Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'score of raised daggers veil'.
Other Suggestions:
score of raised danger veils
score of raised danger view
score of raised dagger veins
score of raised daggers veins
score of raised dagger veils
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
classes
Player’s Handbook
+5
Relentless Hunter
5
11
4
3
3
1
—
14
+5
Nature’s Veil
5
11
4
3
3
1
—
15
+5
Subclass feature
5
12
4
3
3
2
—
16
+5
Ability Score
;
4
+2
Ability Score Improvement
2
5
3
—
—
—
—
5
+3
Extra Attack
3
6
4
2
—
—
—
6
+3
Roving
3
6
4
2
—
—
&mdash
classes
Player’s Handbook
Light property
Tool Proficiencies
Thieves’ Tools
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather Armor, 2 Dagger;Daggers, Shortsword, Shortbow
1d6
2
+2
Cunning Action
1d6
3
+2
Rogue Subclass, Steady Aim
2d6
4
+2
Ability Score Improvement
2d6
5
+3
Cunning Strike, Uncanny Dodge
3d6
6
+3
Expertise
3d6
classes
Player’s Handbook
’s Tools or Musical Instrument
Armor Training
None
Starting Equipment
Choose A or B: (A) Spear, 5 Dagger;Daggers, Artisan’s Tools or Musical Instrument chosen for the tool
+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
Species
Strixhaven: A Curriculum of Chaos
additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase one of those scores by 2 and increase a different score by 1, or
raised above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list
classes
Player’s Handbook
Armor, Sickle, 2 Dagger;Daggers, orb;Arcane Focus (orb), Book (occult lore), Scholar's Pack, and 15 GP; or (B) 100 GP
Warlocks quest for knowledge that lies hidden in the fabric of the
Warlock Subclass
3
2
4
2
2
4
+2
Ability Score Improvement
3
3
5
2
2
5
+3
—
5
3
6
2
3
6
+3
Subclass feature
5
3
7
2
3
7
+3
—
6
3
8
2
4
8
Hexblood
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Van Richten’s Guide to Ravenloft
to increase, none of the scores can be raised above 20.
If you are replacing your race with a lineage, replace any Ability Score Increase you previously had with these.
Languages
Your character can
.
When you create a character using a lineage option, follow these additional rules during character creation.
Ability Score Increases
When determining your ability scores, you increase one of those
Species
Fizban's Treasury of Dragons
.
Ability Score Increases
When determining your character’s ability scores, increase one of those scores by 2 and increase a different score by 1, or increase three different scores by 1
scores to increase. You’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
Languages
Your character can
classes
Player’s Handbook
, History, Insight, Investigation, Medicine, Nature, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
None
Starting Equipment
Choose A or B: (A) 2 Dagger;Daggers, Staff
;
—
—
4
+2
Ability Score Improvement
4
7
4
3
—
—
—
—
—
—
—
5
+3
Memorize Spell
4
9
4
3
2
—
—
&mdash
classes
Player’s Handbook
: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
None
Starting Equipment
Choose A or B: (A) Spear, 2 Dagger;Daggers
;
4
+2
Ability Score Improvement
4
5
7
4
3
—
—
—
—
—
—
—
5
+3
Sorcerous Restoration
5
5
9
4
3
2
—
—
&mdash
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 character’s 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 game’s 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
character’s 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
classes
Player’s Handbook
;Daggers, Musical Instrument of your choice, Entertainer's Pack, and 19 GP; or (B) 90 GP
Invoking magic through music, dance, and verse, Bards are expert at inspiring others, soothing hurts
;
—
4
+2
Ability Score Improvement
D6
3
7
4
3
—
—
—
—
—
—
—
5
+3
Font of Inspiration
D8
3
9
4
3
2
—
—
&mdash
classes
Basic Rules (2014)
. Perhaps you had a secure and mundane childhood. There’s no good story to be told about that, so you might paint yourself as an orphan raised by a hag in a dismal swamp. Or your childhood might be
highest ability score, followed by Dexterity. Second, choose the entertainer background. Third, choose the dancing lights and vicious mockery cantrips, along with the following 1st-level spells: charm
Species
Dragonlance: Shadow of the Dragon Queen
others might become professional thieves.
Creating Your Character
If you create a kender character, follow these additional rules during character creation.
Ability Score Increases
When
determining your character’s 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
classes
Basic Rules (2014)
character lives in a society where the Old Faith still thrives, or was raised by a druid after being abandoned in the depths of a forest. Perhaps your character had a dramatic encounter with the spirits of
. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the hermit background.
The Druid Table
Level
ProficiencyBonus
Features
Dhampir
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Van Richten’s Guide to Ravenloft
raised above 20.
If you are replacing your race with a lineage, replace any Ability Score Increase you previously had with these.
Languages
Your character can speak, read, and write Common and one
lineage option, follow these additional rules during character creation.
Ability Score Increases
When determining your ability scores, you increase one of those scores by 2 and increase a different
Reborn
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Van Richten’s Guide to Ravenloft
.
Ability Score Increases
When determining your ability scores, you increase one of those scores by 2 and increase a different score by 1, or you increase three different scores by 1. You follow this
’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
If you are replacing your race with a lineage, replace
Species
Spelljammer: Adventures in Space
’s fantastical races. If you create a character using a race option presented here, follow these additional rules during character creation.
Ability Score Increases
When determining your
character’s 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
Spelljammer: Adventures in Space
of the game’s fantastical races. If you create a character using a race option presented here, follow these additional rules during character creation.
Ability Score Increases
When
determining your character’s 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
Species
Spelljammer: Adventures in Space
Score Increases
When determining your character’s 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
increase. You’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
Languages
Your character can speak, read
Magic Items
Lost Laboratory of Kwalish
Stored in a leather pouch, this unique deck contains twenty-two colored cards made of some strong but unknown metal, each of which features a design printed as a mosaic of raised dots. Before you
already been claimed, you gain an equivalent hoard.
Idiot. Reduce your Intelligence by 1d4 + 1 (to a minimum score of 1) for the duration of the adventure. You can draw one additional card beyond
Species
Spelljammer: Adventures in Space
.
Ability Score Increases
When determining your character’s ability scores, increase one of those scores by 2 and increase a different score by 1, or increase three different scores by 1
scores to increase. You’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
Languages
Your character can
Species
Spelljammer: Adventures in Space
fantastical races. If you create a character using a race option presented here, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s
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
Species
Spelljammer: Adventures in Space
presented here, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s 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 rolling or point buy.
The “Quick Build&rdquo
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Neutral
AC 12 Initiative +2 (12)
HP 7 (2d6)
Speed 30 ft.
Ability Score Mod Save
Str 8 −1 −1
Dex 15 +2 +2
Con 10 +0 +0
Ability Score Mod Save
Int 10 +0
+0
Wis 8 −1 −1
Cha 8 −1 −1
Skills Stealth +6
Gear Daggers (3)
Senses Darkvision 60 ft.; Passive Perception 9
Languages Common, Goblin
CR 1/8 (XP 25; PB +2)
Actions
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Spy Spies use charm and deception to veil their true intentions. If forced into combat, they seek to end such conflicts quietly and decisively. Spy Medium or Small Humanoid, Neutral
AC 12
Initiative +4 (14)
HP 27 (6d8)
Speed 30 ft., Climb 30 ft.
Ability Score Mod Save
Str 10 +0 +0
Dex 15 +2 +2
Con 10 +0 +0
Ability Score Mod Save
Int 12 +1 +1
Compendium
- Sources->Dungeons & Dragons->Monster Manual
)
Speed 30 ft.
Ability Score Mod Save
Str 8 −1 −1
Dex 16 +3 +6
Con 14 +2 +2
Ability Score Mod Save
Int 17 +3 +6
Wis 12 +1 +1
Cha 16 +3 +3
Skills Acrobatics +6, Perception +4, Stealth +9
Gear Daggers (6), Wand
Senses Passive Perception 14
Languages Common, Thieves’ Cant
CR 7 (XP 2,900; PB +3)
Actions
Multiattack. The
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
+0 +0
Ability Score Mod Save
Int 10 +0 +0
Wis 8 −1 −1
Cha 8 −1 −1
Skills Stealth +6
Gear Daggers (3)
Senses Darkvision 60 ft.; Passive Perception 9
Goblins Goblin Minion Small Fey (Goblinoid), Chaotic Neutral
AC 12 Initiative +2 (12)
HP 7 (2d6)
Speed 30 ft.
Ability Score Mod Save
Str 8 −1 −1
Dex 15 +2 +2
Con 10
Compendium
- Sources->Dungeons & Dragons->Monster Manual
AC 14 Initiative +2 (12)
HP 7 (3d6 − 3)
Speed 30 ft.
Ability Score Mod Save
Str 7 −2 −2
Dex 15 +2 +2
Con 9 −1 −1
Ability Score Mod Save
Int 8 −1 −1
Wis 7 −2 −2
Cha 8 −1 −1
Gear Daggers (3)
Senses Darkvision 60 ft.; Passive Perception 8
Languages Common, Draconic
CR 1/8 (XP 25; PB +2)
Traits
Pack Tactics. The kobold
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
30 ft.
Ability Score Mod Save
Str 7 −2 −2
Dex 15 +2 +2
Con 9 −1 −1
Ability Score Mod Save
Int 8 −1 −1
Wis 7 −2 −2
Cha 8 −1 −1
Gear
Daggers (3)
Senses Darkvision 60 ft.; Passive Perception 8
Languages Common, Draconic
CR 1/8 (XP 25; PB +2)
Traits
Pack Tactics. The kobold has Advantage on an attack roll against a creature
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
by 1d4 if the NPC is treated particularly well (for example, given a magic weapon as a gift) or rescued by another party member. An NPC’s loyalty score can never be raised above its maximum. When other
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->Monster Manual
AC 15 Initiative +5 (15)
HP 65 (10d8 + 20)
Speed 30 ft., Climb 30 ft.
Ability Score Mod Save
Str 17 +3 +3
Dex 16 +3 +5
Con 15 +2 +2
Ability Score Mod Save
Daggers (10)
Senses Darkvision 60 ft.; Passive Perception 14
Languages Common plus one other language
CR 3 (XP 700; PB +2)
Traits
Vampiric Connection. While the familiar and its vampire
Compendium
- Sources->Dungeons & Dragons->Monster Manual
. Awakened Tree Huge Plant, Neutral
AC 13 Initiative −2 (8)
HP 59 (7d12 + 14)
Speed 20 ft.
Ability Score Mod Save
Str 19 +4 +4
Dex 6 −2 −2
Con 15 +2 +2
Ability
Score Mod Save
Int 10 +0 +0
Wis 10 +0 +0
Cha 7 −2 −2
Vulnerabilities Fire
Resistances Bludgeoning, Piercing
Senses Passive Perception 10
Languages Common plus one
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
) that prisoners can move or act unnoticed with a successful Dexterity (Stealth) check contested by the guards’ passive Wisdom (Perception) score. The tower’s upper chamber stores extra arms and armor
armor 6 shields 6 hand crossbows 20 cases of hand crossbow bolts, each case containing 20 bolts 6 shortswords and 10 daggers 6 bags of caltrops (20 caltrops per bag) 4 100-foot-long coils of silk rope 2 building hammers (not usable as weapons) 2 bags of iron spikes (10 spikes per bag)