrice Cockatrices often try to claim eye-catching structures—such as ruins and secluded farms—as roosts. Cockatrice Small Monstrosity, Unaligned
AC 11 Initiative +1 (11)
HP 22 (5d6 + 5
)
Speed 20 ft., Fly 40 ft.
Ability Score Mod Save
Str 6 −2 −2
Dex 12 +1 +1
Con 12 +1 +1
Ability Score Mod Save
Int 2 −4 −4
Wis 13 +1 +1
Cha 5
Compendium
- Sources->Dungeons & Dragons->Monster Manual
influence and lackeys, these wyrmlings depart to claim their own territories and pursue their sinister ambitions. Green Dragon Wyrmling Medium Dragon (Chromatic), Lawful Evil
AC 17 Initiative +3 (13
)
HP 38 (7d8 + 7)
Speed 30 ft., Fly 60 ft., Swim 30 ft.
Ability Score Mod Save
Str 15 +2 +2
Dex 12 +1 +3
Con 13 +1 +1
Ability Score Mod Save
Int 14 +2 +2
Compendium
- Sources->Dungeons & Dragons->Monster Manual
influence and lackeys, these wyrmlings depart to claim their own territories and pursue their sinister ambitions. Green Dragon Wyrmling Medium Dragon (Chromatic), Lawful Evil
AC 17 Initiative +3 (13
)
HP 38 (7d8 + 7)
Speed 30 ft., Fly 60 ft., Swim 30 ft.
Ability Score Mod Save
Str 15 +2 +2
Dex 12 +1 +3
Con 13 +1 +1
Ability Score Mod Save
Int 14 +2 +2
Compendium
- Sources->Dungeons & Dragons->Monster Manual
violence, then claim the best of their servants’ spoils. Gnoll Pack Lord Medium Fiend, Chaotic Evil
AC 15 Initiative +4 (14)
HP 49 (9d8 + 9)
Speed 30 ft.
Ability Score Mod Save
Str 16
+3 +3
Dex 14 +2 +2
Con 13 +1 +1
Ability Score Mod Save
Int 8 −1 −1
Wis 11 +0 +0
Cha 9 −1 −1
Senses Darkvision 60 ft.; Passive Perception 10
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Young Black Dragon Most young black dragons claim a hidden lair—typically a dismal place accessible through deadly ruins or a treacherous bog. They delight in exploiting fearful servants and might
and kuo-toa. Young Black Dragon Large Dragon (Chromatic), Chaotic Evil
AC 18 Initiative +5 (15)
HP 127 (15d10 + 45)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
Ability Score Mod Save
Str
Compendium
- Sources->Dungeons & Dragons->Monster Manual
violence, then claim the best of their servants’ spoils. Gnoll Pack Lord Medium Fiend, Chaotic Evil
AC 15 Initiative +4 (14)
HP 49 (9d8 + 9)
Speed 30 ft.
Ability Score Mod Save
Str 16
+3 +3
Dex 14 +2 +2
Con 13 +1 +1
Ability Score Mod Save
Int 8 −1 −1
Wis 11 +0 +0
Cha 9 −1 −1
Senses Darkvision 60 ft.; Passive Perception 10
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Young Blue Dragon Young blue dragons seek to establish themselves as forces to be feared. Many claim isolated communities to rule over or ancient ruins where they might find magical paths to power
)
HP 152 (16d10 + 64)
Speed 40 ft., Burrow 20 ft., Fly 80 ft.
Ability Score Mod Save
Str 21 +5 +5
Dex 10 +0 +4
Con 19 +4 +4
Ability Score Mod Save
Int
Compendium
- Sources->Dungeons & Dragons->Monster Manual
influence and lackeys, these wyrmlings depart to claim their own territories and pursue their sinister ambitions. Green Dragon Wyrmling Medium Dragon (Chromatic), Lawful Evil
AC 17 Initiative +3 (13
)
HP 38 (7d8 + 7)
Speed 30 ft., Fly 60 ft., Swim 30 ft.
Ability Score Mod Save
Str 15 +2 +2
Dex 12 +1 +3
Con 13 +1 +1
Ability Score Mod Save
Int 14 +2 +2