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Returning 35 results for 'mechanics score with only are from for leaves'.
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Spells
Xanathar's Guide to Everything
normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
You
and any conditions removed.
You can’t have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.
Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.
Equipment
to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice
roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair
Equipment
its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is
equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your
Equipment
its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is
equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your
Equipment
its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is
equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your
Equipment
its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is
equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your
Equipment
its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is
equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your
Equipment
to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice
roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair
Deck of Many Things
Legacy
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Magic Items
Basic Rules (2014)
, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you
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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
highest Charisma score among all adventurers in the party, and its starting loyalty score is half that number. If the highest Charisma score changes — perhaps a character dies or leaves the group — adjust
death for them. Loyalty can be roleplayed or represented by this rule. Loyalty Score An NPC’s loyalty is measured on a numerical scale from 0 to 20. The NPC’s maximum loyalty score is equal to the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
(Perception) score of 17 or higher. The chwinga always leaves something else in exchange: a pretty shell, a handful of nuts, or an uncut gemstone (10 gp).
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Score is half that number. If the highest Charisma score changes—perhaps a character dies or leaves the group—adjust the NPC’s Loyalty Score accordingly. Tracking Loyalty. Keep track of an NPC’s
life debt to the characters or shares their goals might fight to the death for them. You can simply decide on an NPC’s loyalty, or you can track a Loyalty Score using the following rules. Loyalty
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Mark of Storm Traits If your half-elf character has the Mark of Storm, the following traits replace the half-elf’s Ability Score Increase and Skill Versatility traits in the Player’s Handbook
. Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1. Windwright’s Intuition. When you make a Dexterity (Acrobatics) check or any ability check involving
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
patrolling the laboratory section (areas 1 to 23). On a 3–4, it patrols the temple section (areas 24 to 39). There are no fixed mechanics for encounters with the thessalhydra, but feel free to have
the temple, the thessalhydra leaves its current zone and takes up a patrol in the other zone. The thessalheart construct switches to the opposite zone (see below). Thessalheart Construct The
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Elemental, Neutral
AC 13 Initiative +3 (13)
HP 65 (10d10 + 10)
Speed 5 ft., Swim 60 ft.
Ability Score Mod Save
Str 17 +3 +3
Dex 16 +3 +3
Con 13 +1 +1
Ability
Score Mod Save
Int 11 +0 +0
Wis 10 +0 +0
Cha 10 +0 +0
Resistances Fire
Immunities Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
patrons etched on trees, mingled among tea leaves, or adrift in the clouds — messages that only the warlock can see. Other warlocks converse with their patrons in dreams or waking visions, or deal only
with intermediaries. Quick Build You can make a warlock quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or
spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently. Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
A Rare Sighting As the party leaves their audience with the emperor, characters who have a passive Wisdom (Perception) score of 12 or higher catch a glimpse of a rare, fortuitous omen: the shadow of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Power I’jin (female) CN Fickle and unpredictable “I never stick to a plan.” Obo’laka The host’s Dexterity score becomes 23, unless it is already higher. Kubazan (male) CG Wild and spirited “I am
fearless and not afraid to take great risks.” Papazotl The host’s Strength score becomes 23, unless it is already higher. Moa (male) LG Truthful and kind “I must always speak the truth.” Wongo The host can
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Animated Objects Animated Armor Medium Construct, Unaligned
AC 18 Initiative +2 (12)
HP 33 (6d8 + 6)
Speed 25 ft.
Ability Score Mod Save
Str 14 +2 +2
Dex 11 +0 +0
Con
13 +1 +1
Ability Score Mod Save
Int 1 −5 −5
Wis 3 −4 −4
Cha 1 −5 −5
Immunities Poison, Psychic; Charmed, Deafened, Exhaustion, Frightened, Paralyzed
Compendium
- Sources->Dungeons & Dragons->Monster Manual
remains. Ochre Jelly Leftovers 1d6 After a Meal, the Ochre Jelly Leaves Behind... 1 A bone etched with a word or an eerie symbol. 2 Broken dragonborn or tiefling horns. 3 An ornate prosthetic
Initiative −2 (8)
HP 52 (7d10 + 14)
Speed 20 ft., Climb 20 ft.
Ability Score Mod Save Str 15 +2 +2 Dex 6 −2 −2 Con 14 +2 +2 Ability Score Mod Save Int 2 −4 −4 Wis 6 −2 −2 Cha 1 −5 −5
Compendium
- Sources->Dungeons & Dragons->Monster Manual
following list to inspire mimics’ shapes: Altar
Bell
Boulder
Cauldron
Chair
Chandelier
Chest
Cot
Door
Floor mat
Giant gemstone
Gravestone
Heap of leaves
Keg
Ladder
Lectern
Taxidermy
Throne
Topiary
Weapon rack
Mimic Medium Monstrosity, Neutral
AC 12 Initiative +3 (13)
HP 58 (9d8 + 18)
Speed 20 ft.
Ability Score Mod Save
Str 17 +3 +3
Dex 12
Compendium
- Sources->Dungeons & Dragons->Monster Manual
a poltergeist menaces the living. Poltergeist Activities 1d8 To Torment the Living, the Poltergeist... 1 Keeps returning a discarded item. 2 Leaves footprints on vertical surfaces. 3 Makes noises
. 8 Uncannily stacks books, furniture, or utensils. Poltergeist Medium or Small Undead, Chaotic Neutral
AC 12 Initiative +2 (12)
HP 22 (5d8)
Speed 5 ft., Fly 50 ft. (hover)
Ability Score
Compendium
- Sources->Dungeons & Dragons->Monster Manual
(Goblinoid), Lawful Evil
AC 20 Initiative +5 (15)
HP 112 (15d8 + 45)
Speed 30 ft.
Ability Score Mod Save
Str 17 +3 +3
Dex 14 +2 +5
Con 16 +3 +3
Ability Score
.
3 Marked with its creator’s symbol.
4 Similar to those of a winged humanoid.
5 Sprouting flowers and leaves.
6 Suggestive of its creator’s appearance.
7 Underdeveloped and
Compendium
- Sources->Dungeons & Dragons->Monster Manual
.
Ability Score Mod Save
Str 20 +5 +5
Dex 13 +1 +1
Con 16 +3 +3
Ability Score Mod Save
Int 9 −1 −1
Wis 10 +0 +0
Cha 10 +0 +0
Senses Darkvision 120
ft., Tremorsense 60 ft.; Passive Perception 10
Languages Umber Hulk
CR 5 (XP 1,800; PB +3)
Traits
Tunneler. The umber hulk can burrow through solid rock at half its Burrow Speed and leaves a
compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
flaw, which overrides any opposing flaw: “I never stick to a plan.”
Power While I’jin inhabits you, your Dexterity score becomes 23 unless it is already higher.
Kubazan (pronounced KOO-bah
risks.”
Power While Kubazan inhabits you, your Strength score becomes 23 unless it is already higher.
Moa (pronounced MOH-ah)
Moa, the Jaculi, is truthful and kind.
Flaw While inhabited by
Compendium
- Sources->Dungeons & Dragons->Monster Manual
things survive the tarrasque’s rampages, and reports of the monster’s devastation are often contradictory, incomplete, or beyond belief. In cases where it leaves no survivors, its calamities might
initially be blamed on evil dragons or magical disasters, but the tarrasque frequently leaves behind some unmistakable indication of its passage. Roll on or choose a result from the Tarrasque Evidence
Compendium
- Sources->Dungeons & Dragons->Monster Manual
), Lawful Evil
AC 21 Initiative +15 (25)
HP 402 (23d20 + 161)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
Ability Score Mod Save
Str 27 +8 +8
Dex 12 +1 +8
Con 25 +7 +7
Ability Score Mod Save
Int 20 +5 +5
Wis 17 +3 +10
Cha 22 +6 +6
Skills Deception +13, Perception +17, Persuasion +13, Stealth +8
Immunities Poison; Poisoned
Compendium
- Sources->Dungeons & Dragons->Monster Manual
AC 14 Initiative +0 (10)
HP 45 (6d10 + 12)
Speed 30 ft., Burrow 10 ft.
Ability Score Mod Save Str 17 +3 +3 Dex 11 +0 +0 Con 14 +2 +2 Ability Score Mod Save Int 1 −5 −5 Wis 13 +1 +1
Burrow Speed and leaves a 10-foot-diameter tunnel in its wake.
Actions
Bite. Melee Attack Roll: +5 (with Advantage if the target is Grappled by the ankheg), reach 5 ft. Hit: 10 (2d6 + 3) Slashing
Compendium
- Sources->Dungeons & Dragons->Monster Manual
97 (15d8 + 30)
Speed 30 ft.
Ability Score Mod Save
Str 16 +3 +3
Dex 17 +3 +3
Con 14 +2 +5
Ability Score Mod Save
Int 18 +4 +4
Wis 14 +2 +5
Cha
40 ft. (hover)
Ability Score Mod Save
Str 7 −2 −2
Dex 13 +1 +1
Con 10 +0 +0
Ability Score Mod Save
Int 10 +0 +0
Wis 12 +1 +1
Cha 17 +3 +3
compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
, transience incarnations embody the changing of seasons and the flowing of rivers. In Shadowmoor, these incarnations embody disease passing through its hosts, or the susurration of fallen leaves blowing
through an empty village. [Tooltip Not Found] Huge Fey, Neutral
AC 16 Initiative +8 (18)
HP 142 (15d12 + 45)
Speed 40 ft., Swim 40 ft.
Ability Score Mod Save
STR 21 +5 +5
DEX
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the
)
Ability Score Mod Save
STR 18 +4 +4
DEX 12 +1 +1
CON 14 +2 +2
Ability Score Mod Save
INT 6 −2 −2
WIS 12 +1 +1
CHA 8 −1 −1
Senses Passive
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
right hand of the guildmaster — or even becoming the master yourself! Your status in your guild is measured by your renown score. As you increase that score, you gain the opportunity to advance in the
ranks of the guild. When you join a guild as a starting character, your renown score with that guild is 1. Your renown score increases by 1 when you do something to advance the guild’s interests
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Monsters (G) Gargoyle Medium Elemental, Chaotic Evil
AC 15 Initiative +2 (12)
HP 67 (9d8 + 27)
Speed 30 ft., Fly 60 ft.
Ability Score Mod Save
Str 15 +2 +2
Dex 11 +0 +0
Con 16 +3 +3
Ability Score Mod Save
Int 6 −2 −2
Wis 11 +0 +0
Cha 7 −2 −2
Skills Stealth +4
Immunities Poison; Exhaustion, Petrified, Poisoned
Senses
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
misty step is a 2nd-level spell, this ability is potent enough that the subrace doesn’t need additional traits. This leaves us with the following features for the eladrin subrace: Ability Score
subraces in the Player’s Handbook include an ability score increase, a weapon training feature, and two or three additional traits. Given the story of the eladrin and their magical nature, an increase to an






