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Returning 35 results for 'score of rain defense verbal'.
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Magic Items
Dungeon Master’s Guide
.
21–30
An animate but immobile stone statue in your likeness rises and makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and
makes a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature
Feats
Forgotten Realms: Heroes of Faerûn
Epic Boon Feat (Prerequisite: Level 19+)
You gain the following benefits.
Ability Score Increase. Increase your Strength or Constitution score by 1, to a maximum of 30.
Defense of Body and Mind. While you are Bloodied, you have Resistance to every damage type except Force.
Feats
Forgotten Realms: Heroes of Faerûn
Epic Boon Feat (Prerequisite: Level 19+)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 30.
Inspire Dance. You
. While a creature that failed its saving throw against your Otto's Irresistible Dance has the Charmed condition from that spell, it can’t cast spells with Verbal components, and it sings delightful nonsense if it can sing.
Backgrounds
Sword Coast Adventurer's Guide
civilization. Silent Rain. Consisting solely of elves, Silent Rain is a legendary mercenary company operating out of Evereska. Caring little for gold or fame, Silent Rain agrees only to jobs that either
promote elven causes or involve destroying orcs, gnolls, and the like. Prospective employers must leave written word (in Elvish) near Evereska, and the Silent Rain sends a representative if interested. The
feats
General Feat (Prerequisite: Level 4+)
You gain the following benefits.
Ability Score Increase. Increase your Strength score by 1, to a maximum of 20.
Bypass Shield. When you make an attack with a
weapon with the Reach property against a creature wielding a Shield, that creature doesn’t benefit from the Shield’s Armor Class bonus.
Reaching Defense. While wielding a weapon with reach, you have a +1 bonus to your Armor Class.
classes
Player’s Handbook
.
15
+5
Perfect Focus
1d10
15
+25 ft.
16
+5
Ability Score Improvement
1d10
16
+25 ft.
17
+6
Subclass feature
1d12
17
+25 ft.
18
+6
Superior Defense
1d12
18
+30 ft
manifestation of defense and speed, this power infuses all that a Monk does.
Monks focus their internal power to create extraordinary, even supernatural, effects. They channel uncanny speed and
Monsters
Bigby Presents: Glory of the Giants
creatures who live beneath this cloud often display superstitious and duplicitous behavior, almost unconsciously leaving gifts for “rain spirits” while playing mischievous pranks on each
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
Monsters
Bigby Presents: Glory of the Giants
a constantly overcast sky. Sapient creatures who live beneath this cloud often display superstitious and duplicitous behavior, almost unconsciously leaving gifts for “rain spirits” while
. 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
feats
Player’s Handbook
General Feat (Prerequisite: Level 4+)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
Minor Telekinesis
. You learn the Mage Hand spell. You can cast it without Verbal or Somatic components, you can make the spectral hand Invisible, and its range and the distance it can be away from you both increase by 30
Telekinetic
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Feats
Tasha’s Cauldron of Everything
You learn to move things with your mind, granting you the following benefits:
Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
You learn the mage hand cantrip. You
can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting
classes
Basic Rules (2014)
lawful in alignment.
QUICK BUILD
You can make a monk quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose the hermit background
Defense, Martial Arts
2nd
+2
1d4
2
+10 ft.
Ki, Unarmored Movement
3rd
+2
1d4
3
+10 ft.
Monastic Tradition, Deflect Missiles
classes
Basic Rules (2014)
Rage, Unarmored Defense
2
+2
2nd
+2
Reckless Attack, Danger Sense
2
+2
3rd
+2
Primal Path
3
+2
4th
+2
Ability Score
violated, or a coup that removed you from a position of authority.
QUICK BUILD
You can make a barbarian quickly by following these suggestions. First, put your highest ability score in Strength
classes
Player’s Handbook
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
Extra Attack, Fast Movement
3
+2
3
6
+3
Subclass feature
4
+2
3
7
+3
Feral Instinct, Instinctive Pounce
4
+2
3
8
+3
Ability Score Improvement
4
+2
3
9
+4
classes
Basic Rules (2014)
defense.
This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who
relief from solitude that they offer?
QUICK BUILD
You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who
Bag of Beans
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
treant sprouts. There's a 50 percent chance that the treant is chaotic evil and attacks.
21-30
An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If
creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Telekinetic General Feat (Prerequisite: Level 4+) You gain the following benefits. Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. Minor
Telekinesis. You learn the Mage Hand spell. You can cast it without Verbal or Somatic components, you can make the spectral hand Invisible, and its range and the distance it can be away from you both
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Telekinetic You learn to move things with your mind, granting you the following benefits: Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. You learn the mage hand
cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Defense 11th +4 Indomitable (1 use) 12th +4 Ability Score Improvement 13th +5 — 14th +5 Ability Score Improvement 15th +5 Extra Attack (2 extra) 16th +5 Ability Score Improvement 17th +6 — 18th +6
Second Wind (1 use) 3rd +2 Improved Critical 4th +2 Ability Score Improvement 5th +3 — 6th +3 Extra Attack (1 extra) 7th +3 Battle Readiness 8th +3 Ability Score Improvement 9th +4 — 10th +4 Improved
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Quick Build You can make a barbarian quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution. Second, choose the outlander background. The
Barbarian Level
Proficiency
Bonus
Features
Rages
Rage
Damage
1st
+2
Rage, Unarmored Defense
2
+2
2nd
+2
Reckless Attack, Danger Sense
2
+2
3rd
+2
Primal Path
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Quick Build You can make a monk quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose the hermit background. The Monk Level
Proficiency
Bonus
Martial
Arts
Ki
Points
Unarmored
Movement
Features
1st
+2
1d4
—
—
Unarmored Defense, Martial Arts
2nd
+2
1d4
2
+10 ft.
Ki, Unarmored Movement
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
forth in the wind.
If Trinket, Bauble, and Charm’s rain cloud balloon (see chapter 2) is tethered to the balcony and the characters have not already seen it or destroyed it, add: An enormous flying
balloon made from a bulging rain cloud is tethered to the balcony’s battlements.
If Charm the darkling elder and her two cohorts, the darklings Trinket and Bauble, fled Hither in their rain cloud
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
-colored. Their eyes are green, brown, or hazel. Ability Score Increase. Your Wisdom score increases by 1. Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow
. Fleet of Foot. Your base walking speed increases to 35 feet. Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
-colored. Their eyes are green, brown, or hazel. Ability Score Increase. Your Wisdom score increases by 1. Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow
. Fleet of Foot. Your base walking speed increases to 35 feet. Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Bonus Class Features Martial Arts Focus Points Unarmored Movement 1 +2 Martial 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
Compendium
- Sources->Dungeons & Dragons->Monster Manual
extremes of the multiverse. Githzerai Monk Medium Aberration (Gith), Lawful Neutral
AC 14 Initiative +4 (14)
HP 38 (7d8 + 7)
Speed 40 ft.
Ability Score Mod Save
Str 12 +1 +3
Dex
15 +2 +4
Con 12 +1 +1
Ability Score Mod Save
Int 13 +1 +3
Wis 14 +2 +4
Cha 10 +0 +0
Skills Insight +4, Perception +4
Senses Passive Perception 14
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Bonus Class Features Martial Arts Focus Points Unarmored Movement 1 +2 Martial 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
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
Caldron Magen Caldron magen are powerful bodyguards that stretch their limbs and spit acid in defense of those they protect. JOHN TEDRICK Caldron Magen Caldron Magen Medium Construct, Unaligned
AC
20Initiative +3 (13)
HP 67 (9d8 + 27)
Speed 30 ft.
Ability Score MOD SAVE
Str 18 +4 +4
Dex 13 +1 +1
Con 16 +3 +3
Ability Score MOD SAVE
Int 10 +0 +0
Compendium
- Sources->Dungeons & Dragons->Monster Manual
without fear of being followed by githyanki or mind flayer foes. Githzerai Zerth Medium Aberration (Gith), Lawful Neutral
AC 17 Initiative +7 (17)
HP 84 (13d8 + 26)
Speed 40 ft.
Ability Score
Mod Save
Str 13 +1 +4
Dex 18 +4 +7
Con 15 +2 +2
Ability Score Mod Save
Int 16 +3 +6
Wis 17 +3 +6
Cha 12 +1 +1
Skills Arcana +6, Insight +6
Compendium
- Sources->Dungeons & Dragons->Monster Manual
how the ancient gith were transformed. Githzerai Psion Medium Aberration (Gith), Lawful Neutral
AC 18 Initiative +8 (18)
HP 169 (26d8 + 52)
Speed 40 ft., Fly 40 ft. (hover)
Ability Score
Mod Save
Str 12 +1 +5
Dex 18 +4 +8
Con 15 +2 +2
Ability Score Mod Save
Int 19 +4 +8
Wis 18 +4 +8
Cha 14 +2 +2
Skills Arcana +8, Insight +8
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, Chaotic Neutral
AC 15 Initiative +1 (11)
HP 67 (9d8 + 27)
Speed 30 ft., Climb 30 ft.
Ability Score Mod Save
Str 17 +3 +3
Dex 12 +1 +1
Con 16 +3 +3
Ability Score
spellcasting ability (spell save DC 12):
At Will: Mage Hand (the hand is Invisible), Minor Illusion
2/Day: Mind Spike
Reactions
Psionic Defense (3/Day). The quaggoth casts Feather Fall or Shield in
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
+2
Rage, Unarmored Defense
2
+2
2nd
+2
Reckless Attack, Danger Sense
2
+2
3rd
+2
Primal Path
3
+2
4th
+2
Ability Score Improvement
3
+2
5th
+3
Extra Attack
. First, put your highest ability score in Strength, followed by Constitution. Second, choose the outlander background. Level
Proficiency
Bonus
Features
Rages
Rage
Damage
1st
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose the hermit background. Level
Proficiency
Bonus
Martial
Arts
Ki
Points
Unarmored
Movement
Features
1st
+2
1d4
—
—
Unarmored Defense, Martial Arts
2nd
+2
1d4
2
+10 ft.
Ki, Unarmored Movement
3rd
+2
1d4
3
+10 ft.
Monastic Tradition, Deflect
Compendium
- Sources->Dungeons & Dragons->Monster Manual
circumstances allowing it to fulfill its task.
Invisible Stalker Large Elemental, Neutral
AC 14 Initiative +7 (22)
HP 97 (13d10 + 26)
Speed 50 ft., Fly 50 ft. (hover)
Ability Score Mod
Save
Str 16 +3 +3
Dex 19 +4 +4
Con 14 +2 +2
Ability Score Mod Save
Int 10 +0 +0
Wis 15 +2 +2
Cha 11 +0 +0
Skills Perception +8, Stealth
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Points or when the spell ends. The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal
spell’s level in the stat block. Draconic Spirit Large Dragon, Neutral
AC 14 + the spell’s level
HP 50 + 10 for each spell level above 5
Speed 30 ft., Fly 60 ft., Swim 30 ft.
Ability Score Mod
Magic Items
Infernal Machine Rebuild
any text.
You lose the ability to speak any language. This has no effect on casting spells with verbal components.
31
You can cast the speak with plants spell three times.
Your skin turns
effect on you.
56
You can predict the weather conditions for the next 24 hours with perfect accuracy.
A rain cloud follows you around, drizzling on you constantly even while indoors.
57