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Returning 31 results for 'decides scores'.
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Astral Dreadnought
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Antimagic Cone. The astral dreadnought's opened eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the dreadnought decides which
astral dreadnought fails a saving throw, it can choose to succeed instead.
Magic Weapons. An astral dreadnought's weapon attacks are magical.
Sever Silver Cord. If the astral dreadnought scores a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Antimagic Cone. The dreadnought’s eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, it decides which way the cone faces
choose to succeed instead.
Sever Silver Cord. If the dreadnought scores a critical hit against a creature traveling by means of the astral projection spell, the dreadnought can cut the target’s
Changeling
Legacy
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Species
Mordenkainen Presents: Monsters of the Multiverse
changelings today—even in those changelings who have never set foot in the fey realm. Each changeling decides how to use their shape-shifting ability, channeling either the peril or the joy of the
Score Increases
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless
Initiative
Legacy
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Rules
highest to lowest Initiative. This is the order in which they act during each round. The Initiative order remains the same from round to round.Ties. If a tie occurs, the DM decides the order among
tied monsters, and the players decide the order among tied characters. The DM decides the order if the tie is between a monster and a player character.Sometimes a DM might have combatants use their
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
divide the result by 2 (round down). Write the modifier next to each of your scores. BUILDING BRUENOR, STEP 3
Bob decides to use the standard set of scores (15, 14, 13, 12, 10, 8) for Bruenor’s
3. Determine Ability Scores Much of what your character does in the game depends on his or her six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each ability has a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Prerequisites To qualify for a new class, you must have a score of at least 13 in the primary ability of the new class and your current classes. For example, a Barbarian who decides to multiclass
into the Druid class must have Strength and Wisdom scores of 13 or higher, since Strength is the primary ability for Barbarians and Wisdom is the primary ability for Druids.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick
study in your new class, having a natural aptitude that is reflected by higher-than-average ability scores. Class Ability Score Minimum Barbarian Strength 13 Bard Charisma 13 Cleric Wisdom 13 Druid
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
choose instead of increasing your ability scores as you gain levels. Your DM decides whether these options are available in a campaign.
Chapter 6: Customization Options The combination of ability scores, race, class, and background defines your character’s capabilities in the game, and the personal details you create set your
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Prerequisites To qualify for a new class, you must have a score of at least 13 in the primary ability of the new class and your current classes. For example, a Barbarian who decides to multiclass
into the Druid class must have Strength and Wisdom scores of 13 or higher, since Strength is the primary ability for Barbarians and Wisdom is the primary ability for Druids.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
options you can choose instead of increasing your ability scores as you gain levels. Your DM decides whether these options are available in a campaign.
Chapter 6: Customization Options The combination of ability scores, race, class, and background defines your character’s capabilities in the game, and the personal details you create set your
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick
study in your new class, having a natural aptitude that is reflected by higher-than-average ability scores. Multiclassing Prerequisites Class Ability Score Minimum Barbarian Strength 13 Bard
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
from the ability score and then divide the result by 2 (round down). Write the modifier next to each of your scores.
BUILDING BRUENOR, STEP 3
Bob decides to use the standard set of scores (15, 14
3. Determine Ability Scores Much of what your character does in the game depends on his or her six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each ability has a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
ability scores, which you determine in step 3. Note these increases and remember to apply them later. Record the traits granted by your race on your character sheet. Be sure to note your starting
languages and your base speed as well. BUILDING BRUENOR, STEP 1
Bob is sitting down to create his character. He decides that a gruff mountain dwarf fits the character he wants to play. He notes all the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
wizards, for example, can be unusual but memorable characters.
Your race also increases one or more of your ability scores, which you determine in step 3. Note these increases and remember to apply
create his character. He decides that a gruff mountain dwarf fits the character he wants to play. He notes all the racial traits of dwarves on his character sheet, including his speed of 25 feet and the languages he knows: Common and Dwarvish.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Your Character’s Abilities Take your character’s ability scores and race into account as you flesh out his or her appearance and personality. A very strong character with low Intelligence might think
, and his alignment (lawful good). His high Strength and Constitution suggest a healthy, athletic body, and his low Intelligence suggests a degree of forgetfulness.
Bob decides that Bruenor comes from a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
chest while a second examines an esoteric symbol engraved on a wall and a third keeps watch for monsters. The players don’t need to take turns, but the DM listens to every player and decides how to
the door might be locked, the floor might hide a deadly trap, or some other circumstance might make it challenging for an adventurer to complete a task. In those cases, the DM decides what happens
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
following rules apply: Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your
that sense. You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
rules apply: Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your
that sense. You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
. Other information on a character sheet is based on these three elements.
Abilities and Ability Scores. All creatures (including your characters) have six abilities – Strength, Dexterity, Constitution
, Intelligence, Wisdom, and Charisma. Each of the ability scores governs a specific characteristic. Strength is physical might; Dexterity is agility, reflexes, and balance; Constitution is health and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Artifact, one of your ability scores (DM’s choice) increases by 2, to a maximum of 24. 21–30 While attuned to the Artifact, you regain 1d6 Hit Points at the start of each of your turns if you have at
appearance changes as the DM decides. 67–72 While attuned to the Artifact, you emit a sour stench noticeable from up to 10 feet away. 73–76 Whenever you touch a nonmagical gem or an art object while
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, it decides which way the cone faces. The cone doesn’t function while the eye is closed or while
demiplane is otherwise indestructible.
Legendary Resistance (3/Day). If the dreadnought fails a saving throw, it can choose to succeed instead.
Sever Silver Cord. If the dreadnought scores a critical hit
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the start of each of its turns, the dreadnought decides which way the cone faces. The cone doesn’t function while the eye is closed or if the dreadnought has the blinded condition.
Astral Entity
Resistance (3/Day). If the dreadnought fails a saving throw, it can choose to succeed instead.
Sever Silver Cord. If the dreadnought scores a critical hit against a creature traveling by means of the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
character’s ability scores and race into account as you flesh out his or her appearance and personality. A very strong character with low Intelligence might think and behave very differently from a very
). His high Strength and Constitution suggest a healthy, athletic body, and his low Intelligence suggests a degree of forgetfulness.
Bob decides that Bruenor comes from a noble line, but his clan was
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Role of the Dungeon Master The Dungeon Master (also called “the DM”) has a special role in the D&D game. The DM is a referee. When it’s not clear what ought to happen next, the DM decides how to
check is required, ask yourself these questions: What Kind of Ability Check? Use the descriptions of the ability scores and their associated skills in the Basic Rules to help you decide what kind of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
attuned to the artifact, one of your ability scores (DM’s choice) increases by 2, to a maximum of 24. 21–30 While attuned to the artifact, you regain 1d6 hit points at the start of your turn if you have at
attuned to the artifact, your appearance changes as the DM decides. 51–55 While attuned to the artifact, you are deafened when you are more than 10 feet away from it. 56–60 While attuned to the artifact
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Azorius, Orzhov, and Boros — have well-defined hierarchies that characters can ascend through as they improve their renown scores. Other guilds have positions of honor that characters can apply for if
prerequisites can apply for the position. Ultimately, the DM decides whether a character qualifies for such a role, with a certain renown score as a minimum requirement. Several guilds provide a salary among
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
broadcasts on an endless loop until Vorryn or Dredavex decides to shut it off, or until the transmitter is disabled or destroyed (see area N7). The signal has a range of 50 miles. Those lucky few who can
to bury its immense bulk in the snow.
Two carrion crawlers, Vorryn’s trained pets, scuttle through the snow near the ship. Characters who have passive Wisdom (Perception) scores of 11 or higher are
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the dreadnought decides which way the cone faces. The cone doesn’t function while the
succeed instead.
Magic Weapons. An astral dreadnought’s weapon attacks are magical.
Sever Silver Cord. If the astral dreadnought scores a critical hit against a creature traveling through the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
statistics are replaced by the Beast’s stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also
form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it’s practical for the new form to wear a piece of equipment based on the creature’s size and shape. Your equipment
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
statistics are replaced by the Beast’s stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also
, or is worn by it. Worn equipment functions as normal, but the DM decides whether it’s practical for the new form to wear a piece of equipment based on the creature’s size and shape. Your equipment
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Copper tubing in long coils leads from one kettle to the next. Several large wooden casks stand at the south end of the room, and shelves on the eastern wall hold scores of brown bottles sealed with
this room was once the bedchamber of someone important.
When Renwick first established himself in the old monastery, he claimed this room, though he has no need for the trappings of life. If he decides