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Returning 19 results for 'scores sets'.
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Species
Mordenkainen Presents: Monsters of the Multiverse
a special physical characteristic that sets the fairy apart. For your fairy, roll on the Fey Characteristics table or choose an option from it. You’re also free to come up with your own
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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chapter 6: Customization Options The combination of ability scores, race, class, and background defines your character’s capabilities in the game, and the personal details you create set your
further. This section defines two optional sets of rules for customizing your character: multiclassing and feats. Multiclassing lets you combine classes together, and feats are special options you can
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Chapter 6: Customization Options The combination of ability scores, race, class, and background defines your character’s capabilities in the game, and the personal details you create set your
go a step further. This chapter defines two optional sets of rules for customizing your character: multiclassing and feats. Multiclassing lets you combine classes together, and feats are special
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
stand residences, forges, and the enclave’s temple. Entrance. Entrance to the hold is through a long passage secured by four sets of portcullises and by fortified doors. The doors are opened by iron
” section of the wedding itinerary for more information. Guards. Scores of dwarf guards can be called upon to defend the enclave, with most occupying the barracks adjoining the vaults. Patrols are
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
enter. The floors are littered with broken shingles, bird droppings, wrecked furnishings, and other detritus, and scores of pigeons roost in the moldy rafters. W7. Secure Apartment The north door to
wooden armoire. The armoire holds four clean sets of clothes, two gray cloaks, a heavy crossbow, and a wooden case containing twenty crossbow bolts. W8. Back Room The section of conical roof directly
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
apply the rules and keep the story going. The DM is a storyteller. The DM sets the pace of the story and presents the various challenges and encounters that the players must overcome. The DM is the
check is required, ask yourself these questions: What Kind of Ability Check? Use the descriptions of the ability scores and their associated skills in the Basic Rules to help you decide what kind of
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, and Charisma scores. The DM sets the symbiote’s abilities or determines them randomly (roll 4d6 for each score, ignoring the lowest roll and totaling the rest). The symbiote can see and hear using
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
unusual skeleton with these changes: She has Intelligence and Charisma scores of 14 (+2). She can speak Common. Jelayne isn’t aware that she’s undead. Even though the last of her flesh is constantly
that she was raised as undead by a unique ritual that allowed her to keep her intellect and ability to speak. This has no bearing on the encounter, but sets up the existence of such rituals as
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
, 25 hit points, and immunity to poison and psychic damage. Their ability scores are as follows: Strength 6, Dexterity 14, Constitution 10, Intelligence 3, Wisdom 3, and Charisma 1. C14. Central
freeze in place, even in midair. With no faculty around to control them, the dormant creatures awake and attack the characters as soon as they enter the room. C18. Tea Room Several delicate tea sets are
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
days after the characters arrive, and the second group three days after that. These orcs sleep by day and travel by night, so they arrive in the party’s vicinity just before dawn. If the party sets
higher detects the orcs as they approach. The orcs aren’t likely to notice a hidden lookout; compare their passive Perception scores to the character’s Dexterity (Stealth) check. Four hunched humanoids
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
fifteen years old and stands 9 feet tall. He has the statistics of a half-ogre, with the following changes: He is lawful evil. He wears a chain shirt (AC 13). He has Intelligence and Wisdom scores of 10 (+0
leading to this room. Gnawed, blackened humanoid bones lie strewn upon the chamber floor amid loose sets of rusty manacles. Seven hell hounds howl and growl from within two spacious iron cages. Four
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
city reflecting the first days of a glorious empire. The sun never sets here. Positive energy flows into Eberron from Irian, and the denizens of Irian believe that the simple fact of their existence
Feature 1 Blades crafted here have a reputation for being especially fine and sharp. When a creature in the zone scores a critical hit with an attack that deals piercing or slashing damage, the attack
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
pillars rise from the bottom to break the surface. Sets of double doors are spaced evenly around the room’s perimeter.
Creatures. Six sahuagin swim along the surface around the edge of the pool
, the necromancy magic of the shrine lowers the creature’s Intelligence, Wisdom, and Charisma scores by 1d6 each (roll once for all three). A creature can be affected only once per round. If any
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
(Perception) check to find the wire. Once the wire is found, it can be avoided, but cutting it sets off the ballista. The ballista fires an array of bolts down the length of the hall, so each creature in
wall 9 feet above the floor holds thirty-nine skulls (human, dwarf, elf, giant, and other various and sundry creatures), eight helmets and helms, and five sets of armor (chain mail, splint, or plate as
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
functions as a dressmaker’s shop and fitting room. Beyond two sets of doors are bathing chambers that emanate pleasant smells and warm dampness. Unlike Tarnlar’s down the street, Haeleeya’s caters to
, serving as home to some birds and storage for scores of wooden wagon wheels. Ilmeth employs half a dozen laborers who drink heavily as they work. Everything here is far messier but far cheaper than
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, and materials Stray cutlery (all from different sets) Unopened love letters (not written or addressed to Bavlorna, but to long-dead people with whom Bavlorna has had dealings) Old, frayed, coiled-up
investigate and report back to her. They avoid combat. B7. Hallway The spiral staircase in area B1 leads up to this hallway on the second floor. The walls of this dank hallway are covered with scores of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
determined by the Giant Clam table (see the “Maelstrom: General Features” sidebar). 20. Armory A door connects this air-filled room to an air-filled passage east of it. Three descending sets of stairs
petrified wood. Stacked on them are scores of 4-foot-diameter, 600-pound rocks engraved with Dethek runes (the Dwarvish script). These stones have various discoveries recorded on them, including the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Enclave.
The stronghold is indeed awe-inspiring. A massive arched stone entrance — a marvelous work of art in and of itself — leads into the mountain. Four sets of heavy iron portcullises stand fast
using the ability scores of their new form. However, any spellcasting characters discover that they have left their original magic in their original brains. Let each player refer to the entry in the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
door opens by way of a masonry block that also serves as a lever, which can be pushed in on the left side or pulled out from the right. Needle Trap. If the lever is pulled out, that movement sets off
back. Several sets of corroded manacles are connected to the walls,and some still bind a few crumbling skeletons.
Creatures. Three kobolds are bound with crude rope to the iron spike. A battered






