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                        Returning 35 results for 'score shields adventurers'.
                    
                
                        
                            
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                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                     see.Well over 1,500 years ago, the silver dragon Miirym broke into Candlekeep, intent on adding its riches to her hoard. She devoured scholars and destroyed a score of irreplaceable books before she was
                                                
                                            
                                                
                                                     essence roils with the promise of breath weapons and spells of destruction.
Adventurers who explore the passages beneath Candlekeep might encounter Miirym, who’s more interested in news of
                                                
                                            
                                        
                                                    Moderately Armored
                                                    
    
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                                                     Feats
                                                    Player’s Handbook (2014)
                                                    
                                                
                                            
                                                    You have trained to master the use of medium armor and shields, gaining the following benefits:
Increase your Strength or Dexterity score by 1, to a maximum of 20.
You gain proficiency with medium armor and shields.
                                                
                                            
                                        
                                                     feats
                                                    Player’s Handbook (2024)
                                                    
                                                
                                            
                                                    General Feat (Prerequisite: Level 4+)
You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
Armor Training. You gain training with Light armor and Shields.
                                                
                                            
                                        
                                                    Ability Scores
                                                    
    
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                                                     Rules
                                                    
                                                    
                                                
                                            
                                                     training and competence in activities related to that ability. 
A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18
                                                
                                            
                                                
                                                    Each of a creature's abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a creature's
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice
                                                
                                            
                                                
                                                     roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is
                                                
                                            
                                                
                                                     equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is
                                                
                                            
                                                
                                                     equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is
                                                
                                            
                                                
                                                     equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is
                                                
                                            
                                                
                                                     equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice
                                                
                                            
                                                
                                                     roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is
                                                
                                            
                                                
                                                     equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Armor and Shields D&D worlds are a vast tapestry made up of many different cultures, each with its own technology level. For this reason, adventurers have access to a variety of armor types, ranging
                                                
                                            
                                                
                                                     types of armor and shields used in the worlds of D&D. Armor Proficiency. Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor's use know how to wear it
                                                
                                            
                                        
                                                    Goliath
                                                    
    
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                                                     Species
                                                    Elemental Evil Player's Companion
                                                    
                                                
                                            
                                                     individual skill. They have a compulsion to keep score, counting their deeds and tallying their accomplishments to compare to others. Goliaths love to win, but they see defeat as a prod to improve their
                                                
                                            
                                                
                                                     seek out a larger, more powerful wyrm to battle. Few goliath adventurers reach old age, as most die attempting to surpass their past accomplishments.
Fair Play
For goliaths, competition exists only
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Moderately Armored Prerequisite: Proficiency with light armor You have trained to master the use of medium armor and shields, gaining the following benefits: Increase your Strength or Dexterity score by 1, to a maximum of 20. You gain proficiency with medium armor and shields.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Lightly Armored General Feat (Prerequisite: Level 4+) You gain the following benefits. Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20. Armor Training. You gain training with Light armor and Shields.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Optional Rule: Multiclassing If your group uses the optional rule on multiclassing in the Player’s Handbook, here’s what you need to know if you choose artificer as one of your classes. Ability Score
                                                
                                            
                                                
                                                     Minimum. As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already an artificer
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    K72. Chamberlain’s Office This shadowy room is in perfect order. A great table stands here with its chair, inkwell, and quill set carefully in place. Lances, swords, and shields that bear the
                                                
                                            
                                                
                                                     character’s passive Wisdom (Perception) score meets or exceeds the demon’s Dexterity (Stealth) check. Both Rahadin and the shadow demon fight until slain. A secret door is set into the north end of the west
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     classes.
 Ability Score Minimum. As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already an
                                                
                                            
                                                
                                                     artificer.
 Proficiencies Gained. If artificer isn’t your initial class, here are the proficiencies you gain when you take your first level as an artificer: light armor, medium armor, shields, thieves
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     encompasses a creature’s training and competence in activities related to that ability. A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in
                                                
                                            
                                                
                                                     most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30. Each ability also has
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     Shields Starting Equipment Choose A or B: (A) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP; or (B) 50 GP  Druids belong to ancient orders that
                                                
                                            
                                                
                                                     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 Druid Gain all the traits in the Core
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    Stress Charging headlong into terrifying situations is the stock in trade for adventurers. Among the Domains of Dread, though, periods of respite between harrowing experiences can be rare. Even the
                                                
                                            
                                                
                                                     hardiest adventurers find themselves worn down over time, their performance suffering as they struggle to cope with the dread and despair. Various circumstances might cause a character stress. Stress
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     sit in various places, and bright curtains are draped haphazardly about the room. Thousands of pieces of junk cover the floor. Broken swords, crumpled shields, and helmets lie in piles all about
                                                
                                            
                                                
                                                    . Cyrus has been salvaging equipment from dead adventurers for years. He looks forward to adding to his collection after Strahd gets through with the characters.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    Ability Score Increases The Ability Score Increase trait in a race reflects an archetypal bit of excellence in the adventurers of this kind in D&D’s past. For example, if you’re a dwarf, your
                                                
                                            
                                                
                                                     Constitution increases by 2, because dwarf heroes in D&D are often exceptionally tough. This increase doesn’t apply to every dwarf, just to dwarf adventurers, and it exists to reinforce an archetype. That
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Armor and Shields D&D worlds are a vast tapestry made up of many different cultures, each with its own technology level. For this reason, adventurers have access to a variety of armor types, ranging
                                                
                                            
                                                
                                                     ill-fitting when an adventurer tries to wear it as a disguise.
 Using this variant, when adventurers find armor, clothing, and similar items that are made to be worn, they might need to visit an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                     pools to track down trespassers and drive them out. Wardens wield weapons and shields fashioned from the husks of giant beetles, snapping turtles, and other mighty creatures. When these tools fail them
                                                
                                            
                                                
                                                     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->Basic Rules (2014)
                                                    
                                                
                                            
                                                     encompasses a creature's training and competence in activities related to that ability. A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in
                                                
                                            
                                                
                                                     most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30. Each ability also has
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    , Medicine, Nature, Perception, Religion, or Survival Weapon Proficiencies Simple weapons Tool Proficiencies Herbalism Kit Armor Training Light armor and Shields Starting Equipment Choose A or B: (A
                                                
                                            
                                                
                                                     arises, Druids take a more active role as adventurers who combat the threat. Becoming a Druid... As a Level 1 Druid Gain all the traits in the Core Druid Traits table. Gain the Druid’s level 1 features
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     Second Wind (1 use) 3rd +2 Improved Critical 4th +2 Ability Score Improvement 5th +3 — 6th +3 Extra Attack (1 extra) 7th +3 Battle Readiness 8th +3 Ability Score Improvement 9th +4 — 10th +4 Improved
                                                
                                            
                                                
                                                     Defense 11th +4 Indomitable (1 use) 12th +4 Ability Score Improvement 13th +5 — 14th +5 Ability Score Improvement 15th +5 Extra Attack (2 extra) 16th +5 Ability Score Improvement 17th +6 — 18th +6
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     type of armor. For example, if you wear Leather Armor, your base AC is 11 plus your Dexterity modifier, whereas your AC is 16 in Chain Mail. Strength. If the table shows a Strength score in the
                                                
                                            
                                                
                                                     Strength column for an armor type, that armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score. Stealth. If the table shows
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    ) that prisoners can move or act unnoticed with a successful Dexterity (Stealth) check contested by the guards’ passive Wisdom (Perception) score. The tower’s upper chamber stores extra arms and armor
                                                
                                            
                                                
                                                     armor 6 shields 6 hand crossbows 20 cases of hand crossbow bolts, each case containing 20 bolts 6 shortswords and 10 daggers 6 bags of caltrops (20 caltrops per bag) 4 100-foot-long coils of silk rope 2 building hammers (not usable as weapons) 2 bags of iron spikes (10 spikes per bag)
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     "Trinkets" table at the end of the Equipment section).
 Your Strength score limits the amount of gear you can carry. Try not to purchase equipment with a total weight (in pounds) exceeding your
                                                
                                            
                                                
                                                     Strength score times 15. "Using Ability Scores" has more information on carrying capacity.
 Armor Class Your Armor Class (AC) represents how well your character avoids being wounded in battle. Things
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     up a number of near-miss encounters. At times, the adventurers might have believed they had shaken off their pursuers for good, only to have the drow show up unexpectedly. The characters’ departure
                                                
                                            
                                                
                                                     from the Underdark offers the final opportunity for them to confront their pursuers and settle the score. The possibility that her prey might escape drives Ilvara onward. In turn, she relentlessly
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    1. Entrance Tunnel The worm tunnel the adventurers are traveling through opens up atop a steep slope leading 15 feet down into the open cavern. The slope is difficult terrain. As long as the
                                                
                                            
                                                
                                                     adventurers aren’t calling attention to themselves, they can remain undetected here indefinitely. The troglodytes are too distracted by their standoff to notice them. Rubble is piled up along the walls on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                    , perhaps, by the tinker gnomes of Krynn.
 Quick Build You can make an artificer quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution
                                                
                                            
                                                
                                                     you choose artificer as one of your classes. Ability Score Minimum. As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class, or to take a level in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     martial weapons, shields, and all armor.
 Actions
 Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
 Longbow. Ranged Weapon Attack: +7 to hit
                                                
                                            
                                                
                                                     regain hit points equal to 1d10 + his level. Once he uses this feature, he can’t use it again until he finishes a short or long rest. 3rd 22 (4d8 + 4) Improved Critical. Ayik’s attack rolls now score a
                                                
                                            
                                        





