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Returning 35 results for 'score change adventurers gain'.
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score channel adventure gain
score channel adventures gain
Monsters
Monster Manual
.
Rapport Spores. The myconid expels spores in a 30-foot Emanation originating from itself. Creatures in that area with an Intelligence score of 2 or higher that aren’t Constructs, Elementals, or Undead gain telepathy with a range of 30 feet for 1 hour.
Monsters
Monster Manual
. Creatures in that area with an Intelligence score of 2 or higher that aren’t Constructs, Elementals, or Undead gain telepathy with a range of 30 feet for 1 hour.
Monsters
Monster Manual
Intelligence score of 2 or higher that aren’t Constructs, Elementals, or Undead gain telepathy with a range of 30 feet for 1 hour.
Magic Items
Dungeon Master’s Guide
While wearing this cloak, you can take a Bonus Action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the
cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties.
Magic Items
Dungeon Master’s Guide
While wearing this pendant, you gain the following benefits.
Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a
Spells
Player’s Handbook
.
Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed.
Change Appearance. You alter your appearance. You decide
another species, though none of your statistics change. You can’t appear as a creature of a different size, and your basic shape stays the same; if you’re bipedal, you can’t use this
Classes
Player’s Handbook
wilderness. A Ranger’s talents and magic are honed with deadly focus to protect the world from the ravages of monsters and tyrants.
Becoming a Ranger...
As a Level 1 Character
Gain all the
traits in the Core Ranger Traits table.
Gain the Ranger’s level 1 features, which are listed in the Ranger Features table.
As a Multiclass Character
Gain the following traits from the Core
Classes
Player’s Handbook
mightiest spells change one substance into another, call meteors from the sky, or open portals to other worlds.
Most Wizards share a scholarly approach to magic. They examine the theoretical
magic available in the present age.
Becoming a Wizard...
As a Level 1 Character
Gain all the traits in the Core Wizard Traits table.
Gain the Wizard’s level 1 features, which are listed
Classes
Player’s Handbook
to the law, no common criminal or officer of the law can match the subtle brilliance of the greatest Rogues.
Becoming a Rogue...
As a Level 1 Character
Gain all the traits in the Core Rogue
Traits table.
Gain the Rogue’s level 1 features, which are listed in the Rogue Features table.
As a Multiclass Character
Gain the following traits from the Core Rogue Traits table: Hit Point
Classes
Player’s Handbook
slaying monsters and plundering treasure; they strive to turn themselves into living weapons.
Becoming a Monk...
As a Level 1 Character
Gain all the traits in the Core Monk Traits table.
Gain
the Monk’s level 1 features, which are listed in the Monk Features table.
As a Multiclass Character
Gain the Hit Point Die trait from the Core Monk Traits table.
Gain the Monk’s level
Classes
Player’s Handbook
broad ability and extensive specialization makes Fighters superior combatants.
Becoming a Fighter...
As a Level 1 Character
Gain all the traits in the Core Fighter Traits table.
Gain the
Fighter’s level 1 features, which are listed in the Fighter Features table.
As a Multiclass Character
Gain the following traits from the Core Fighter Traits table: Hit Point Die, proficiency
Classes
Player’s Handbook
regions of unspoiled nature, but when a significant danger arises, Druids take a more active role as adventurers who combat the threat.
Becoming a Druid...
As a Level 1 Character
Gain all the
, individual Druids gain their magic from nature, a nature deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles
Classes
Player’s Handbook
Barbarian...
As a Level 1 Character
Gain all the traits in the Core Barbarian Traits table.
Gain the Barbarian’s level 1 features, which are listed in the Barbarian Features table.
As a
Multiclass Character
Gain the following traits from the Core Barbarian Traits table: Hit Point Die, proficiency with Martial weapons, and training with Shields.
Gain the Barbarian’s level 1
Classes
Player’s Handbook
Paladin...
As a Level 1 Character
Gain all the traits in the Core Paladin Traits table.
Gain the Paladin’s level 1 features, which are listed in the Paladin Features table.
As a Multiclass
Character
Gain the following traits from the Core Paladin Traits table: Hit Point Die, proficiency with Martial weapons, and training with Light and Medium armor and Shields.
Gain the Paladin’s
Classes
Player’s Handbook
typically means some kind of adventure.
Becoming a Warlock...
As a Level 1 Character
Gain all the traits in the Core Warlock Traits table.
Gain the Warlock’s level 1 features, which are listed
in the Warlock Features table.
As a Multiclass Character
Gain the following traits from the Core Warlock Traits table: Hit Point Die and training with Light armor.
Gain the Warlock’s
Classes
Player’s Handbook
Level 1 Character
Gain all the traits in the Core Sorcerer Traits table.
Gain the Sorcerer’s level 1 features, which are listed in the Sorcerer Features table.
As a Multiclass Character
Gain the Hit Point Die from the Core Sorcerer Traits table.
Gain the Sorcerer’s level 1 features, which are listed in the Sorcerer Features table. See the multiclassing rules to determine
Classes
Player’s Handbook
. But Bards’ depth of knowledge and mastery of magic sets them apart.
Becoming a Bard...
As a Level 1 Bard
Gain all the traits in the Core Bard Traits table.
Gain the Bard’s level 1
features, which are listed in the Bard Features table.
As a Multiclass Bard
Gain the following traits from the Core Bard Traits table: Hit Point Die, proficiency in one skill of your choice
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
The weapon has 5 charges. You can expend 1 charge and make a ranged attack with the weapon, hurling it as if it had
to which you are also attuned, you gain the following benefits:
Giants’ Bane. When you roll a 20 on the d20 for an attack roll made with this weapon against a Giant, the creature must succeed
Classes
Player’s Handbook
Character
Gain all the traits in the Core Cleric Traits table.
Gain the Cleric’s level 1 features, which are listed in the Cleric Features table.
As a Multiclass Character
Gain the
following traits from the Core Cleric Traits table: Hit Point Die and training with Light and Medium armor and Shields.
Gain the Cleric’s level 1 features, which are listed in the Cleric Features
Magic Items
Dungeon Master’s Guide
and the status it bestowed. Centuries later, the dwarves still search for the axe, and many adventurers have made careers of chasing after rumors and plundering old vaults to find it.
Magic Weapon
Moradin. While attuned to the axe, you gain the following benefits:
Darkvision. You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.
Fortitude of
Monsters
Monster Manual
Underdark, in the tunnel-mazes they occupied in life or in the lairs of enemy beholders they conquered. These lairs are devoid of life, as death tyrants change their servants into Undead horrors.
The
throw or gain no benefit from that rest.
If the death tyrant dies or moves its lair elsewhere, these effects end immediately.PoisonNegative Energy Cone. The death tyrant’s central eye emits an
Magic Items
Dungeon Master’s Guide
some fell goal.
The wand is topped with a skull that once belonged to a human hero slain by Orcus. The wand can magically change in size to better conform to the grip of its user. All Holy Water
2 minor detrimental properties
1 major detrimental property
The detrimental properties of the Wand of Orcus are suppressed while the wand is attuned to Orcus.
Protection. You gain a +3 bonus to
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
which you are proficient appears on your person. The DM chooses the weapon.
Knight. You gain the service of a Knight, who magically appears in an unoccupied space you choose within 30 feet of
Spells
Player’s Handbook
the old feat and gain the benefits of the new one. You can’t replace a feat that is a prerequisite for any of your other feats or features.
Roll Redo. You undo a single recent event by forcing
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
Icewind Dale: Rime of the Frostmaiden
.
Dzaan’s Demise. Dzaan’s trouble started after he broke away from his fellow wizards and hired adventurers to scour Icewind Dale for Netherese ruins. One group of them uncovered a buried
tower in the tundra (see “Lost Spire of Netheril”), and Dzaan went out of his way to eliminate anyone who knew of it, including the adventurers who found it and several Ten-Towners with
Species
Van Richten’s Guide to Ravenloft
racial traits might remain after you gain a lineage, a possibility captured in the Ancestral Legacy trait. Keep this in mind when you explore the details of how you change after gaining a lineage
In the Land of the Mists, power and dread lie in the simple question “What happened to me?” The following lineages are races that characters might gain through remarkable events. These
Monsters
Bigby Presents: Glory of the Giants
toddlers can be dangerous, they’re no match for adventurers who can handle giant parents. Young giants are no more inherently evil than any other free-willed creature, so fighting and killing them
block. Change the creature type to Giant, increase the Strength to 14 (+2), and choose Giant as the child’s one language. The child attacks at +4;{"diceNotation":"1d20+4","rollType":"to hit
Monsters
Journeys through the Radiant Citadel
":"piercing"} piercing damage plus 14 (3d8);{"diceNotation":"3d8","rollType":"damage","rollAction":"Talon (Poison)","rollDamageType":"poison"} poison damage.
Change Shape. The tlacatecolo magically
damage and become poisoned.
While poisoned in this way, the creature can’t regain hit points. At the end of every hour, the creature must succeed on a DC 13 Constitution saving throw or gain 1
Magic Items
Candlekeep Mysteries
study.
When you succeed on the check, you gain the following benefits:
Your Intelligence score increases by 2, to a maximum of 22. Once you gain this benefit, you can’t use this scroll to
increase your Intelligence again.
You gain advantage on saving throws against spells and other magical effects.
When you gain the scroll’s benefits, a stone golem magically appears in an unoccupied space within 60 feet of you and acts as your ally. If you die, the golem turns to dust.
Magic Items
The Book of Many Things
This glittering red gem is commonly found embedded in a ring or brooch.
While wearing the gem, you gain the following benefits.
Counterfeit Coins. You can use your action to magically create a pile
where they are. Once this action is used, it can’t be used again until the next dawn.
Illusory Fashion. As a bonus action, you can magically change the appearance of your clothing and armor. You
Magic Items
Candlekeep Mysteries
Your Constitution score is 20 while you wear these gloves. This property of the gloves has no effect on you if your Constitution is already 20 or higher.
After making a successful unarmed strike
regaining hit points in this way, you can choose to gain advantage on one attack roll, ability check, or saving throw you make before the end of your next turn.
Monsters
Phandelver and Below: The Shattered Obelisk
deliberately change themselves, seeking to embrace the fell powers they worship. Creatures that become mutates often inexplicably change back to their previous forms once the Far Realm influence abates
, such as the cloaker mutate;cloaker and otyugh mutate;otyugh.
Mutates often gain psionic abilities, grow wings, become covered in otherworldly slime, or exhibit other unsettling traits. Specific mutated creatures are further described in appendix A.Psychic
Monsters
Phandelver and Below: The Shattered Obelisk
with the Far Realm. Some creatures become mutates after prolonged exposure to Far Realm energy or magic drawn from that strange plane. Others deliberately change themselves, seeking to embrace the fell
powers they worship. Creatures that become mutates often inexplicably change back to their previous forms once the Far Realm influence abates.
Forcing a transformation on creatures inexplicably fails
Monsters
Phandelver and Below: The Shattered Obelisk
with the Far Realm. Some creatures become mutates after prolonged exposure to Far Realm energy or magic drawn from that strange plane. Others deliberately change themselves, seeking to embrace the
fell powers they worship. Creatures that become mutates often inexplicably change back to their previous forms once the Far Realm influence abates.
Forcing a transformation on creatures inexplicably
Monsters
Candlekeep Mysteries
);{"diceNotation":"4d6+2","rollType":"damage","rollAction":"Energy Drain","rollDamageType":"necrotic"} necrotic damage, and the target must succeed on a DC 12 Constitution saving throw or gain 1 level of
exhaustion. When the target finishes a short or long rest, the target loses every level of exhaustion gained from this attack.
Change Shape. The gingwatzim changes from its true form—a 3-foot