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Returning 35 results for 'score of risks dangerous viable'.
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score of rites dangerous viable
score of risk dangerous visible
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Creature Sense. The neothelid is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well
as each creature’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in
classes
Basic Rules (2014)
use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she
left behind. There are greater risks, perhaps, but also much greater rewards—few fighters in the city watch have the opportunity to discover a magic flame tongue sword, for example.
Creating a
classes
Basic Rules (2014)
even they sometimes recruit apprentices to help them in their scams and heists. A few rogues make an honest living as locksmiths, investigators, or exterminators, which can be a dangerous job in a
an angry thieves’ guild master? Or did you leave your guild in search of bigger risks and bigger rewards? Is it greed that drives you in your adventures, or some other desire or ideal?
What
Monsters
Princes of the Apocalypse
— bad weather, strong tides, and increasing aggression from dangerous sea life.
Violent downpours become frequent within 10 miles of the lair. A downpour occurs once every 2d12;{"diceNotation
an Intelligence score of 2 or lower within 1 mile of the lair must succeed on a DC 15 Wisdom saving throw when they enter the area. If the saving throw succeeds, the creature is frightened and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Creature Sense. The elder brain is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as
well as each one’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in
Gnome
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
) risks and dreaming large.
Bright Burrows
Gnomes make their homes in hilly, wooded lands. They live underground but get more fresh air than dwarves do, enjoying the natural, living world on the surface
quick, if dangerous, path to wealth. Regardless of what spurs them to adventure, gnomes who adopt this way of life eke as much enjoyment out of it as they do out of any other activity they undertake
Species
Mordenkainen Presents: Monsters of the Multiverse
court of the Queen of Air and Darkness, one of the Feywild’s archfey. Goblins thrived in her dangerous domain thanks to a special boon from her—a supernatural knack for finding the weak
character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining your
Species
Mordenkainen Presents: Monsters of the Multiverse
dangerous those dragons can be and help others defend against draconic destruction.
Whatever their relationship to dragons, kobold scales tend to be rust colored, although the occasional kobold sports
race, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase one score by 2 and increase a different score
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
): acid, cold, fire, lightning, or thunder.
Expert. Your Dexterity score increases by 2, to a maximum of 22.
Fey. A fey crossing opens into the Feywild, and you’re immediately pulled through it
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
they are unlikely to take risks on behalf of others, except those dearest to them. Ability Score Increase. Your Dexterity score increases by 1. Superior Darkvision. Your darkvision has a radius of 120
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. An NPC with a loyalty score of 10 or higher risks life and limb to help fellow party members. If the NPC’s loyalty score is between 1 and 10, its loyalty is tenuous. An NPC whose loyalty drops to 0 no
death for them. Loyalty can be roleplayed or represented by this rule. Loyalty Score An NPC’s loyalty is measured on a numerical scale from 0 to 20. The NPC’s maximum loyalty score is equal to the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
thieves’ guild master? Or did you leave your guild in search of bigger risks and bigger rewards? Is it greed that drives you in your adventures, or some other desire or ideal? What was the trigger that
rogue quickly by following these suggestions. First, Dexterity should be your highest ability score. Make Intelligence your next-highest if you want to excel at Investigation or plan to take up the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Types of Crime Your work as syndicate members involves more than simple street swindles or pickpocketing. A team with your skills comes together for greater purposes—more dangerous risks and far more
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. Of these, though, captain is the only role that must be filled for the ship to function. A ship needs a single person to issue orders and respond to threats, otherwise a ship risks chaos and confusion
supervision, encouragement, and discipline. A first mate benefits from a high Charisma score, as well as proficiency with the Intimidation and Persuasion skills. Bosun. The bosun (or boatswain
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
safe house, or a discount on adventuring gear. With a Renown Score of 10+, a character might gain access to Potions and Scrolls, the ability to call in a favor, or backup on dangerous missions. A
Benefits of Renown Use these guidelines when determining the benefits of increasing renown. Recognition A character who has a Renown Score of 3+ with a group is a respected member of that group
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
fearless and not afraid to take great risks.” Papazotl The host’s Strength score becomes 23, unless it is already higher. Moa (male) LG Truthful and kind “I must always speak the truth.” Wongo The host can
Power I’jin (female) CN Fickle and unpredictable “I never stick to a plan.” Obo’laka The host’s Dexterity score becomes 23, unless it is already higher. Kubazan (male) CG Wild and spirited “I am
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
of 10 or higher risks anything to help fellow party members. An NPC whose Loyalty Score is between 1 and 10 is tenuously faithful to the party. An NPC whose Loyalty Score drops to 0 no longer acts in
life debt to the characters or shares their goals might fight to the death for them. You can simply decide on an NPC’s loyalty, or you can track a Loyalty Score using the following rules. Loyalty
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Githzerai Monk Githzerai monks pursue control of their minds by honing their physical and psionic talents. They might be found beyond githzerai sanctuaries, testing themselves amid the dangerous
extremes of the multiverse. Githzerai Monk Medium Aberration (Gith), Lawful Neutral
AC 14 Initiative +4 (14)
HP 38 (7d8 + 7)
Speed 40 ft.
Ability Score Mod Save
Str 12 +1 +3
Dex
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
you were born under a bizarre omen, but will not explain what it means.
2 You were secretly instructed in the worship of Kruphix by a parent or a mentor.
3 You uncovered a dangerous secret
have to. (Good)
4 Knowledge. I seek out dangerous secrets so that I can know the nature of reality. (Neutral)
5 Power. The best thing about knowing a secret is getting to use it against
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
below the ocean’s surface, while they peek above the water during low tide. Navigating Sandbars Sandbars make dangerous obstacles for vessels, particularly at high tide when they are less noticeable
. The crew of a ship moving toward a sandbar beneath the waves must have a passive Wisdom (Perception) score of 12 or higher or fail to see the sandbar in the way (see “Noticing Threats”). When a ship
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Dangerous Pathways As the characters travel deeper into the woods, they find themselves traversing winding pathways that seem to slowly close in from all sides. At the place where the hags
characters’ progress. If the check is 14 or higher, or if any character with a passive Wisdom (Perception) score of 14 studies the fey after they’ve been spotted, the fey appear mean and grubby. The fey run off if they are noticed, shouting with barely disguised menace to “enjoy our sunny woods.”
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
contested by the goblins’ passive Wisdom (Perception) score to avoid being surprised. See the Basic Rules for more information on ability check contests. Thickets. The thickets around the clearing are
difficult terrain, but they aren’t dangerous—just annoying. They provide half cover to creatures behind them. (See “Difficult Terrain” and “Cover” in the Basic Rules for more information.)
Compendium
- Sources->Dungeons & Dragons->Monster Manual
slime*. 7 Pools of magma or boiling water. 8 Razorvine* or similar dangerous plants. *See the Dungeon Master’s Guide. Rule 9: Never trust a stalagmite.
—X the Mystic’s
Rules of Dungeon Survival
Roper Large Aberration, Neutral Evil
AC 20 Initiative +5 (15)
HP 93 (11d10 + 33)
Speed 10 ft., Climb 20 ft.
Ability Score Mod Save Str 18 +4 +4 Dex 8 −1 −1 Con 17 +3 +3 Ability Score
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
its choosing. Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can
and a day. Demonic Cults. Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into
Compendium
- Sources->Dungeons & Dragons->Monster Manual
sometimes work with bandits to abduct travelers, releasing captives only if they accept a dangerous bargain. Roll on or choose a result from the Lamia Pacts table to inspire a lamia’s desires. Lamia
(13d10 + 26)
Speed 40 ft.
Ability Score Mod Save Str 16 +3 +3 Dex 13 +1 +1 Con 15 +2 +2 Ability Score Mod Save Int 14 +2 +2 Wis 15 +2 +2 Cha 16 +3 +3
Skills Deception +7, Insight +4
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, they relish every opportunity to set flammable things alight, delighting in igniting paper, wooden structures, and explosives. Magmins are dangerous even in death, since they explode when they’re
entertain themselves. Magmin Small Elemental, Chaotic Neutral
AC 14 Initiative +2 (12)
HP 13 (3d6 + 3)
Speed 30 ft.
Ability Score Mod Save
Str 7 −2 −2
Dex 15 +2 +2
Con 12 +1
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Investigator. Investigators piece evidence into a coherent whole that explains a mystery. This character combines a high Intelligence score with proficiency in skills such as Investigation, Perception, and
dangerous, so it’s often important for their group to include someone who can physically intervene when situations devolve into combat. The Tough’s role might include fighting criminal thugs, kicking
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
, 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
Shadowmoor merrow are Merrow Doublespeakers, seeking to trick those not wise to their nature. These merrows’ tail spines are dangerous; doublespeakers can use them to stab or throw at foes. Merrow
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Hazards Sea travel is an innately dangerous proposition. A storm on land might bog down a caravan, delaying its trip by a few days, while at sea a storm can split a ship in two and send everyone
in the group check is a success or a failure, respectively. Determining Hazards Traveling by sea is an innately dangerous proposition. When running an ocean adventure, you can select hazards based on
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, dangerous wildernesses, or the Underdark. 2 A curse from a powerful hag, vengeful witch, or strange Artifact. 3 An experiment by an aboleth, a mind flayer, or another life-shaping magic-user. 4 A magical
Air and Darkness. Drider Large Monstrosity, Chaotic Evil
AC 19 Initiative +4 (14)
HP 123 (13d10 + 52)
Speed 30 ft., Climb 30 ft.
Ability Score Mod Save Str 16 +3 +3 Dex 19 +4 +4 Con 18 +4
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
inform the choices of the present, creating a world of peace and order. She plays things by the book and frowns on students who embark on Dean Plargg’s dangerous field trips. Characters have ample
spirit magic. His time at Prismari was hardly wasted, however. Combining his artistic skill with his keen spiritual sense, Hofri could visualize a spirit’s mortal appearance and construct a viable
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
. Will they accept help from the Boromars against the much more obviously dangerous Daask? Or might they disregard Daask operations clearly meant to undermine the Boromars? The inquisitives might even
killed in the final confrontation. Indeed, it turns out that the Boromar Clan arranged the operation to remove a dangerous group of rivals. Levels 11–16. Boromar leaders try to recruit the characters to
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
just as likely to prey on mind flayers as on anything else. Mind flayers consider neothelids dangerous abominations—normally they eat or destroy any tadpoles that grow larger than a few inches in length
1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature’s Intelligence score, but can’t sense anything else about