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Returning 35 results for 'score of rune decrease visions'.
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Magic Items
Dungeon Master’s Guide
accepted by the weapon and try to attune to it, you become attuned to it instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade
functions like a nonmagical weapon of its kind for anyone other than its chosen bearer.
A Moonblade has one rune on it for each bearer it has willingly served (typically 1d6 + 1). The first rune grants a
Magic Items
Dungeon Master’s Guide
one of your ability scores by 2. You can’t decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no
97–00
97–00
Void
Each card’s effect is described below.
Balance. You can increase one of your ability scores by 2, to a maximum of 22, provided you also decrease another
Magic Items
Bigby Presents: Glory of the Giants
The handle of this dark leather whip bears the fire rune, and embers dance around the whip’s tail.
You gain a +1 bonus to attack and damage rolls made with this weapon, and on a hit, the whip
deals an extra 1d6 fire damage. When you score a critical hit with an attack using this whip, the target also has the restrained condition until the start of your next turn, as fiery bands lash around
Moonblade
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
new rune appears on the blade. You remain attuned to the weapon until you die or the weapon is destroyed.
A moonblade has one rune on its blade for each master it has served (typically 1d6 + 1). The
first rune always grants a +1 bonus to attack and damage rolls made with this magic weapon. Each rune beyond the first grants the moonblade an additional property. The DM chooses each property or
Reborn
Legacy
This doesn't reflect the latest rules and lore.
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Species
Van Richten’s Guide to Ravenloft
sensations or visions of the past to come rushing back.
Rather than sleeping, reborn regularly sit and dwell on the past, hoping for some revelation of what came before. Most of the time, these are dark
.
Ability Score Increases
When determining your ability scores, you increase one of those scores by 2 and increase a different score by 1, or you increase three different scores by 1. You follow this
classes
Basic Rules (2014)
, muttering a few words of power over them. Closing his eyes to see the visions more clearly, he nods slowly, then opens his eyes and points down the passage to his left.
Wizards are supreme magic-users
, Intelligence should be your highest ability score, followed by Constitution or Dexterity. If you plan to join the School of Enchantment, make Charisma your next-best score. Second, choose the sage
Book of Vile Darkness
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
reading and studying the book, one ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to a minimum of 3. The book can’t adjust your
darkness. An evil rune might appear on your face, your eyes might become glossy black, or horns might sprout from your forehead. Or you might become wizened and hideous, lose all facial features, gain a
classes
Basic Rules (2014)
their patrons in dreams or waking visions, or deal only with intermediaries.
QUICK BUILD
You can make a warlock quickly by following these suggestions. First, Charisma should be your highest ability
score, followed by Constitution. Second, choose the charlatan background. Third, choose the eldritch blast and chill touch cantrips, along with the 1st-level spells charm person and witch bolt.
The
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
scores instead of rolling Initiative. Your Initiative score equals 10 plus your Dexterity modifier. If you have Advantage on Initiative rolls, increase your Initiative score by 5. If you have Disadvantage on those rolls, decrease that score by 5. See also “Playing the Game” (“Combat”).
Initiative
Legacy
This doesn't reflect the latest rules and lore.
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Rules
Initiative scores instead of rolling Initiative. Your Initiative score equals 10 plus your Dexterity modifier. If you have Advantage on Initiative rolls, increase your Initiative score by 5. If you have Disadvantage on those rolls, decrease that score by 5.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
instead of rolling Initiative. Your Initiative score equals 10 plus your Dexterity modifier. If you have Advantage on Initiative rolls, increase your Initiative score by 5. If you have Disadvantage on those rolls, decrease that score by 5. See also chapter 1 (“Combat”).
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the score by 5. If the creature has Disadvantage on them, decrease the score by 5. For example, a level 1 character with a Wisdom of 15 and proficiency in Perception has a Passive Perception of 14 (10 + 2 + 2). If that character has Advantage on Wisdom (Perception) checks, the score becomes 19.
Passive Perception Passive Perception is a score that reflects a creature’s general awareness of its surroundings. The DM uses this score when determining whether a creature notices something without
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the score by 5. If the creature has Disadvantage on them, decrease the score by 5. For example, a level 1 character with a Wisdom of 15 and proficiency in Perception has a Passive Perception of 14 (10 + 2 + 2). If that character has Advantage on Wisdom (Perception) checks, the score becomes 19.
Passive Perception Passive Perception is a score that reflects a creature’s general awareness of its surroundings. The DM uses this score when determining whether a creature notices something without
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
your piety score. As you increase that score, you gain blessings from your god. Piety has nothing to do with faith or belief, except insofar as a person’s thoughts and ideals drive them to action in
a god’s service. Your piety score reflects the actions you have taken in your god’s service—actions that the god richly rewards. When you choose a god to worship as a beginning character, your piety
Magic Items
The Book of Many Things
): 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
stop drawing from the deck, regardless of how many cards you initially declared.
Lance. All your ability scores increase by 1, to a maximum of 20.
Mage. Your Intelligence score increases by 2, to a
Magic Items
Keys from the Golden Vault
, one ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to a minimum of 3. The book can’t adjust your ability scores again
.
Mark of Darkness. After you spend the requisite amount of time reading and studying the book, you acquire a physical disfigurement as a hideous sign of your devotion to vile darkness. An evil rune might
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
for Monsters. A monster’s stat block in the Monster Manual includes its Initiative score after its Initiative bonus. Advantage and Disadvantage. If a creature has Advantage on Initiative rolls, increase its Initiative score by 5. If it has Disadvantage on those rolls, decrease that score by 5.
characters, just for monsters, or for both. Initiative Scores for Characters. A character’s Initiative score is typically 10 plus all modifiers to the character’s Initiative roll (including their Dexterity
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
modifier to the damage you deal with any cleric cantrip. Visions of the Past Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings
. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
saving throws with disadvantage for 24 hours. If the blade accepts you, you become attuned to it and a new rune appears on the blade. You remain attuned to the weapon until you die or the weapon is
destroyed. A moonblade has one rune on its blade for each master it has served (typically 1d6 + 1). The first rune always grants a +1 bonus to attack and damage rolls made with this magic weapon. Each
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade functions like a nonmagical weapon of its kind for anyone other than its chosen
bearer. A Moonblade has one rune on it for each bearer it has willingly served (typically 1d6 + 1). The first rune grants a +1 bonus to attack rolls and damage rolls made with this magic weapon. Each
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
score, you can use Charisma for Honor and Wisdom for Sanity. Honor Score If your campaign involves cultures where a rigid code of honor is part of daily life, consider using the Honor score as a means
only a character’s devotion to a code but also the character’s understanding of it. The Honor score can also reflect how others perceive a character’s honor. A character with a high Honor usually has a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
patrons etched on trees, mingled among tea leaves, or adrift in the clouds — messages that only the warlock can see. Other warlocks converse with their patrons in dreams or waking visions, or deal only
with intermediaries. Quick Build You can make a warlock quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
surrounded by a series of mechanical devices that function as Ioun stones, which add to its vast knowledge. The enhanced sphinx is a gynosphinx, with these changes: Its Intelligence score is 24 (+7). It
demands that the characters pay the toll to cross: either one character’s Intelligence score permanently decreases by 1, or two characters each have another ability score of their choice permanently
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
it is an ancient rune that stands for the elemental lord Yan-C-Bin. Whatever their interpretations, the air cultists use the symbol as a secret password of sorts. By touching the thumbs and little
control the wind and go wherever she liked, and to punish those who offended her. The childlike fantasies of her youth became dark visions where she ruled the storms and the air itself. She dreamed
Compendium
- Sources->Dungeons & Dragons->Monster Manual
into ruinous pacts. Should they run out of patience, nalfeshnees conjure visions of the Abyss and other nightmares to terrorize others into obeying. Nalfeshnee Large Fiend (Demon), Chaotic Evil
AC 18
Initiative +5 (15)
HP 184 (16d10 + 96)
Speed 20 ft., Fly 30 ft.
Ability Score Mod Save
Str 21 +5 +5
Dex 10 +0 +0
Con 22 +6 +11
Ability Score Mod Save
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
notes activities that increase or decrease a character’s renown score. Intrigue and Horror. When dealing with Kalakeri’s factions, every option or choice has ramifications. Give the characters
Kalakeri’s two factions. Every character begins with 0 renown score with each faction. Characters gain or lose points as they act against or in the service of either faction. As they do so, their standing
Compendium
- Sources->Dungeons & Dragons->Monster Manual
shambling mound’s origins and features. Shambling Mound Cultivation 1d6 The Shambling Mound Is... 1 Covered in vibrant alien or Feywild blooms. 2 Hauling a rune-etched menhir in its torso. 3 Infested
AC 15 Initiative −1 (9)
HP 110 (13d10 + 39)
Speed 30 ft., Swim 20 ft.
Ability Score Mod Save Str 18 +4 +4 Dex 8 −1 −1 Con 16 +3 +3 Ability Score Mod Save Int 5 −3 −3 Wis 10 +0 +0 Cha
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
visions in which the gods of Faerûn appear to them modeled in the tieflings’ own image. One such is the entity they call the “pale horned goddess of the moon” (Selûne); another is the “dark, devilish
scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.
Feral. Your Intelligence score increases by 1, and your Dexterity score increases by 2. This trait replaces
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
gear or a rope providing advantage on the check. Twisting Steps and Rune Traps. The steps leading up the mesa shift underfoot as a result of Far Realm energy flooding through them, making them
difficult terrain. Additionally, each flight of steps is trapped at its midpoint with a magical rune that can be detected only with a successful DC 13 Intelligence (Investigation) or Wisdom (Perception
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Style 2 3 2 — — — — 3 +2 Ranger Subclass 2 4 3 — — — — 4 +2 Ability Score Improvement 2 5 3 — — — — 5 +3 Extra Attack 3 6 4 2 — — — 6 +3 Roving 3 6 4 2 — — — 7 +3 Subclass feature 3 7 4 3 — — — 8 +3
Ability Score Improvement 3 7 4 3 — — — 9 +4 Expertise 4 9 4 3 2 — — 10 +4 Tireless 4 9 4 3 2 — — 11 +4 Subclass feature 4 10 4 3 3 — — 12 +4 Ability Score Improvement 4 10 4 3 3 — — 13 +5 Relentless
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Style 2 3 2 — — — — 3 +2 Ranger Subclass 2 4 3 — — — — 4 +2 Ability Score Improvement 2 5 3 — — — — 5 +3 Extra Attack 3 6 4 2 — — — 6 +3 Roving 3 6 4 2 — — — 7 +3 Subclass feature 3 7 4 3 — — — 8 +3
Ability Score Improvement 3 7 4 3 — — — 9 +4 Expertise 4 9 4 3 2 — — 10 +4 Tireless 4 9 4 3 2 — — 11 +4 Subclass feature 4 10 4 3 3 — — 12 +4 Ability Score Improvement 4 10 4 3 3 — — 13 +5 Relentless
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. 26c. Ooze Your Janitor? Just around this corner is a gelatinous cube. The first character to walk around the corner is surprised by the cube unless that character has a passive Wisdom (Perception) score
. Characters must be 11th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Possible Visions The following are the most relevant visions the characters can receive as answers to their questions. Elaborate upon or modify these as needed, and improvise visions for other
shrinks away from the demonic hordes he has unwittingly unleashed.
If a character receiving this vision has a passive Wisdom (Perception) score of 13 or higher, he or she sees a drow insignia on
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. Decrease the DC by 5 if the door is made of glass or amber, or if the door is weakened in some manner (such as by rot or corrosion).
Secret Doors. If there are obvious clues to a secret door’s presence
, such as scratch marks on a nearby wall or footprints leading to it, a character with a passive Wisdom (Perception) score of 15 or higher notices the secret door. Otherwise, finding a secret door
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
quest or pursues opposite aims, they might suffer any of the following consequences: The character’s piety score might decrease by 1 each day, or each play session, for as long as the character continues
champion can expect a reward for doing so. As long as the champion is actively pursuing the quest and upholding the god’s ideals along the way, you can increase the character’s piety score, using the