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Returning 35 results for 'part score'.
Spells
Player’s Handbook
the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might be achieved only in part, or you might suffer an unforeseen consequence as a
cast a spell until you finish a Long Rest, you take 1d10 Necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength score becomes 3
Monsters
Acquisitions Incorporated
.
Tentacles play a big part in K'thriss's spellcasting, whether wrenching him through the sky when he uses magic to fly, or manifesting in dark, suckered form when he casts spells such as thorn whip. And
uses the stat block of a poisonous snake with these changes:
It has an Intelligence score of 12 (+2).
It has telepathy out to a range of 30 feet.
Monsters
Eberron: Rising from the Last War
);{"diceNotation":"4d12","rollType":"damage","rollAction":"Lair Action","rollDamageType":"psychic"} psychic damage. Unless the target has immunity to psychic damage, its Intelligence score is reduced by 1d4
each time it fails the saving throw for this lair action. The target dies if its Intelligence score is reduced to 0. The reduction lasts until the target finishes a short or long rest.
Regional
Monsters
Bigby Presents: Glory of the Giants
1 mile of the scion. The words are indistinct, but a creature with an Intelligence score of 5 or higher interprets them as instructions for a prank they can play on others.
If the scion dies, these
’ gods are enormously powerful beings who infuse the world around them with primeval magic. In many worlds, they slumber and have become part of the landscape. In this case, each scion is enclosed in
Monsters
Bigby Presents: Glory of the Giants
. Whispers can be heard on the wind within 1 mile of the scion. The words are indistinct, but a creature with an Intelligence score of 5 or higher interprets them as instructions for a prank they can play on
inspiration.)
Scions of giants’ gods are enormously powerful beings who infuse the world around them with primeval magic. In many worlds, they slumber and have become part of the landscape. In
Magic Items
The Book of Many Things
various worlds. While it can include fewer or different cards, it frequently appears with a Deck of Many Things as part of a combined deck of sixty-six illuminated cards. The combined deck is usually
): acid, cold, fire, lightning, or thunder.
Expert. Your Dexterity score increases by 2, to a maximum of 22.
Fey. A fey crossing opens into the Feywild, and you’re immediately pulled through it
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
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
and are often carried (and revered) by that urdefhan’s descendants. If you score a Critical Hit against a creature that isn’t a Construct or Undead while using this weapon, you deal an
mastery property. To use this property, you must have a feature that lets you use it.
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Feats
Player’s Handbook (2024)
General Feat (Prerequisite: Level 4+, Dexterity 13+)
You gain the following benefits.
Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.
Blindsight. You have
Blindsight with a range of 10 feet.
Fog of War. You exploit the distractions of battle, gaining Advantage on any Dexterity (Stealth) check you make as part of the Hide action during combat.
Sniper. If you
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
feats
Player’s Handbook (2024)
General Feat (Prerequisite: Level 4+, Strength 13+)
You gain the following benefits.
Ability Score Increase. Increase your Strength score by 1, to a maximum of 20.
Heavy Weapon Mastery. When you
hit a creature with a weapon that has the Heavy property as part of the Attack action on your turn, you can cause the weapon to deal extra damage to the target. The extra damage equals your
feats
Player’s Handbook (2024)
General Feat (Prerequisite: Level 4+, Shield Training)
You gain the following benefits.
Ability Score Increase. Increase your Strength score by 1, to a maximum of 20.
Shield Bash. If you attack a
creature within 5 feet of you as part of the Attack action and hit with a Melee weapon, you can immediately bash the target with your Shield if it’s equipped, forcing the target to make a
Species
Mordenkainen Presents: Monsters of the Multiverse
facial features have a bestial cast, often with large eyes and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. While a shifter
race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability
Feats
Bigby Presents: Glory of the Giants
You’ve manifested the resilience emblematic of hill giants, granting you the following benefits:
Ability Score Increase. Increase your Strength, Constitution, or Wisdom score by 1, to a
’t have the prone condition.
Iron Stomach. Whenever you eat food as part of a short rest and spend one or more Hit Dice to regain hit points, you regain additional hit points equal to your Constitution modifier + your proficiency bonus.
feats
Player’s Handbook (2024)
General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)
You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
Punch
and Grab. When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can use both the Damage and the Grapple option. You can use this benefit only once per turn
feats
General Feat (Prerequisite: Level 4+, Cult of the Dragon Initiate Feat)
You gain the following benefits.
Ability Score Increase. Increase your Constitution or Charisma score by 1, to a maximum of
part of the Attack or Magic action on your turn, you can use the Dragon’s Terror benefit of the Cult of the Dragon Initiate feat as a Bonus Action this turn.
Feats
Dragonlance: Shadow of the Dragon Queen
You are a Knight of Solamnia aligned with the Order of the Rose, a group known for leadership, justice, and wisdom. Your resolve grants you these benefits:
Ability Score Increase. Increase your
Constitution, Wisdom, or Charisma score by 1, to a maximum of 20.
Bolstering Rally. As a bonus action, you can encourage one creature you can see within 30 feet of yourself (you can choose yourself). If
Feats
Dragonlance: Shadow of the Dragon Queen
You are a Knight of Solamnia aligned with the Order of the Sword, a group devoted to heroism and courage. Bravery steels your spirit, granting you these benefits:
Ability Score Increase. Increase
your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
Demoralizing Strike. Once per turn, when you hit a creature with a weapon attack roll, you can attempt to frighten that target
feats
Player’s Handbook (2024)
General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)
You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20
with a melee attack roll as part of the Attack action, choose one of the following effects: gain a 1d8 bonus to the attack’s damage roll, or push the target up to 10 feet away if it is no more than one size larger than you. You can use this benefit only once on each of your turns.
Feats
Dragonlance: Shadow of the Dragon Queen
Score Increase. Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
Commanding Rally. As a bonus action, you can command one ally within 30 feet of yourself to attack
. Whether a character follows this path or another, they retain what they learned as a member of an order even if they join another. Characters can change what knightly order they’re a part of, but they always have access to any Knight of Solamnia feats they’ve acquired.
Chef
Legacy
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Feats
Tasha’s Cauldron of Everything
Time spent mastering the culinary arts has paid off , granting you the following benefits:
Increase your Constitution or Wisdom score by 1, to a maximum of 20.
You gain proficiency with cook
’s utensils if you don’t already have it.
As part of a short rest, you can cook special food, provided you have ingredients and cook’s utensils on hand. You can prepare enough of this
Species
Acquisitions Incorporated
who study this entity claim that it is clearly evil and destructive. Others call it simply a necessary part of the cycle of death and rebirth. In the end, though, That-Which-Endures shows precious
the head with a single ring to keep them from flapping about.
Changes in gender are also a known and accepted part of verdan life. These fluid aspects of form and identity are seen as blessings
feats
Player’s Handbook (2024)
General Feat (Prerequisite: Level 4+)
You gain the following benefits.
Ability Score Increase. Increase your Constitution or Wisdom score by 1, to a maximum of 20.
Cook’s Utensils. You gain
proficiency with Cook’s Utensils if you don’t already have it.
Replenishing Meal. As part of a Short Rest, you can cook special food if you have ingredients and Cook's Utensils on hand
feats
You have honed and perfected your skills fighting against spellcasters, possibly from your background hunting mages as part of the Arcanist Inquisition. You gain the following benefits.
Ability
Score Increase. Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20.
Dodge Spells. You can take a Reaction to avoid a spell that is targeting only you and doesn’t create
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Great Weapon Master General Feat (Prerequisite: Level 4+, Strength 13+) You gain the following benefits. Ability Score Increase. Increase your Strength score by 1, to a maximum of 20. Heavy Weapon
Mastery. When you hit a creature with a weapon that has the Heavy property as part of the Attack action on your turn, you can cause the weapon to deal extra damage to the target. The extra damage equals
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Skulker General Feat (Prerequisite: Level 4+, Dexterity 13+) You gain the following benefits. Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20. Blindsight. You have
Blindsight with a range of 10 feet. Fog of War. You exploit the distractions of battle, gaining Advantage on any Dexterity (Stealth) check you make as part of the Hide action during combat. Sniper. If you
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Grappler General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+) You gain the following benefits. Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20
. Punch and Grab. When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can use both the Damage and the Grapple option. You can use this benefit only once per
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Grappler General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+) You gain the following benefits. Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20
. Punch and Grab. When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can use both the Damage and the Grapple option. You can use this benefit only once per
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Hippogriff World-Traveling Hunter and Steed Habitat: Grassland, Hill, Mountain; Treasure: None Axel Defois Part hunting bird, part horse, hippogriffs are majestic creatures that hunt
60 ft.
Ability Score Mod Save Str 17 +3 +3 Dex 13 +1 +1 Con 13 +1 +1 Ability Score Mod Save Int 2 −4 −4 Wis 12 +1 +1 Cha 8 −1 −1
Skills Perception +5
Senses Passive Perception 15
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
experience. Maybe your character was born during an epic storm or a volcanic eruption, which was interpreted as a sign that becoming a druid was part of your character’s destiny. Have you always been
an adventurer as part of your druidic calling, or did you first spend time as a caretaker of a sacred grove or spring? Perhaps your homeland was befouled by evil, and you took up an adventuring life in






