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Returning 35 results for 'druids focus score'.
Classes
Player’s Handbook
Evasion
1d8
7
+15 ft.
8
+3
Ability Score Improvement
1d8
8
+15 ft.
9
+4
Acrobatic Movement
1d8
9
+15 ft.
10
+4
Heightened Focus, Self-Restoration
1d8
10
+20 ft.
11
+4
.
15
+5
Perfect Focus
1d10
15
+25 ft.
16
+5
Ability Score Improvement
1d10
16
+25 ft.
17
+6
Subclass feature
1d12
17
+25 ft.
18
+6
Superior Defense
1d12
18
+30 ft
Magic Items
Keys from the Golden Vault
This 1-foot-long shard of obsidian has veins of silver and gold beneath its cold surface.
Empowered Magic. While holding the shard, you can use it as a spellcasting focus, and it gives you a +1
bonus to your spell attack rolls.
Enhanced Strength. Your Strength score increases by 4 while the shard is on your person. The shard can’t raise your Strength score above 22.
Curse. Attuning to
Classes
Player’s Handbook
Starting Equipment
Choose A or B: (A) Leather;Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer's Pack, Herbalism Kit, and 9 GP; or (B) 50 GP
Druids belong to ancient
orders that call on the forces of nature. Harnessing the magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction.
Revering nature above all
Classes
Player’s Handbook
Shields
Starting Equipment
Choose A or B: (A) Studded Leather;Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer's Pack, and 7 GP
wilderness. A Ranger’s talents and magic are honed with deadly focus to protect the world from the ravages of monsters and tyrants.
Becoming a Ranger...
As a Level 1 Character
Gain all the
Classes
Player’s Handbook
have a knack for finding the solution to just about any problem. A few even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine
1d6
2
+2
Cunning Action
1d6
3
+2
Rogue Subclass, Steady Aim
2d6
4
+2
Ability Score Improvement
2d6
5
+3
Cunning Strike, Uncanny Dodge
3d6
6
+3
Expertise
3d6
Classes
Player’s Handbook
Armor, Sickle, 2 Dagger;Daggers, orb;Arcane Focus (orb), Book (occult lore), Scholar's Pack, and 15 GP; or (B) 100 GP
Warlocks quest for knowledge that lies hidden in the fabric of the
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
Classes
Player’s Handbook
;Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar's Pack, and 5 GP; or (B) 55 GP
Wizards are defined by their exhaustive study of magic’s inner workings. They cast spells of
;
—
—
4
+2
Ability Score Improvement
4
7
4
3
—
—
—
—
—
—
—
5
+3
Memorize Spell
4
9
4
3
2
—
—
&mdash
Classes
Player’s Handbook
, crystal;Arcane Focus (crystal), Dungeoneer's Pack, and 28 GP; or (B) 50 GP
Sorcerers wield innate magic that is stamped into their being. Some Sorcerers can’t name the origin of their
;
4
+2
Ability Score Improvement
4
5
7
4
3
—
—
—
—
—
—
—
5
+3
Sorcerous Restoration
5
5
9
4
3
2
—
—
&mdash
Magic Items
Tasha’s Cauldron of Everything
it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
When you use a Metamagic option on a spell while you are holding or wearing
the shard, you can momentarily curse one creature targeted by the spell; choose one ability score, and until the end of your next turn, the creature has disadvantage on ability checks and saving throws that use that ability.
Classes
Xanathar's Guide to Everything
Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things
play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges
Classes
Xanathar's Guide to Everything
Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things
play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges
monsters
for 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Bite"} days. After that time, the creature’s Strength score is reduced by 1d4;{"diceNotation":"1d4", "rollType":"roll
", "rollAction":"Bite"}, to a minimum score of 2. Each time the creature finishes a Long Rest thereafter, it repeats the saving throw. On a failed save, the creature’s Strength score is reduced by an
Druid
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a spellcasting focus, incorporating lengths of oak or yew or sprigs of mistletoe
.
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
feats
, Wisdom, or Charisma score by 1, to a maximum of 20.
Necrotic Harmony. While holding your Shadowsteel Focus, when you cast a spell that targets one or more creatures and requires an attack roll or saving
General Feat (Prerequisite: Level 8+, Shadowsteel Adept Feat)
Your mastery over Shadowsteel grows stronger. You gain the following benefits.
Ability Score Increase. Increase your Intelligence
feats
Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.Curse Caster. You always have Shadowsteel curses prepared, and you can cast them with any spell slots
you have.Shadowsteel’s Bite. While holding your Shadowsteel Focus, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your spells.Shadowsteel Weapon. If your Shadowsteel Focus is also a weapon, that weapon has a +1 bonus to attack rolls and damage rolls.
Ranger
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes. Thanks to their familiarity with the wilds
talents and abilities are honed with deadly focus on the grim task of protecting the borderlands. Independent Adventurers Though a ranger might make a living as a hunter, a guide, or a tracker, a
Rogue
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the
. QUICK BUILD You can make a rogue quickly by following these suggestions. First, Dexterity should be your highest ability score. Make Intelligence your next-highest if you want to excel at
Monk
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
. Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of
lawful in alignment. QUICK BUILD You can make a monk quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose the hermit background
Paladin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
darkness, and to hunt the forces of evil wherever they lurk. Different paladins focus on various aspects of the cause of righteousness, but all are bound by the oaths that grant them power to do their
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
classes
Basic Rules (2014)
these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should
Features
1st
+2
Fighting Style, Second Wind
2nd
+2
Action Surge (one use)
3rd
+2
Martial Archetype
4th
+2
Ability Score
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Shields Starting Equipment Choose A or B: (A) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP; or (B) 50 GP Druids belong to ancient orders that
call on the forces of nature. Harnessing the magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction. Revering nature above all
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Shields Starting Equipment Choose A or B: (A) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP; or (B) 50 GP Druids belong to ancient orders that
call on the forces of nature. Harnessing the magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction. Revering nature above all
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP; or (B) 50 GP Druids belong to ancient orders that call on the forces of nature. Harnessing the
magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction. Revering nature above all, individual Druids gain their magic from nature, a nature
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP; or (B) 50 GP Druids belong to ancient orders that call on the forces of nature. Harnessing the
magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction. Revering nature above all, individual Druids gain their magic from nature, a nature
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->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->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
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->Grim Hollow: Player’s Guide
Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. Necrotic Harmony. While holding your Shadowsteel Focus, when you cast a spell that targets one or more creatures and requires an attack
Shadowsteel Master General Feat (Prerequisite: Level 8+, Shadowsteel Adept Feat) Your mastery over Shadowsteel grows stronger. You gain the following benefits. Ability Score Increase. Increase your
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Y3. Druids’ Circle Atop the hill is a wide ring of black boulders and smaller rocks that collectively form a makeshift wall enclosing a field of dead grass. Lightning strikes the edge of the ring
not only prevent the statue from being toppled but also allow the effigy to serve as a component in a ritual to create a tree blight (see “Druids’ Ritual” in the “Special Events” section below
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
benefits. Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. Curse Caster. You always have Shadowsteel curses prepared, and you can cast them with
any spell slots you have. Shadowsteel’s Bite. While holding your Shadowsteel Focus, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your spells. Shadowsteel Weapon. If your Shadowsteel Focus is also a weapon, that weapon has a +1 bonus to weapon attack rolls and damage rolls.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
5) + your Constitution modifier per druid level after 1st Proficiencies Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) Weapons: Clubs, daggers
, Nature, Perception, Religion, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a wooden shield or (b) any simple weapon (a) a scimitar or (b) any simple melee weapon Leather armor, an explorer’s pack, and a druidic focus
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
5) + your Constitution modifier per druid level after 1st Proficiencies Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) Weapons: Clubs, daggers
, Nature, Perception, Religion, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a wooden shield or (b) any simple weapon (a) a scimitar or (b) any simple melee weapon Leather armor, an explorer’s pack, and a druidic focus
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Y3. Druids’ Circle Atop the hill is a wide ring of black boulders and smaller rocks that collectively form a makeshift wall enclosing a field of dead grass. Lightning strikes the edge of the ring
not only prevent the statue from being toppled but also allow the effigy to serve as a component in a ritual to create a tree blight (see “Druids’ Ritual” in the “Special Events” section below
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
certain plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a spellcasting focus
tag and you have the spell prepared. Spellcasting Focus You can use a druidic focus (see chapter 5, “Equipment”) as a spellcasting focus for your druid spells. SACRED PLANTS AND WOOD
A druid holds