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Returning 35 results for 'score all chapter'.
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The Chapter Knight Background allows you to choose between Strength, Wisdom, Charisma. Increase one of these scores by 2 and another one by 1, or increase all three by 1. None of these increases can raise a score above 20.
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
. 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
seclusion. On other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See âGiants of Mythâ in chapter 3 for additional
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
guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See âGiants of Mythâ in chapter 3 for additional inspiration.)
Scions of giants
Magic Items
Guildmastersâ Guide to Ravnica
access to privileged places in its guildâs headquarters and outposts. At the DMâs discretion, a character might be given a keyrune upon attaining a renown score of 25 in their guild
description â unless youâre directed to chapter 6 of this source instead.
The creature is friendly to you, your companions, and other members of your guild (unless those guild members are
Monsters
Princes of the Apocalypse
to take lair actions on the Elemental Plane of Water, or in any elemental water node (such as the Plunging Torrents, described in chapter 5). On initiative count 20 (losing initiative ties), Olhydra
an Intelligence score of 2 or lower within 1 mile of the lair must succeed on a DC 15 Wisdom saving throw when they enter the area. If the saving throw succeeds, the creature is frightened and
Monsters
Princes of the Apocalypse
his dominion over the rock and stone around him to take lair actions on the Elemental Plane of Earth, or in any elemental earth node (including the Black Geode, described in chapter 5). On initiative
location. A hidden sinkhole can be spotted from a safe distance by any creature with a passive Wisdom (Perception) score of 15 or higher or spotted with a successful DC 15 Wisdom (Survival) check
Magic Items
The Book of Many Things
collectively as the Deck of Many More Things. (More information on creating new cards for this deck appears in chapter 2.)
Like the Deck of Many Things, the Deck of Many More Things manifests differently on
): 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 youâre immediately pulled through it
Magic Items
Baldurâs Gate: Descent into Avernus
radiant damage.
Divine Presence. Your Charisma score becomes 20, unless it is already 20 or higher.
Feathered Wings. You sprout a beautiful pair of feathered wings that grant you a flying speed of 90
Beneficial Properties table in chapter 7 of the Dungeon Masterâs Guide.
Searing Radiance. The sword deals an extra 9 (2d8) radiant damage to any creature it hits, or 16 (3d10) radiant damage if you
Species
Fizban's Treasury of Dragons
character is a member of the human race or one of the gameâs fantastical races. If you select one of the dragonborn races in this chapter, follow these additional rules during character creation
.
Ability Score Increases
When determining your characterâs ability scores, increase one of those scores by 2 and increase a different score by 1, or increase three different scores by 1
Species
Mordenkainen Presents: Monsters of the Multiverse
fairy or the harengon in this section, follow these additional rules during character creation.
Ability Score Increases
When determining your characterâs ability scores, increase one score by 2
and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The âQuick
Species
Fizban's Treasury of Dragons
. If you select one of the dragonborn races in this chapter, follow these additional rules during character creation.
Ability Score Increases
When determining your characterâs ability scores
, increase one of those scores by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as
Species
Fizban's Treasury of Dragons
the gameâs fantastical races. If you select one of the dragonborn races in this chapter, follow these additional rules during character creation.
Ability Score Increases
When determining your
characterâs ability scores, increase one of those scores by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to
Species
Mordenkainen Presents: Monsters of the Multiverse
Score Increases
When determining your characterâs ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule
in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race in this chapter tells
Senses (Passive Checks)
Legacy
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Rules
refers to a passive check total as a score.
For example, if a 1st-level character has a Wisdom of 15 and proficiency in Perception, he or she has a passive Wisdom (Perception) score of 14.
The
rules on hiding in the âDexterityâ section below rely on passive checks, as do the exploration rules in chapter 8, âAdventuring.â
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
instead of rolling Initiative. Your Initiative score equals 10 plus your Dexterity modifier. If you have Advantage on Initiative rolls, increase your Initiative score by 5. If you have Disadvantage on those rolls, decrease that score by 5. See also chapter 1 (âCombatâ).
Initiative Initiative determines the order of turns during combat. The combat rules in chapter 1 explain how to roll Initiative. Sometimes a DM might have combatants use their Initiative scores
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the godsâ champions throughout this chapter. If your piety score exceeds and then falls below one of those thresholds, you lose the benefit you gained at the higher tier. If you choose the Oracle
supernatural gift, you gain different rewards for your piety score, instead of the ones normally granted by your god. This gift and its benefits are described in chapter 1.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
" table at the end of chapter 5). Your Strength score limits the amount of gear you can carry. Try not to purchase equipment with a total weight (in pounds) exceeding your Strength score times 15. Chapter 7 has more information on carrying capacity.
such items are detailed in chapter 5 "Equipment." Instead of taking the gear given to you by your class and background, you can purchase your starting equipment. You have a number of gold pieces (gp
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
otherwise when the DM sees fit. Each godâs description in this chapter includes a discussion of the godâs goals and ideals, which your DM uses to judge whether you earn an increase in your piety score
Piety Being a godâs champion carries no benefits in and of itself. Each godâs description in this chapter paints a picture of the godâs typical champion, including ideas for how a player character
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
chapter 8 of the Playerâs Handbook for more information on some of the topics discussed below. A number of activities are restricted to certain officers, unless the DM rules otherwise. For example, a
crewâs time to grant extended breaks, provide instruction, and generally improve the quality of life on the ship. Once every 24 hours, if the crewâs quality score is 3 or lower, the first mate can
feats
Wayfinder's Guide to Eberron
You have manifested an aberrant dragonmark. Determine its appearance and the flaw associated with it. You gain the following benefits:
Increase your Constitution score by 1, to a maximum of 20
options in chapter 7 of the Dungeon Masterâs Guide. If the character fails to gain a boon, they have a 10 percent chance the next time they gain a level.
If the character gains a boon, the DM
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the optional loyalty rule from chapter 4 of the Dungeon Masterâs Guide. To convert a quality score into an individualâs loyalty score, add 10 to the crewâs quality score. Mutiny A poorly led or
Crew Members A ship requires a number of able-bodied sailors to crew it, as specified in its stat block. A crewâs skill, experience, morale, and health are defined by its quality score. This score
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Ability Score and Modifier A creature has six ability scoresâStrength, Dexterity, Constitution, Intelligence, Wisdom, and Charismaâeach of which has a corresponding modifier. Add the modifier when
you make a D20 Test with the corresponding ability or when a rule asks you to do so. See also chapter 1 (âThe Six Abilitiesâ).
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Racial Traits The description of each race includes racial traits that are common to members of that race. The following entries appear among the traits of most races. Ability Score Increase A race
example, if you play a young or very old character, your age could explain a particularly low Strength or Constitution score, while advanced age could account for a high Intelligence or Wisdom. Size
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Impiety Not every hero chooses the life of a divine champion. Leonin, in particular, are known for rejecting the worship of gods. If you donât devote yourself to a god, you donât have a piety score
and you gain no rewards for piety, but you donât suffer any negative consequences. The Iconoclast supernatural gift (described in chapter 1) offers a way for characters to gain benefits similar to rewards for piety without being devoted to a god.
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Critical Hit If you roll a 20 on the d20 for an attack roll, you score a Critical Hit, and the attack hits regardless of any modifiers or the targetâs AC. A Critical Hit lets you roll extra dice for
the attackâs damage against the target. Roll all of the attackâs damage dice twice and add them together. Then add any relevant modifiers. See also chapter 1 (âDamage and Healingâ).
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
âMulticlassingâ section later in this chapter. Adjust Hit Points and Hit Point Dice. Each time you gain a level, you gain an additional Hit Die. Roll that die, add your Constitution modifier to the
New Class Features. Look at your class features table in chapter 3, and note the features you gain at your new level in that class. Make any choices offered by a new feature. Adjust Proficiency Bonus
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
firearms in chapter 9 of the Dungeon Masterâs Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them. The Artificer Level Proficiency Bonus
Infuse Item 4 2 2 2 â â â â
3rd +2 Artificer Specialist,
The Right Tool for the Job 4 2 2 3 â â â â
4th +2 Ability Score Improvement 4 2 2 3 â â â â
5th +3
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Tabaxi Hunter Any character with a passive Wisdom (Perception) score of 15 or higher spots a tabaxi hunter (see appendix D) watching the party from a vantage point 300 feet away. If the tabaxi goes
unseen, it might shadow the characters for a while, then suddenly appear to help them fight off a tough encounter or warn them of danger in the vicinity. If this encounter takes place in Omu, see chapter 3 for more information on the tabaxi hunters found there.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
refers to a passive check total as a score. For example, if a 1st-level character has a Wisdom of 15 and proficiency in Perception, he or she has a passive Wisdom (Perception) score of 14. The rules on
hiding in the âDexterityâ section below rely on passive checks, as do the exploration rules in chapter 8, âAdventuring.â
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
the save without rolling. The result of a save is detailed in the effect that allowed it. If a target is forced to make a save and lacks the ability score used by it, the target automatically fails. See also chapter 1 (âD20 Testsâ).
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
HUMAN TRAITS
If your campaign uses the optional feat rules from chapter 6, your Dungeon Master might allow these variant traits, all of which replace the humanâs Ability Score Increase trait
Human Traits Itâs hard to make generalizations about humans, but your human character has these traits. Ability Score Increase. Your ability scores each increase by 1. Age. Humans reach adulthood in
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Chapter 5: Feats ZOLTAN BOROS The Weathermay-Foxgrove Twins, Gennifer and Laurie, along with the investigators
Alanik Ray and Arthur Sedgwick, fight to escape the horrors of Castle Ravenloft This
chapter offers a collection of feats, which are special features not tied to a character class. A feat represents a talent or an area of expertise that gives a character special capabilities. It
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Features of the Astral Sea In the Astral Sea, time is meaningless, and creatures can survive there indefinitely without food or drink. The locations explored within this chapter are a small fraction
otherwise stated, creatures can breathe normally. Gravity The characters are in an area of normal gravity during this chapter. Movement Though many creatures use spelljamming ships or other vessels to
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Balloon Crash Before the characters descend from their perch on the Queenâs Way, the one with the highest passive Wisdom (Perception) score notices something: In the distant sky, you spot a great
approximately a mile away.
The doomed balloon crashes into Slanty Tower, which the characters canât see through the fog and haze. See âThe Calamitous Flight of Sir Talavar and Wigglewogâ later in the chapter for a description of the balloon and its passengers.






