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Returning 35 results for 'master score with only are feature for lore'.
Other Suggestions:
master score with only are features for life
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
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6
+3
Subclass feature
5
3
7
2
3
7
+3
—
6
3
8
2
4
8
+3
Ability Score Improvement
6
3
9
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9
+4
Contact Patron
7
3
10
2
5
10
+4
Subclass feature
7
4
10
2
5
11
+4
Mystic Arcanum (level 6 spell)
7
4
11
3
5
Magic Items
Dungeon Master’s Guide
book must spend 80 hours reading and studying it to digest its contents and use its Adjusted Ability Scores, Tireless Form, Spells, Vile Lore, and Vile Speech properties.
The Book of Vile Darkness
by any means while your soul remains imprisoned.
Adjusted Ability Scores. One ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to
Classes
Player’s Handbook
+3
Ability Score Improvement
3
4
9
+4
Indomitable (one use), Tactical Master
3
4
10
+4
Subclass feature
4
5
11
+4
Two Extra Attacks
4
5
12
+4
Ability Score
Fighter Subclass
2
3
4
+2
Ability Score Improvement
3
4
5
+3
Extra Attack, Tactical Shift
3
4
6
+3
Ability Score Improvement
3
4
7
+3
Subclass feature
3
4
8
Feats
Player’s Handbook
General Feat (Prerequisite: Level 4+, Intelligence 13+)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence score by 1, to a maximum of 20.
Lore Knowledge. Choose
Classes
Player’s Handbook
;
7
+3
Subclass feature
3
7
4
3
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—
8
+3
Ability Score Improvement
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7
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9
+4
Expertise
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9
4
3
2
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&mdash
;
10
+4
Tireless
4
9
4
3
2
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—
11
+4
Subclass feature
4
10
4
3
3
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—
12
+4
Ability Score Improvement
4
10
4
3
3
—
—
13
Classes
Player’s Handbook
+2
Ability Score Improvement, Slow Fall
1d6
4
+10 ft.
5
+3
Extra Attack, Stunning Strike
1d8
5
+10 ft.
6
+3
Empowered Strikes, Subclass feature
1d8
6
+15 ft.
7
+3
Subclass feature
1d10
11
+20 ft.
12
+4
Ability Score Improvement
1d10
12
+20 ft.
13
+5
Deflect Energy
1d10
13
+20 ft.
14
+5
Disciplined Survivor
1d10
14
+25 ft
Classes
Player’s Handbook
of a Sorcerer is learning to harness and channel that innate magic, allowing the Sorcerer to discover new and staggering ways to unleash their power. As Sorcerers master their innate magic, they grow
;
4
+2
Ability Score Improvement
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5
7
4
3
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—
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—
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+3
Sorcerous Restoration
5
5
9
4
3
2
—
—
&mdash
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
12
+4
Ability Score Improvement
6d6
13
+5
Subclass feature
7d6
14
+5
Devious Strikes
7d6
15
+5
Slippery Mind
8d6
16
+5
Ability Score Improvement
8d6
17
+6
Classes
Player’s Handbook
Ability Score Improvement
D10
4
16
4
3
3
3
2
1
—
—
—
13
+5
—
D10
4
17
4
3
3
3
2
1
1
—
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14
+5
Subclass feature
D10
4
17
4
3
, including performing music, working magic, and making jests.
A Bard’s life is spent traveling, gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer
Classes
Player’s Handbook
Subclass feature
5
15
4
3
3
3
2
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—
—
—
11
+4
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5
16
4
3
3
3
2
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12
+4
Ability Score Improvement
5
16
4
3
;
—
—
4
+2
Ability Score Improvement
4
7
4
3
—
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+3
Memorize Spell
4
9
4
3
2
—
—
&mdash
Classes
Player’s Handbook
Extra Attack, Fast Movement
3
+2
3
6
+3
Subclass feature
4
+2
3
7
+3
Feral Instinct, Instinctive Pounce
4
+2
3
8
+3
Ability Score Improvement
4
+2
3
9
+4
Brutal Strike
4
+3
3
10
+4
Subclass feature
4
+3
4
11
+4
Relentless Rage
4
+3
4
12
+4
Ability Score Improvement
5
+3
4
13
+5
Improved Brutal Strike
5
+3
4
14
Classes
Player’s Handbook
Protection
2
6
4
2
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—
—
7
+3
Subclass feature
2
7
4
3
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—
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+3
Ability Score Improvement
2
7
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3
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9
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+2
Ability Score Improvement
2
5
3
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—
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+3
Extra Attack, Faithful Steed
2
6
4
2
—
—
—
6
+3
Aura of
Feats
Player’s Handbook
General Feat (Prerequisite: Level 4+, Spellcasting or Pact Magic Feature)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a
Classes
Player’s Handbook
Score Improvement
3
4
16
4
3
3
3
2
1
—
—
—
13
+5
—
3
4
17
4
3
3
3
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1
1
—
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14
+5
Subclass feature
3
4
17
4
3
3
3
2
1
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4
+2
Ability Score Improvement
2
3
7
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3
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—
5
+3
Wild Resurgence
2
3
9
4
3
2
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&mdash
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
an ally. As Dungeon Master, you should wait for a dramatically appropriate moment to reveal this enmity, leaving the adventurer guessing who is likely to become a betrayer.
Fool. You have
Classes
Player’s Handbook
;
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—
4
+2
Ability Score Improvement
2
4
7
4
3
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5
+3
Sear Undead
2
4
9
4
3
2
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6
+3
Subclass feature
3
4
10
4
3
3
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—
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7
+3
Blessed Strikes
3
4
11
4
3
3
Feats
Player’s Handbook
General Feat (Prerequisite: Level 4+, Spellcasting or Pact Magic Feature)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a
Magic Items
Dungeon Master’s Guide
it longs to be more than mere reference material.
Abyssal Lore. You can reference the Demonomicon whenever you make an Intelligence check to discern information about demons or a Wisdom (Survival
the Dungeon Master’s Guide):
2 minor beneficial properties
1 minor detrimental property
1 major detrimental property
Spells. The book has 8 charges and regains 1d8 expended charges daily
Feats
Player’s Handbook
General Feat (Prerequisite: Level 4+ Spellcasting or Pact Magic Feature)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a
Feats
Player’s Handbook
General Feat (Prerequisite: Level 4+; Intelligence, Wisdom, or Charisma 13+)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to
Ritual tag to the spells always prepared with this feature.
Quick Ritual. With this benefit, you can cast a Ritual spell that you have prepared using its regular casting time rather than the extended
Magic Items
Forgotten Realms: Heroes of Faerûn
cast the spell using any spell slots you have of the appropriate level. If you have the Spellcasting or Pact Magic feature, the spell uses your spellcasting ability; otherwise, if the spell requires a
, Thayan Spell Tattoos can’t be crafted like other magic items. To learn how to ink Thayan Spell Tattoos, you must have a Renown Score of 50+ with the Red Wizards.
To ink a Thayan Spell Tattoo, you
Classes
Forgotten Realms: Heroes of Faerûn
Unearth Secrets and Master the Mind
The Knowledge Domain values learning and understanding above all. Clerics who tap into this domain study esoteric lore, collect old tomes, delve into secret
Classes
Eberron: Forge of the Artificer
;
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—
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
—
6
4
3
11
4
3
3
1
—
14
+5
Advanced Artifice
7
5
4
11
4
3
3
1
—
15
+5
Subclass feature
7
5
4
12
4
3
3
2
—
16
+5
Ability Score
Feats
Eberron: Forge of the Artificer
or Pact Magic class feature, the spells on the Mark of Detection Spells table are added to that feature’s spell list.
Mark of Detection Spells
Spell Level
Spells
1
Detect
Evil and Good, Identify
2
Detect Thoughts, Find Traps
3
Clairvoyance, Nondetection
4
Arcane Eye, Divination
5
Legend Lore
Feats
Forgotten Realms: Heroes of Faerûn
General Feat (Prerequisite: Level 4+, Spellfire Spark Feat or the Spellcasting or Pact Magic Feature)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence, Wisdom, or
Charisma score by 1, to a maximum of 20.
Fueled Spellfire. Once per turn, when a spell you cast deals Radiant damage, you can expend up to two Hit Point Dice, roll them, and add the total rolled to
Feats
Forgotten Realms: Heroes of Faerûn
Epic Boon Feat (Prerequisite: Level 19+, Spellcasting or Pact Magic Feature)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to
Feats
Forgotten Realms: Heroes of Faerûn
General Feat (Prerequisite: Level 4+, Emerald Enclave Fledgling Feat)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a
once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. When you cast it without a spell slot using this feature, it doesn’t require
Feats
Forgotten Realms: Heroes of Faerûn
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.
Antitoxic. You have Immunity
to Poison damage and the Poisoned condition.
Perfect Poisoner. Once per turn, when you roll dice to determine Poison damage a creature takes from your attack, spell, or feature, you can instead use the highest number possible for each die.
Feats
Eberron: Forge of the Artificer
Friendship or Speak with Animals if the creature’s Intelligence score is 3 or lower.
Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of
Handling Spells table are added to that feature’s spell list.
Mark of Handling Spells
Spell Level
Spells
1
Command, Find Familiar
2
Beast Sense, Calm Emotions
3
Beacon of Hope, Conjure Animals
4
Aura of Life, Dominate Beast
5
Awaken
Feats
Astarion's Book of Hungers
General Feat (Prerequisite: Level 4+)
You gain the following benefits.
Ability Score Increase. Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
Powerful Recovery
with an attack roll, you can expend a Hit Point Die, roll it, and regain a number of Hit Points equal to the number rolled plus your Constitution modifier.
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Feats
Forgotten Realms: Heroes of Faerûn
Epic Boon Feat (Prerequisite: Level 19+)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 30.
Shapechanger. You
; and ability to communicate. If you have the Spellcasting or Pact Magic feature, you retain it too. Upon shape-shifting, you determine whether your equipment drops to the ground or changes in size
Monsters
Baldur’s Gate: Descent into Avernus
":"damage","rollDamageType":"necrotic"} necrotic damage.Those who follow Myrkul are either wizards or those who seek to master the necromantic arts.
Delvers into Lore. Cultists of Myrkul study rituals
that allow them to force the souls of the dead into service, compelling them to answer questions and share forgotten lore. They seek out arcane secrets in ancient ruins, and attempt to steal
Monsters
Baldur’s Gate: Descent into Avernus
","rollAction":"Scorching Ray","rollDamageType":"fire"} fire damage per ray.Those who follow Myrkul are either wizards or those who seek to master the necromantic arts.
Delvers into Lore. Cultists of
Grave Magic. When the master of souls cast a spell that deals damage, it can change the spell's damage type to necrotic.
Spellcasting. The master of souls is a 5th-level spellcaster. Its spellcasting
Monsters
Baldur’s Gate: Descent into Avernus
master the necromantic arts.
Delvers into Lore. Cultists of Myrkul study rituals that allow them to force the souls of the dead into service, compelling them to answer questions and share forgotten
lore. They seek out arcane secrets in ancient ruins, and attempt to steal spellbooks and other tomes from wizards outside of the cult.
Cult Ranks. A follower of Myrkul wields a flail that has a skull
Book of Vile Darkness
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
the book’s contents, provided that those modifications advance evil and expand the lore already contained within.
Whenever a non-evil creature attunes to the Book of Vile Darkness, that creature
reading and studying the book, one ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to a minimum of 3. The book can’t adjust your






