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Returning 35 results for 'score of regions dagger visits'.
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score of regions danger visits
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Monsters
The Wild Beyond the Witchlight
makes two Branding Iron or Dagger attacks.
Branding Iron. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Branding Iron"} to hit, reach 5 ft., one target. Hit: 10
way. The brand disappears after 24 hours, or it can be removed from a creature or object by any spell that ends a curse.
Dagger. Melee or Ranged Weapon Attack: +7;{"diceNotation":"1d20+7","rollType
Magic Items
The Book of Many Things
The blades of these pruning shears bear many nicks and dents but still cut cleanly. The shears function as a magic dagger. The weapon has the following properties:
Ever Sharp. When you hit with an
rest, attack rolls against it score a critical hit on a roll of 19 or 20 on the d20. Once this property is used, it can’t be used again until the next dawn.
Monsters
Spelljammer: Adventures in Space
. Hit: 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Ray Gun","rollDamageType":"psychic"} psychic damage, and if the target is a Humanoid with an Intelligence score of 3 or higher, it
first spelljamming helm;spelljamming helms from dohwar merchants (see “Dohwar”). Subsequent visits to other Wildspace systems led to contact with a multitude of other folk. In the wake of
Genasi
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
guise and travel incognito.
During these visits, a mortal might catch a genie’s eye. Friendship forms, romance blooms, and sometimes children result. These children are genasi: individuals with
bloodlines of those genasi have spread into other lands. Though far from common, air and fire genasi are more likely to be found in the western regions of Faerûn, along the coast from Calimshan north
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
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
Eberron: Forge of the Artificer
one type of Artisan’s Tools of your choice
Armor Training
Light and Medium armor and Shields
Starting Equipment
Choose A or B: (A) Studded Leather;Studded Leather Armor, Dagger
;
—
—
3
+2
Artificer Subclass
4
2
2
4
3
—
—
—
—
4
+2
Ability Score Improvement
4
2
2
5
3
—
—
—
—
5
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
classes
Basic Rules (2014)
serve as spies or assassins at the command of their leader, a noble patron, or some other mortal or divine power.
The majority of monks don’t shun their neighbors, making frequent visits to
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
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
Basic Rules (2014)
; territory.
Druids are often found guarding sacred sites or watching over regions of unspoiled nature. But when a significant danger arises, threatening nature’s balance or the lands they protect
. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the hermit background.
The Druid Table
Level
ProficiencyBonus
Features
classes
Player’s Handbook
Weapon Proficiencies
Simple weapons
Tool Proficiencies
Choose 3 Musical Instruments
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather Armor, 2 Dagger
;
—
4
+2
Ability Score Improvement
D6
3
7
4
3
—
—
—
—
—
—
—
5
+3
Font of Inspiration
D8
3
9
4
3
2
—
—
&mdash
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
;
—
—
4
+2
Ability Score Improvement
2
3
7
4
3
—
—
—
—
—
—
—
5
+3
Wild Resurgence
2
3
9
4
3
2
—
&mdash
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Jacko Halfling Spy for Hire Jacko advertises his cloak-and-dagger services in seedy places throughout the Borderlands. For the right price, Jacko will trail, rob, rough up, or take out any mark—no
.
Ability Score Mod Save
Str 10 +0 +0
Dex 16 +3 +3
Con 10 +0 +0
Ability Score Mod Save
Int 12 +1 +1
Wis 14 +2 +2
Cha 16 +3 +3
Skills
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Critical Hits When you score a Critical Hit, you deal extra damage. Roll the attack’s damage dice twice, add them together, and add any relevant modifiers as normal. For example, if you score a
Critical Hit with a Dagger, roll 2d4 for the damage rather than 1d4, and add your relevant ability modifier. If the attack involves other damage dice, such as from the Rogue’s Sneak Attack feature, you also roll those dice twice.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Critical Hits When you score a Critical Hit, you deal extra damage. Roll the attack’s damage dice twice, add them together, and add any relevant modifiers as normal. For example, if you score a
Critical Hit with a Dagger, roll 2d4 for the damage rather than 1d4, and add your relevant ability modifier. If the attack involves other damage dice, such as from the Rogue’s Sneak Attack feature, you also roll those dice twice.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Scout Scouts are keen archers and acutely aware of their surroundings. They often know several regions particularly well and are familiar with local creatures, landmarks, and perils. Riccardo
Moscatello
Scout Medium or Small Humanoid, Neutral
AC 13 Initiative +2 (12)
HP 16 (3d8 + 3)
Speed 30 ft.
Ability Score Mod Save
Str 11 +0 +0
Dex 14 +2 +2
Con 12 +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
bandit makes three Dagger attacks.
Dagger. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 20/60 ft. Hit: 8 (2d4 + 3) Piercing damage plus 10 (3d6) Poison damage.
Blinding Flash (Recharge 4
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, the troll in area 18 visits the room, spends an hour devouring half of the meat, and dutifully delivers what’s left to the manticores in area 16. 19b. Guards’ Feast Hall Under one of the tables in
dwarf adventurer wearing tattered leather armor and a matching leather skullcap. In one skeletal hand, she clutches a dagger; in the other, an empty tin flagon. On a bench in the room is her burglar’s pack, complete except for the lantern and the flasks of oil.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
spiritual regions lie beyond ordinary sensory experience. Even in perceptible regions, appearances can be deceptive. Initially, many of the Outer Planes appear hospitable and familiar to natives of the
their divine needs. Distance is a virtually meaningless concept on the Outer Planes. The perceptible regions of the planes can seem quite small, but they can also stretch on to what seems like infinity
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
Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage.
Bonus Actions
Nimble Escape. The goblin takes the Disengage or Hide action.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Awakened Tree Some awakened trees stand in still, meditative states for long periods, making them easy to mistake for normal plants, while others patrol regions of natural power. Awakened trees are
. 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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
imagine the perceptible part of the Outer Planes as a sort of border region, while extensive spiritual regions lie beyond ordinary sensory experience. Even in those perceptible regions, appearances
a virtually meaningless concept on the Outer Planes. The perceptible regions of the planes often seem quite small, but they can also stretch on to what seems like infinity. It might be possible to
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
makes two Umbral Dagger attacks.
Umbral Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage plus 7 (3d4) Necrotic damage. If the target is reduced
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once. For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and
the blast. Critical Hits When you score a critical hit, you get to roll extra dice for the attack’s damage against the target. Roll all of the attack’s damage dice twice and add them together. Then add
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
essence, and a creature whose alignment doesn’t match the plane’s alignment experiences a sense of dissonance there. When a good creature visits Elysium, for example, it feels in tune with the plane, but
in Limbo. As with the Elemental Planes, one can imagine the perceptible part of the Outer Planes as a border region, while extensive spiritual regions lie beyond ordinary sensory experience. Even in
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once. For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then
the blast. Critical Hits When you score a critical hit, you get to roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add
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
ability checks and attack rolls.
Actions
Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Stirge Notorious, Clinging Bloodsucker Stirges are bat-size vermin with dagger-length proboscises that attach to other creatures and drain life from them. Stirges are most active at night and hide in
.
Ability Score Mod Save
Str 4 −3 −3
Dex 16 +3 +3
Con 11 +0 +0
Ability Score Mod Save
Int 2 −4 −4
Wis 8 −1 −1
Cha 6 −2 −2
Senses Darkvision 60 ft
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
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
+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
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
Multiclassing Are ability score improvements class-level dependent, rather than total level? Ability score improvements are based on your level in a particular class, not your total character level
if you multiclass. For instance, if you’re a 4th-level multiclass character, you haven’t yet received the Ability Score Improvement feature because you haven’t attained 4th level in one of your classes
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
. While in sunlight, the kobold has Disadvantage on ability checks and attack rolls.
Actions
Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage.
Viktor Titov
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