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Returning 35 results for 'score of regions draw variants'.
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score of region drawn variant
Magic Items
Dungeon Master’s Guide
a minimum score of 1). You can draw one additional card beyond your declared draws.
Rogue. An NPC of the DM’s choice becomes Hostile toward you. You don’t know the identity of this NPC
column of the Deck of Many Things table when randomly determining cards drawn from the deck.
Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any
Monsters
Spelljammer: Adventures in Space
hand is invisible)
1/day: invisibility (self only)Ssurran defilers can lay waste to the plant life around them and draw vital energy at the same time from other creatures that are caught in the area
.
Ssurran
Ssurran are lizardfolk who have adapted to life in arid climates and in Wildspace. You can use the lizardfolk stat blocks in the Monster Manual to represent them, in addition to the variants described below.Necrotic
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.
Jester. You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.
Key. A
draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number
Magic Items
Lost Laboratory of Kwalish
already been claimed, you gain an equivalent hoard.
Idiot. Reduce your Intelligence by 1d4 + 1 (to a minimum score of 1) for the duration of the adventure. You can draw one additional card beyond
draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number
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
feats
Player’s Handbook
General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)
You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20
different weapon, which must be a Melee weapon that lacks the Two-Handed property. You don’t add your ability modifier to the extra attack’s damage unless that modifier is negative.
Quick Draw
Magic Items
The Book of Many Things
this description. Notably, cards from the Deck of Many More Things are more likely to be beneficial, though about a third of them are still dangerous.
Before you draw a card, you must declare how many
cards you intend to draw and then draw them randomly. Unless a card allows you to draw additional cards, any cards drawn exceeding this number have no effect.
As soon as you draw a card, its magic
Species
Mordenkainen Presents: Monsters of the Multiverse
Air genasi are descended from djinn, the genies of the Elemental Plane of Air. Embodying many of the airy traits of their otherworldly ancestors, air genasi can draw upon their connection to the
.
Ability Score Increases
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule
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)
fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes
berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually
Magic Items
Lost Laboratory of Kwalish
crystal.
While wearing this armor, you gain the following benefits:
You have a +1 bonus to AC.
Your Strength score is 18 (this has no effect if your Strength is already 18 or higher).
You have
advantage on death saving throws.
The armor has further capabilities that can be powered either by energy cells or by your own life energy. You can use a bonus action to draw power from an energy cell
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
, Mace, Holy Symbol, Priest's Pack, and 7 GP; or (B) 110 GP
Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity
prayers and rites that help them draw on power from the Outer Planes.
Not every member of a temple or shrine is a Cleric. Some priests are called to a simple life of temple service, carrying out their
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->Player’s Handbook
Dual Wielder General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+) You gain the following benefits. Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of
with a different weapon, which must be a Melee weapon that lacks the Two-Handed property. You don’t add your ability modifier to the extra attack’s damage unless that modifier is negative. Quick Draw
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->Wayfinder's Guide to Eberron
might instead draw on tigers, hyenas, or other predators. Ability Score Increase. Your Strength score increases by 2, and your Dexterity score increases by 1. Fierce. You have proficiency in 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->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->Out of the Abyss
Araumycos with their own minds. A creature flies through the Astral Plane at a speed in feet equal to 3 × its Intelligence score, but a feeling of timelessness on the plane makes it difficult to judge
the length of the journey. The characters’ thoughts draw them toward a distant, floating object. It appears to be a hemisphere, until its slow rotation reveals its true form: a giant skull missing its
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Sahuagin Warrior Sahuagin warriors are vicious combatants that savage their foes with webbed claws. Once sahuagin draw blood, they usually attack until either they or their foe is slain. Sahuagin
Warrior Medium Fiend, Lawful Evil
AC 12 Initiative +0 (10)
HP 22 (4d8 + 4)
Speed 30 ft., Swim 40 ft.
Ability Score Mod Save
Str 13 +1 +1
Dex 11 +0 +0
Con 12 +1 +1
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
treasure has already been claimed, you gain an equivalent hoard. Idiot. Reduce your Intelligence by 1d4 + 1 (to a minimum score of 1) for the duration of the adventure. You can draw one additional
printed as a mosaic of raised dots. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Lizardfolk Warden Reptilian Guardian of Nature Lizardfolk wardens draw on primal magic to protect nature’s boundaries. These territorial guardians lurk in wetlands and jungles, surfacing from murky
30 ft.
Ability Score Mod Save
Str 15 +2 +2
Dex 12 +1 +1
Con 14 +2 +2
Ability Score Mod Save
Int 10 +0 +0
Wis 12 +1 +1
Cha 8 −1 −1
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
traveling by ship. Draw a Map A ship’s captain often undertakes this activity, producing a map of the ship’s progress and helps the crew get back on course if they get lost. No ability check is required
crew’s time to grant extended breaks, provide instruction, and generally improve the quality of life on the ship. Once every 24 hours, if the crew’s quality score is 3 or lower, the first mate can
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
of nature and mortal life, such as agriculture, the sun, and death. Greater deities are ultimately beyond mortal understanding, and they’re often known by different names across regions, cultures, and
Monster Manual. Vestiges are deities who have lost nearly all their worshipers and are considered dead from a mortal perspective. Esoteric rituals can sometimes contact vestiges and draw on their latent power.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Lizardfolk Geomancer Lizardfolk geomancers draw magic from the natural world, using it to protect their people and territories. Lizardfolk Geomancer Medium Elemental, Neutral
AC 13 Initiative +0
(10)
HP 33 (6d8 + 6)
Speed 30 ft., Burrow 20 ft., Swim 30 ft.
Ability Score Mod Save
Str 15 +2 +2
Dex 10 +0 +0
Con 13 +1 +1
Ability Score Mod Save
Int 10
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Eldritch Master At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid
iron, holding spells of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend. Or it could be the tattered diary of a cultist tormented by contact
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Eldritch Master At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid
iron, holding spells of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend. Or it could be the tattered diary of a lunatic driven mad by contact
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
+ 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws. Rogue An NPC of the DM’s choice becomes Hostile toward you. You don’t know the identity of this NPC until they
some have twenty-two. Use the appropriate column of the Deck of Many Things table when randomly determining cards drawn from the deck. Before you draw a card, you must declare how many cards you intend
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
gain the ability to cast Wish 1d3 times. Puzzle Permanently reduce your Intelligence or Wisdom by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws. Rogue An
some have twenty-two. Use the appropriate column of the Deck of Many Things table when randomly determining cards drawn from the deck. Before you draw a card, you must declare how many cards you intend
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->Dungeon Master’s Guide (2014)
a minimum score of 1). You can draw one additional card beyond your declared draws. Jester. You gain 10,000 XP, or you can draw two additional cards beyond your declared draws. Key. A rare or rarer
, but the rest have twenty-two. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
boar, but this subrace could embody any creature known for its toughness. Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1. Natural Athlete. You
shifters are fierce and aggressive, but they form deep bonds with their friends. Many longtooth shifters have canine traits that become more pronounced as they shift, but they might instead draw on
Compendium
- Sources->Dungeons & Dragons->Monster Manual
trackers and work together well in packs, often employing tricks and ambushes. Hell hounds enjoy hearing prey scream in their scorching jaws and fiery breath. They often go out of their way to draw out the
terror of their victims’ final moments. Hell Hound Medium Fiend, Lawful Evil
AC 15 Initiative +1 (11)
HP 58 (9d8 + 18)
Speed 50 ft.
Ability Score Mod Save
Str 17 +3 +3
Dex 12
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