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Returning 35 results for 'score of regions deflect vary'.
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Heavy Armor Master
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Feats
Player’s Handbook (2014)
You can use your armor to deflect strikes that would kill others. You gain the following benefits:
Increase your Strength score by 1, to a maximum of 20.
While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3.
classes
Player’s Handbook
Subclass feature
1d10
11
+20 ft.
12
+4
Ability Score Improvement
1d10
12
+20 ft.
13
+5
Deflect Energy
1d10
13
+20 ft.
14
+5
Disciplined Survivor
1d10
14
+25 ft
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
classes
Basic Rules (2014)
Her fists a blur as they deflect an incoming hail of arrows, a half-elf springs over a barricade and throws herself into the massed ranks of hobgoblins on the other side. She whirls among them
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
feats
General Feat (Prerequisites: Level 4+, Strength or Dexterity 13+, Weapon Mastery class feature)
You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity score by
1, to a maximum of 20.
Deflecting Haft. You can use a Spear to deflect incoming attacks. While holding a Spear, you gain a +1 bonus to your AC.
Expert Thrower. The range of any Spear you throw is
Wave
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
weapon, Wave happily accepts new converts.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage
with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation.
Personality
When it grows restless, Wave has a habit of humming tunes that vary
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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Heavy Armor Master Prerequisite: Proficiency with heavy armor You can use your armor to deflect strikes that would kill others. You gain the following benefits: Increase your Strength score by 1, to
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
Species
Spelljammer: Adventures in Space
autognome bears a resemblance to its creator, and most autognomes are programmed to speak and understand Gnomish. The internal components used in an autognome’s manufacture can vary wildly; one
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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
3rd
+2
1d4
3
+10 ft.
Monastic Tradition, Deflect Missiles
4th
+2
1d4
4
+10 ft.
Ability Score Improvement, Slow Fall
5th
+3
1d6
5
+10 ft.
Extra Attack, Stunning Strike
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
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
repeating events. The Domains of Dread share these features: Domains Are Finite. Domains vary in size from countries or regions to a single city or structure. Domains Are Isolated. Each domain is
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->Van Richten’s Guide to Ravenloft
Domains Sinister demiplanes known as domains constitute the realms of Ravenloft. These domains vary widely, but they share a number of common features: Domains Are Finite. The domains vary in size
from countries or geographic regions to a single city, structure, mobile conveyance, or specific location. Domains Are Isolated. Each domain is surrounded by the Mists, its boundaries fading away into
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. 12 +4 Ability Score Improvement 1d10 12 +20 ft. 13 +5 Deflect Energy 1d10 13 +20 ft. 14 +5 Disciplined Survivor 1d10 14 +25 ft. 15 +5 Perfect Focus 1d10 15 +25 ft. 16 +5 Ability Score Improvement
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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Human Traits It’s hard to make generalizations about humans, but your human character has these traits. Ability Score Increase. Your ability scores each increase by 1. Age. Humans reach adulthood in
their late teens and live less than a century. Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium
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->D&D Beyond Basic Rules
. 12 +4 Ability Score Improvement 1d10 12 +20 ft. 13 +5 Deflect Energy 1d10 13 +20 ft. 14 +5 Disciplined Survivor 1d10 14 +25 ft. 15 +5 Perfect Focus 1d10 15 +25 ft. 16 +5 Ability Score Improvement
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
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)
Racial Traits The description of each race includes racial traits that are common to members of that race. The following entries appear among the traits of most races. Ability Score Increase A race
example, if you play a young or very old character, your age could explain a particularly low Strength or Constitution score, while advanced age could account for a high Intelligence or Wisdom. Size
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Gorgon Most gorgons are iron bulls wreathed in clouds of petrifying gas. Their metal plates vary in sheen and color, from sleek silver to pitted black. The oldest gorgons might be covered in rust
Initiative +0 (10)
HP 114 (12d10 + 48)
Speed 40 ft.
Ability Score Mod Save
Str 20 +5 +5
Dex 11 +0 +0
Con 18 +4 +4
Ability Score Mod Save
Int 2 −4 −4
Wis
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
second drow managed to deflect the next battlerager’s charge, turning the helmet spike aside with both his swords. But a mailed fist, the knuckles devilishly spiked with barbed points, caught the drow
under the chin and tore a gaping hole in his throat. Fighting for breath, the drow managed to score two nasty hits on his opponent’s back, but those two strikes did little in the face of the flurry
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Huge Giant, Neutral
AC 17 Initiative +5 (15)
HP 126 (11d12 + 55)
Speed 40 ft.
Ability Score Mod Save
Str 23 +6 +6
Dex 15 +2 +5
Con 20 +5 +8
Ability Score Mod
damage.
Boulder. Ranged Attack Roll: +9, range 60/240 ft. Hit: 15 (2d8 + 6) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.
Reactions
Deflect Missile
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Human Traits It’s hard to make generalizations about humans, but your human character has these traits. Ability Score Increase. Your ability scores each increase by 1. Age. Humans reach adulthood in
their late teens and live less than a century. Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
resemble large fish with humanoid torsos and arms, though their forms vary widely. Merrow are often capable warriors, but most prefer to duel with cutting words before resorting to physical violence. To
, Lawful Neutral
AC 14 Initiative +4 (14)
HP 90 (12d8 + 36)
Speed 5 ft., Swim 40 ft.
Ability Score Mod Save
STR 18 +4 +4
DEX 18 +4 +7
CON 16 +3 +3
Ability Score
Compendium
- Sources->Dungeons & Dragons->Monster Manual
demons turn on one another in frays that can devastate vast expanses. Barlguras vary in appearance, but all have powerful frames and hands capable of climbing swiftly and delivering crushing blows. If
+2 (12)
HP 85 (10d10 + 30)
Speed 40 ft., Climb 40 ft.
Ability Score Mod Save
Str 18 +4 +4
Dex 15 +2 +5
Con 16 +3 +6
Ability Score Mod Save
Int 7 −2 −2
Compendium
- Sources->Dungeons & Dragons->Monster Manual
. Werebears take the shape of bears common to the regions in which they dwell, with brown and polar bear forms being common. Werebear Medium or Small Monstrosity (Lycanthrope), Neutral Good
AC 15
Initiative +3 (13)
HP 135 (18d8 + 54)
Speed 30 ft., 40 ft. (bear form only), Climb 30 ft. (bear form only)
Ability Score Mod Save
Str 19 +4 +4
Dex 10 +0 +0
Con 17 +3 +3
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Material Plane, earth elementals often serve those who conjure them, or they appear in regions influenced by their home plane, such as crystalline nodes, energetic fault lines, or veins of magical ore. Earth
Earth Elemental Large Elemental, Neutral
AC 17 Initiative −1 (9)
HP 147 (14d10 + 70)
Speed 30 ft., Burrow 30 ft.
Ability Score Mod Save Str 20 +5 +5 Dex 8 −1 −1 Con 20 +5 +5
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Abominable Yeti Richard Luong Giants even among their own intimidating kind, abominable yetis are stronger and bloodthirstier than their kin. They claim whole regions as their hunting grounds, and
(11d12 + 66)
Speed 40 ft., Climb 40 ft.
Ability Score Mod Save
Str 24 +7 +7
Dex 10 +0 +0
Con 22 +6 +6
Ability Score Mod Save
Int 9 −1 −1
Wis 13 +1
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, they might lurk in dark, corrupted reaches of the regions they preferred before transforming into shadow dragons. Overgrown swamps, sepulchral desert ruins, and ash-choked volcanoes make natural lairs
Dragon, Chaotic Evil
AC 15 Initiative +4 (14)
HP 45 (6d8 + 18)
Speed 30 ft., Climb 30 ft., Fly 60 ft.
Ability Score Mod Save
Str 17 +3 +3
Dex 14 +2 +4
Con 17 +3 +3
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
level)
Speed 40 ft.
Ability Score Mod Save
STR 14 +2 +2
Dex 12 +1 +1
Con 14 +2 +2
Ability Score Mod Save
Int 4 −3 −3
Wis 10 +0 +0
Cha 6
Hit Points equal to 2d8 plus your Intelligence modifier.
Reactions
Deflect Attack. Trigger: A creature the defender can see within 5 feet of itself makes an attack roll against a creature other
Compendium
- Sources->Dungeons & Dragons->Monster Manual
poison with a distinctive color or smell. Assassin Medium or Small Humanoid, Neutral
AC 16 Initiative +10 (20)
HP 97 (15d8 + 30)
Speed 30 ft.
Ability Score Mod Save Str 11 +0 +0 Dex 18
+4 +7 Con 14 +2 +2 Ability Score Mod Save Int 16 +3 +6 Wis 11 +0 +0 Cha 10 +0 +0
Skills Acrobatics +7, Perception +6, Stealth +10
Resistances Poison
Gear Light Crossbow, Shortsword
Compendium
- Sources->Dungeons & Dragons->Monster Manual
treacherous coasts. Marids vary in appearance, their bodies reflecting the colors of the waves while distinctive fins and scales accent their features. Marids lend their powers and knowledge of the
ft., Swim 90 ft.
Ability Score Mod Save
Str 22 +6 +6
Dex 12 +1 +5
Con 26 +8 +8
Ability Score Mod Save
Int 18 +4 +4
Wis 17 +3 +3
Cha 18 +4
Compendium
- Sources->Dungeons & Dragons->Monster Manual
deities, the features of these locations vary between communities. Roll on or choose a result from the Kuo-toa Ritual Sites table to inspire features and suggest adventures within a kuo-toa community
Kuo-toa Medium Aberration, Neutral Evil
AC 13 Initiative +0 (10)
HP 18 (4d8)
Speed 30 ft., Swim 30 ft.
Ability Score Mod Save Str 13 +1 +1 Dex 10 +0 +0 Con 11 +0 +0 Ability Score
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum. The weapon also functions as a trident of fish command and a weapon
conversation. Personality. When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods. Wave zealously desires to convert mortals to the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Elementals. On many worlds, efreet dwell in sweltering deserts and volcanic regions. Those that make their homes on the Elemental Plane of Fire create incredible cities among seas of flame and molten
. (hover)
Ability Score Mod Save
Str 22 +6 +6
Dex 12 +1 +1
Con 24 +7 +7
Ability Score Mod Save
Int 16 +3 +3
Wis 15 +2 +6
Cha 19 +4 +8