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Returning 25 results for 'score of regions down variants'.
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score of region down variant
score of region down variants
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
Half-Elf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
parents.
Diplomats or Wanderers
Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and
-Elf Variants
Some half-elves in Faerûn have a racial trait in place of the Skill Versatility trait. If your DM allows it, your half-elf character can forgo Skill Versatility and instead take the elf trait Keen Senses or a trait based on your elf parentage:
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
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->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->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->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->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->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
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
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Ancient Bronze Dragon Ancient bronze dragons develop dramatic patinas on their glimmering scales. These dragons strive to protect whole regions, continents, or planets from threats. They seek
rampaging Water elementals Ancient Bronze Dragon Gargantuan Dragon (Metallic), Lawful Good
AC 22 Initiative +14 (24)
HP 444 (24d20 + 192)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
Ability Score
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
, particularly the Izzet (where they typically serve as attendants for researchers), the Gruul (in camps that form hapless buffers between the clans and civilized regions), the Rakdos (putting their love of
, Zizzix Goblin Traits Your goblin character has the following racial traits. Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1. Age. Goblins reach
Compendium
- Sources->Dungeons & Dragons->Monster Manual
of cosmic entropy conjoined to the remains of dead gods. This malicious entity drifts through Wildspace and multiversal expanses inimical to life—vast regions where the chance of encountering it is
death god. 10 A tarrasque that just died. Blob of Annihilation Gargantuan Ooze (Titan), Neutral Evil
AC 18 Initiative +16 (26)
HP 448 (23d20 + 207)
Speed 30 ft.
Ability Score Mod Save Str
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
is divided into eight regions for the race, each of which is represented by a different creature. If you’re going to spend time in Dura, it’s best that you know your mounts! The beasts of Upper Dura
. Hrazhak Two teams of seven shifters play hrazhak on a field with a goal at each end. Each team starts out carrying a wooden idol. To score, a team must steal its opponent’s idol and place both idols in its
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
chwingas living in Icewind Dale or other cold regions can bestow using their Magical Gift action. Charm of Biting Cold. This charm has 3 charges. As a bonus action, you can expend 1 of the charm’s charges
a long range of 60 feet, it deals 1d4 cold damage on a hit, and it scores a critical hit on a roll of 19 or 20. If you score a critical hit with the snowball, the target is blinded until the end of
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
chapters. The Dragon Hunter As characters near Heart’s Hollow (or whenever you wish to introduce Clystran), the Wash rises in the region. The character with the highest passive Wisdom (Perception) score
occupies. He can share any of the local names for Northern Wastes regions, like “Wormgut” and “Giant’s Spine,” shown on map 5.1. He also considers himself an expert on the fauna of the Northern Wastes
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->Tasha’s Cauldron of Everything
Supernatural Regions Not all lands thrive as nature intended. Magical forces, strange interlopers, or tragic events can alter an area’s destiny, fundamentally changing the land. While the flora
affected location. The descriptions of the following supernatural regions summarize the region, present a table of potential effects within the affected area, and note triggers for a random effect. Feel
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
consists of three foliage-lush regions with a swamp to the southeast (area S58). S57a: Mutated Frogs. Dozens of three-eyed frogs croak ominously along the banks of streamlets. The frogs are harmless
highest passive Wisdom (Perception) score notices the thri-kreen, who are initially indifferent toward the party. If the characters parley with the thri-kreen, the insectile warriors ask them to
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
and urging them to give voice to their deepest fears Hatred: Appears in volcanic regions and provokes creatures to scream and destroy things Inspiration: Appears around memorials or natural wonders
not under the creature’s control; it moves or reacts to emotions. The tail vanishes after 24 hours. 7 Any creature with an Intelligence score of 6 or higher that touches or drinks the water of this
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
) checks. Young Remorhaz. The cracking of ice and a faint tremor presage the arrival of this hungry monster. Characters who have a passive Wisdom (Perception) score of 11 or higher aren’t surprised when
cold, cold north. Roaming this expanse are hundreds of sheep, goats, and cattle plucked from other regions of the North by the vale’s dread overlord, the red wyrm Klauth. Scattered here and there are the