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Returning 35 results for 'mdash score with over action from for lore'.
Equipment
A Tinderbox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle, Lamp, Lantern, or Torch—or anything else with exposed fuel—takes a Bonus Action. Lighting any other fire takes 1 minute.
Monsters
Monster Manual
", "rollAction":"Draining Swipe", "rollDamageType":"Necrotic"} Necrotic damage, and the target’s Strength score decreases by 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Draining Swipe
"}. The target dies if this reduces that score to 0. If a Humanoid is slain by this attack, a Shadow rises from the corpse 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Draining Swipe"} hours
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
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
one of the following skills: Arcana, History, Investigation, Nature, or Religion. If you lack proficiency in the chosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it.
Quick Study. You can take the Study action as a Bonus Action.
Classes
Player’s Handbook
;
4
+2
Ability Score Improvement
2
5
3
—
—
—
—
5
+3
Extra Attack
3
6
4
2
—
—
—
6
+3
Roving
3
6
4
2
—
—
&mdash
;
7
+3
Subclass feature
3
7
4
3
—
—
—
8
+3
Ability Score Improvement
3
7
4
3
—
—
—
9
+4
Expertise
4
9
4
3
2
—
&mdash
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
2
3
6
+3
Subclass feature
5
3
7
2
3
7
+3
—
6
3
8
2
4
8
)
9
4
13
3
5
16
+5
Ability Score Improvement
9
4
13
3
5
17
+6
Mystic Arcanum (level 9 spell)
9
4
14
4
5
18
+6
—
10
4
14
4
5
19
+6
Epic Boon
10
4
Spells
Player’s Handbook
This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can
still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration.
An affected target must take a Bonus Action to pass from the liquid&rsquo
Monsters
Monster Manual
(spell save DC 16):
At Will: Detect Magic, Identify, Mage Hand, Minor Illusion, Prestidigitation1/Day Each: Dispel Magic, Legend Lore, Locate Object, Plane Shift, Remove Curse, TonguesLegendary Action
Years"} years older. Failure or Success: The sphinx can’t take this action again until the start of its next turn.PsychicNecrotic, Radiant
Classes
Player’s Handbook
mercenaries—as Fighters, they all share an unparalleled prowess with weapons and armor. And they are well acquainted with death, both meting it out and defying it.
Fighters master various
Proficiency Bonus
Class Features
Second Wind
Weapon Mastery
1
+2
Fighting Style, Second Wind, Weapon Mastery
2
3
2
+2
Action Surge (one use), Tactical Mind
2
3
3
+2
Classes
Player’s Handbook
;
—
4
+2
Ability Score Improvement
D6
3
7
4
3
—
—
—
—
—
—
—
5
+3
Font of Inspiration
D8
3
9
4
3
2
—
—
&mdash
;
—
—
—
8
+3
Ability Score Improvement
D8
3
12
4
3
3
2
—
—
—
—
—
9
+4
Expertise
D8
3
14
4
3
3
3
1
—
&mdash
Classes
Player’s Handbook
;
4
+2
Ability Score Improvement
4
5
7
4
3
—
—
—
—
—
—
—
5
+3
Sorcerous Restoration
5
5
9
4
3
2
—
—
&mdash
;
—
—
8
+3
Ability Score Improvement
8
5
12
4
3
3
2
—
—
—
—
—
9
+4
—
9
5
14
4
3
3
3
1
—
—
&mdash
Classes
Player’s Handbook
;
—
—
4
+2
Ability Score Improvement
2
5
3
—
—
—
—
5
+3
Extra Attack, Faithful Steed
2
6
4
2
—
—
—
6
+3
Aura of
Protection
2
6
4
2
—
—
—
7
+3
Subclass feature
2
7
4
3
—
—
—
8
+3
Ability Score Improvement
2
7
4
3
—
—
—
9
Classes
Player’s Handbook
;
—
—
4
+2
Ability Score Improvement
4
7
4
3
—
—
—
—
—
—
—
5
+3
Memorize Spell
4
9
4
3
2
—
—
&mdash
;
—
8
+3
Ability Score Improvement
4
12
4
3
3
2
—
—
—
—
—
9
+4
—
4
14
4
3
3
3
1
—
—
—
—
10
+4
Spells
Player’s Handbook
You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear
, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.
Magic Items
Dungeon Master’s Guide
This magic item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as a Magic action, and it can’t be removed against your will while you are alive.
Backgrounds
Player’s Handbook
odd jobs and services in exchange for access to their libraries. You whiled away many a long evening studying books and scrolls, learning the lore of the multiverse—even the rudiments of magic—and your mind yearns for more.
Classes
Player’s Handbook
;
—
—
—
—
4
+2
Ability Score Improvement
2
4
7
4
3
—
—
—
—
—
—
—
5
+3
Sear Undead
2
4
9
4
3
2
1
—
—
—
—
—
8
+3
Ability Score Improvement
3
4
12
4
3
3
2
—
—
—
—
—
9
+4
—
3
4
14
4
3
3
3
1
Classes
Player’s Handbook
;
—
—
4
+2
Ability Score Improvement
2
3
7
4
3
—
—
—
—
—
—
—
5
+3
Wild Resurgence
2
3
9
4
3
2
—
&mdash
;
—
—
—
8
+3
Ability Score Improvement
3
3
12
4
3
3
2
—
—
—
—
—
9
+4
—
3
3
14
4
3
3
3
1
—
&mdash
Magic Items
Dungeon Master’s Guide
While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You
decide what it looks like—including color, style, and accessories—but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor.
Classes
Player’s Handbook
Unearth Forbidden Lore of Ineffable Beings
When you choose this subclass, you might bind yourself to an unspeakable being from the Far Realm or an elder god—a being such as Tharizdun, the
Spells
Player’s Handbook
A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration.
Nothing—not
physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or
Equipment
strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double-bladed scimitar is an expensive weapon (100 gp) — few though ever have the opportunity to purchase
to prove they’re worthy to wield it.
Special. If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
Species
Player’s Handbook
and adventurous spirit that leads them on journeys of discovery, affording them the chance to explore a bigger world and make new friends along the way. Their size—similar to that of a human
child—helps them pass through crowds unnoticed and slip through tight spaces.
Anyone who has spent time around halflings, particularly halfling adventurers, has likely witnessed the storied &ldquo
Spells
Player’s Handbook
Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell—called the contingent spell—as part of casting
Classes
Player’s Handbook
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
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
Magic Items
Dungeon Master’s Guide
1d100 (13-Card Deck)
1d100 (22-Card Deck)
Card
—
01–05
Balance
—
06–10
Comet
—
11–14
Donjon
01–08
15–18
Euryale
—
19–23
Fates
09–16
24–27
Flames
—
28–31
Fool
—
32–36
Gem
17–24
37–41
Jester
25–32
42–46
Monsters
Monster Manual
until the net is destroyed (AC 10; HP 5; Immunity to Bludgeoning, Poison, and Psychic damage). A creature can take an action to make a DC 10 Strength (Athletics) check to free itself or another creature
in a net within 5 feet, destroying the net on a success.Sticky Shield. Trigger: A creature misses the kuo-toa with a melee attack roll using a weapon. Response—Strength Saving Throw: DC 11, the
Spells
Player’s Handbook
creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature
spell ends.
Image. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can’t create sound
Classes
Player’s Handbook
Arts, Unarmored Defense
1d6
—
—
2
+2
Monk’s Focus, Unarmored Movement, Uncanny Metabolism
1d6
2
+10 ft.
3
+2
Deflect Attacks, Monk Subclass
1d6
3
+10 ft.
4
+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
Feats
Player’s Handbook
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.
Merge with Shadows. While
within Dim Light or Darkness, you can give yourself the Invisible condition as a Bonus Action. The condition ends on you immediately after you take an action, a Bonus Action, or a Reaction.
Shadowy Form. While within Dim Light or Darkness, you have Resistance to all damage except Psychic and Radiant.
Feats
Player’s Handbook
General Feat (Prerequisite: Level 4+, Intelligence or Wisdom 13+)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
Keen
Observer. Choose one of the following skills: Insight, Investigation, or Perception. If you lack proficiency with the chosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it.
Quick Search. You can take the Search action as a Bonus Action.
Feats
Player’s Handbook
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.
Escape Artist. As a Bonus
Action, you can take the Disengage action, which also ends the Grappled condition on you.
Quickness. Your Speed increases by 30 feet.
Spells
Player’s Handbook
1 foot. If the cord is cut—which happens only when an effect states that it does so—the target’s body and astral form both die.
A target’s astral form can travel through the
spell ends for all the targets if you take a Magic action to dismiss it.
When the spell ends for a target who isn’t dead, the target reappears in its body and exits the state of suspended animation.
Classes
Player’s Handbook
as a Rage. More than a mere emotion—and not limited to anger—this Rage is an incarnation of a predator’s ferocity, a storm’s fury, and a sea’s turmoil.
Some Barbarians
Defense, Weapon Mastery
2
+2
2
2
+2
Danger Sense, Reckless Attack
2
+2
2
3
+2
Barbarian Subclass, Primal Knowledge
3
+2
2
4
+2
Ability Score Improvement
3
+2
3
5
+3
Magic Items
Dungeon Master’s Guide
While you are attuned to this magic weapon, your Strength is 20 unless your Strength is already equal to or greater than that score. The weapon deals an extra 1d8 Thunder damage to any creature it
hits and an extra 3d8 Thunder damage to objects it hits that aren’t being worn or carried.
The weapon has the following additional properties.
Clap of Thunder. As a Magic action, you can strike






