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Returning 20 results for 'score of regards defined variants'.
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Species
Sword Coast Adventurer's Guide
Since not all tieflings are of the blood of Asmodeus, some have traits that differ from those in the Player’s Handbook. The Dungeon Master may permit the following variants for your
tiefling character, although Devil’s Tongue, Hellfire, and Winged are mutually exclusive.
Feral. Your Intelligence score increases by 1, and your Dexterity score increases by 2. This trait
classes
Basic Rules (2014)
of his drow foe, then turns to drive his armored elbow into the gut of another.
These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury
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
Basic Rules (2014)
, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute
, Intelligence should be your highest ability score, followed by Constitution or Dexterity. If you plan to join the School of Enchantment, make Charisma your next-best score. Second, choose the sage
classes
Player’s Handbook
;Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar's Pack, and 5 GP; or (B) 55 GP
Wizards are defined by their exhaustive study of magic’s inner workings. They cast spells of
;
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4
+2
Ability Score Improvement
4
7
4
3
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5
+3
Memorize Spell
4
9
4
3
2
—
—
&mdash
classes
Basic Rules (2014)
, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.
Sworn and Beholden
A warlock is defined by a pact with an otherworldly being. Sometimes the
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->Sword Coast Adventurer’s Guide
lady of fortune” (Tymora) — an indication, tieflings say, that one’s outward appearance and bloodline are less important to the gods than the heart and soul within. TIEFLING VARIANTS
Since not all
tieflings are of the blood of Asmodeus, some have traits that differ from those in the Player’s Handbook. The Dungeon Master may permit the following variants for your tiefling character, although
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Crew Members A ship requires a number of able-bodied sailors to crew it, as specified in its stat block. A crew’s skill, experience, morale, and health are defined by its quality score. This score
can affect a number of general ship activities, like the crew’s ability to notice threats or contend with hazards. A crew starts with a quality score of +4, but that score varies over time, going as low
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, which is affected by the monster’s attitude: Indifferent, Friendly, or Hostile, each of which is defined in this glossary. The Influence Checks table suggests which ability check to make based on how
you’re interacting with the monster. The DM chooses the check, which has a default DC equal to 15 or the monster’s Intelligence score, whichever is higher. On a successful check, the monster does as urged
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, which is affected by the monster’s attitude: Indifferent, Friendly, or Hostile, each of which is defined in this glossary. The Influence Checks table suggests which ability check to make based on how
you’re interacting with the monster. The DM chooses the check, which has a default DC equal to 15 or the monster’s Intelligence score, whichever is higher. On a successful check, the monster does as urged
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
, which is affected by the monster’s attitude: Indifferent, Friendly, or Hostile, each of which is defined in this glossary. The Influence Checks table suggests which ability check to make based on how
you’re interacting with the monster. The DM chooses the check, which has a default DC equal to 15 or the monster’s Intelligence score, whichever is higher. On a successful check, the monster does as urged
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
lycanthrope’s proficiency bonus + the lycanthrope’s Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to
character gains a Strength of 19 if his or her score isn’t already higher, and a +1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
certain traits in the stat block. Combat. The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it (as defined in the
)
Ability Score Mod Save
STR 18 +4 +4
DEX 12 +1 +1
CON 14 +2 +2
Ability Score Mod Save
INT 6 −2 −2
WIS 12 +1 +1
CHA 8 −1 −1
Senses Passive
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Initiative Variants This section offers different ways to handle initiative. Initiative Score With this optional rule, creature don’t roll initiative at the start of combat. Instead, each creature
has an initiative score, which is a passive Dexterity check: 10 + Dexterity modifier. By cutting down on die rolls, math done on the fly, and the process of asking for and recording totals, you can
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
right hand of the guildmaster — or even becoming the master yourself! Your status in your guild is measured by your renown score. As you increase that score, you gain the opportunity to advance in the
ranks of the guild. When you join a guild as a starting character, your renown score with that guild is 1. Your renown score increases by 1 when you do something to advance the guild’s interests
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
break the psyche of a character who uses or becomes attuned to them.
Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw. If your game includes the Sanity score (see
–30 The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks. 31–40 The character regards something (usually the source of madness) with intense revulsion
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
throughout his body. When he bothers to speak, his voice sounds like grinding stones. Ogrémoch is a miser who regards all the resources and treasures found in the ground as his own. He holds nothing but
(Perception) score of 15 or higher or spotted with a successful DC 15 Wisdom (Survival) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
chapter have goals beyond helping the characters survive. Helping guides fulfill their personal goals increases their loyalty.
A particularly loyal guide (loyalty score of 10 or higher) will follow
characters into a dangerous location such as Omu or the Tomb of the Nine Gods. A tenuously loyal guide (loyalty score of 1 to 9) might choose to wait for the characters outside the location rather
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
and light equivalent to that of a campfire and can’t be extinguished. E4. Sarcophagus and Crystal Pillars Atop the eastern berm, a granite sarcophagus rests in a half-circle defined by five crystal
most sensible, although its Intelligence score of 6 means that it can make bad choices. Sahnar speaks Common and Elvish. The mummy knows how the moon dial functions (see area E5) but knows nothing about
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
score drops to 3 for 24 hours, and it gains the following flaw, which supersedes any conflicting trait: “I have the disposition of a wild animal.” Any magic that ends a curse ends the effect on the
creature that has a Strength score of 18 or higher can remove it from the stump. P7. Rose Garden This fragrant rose garden is bordered by a bronze fence. The roses come in a variety of colors, with a few
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
various raids on the surface. He regards the tribe’s treasure as his own. Two wooden chests contain 2,300 cp, 1,250 sp, and 290 gp. In addition, Drexa wears a heavy gold chain worth 200 gp. F8. The
walls are surprisingly sturdy and offer a 3-foot-wide path that circles the eastern side of the chamber. Any character with a passive Wisdom (Perception) score of 15 or higher spots the shelf path