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Returning 35 results for 'score of rebuke daggers voice'.
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Magic Items
Guildmasters’ Guide to Ravnica
awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of the
entangle
Gruul Guild Signet
compelled duel
Izzet Guild Signet
chaos bolt
Orzhov Guild Signet
command
Rakdos Guild Signet
hellish rebuke
Selesnya Guild Signet
charm person
Simic Guild Signet
expeditious retreat
Monsters
Spelljammer: Adventures in Space
Disembodied Voice. Up to three times in its life, the zodar can cause a message of up to twenty-five words to issue from the air around it. It speaks only when it has something profoundly important
to say, and the message can be understood by any creature that has an Intelligence score of 2 or higher.
Legendary Resistance (3/Day). If the zodar fails a saving throw, it can choose to succeed
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
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
Reborn
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Van Richten’s Guide to Ravenloft
?
4
A memory brings with it the voice of someone once close to you. How do they advise you?
5
You recall enjoying something that you can’t stand doing now. What is it? Why don’t
.
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
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
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)
voice. Some warlocks find messages from their patrons etched on trees, mingled among tea leaves, or adrift in the clouds — messages that only the warlock can see. Other warlocks converse with
score, followed by Constitution. Second, choose the charlatan background. Third, choose the eldritch blast and chill touch cantrips, along with the 1st-level spells charm person and witch bolt.
The
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
Rebuke General Feat (Prerequisite: Level 4+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20. Radiant Strike. When you make
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Agathys
Arms of Hadar
Charm Person
Comprehend Languages
Expeditious Retreat
Hellish Rebuke
Hex
Illusory Script
Protection from Evil and Good
Unseen Servant
Witch Bolt
2nd Level Cloud of Daggers
Crown of Madness
Darkness
Enthrall
Hold Person
Invisibility
Mirror Image
Misty Step
Ray of Enfeeblement
Shatter
Spider Climb
Suggestion
3rd
Compendium
- Sources->Dungeons & Dragons->Monster Manual
(12)
HP 97 (13d8 + 39)
Speed 30 ft.
Ability Score Mod Save
Str 15 +2 +2
Dex 14 +2 +2
Con 16 +3 +6
Ability Score Mod Save
Int 12 +1 +1
Wis 18 +4
the spellcasting ability (spell save DC 15):
At Will: Elementalism, Mage Hand
1/Day: Fireball
Reactions
Hellish Rebuke (2/Day). The azer casts Hellish Rebuke in response to that spell’s trigger, using the same spellcasting ability as Spellcasting.
Eye and Hand of Vecna
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
Seldom is the name of Vecna spoken except in a hushed voice. Vecna was, in his time, one of the mightiest of all wizards. Through dark magic and conquest, he forged a terrible empire. For all his
neutral evil, and you gain the following benefits:
Your Strength score becomes 20, unless it is already 20 or higher.
Any melee spell attack you make with the hand, and any melee weapon attack made
Compendium
- Sources->Dungeons & Dragons->Monster Manual
)
Speed 10 ft., Swim 40 ft.
Ability Score Mod Save
Str 10 +0 +0
Dex 18 +4 +7
Con 14 +2 +5
Ability Score Mod Save
Int 13 +1 +1
Wis 19 +4 +7
spellcasting ability (spell save DC 15):
At Will: Elementalism, Light
1/Day Each: Control Water, Create or Destroy Water
Reactions
Watery Rebuke. Trigger: An enemy the merfolk can see enters a space
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->Waterdeep: Dragon Heist
kenku hide as described above. Tables and chairs have been carelessly tossed across the floor. The corpses of a dozen men lie along the walls, their rapiers and daggers lying nearby. On the north side of
interrogation, they repeat the following phrases: In a deep voice with an orcish accent: “Xanathar sends its regards.” In a thin, nasally voice: “Tie up the pretty boy in the back room!” and “Follow
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->Mordenkainen's Tome of Foes
Demogorgon Ability Score Adjustment: Up to a +4 bonus to Strength, Charisma, or both Signature Spells: Charm person (1st level), enlarge/reduce (2nd level), vampiric touch (3rd level) Demogorgon’s
followers are typically lone killers driven by the whispering voice of their master. His most blessed followers gain the Two Minds of Madness trait. Two Minds of Madness. This creature has advantage on all Intelligence, Wisdom, and Charisma saving throws.
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->Player’s Handbook
Enchantment C Charm Person Enchantment — Comprehend Languages Divination R Detect Magic Divination C, R Expeditious Retreat Transmutation C Hellish Rebuke Evocation — Hex Enchantment C Illusory Script
Spells Spell School Special Cloud of Daggers Conjuration C Crown of Madness Enchantment C Darkness Evocation C Enthrall Enchantment C Hold Person Enchantment C Invisibility Illusion C Mind Spike
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Enchantment C Charm Person Enchantment — Comprehend Languages Divination R Detect Magic Divination C, R Expeditious Retreat Transmutation C Hellish Rebuke Evocation — Hex Enchantment C Illusory Script
Spells Spell School Special Cloud of Daggers Conjuration C Crown of Madness Enchantment C Darkness Evocation C Enthrall Enchantment C Hold Person Enchantment C Invisibility Illusion C Mind Spike
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
or Small Humanoid, Neutral Evil
AC 14 Initiative +7 (17)
HP 137 (25d8 + 25)
Speed 30 ft.
Ability Score Mod Save
Str 10 +0 +0
Dex 19 +4 +4
Con 12 +1 +1
Ability
Score Mod Save
Int 16 +3 +6
Wis 18 +4 +7
Cha 15 +2 +2
Skills Arcana +6, Perception +7, Religion +6
Senses Darkvision 90 ft.; Passive Perception 17
Languages Common
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)
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Changeling Traits Your changeling character has the following traits. Ability Score Increase. Your Charisma score increases by 2. In addition, one ability score of your choice increases by 1. Age
action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
through you, and you can decide whether to use your own voice or to allow the god’s voice to come through your mouth to deliver the message, translated into any language you speak. Oracle’s Insight. The
rest. Oracle’s Piety. Your oracular abilities improve as your piety score increases. Instead of gaining the piety benefits associated with any god (as described in chapter 2), you gain the following
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Changeling Traits Changeling Adopting a
Person’s Appearance Your changeling character has the following traits. Ability Score Increase. Your Charisma score increases by 2. In addition, one other
ability score of your choice increases by 1. Age. Changelings mature slightly faster than humans but share a similar lifespan — typically a century or less. While a changeling can transform to conceal
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.
Feral. Your Intelligence score increases by 1, and your Dexterity score increases by 2. This trait replaces
the Ability Score Increase trait.
Devil’s Tongue. You know the vicious mockery cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait. When
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Point to impose Disadvantage on that roll. Skulker General Feat (Prerequisite: Level 4+, Dexterity 13+) You gain the following benefits. Ability Score Increase. Increase your Dexterity score by 1, to
Mastery Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows. Whenever you finish a
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
, the mummy lord, rests within the sarcophagus. When the characters approach within a few paces of it, a deep, clear voice issues from the coffin, saying, “You approach Diderius in repose. I know what
you seek.” If the adventurers spoke well to the statues in area 1, the voice says, “Yuan-ti have taken the one called Varram beyond their portal in the northern wall. Be prepared, for I shall open the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, Vampire Familiar: 1 Vampire Familiar Medium or Small Humanoid, Neutral Evil
2 AC 15 Initiative +5 (15)
HP 65 (10d8 + 20)
Speed 30 ft., Climb 30 ft.
3 Ability Score Mod Save
Str 17 +3 +3
Dex 16 +3 +5
Con 15 +2 +2
Ability Score Mod Save
Int 10 +0 +0
Wis 10 +0 +2
Cha 14 +2 +2
4 Skills Perception +4, Persuasion +4, Stealth
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, Vampire Familiar: 1 Vampire Familiar Medium or Small Humanoid, Neutral Evil
2 AC 15 Initiative +5 (15)
HP 65 (10d8 + 20)
Speed 30 ft., Climb 30 ft.
3 Ability Score Mod Save
Str 17 +3 +3
Dex 16 +3 +5
Con 15 +2 +2
Ability Score Mod Save
Int 10 +0 +0
Wis 10 +0 +2
Cha 14 +2 +2
4 Skills Perception +4, Persuasion +4, Stealth