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Returning 35 results for 'scores give'.
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Magic Items
Candlekeep Mysteries
can expend 1 of the staff's charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage
staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"piercing"} piercing damage. If the leucrotta scores a critical hit, it rolls the damage dice three times, instead of twice.
Hooves. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to
away prey long before the creature could attack. It has two natural capabilities, however, that give it an advantage. First, a leucrottaâs tracks are nearly impossible to distinguish from those
Monsters
Eberron: Rising from the Last War
Deadly Critical. Rak Tulkhesh scores a critical hit on a roll of 19 or 20 and rolls the damage dice three times, instead of twice.
Innate Spellcasting. Rak Tulkhesh's spellcasting ability is Charisma
, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions
Monsters
Strixhaven: A Curriculum of Chaos
the following to give them context about this evil spellcaster:
Murgaxor is a bullywug who attended Strixhaven 200 years ago. He was a member of Witherbloom College, though there are no records of
ritual ends or is interrupted:
Clinging to Life. Death saving throws are made with advantage.
Grievous Wounds. Any creature that scores a critical hit rolls one additional damage die to determine
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
of a Large Giant. Ability Scores You can usually change a creatureâs Intelligence, Wisdom, and Charisma scores freely unless the ability is used for spellcasting. For example, a Black Pudding stat
block could represent a sapient alien if you raise its Intelligence and Charisma to 10 or so. Itâs usually best to leave its Strength, Dexterity, and Constitution scores alone, as changes to these
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Proficiencies Each background gives a character proficiency in two skills (described in chapter 7, "Using Ability Scores"). In addition, most backgrounds give a character proficiency with one or more
Compendium
- Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
Customizing Your Origin At 1st level, you choose various aspects of your character, including ability scores, race, class, and background. Together these elements help paint a picture of your
characterâs origin and give you the ability to create many different types of characters. Despite that versatility, a D&D race that has the Ability Score Increase trait includes little or no choiceâa lack
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
are an essential part of the rules, but they can be more than that. Once youâve assigned your ability scores, give some thought to what those scores might say about your characterâs appearance and
Step 3: Determine Ability Scores To determine your characterâs ability scores, you first generate a set of six numbers using the instructions below and then assign them to your six abilities
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
. A high-level Barbarian canât just punch their Paladin friend and roll Initiative to regain expended uses of Rage. In any situation where a characterâs actions initiate combat, you can give the acting
anticipate the spell. Using Initiative Scores You can get to the action of combat more quickly by using Initiative scores instead of rolling. You might decide to use Initiative scores just for
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
they can be more than that. Once youâve assigned your ability scores, give some thought to what those scores might say about your characterâs appearance and personality. A very strong character with
Step 3: Determine Ability Scores To determine your characterâs ability scores, you first generate a set of six numbers using the instructions below and then assign them to your six abilities. Chapter
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Proficiencies Each background gives a character proficiency in two skills. Skills are described in the Using Ability Scores section. In addition, most backgrounds give a character proficiency with
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
die, a d20, to determine success or failure. Every character and monster in the game has capabilities defined by six ability scores. The abilities are Strength, Dexterity, Constitution, Intelligence
, Wisdom, and Charisma, and they typically range from 3 to 18 for most adventurers. (Monsters might have scores as low as 1 or as high as 30.) These ability scores, and the ability modifiers derived from
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Paladin friend and roll Initiative to regain expended uses of Rage. In any situation where a characterâs actions initiate combat, you can give the acting character Advantage on their Initiative roll
Sorcerer does so with Advantage. If the doppelganger rolls well, it might still act before the Sorcererâs spell goes off, reflecting the monsterâs ability to anticipate the spell. Using Initiative Scores
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staffâs charges to give
breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges. Watchful Helm Wondrous item, very rare (requires attunement) While you
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
Monsters with Classes You can use the rules in chapter 3 of the Playerâs Handbook to give class levels to a monster. For example, you can turn an ordinary werewolf into a werewolf with four levels of
its ability scores as you see fit (for example, raising the monsterâs Intelligence score so that the monster is a more effective wizard), and make whatever other adjustments are needed. Youâll need to
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
quarry makes a Dexterity (Stealth) check at the end of each round, after every participant in the chase has taken its turn. The result is compared to the passive Wisdom (Perception) scores of the pursuers
circumstances, as shown in the Escape Factors table. If one or more factors give the quarry both advantage and disadvantage on its check, the quarry has neither, as usual. Escape Factors Factor Check Has
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
interaction, and combat. Exploration includes both the adventurersâ movement through the world and their interaction with objects and situations that require their attention. Exploration is the give-and
rescued prisoner, pleading for mercy from an orc chieftain, or persuading a talkative magic mirror to show a distant location to the adventurers. The rules in part 2 (especially "Using Ability Scores" and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
proficiencies, and some of your skill and tool proficiencies. (Skills are described in chapter 7, "Using Ability Scores", and tools in chapter 5, "Equipment.") Your background gives you additional skill
and tool proficiencies, and some races give you more proficiencies. Be sure to note all of these proficiencies, as well as your proficiency bonus, on your character sheet. Your proficiency bonus canât
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
background you choose influences step 3, when you determine your characterâs ability scores. If youâre having trouble choosing, the Ability Scores and Backgrounds table shows which backgrounds benefit
which ability scores. Look for your classâs primary ability there. Ability Scores and Backgrounds Ability Backgrounds Strength Soldier Dexterity Criminal, Soldier Constitution Criminal, Sage
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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
wearing armor or carrying a shield if you lack the required proficiency, as explained in the Equipment section.
Some spells and class features give you a different way to calculate your AC. If you
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
you choose influences step 3, when you determine your characterâs ability scores. If youâre having trouble choosing, the Ability Scores and Backgrounds table shows which backgrounds benefit which
ability scores. Look for your classâs primary ability there. Ability Scores and Backgrounds Ability Backgrounds Strength Artisan, Entertainer, Farmer, Guard, Noble, Sailor, Soldier Dexterity Artisan
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
suggested for the monster, with the DM determining its actual alignment. See also âAlignment.â AC, Initiative, and HP. These entries give the monsterâs Armor Class, Initiative, and Hit Points, which
. See also âBurrow Speed,â âClimb Speed,â âFly Speed,â and âSwim Speed.â Ability Scores. A table provides the monsterâs ability scores, modifiers, and saving throw modifiers, all of which are detailed
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
suggested for the monster, with the DM determining its actual alignment. See also âAlignment.â AC, Initiative, and HP. These entries give the monsterâs Armor Class, Initiative, and Hit Points, which
speeds. See also âBurrow Speed,â âClimb Speed,â âFly Speed,â and âSwim Speed.â Ability Scores. A table provides the monsterâs ability scores, modifiers, and saving throw modifiers, all of which are
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Personal Characteristics Fleshing out your characterâs personality â the array of traits, mannerisms, habits, beliefs, and flaws that give a person a unique identity â will help you bring him or her
your imagination. Youâre not bound to those options, but theyâre a good starting point. Personality Traits Give your character two personality traits. Personality traits are small, simple ways to help
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Galeb Duhr Eyes and Ears of the Earth Habitat: Hill, Mountain; Treasure: Any Luca Bancone Beings of living rock, galeb duhr seek harmony with the earth and give voice to the vibrations of stone
two boulders it can see within 60 feet of itself. Each boulder uses the Galeb Duhr stat block, except it has Intelligence and Charisma scores of 1 and lacks this action. The boulder takes its turn
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
is less comfortable with roleplaying, you can get them involved by asking them to describe their characterâs actions during the conversation. Use Other Ability Scores. Consider the following
additional possibilities to give characters whose Charisma is not their strong suit a chance to shine: Strength. An NPC wonât talk to the characters until one of them agrees to an arm-wrestling match. Or a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
Intelligence saving throw. On a failed save, the creatureâs Intelligence and Charisma scores become 1. The creature canât cast spells, activate magic items, understand language, or communicate in any
asked to come out of the chamber in order to break the spell, and she can give no clues as to the nature of her durance. If the characters come close enough, they can see that two sacks, a large one and a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ability Scores", tools in "Equipment.") Your background gives you additional skill and tool proficiencies, and some races give you more proficiencies. Be sure to note all of these proficiencies, as well
character of that class, including how to assign your highest ability scores, a background suitable to the class, and starting spells.
Hit Points and Hit Dice Your characterâs hit points define how tough
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
. Other information on a character sheet is based on these three elements.
Abilities and Ability Scores. All creatures (including your characters) have six abilities â Strength, Dexterity, Constitution
, Intelligence, Wisdom, and Charisma. Each of the ability scores governs a specific characteristic. Strength is physical might; Dexterity is agility, reflexes, and balance; Constitution is health and
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
warn away prey long before the creature could attack. It has two natural capabilities, however, that give it an advantage. First, a leucrottaâs tracks are nearly impossible to distinguish from those
one Bite attack and one Hooves attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. If the leucrotta scores a critical hit, it rolls the damage dice
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet.
Choose your languages
Underworld traders Elvish
Personal Characteristics Fleshing out your characterâs personalityâthe array of traits, mannerisms, habits, beliefs, and flaws that give a person a unique identityâwill
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
dragon queen chooses to reply, her five hissing voices issue from the darkness, amplified by the skull as they give commands and finish each otherâs sentences. It would be madness to assault this location
without an army. Abishai of all colors nest in the sulfurous caves behind the skull, and scores of white abishai pour forth to counter any assault or invasion. The infernal war machine parked next to
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, Wisdom, and Charisma scores. Choose the itemâs abilities, or determine them randomly as follows: roll 4d6 for each one, dropping the lowest roll and totaling the rest. Alignment. A sentient magic
perceive its surroundings out to a limited range. You can choose its senses or roll on the Sentient Itemâs Senses table. Special Purpose. You can give a sentient item an objective it pursues, perhaps to the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
scores. The abilities are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, and they typically range from 3 to 18 for most adventurers. (Monsters might have scores as low as 1 or as
high as 30.) These ability scores, and the ability modifiers derived from them, are the basis for almost every d20 roll that a player makes on a characterâs or monsterâs behalf.
Ability checks
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
protection, for instance, since you canât attune to more than one copy of an item at a time. Do magic weapons give you a bonus to attack and damage rolls? A magic weapon gives you a bonus to attack rolls
damaging than their nonmagical counterparts. For example, a +1 longsword and a giant slayer both give you a +1 bonus to attack rolls and damage rolls, whereas neither a flame tongue nor a frost brand






