Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'armor the lock'.
Other Suggestions:
armor the long
armor the lore
armor the lost
armor the love
armor the look
Monsters
Eberron: Forge of the Artificer
spellcasting ability (spell save DC 14):
At Will: Alarm, Arcane Lock, Mage Armor (included in AC)
1/Day: Dispel MagicProtective Magic (3/Day). The warden casts Counterspell or Shield in response to the spell
Feats
Eberron: Forge of the Artificer
) check or an ability check using Thieves' Tools, you can roll 1d4 and add the number rolled to the ability check.
Wards and Seals. You always have the Alarm and Mage Armor spells prepared. You can cast
level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this feat).
When you reach character level 3, you also always have the Arcane Lock spell
Abjurer
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
with spell attacks). The abjurer has the following wizard spells prepared:
Cantrips (at will): blade ward, dancing lights, mending, message, ray of frost
1st level (4 slots): alarm,* mage armor
,* magic missile, shield*
2nd level (3 slots): arcane lock,* invisibility
3rd level (3 slots): counterspell,* dispel magic,* fireball
4th level (3 slots): banishment,* stoneskin*
5th level (2 slots): cone of
Monsters
Waterdeep: Dragon Heist
attacks). She has the following wizard spells prepared:
Cantrips (at will): dancing lights, mage hand, mending, message, ray of frost
1st level (4 slots): alarm,* mage armor,* magic missile, shield*
2nd
level (3 slots): arcane lock,* invisibility
3rd level (3 slots): counterspell,* dispel magic,* fireball
4th level (3 slots): banishment,* stoneskin*
5th level (2 slots): cone of cold, wall of force
6th
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, lightning bolt, mage armor
1/day each: arcane lock, banishment, globe of invulnerability, invisibility, wall of forceArcane Ward (Recharge 4–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction
Monsters
Strixhaven: A Curriculum of Chaos
Intelligence as the spellcasting ability (spell save DC 15):
At will: comprehend languages, guidance, light
2/day each: dimension door, locate object, mage armor, stone shapeArcane Stasis (2/Day). When
a creature the professor can see within 60 feet of it casts a spell, the professor can magically lock the casting in the moment before completion. The spellcaster must succeed on a DC 15 saving throw
Monsters
Icewind Dale: Rime of the Frostmaiden
with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): light,* message,* prestidigitation, shocking grasp (see “Actions” below)
1st level (4 slots): mage armor,* shield
, sleep
2nd level (3 slots): arcane lock,* detect thoughts,* suggestion*
3rd level (2 slots): counterspell, lightning bolt*
*Prisoner 237 needs material components to cast these spells.Shocking Grasp
feats
) check or an ability check using Thieves' Tools, you can roll 1d4 and add the number rolled to the ability check.
Wards and Seals. You always have the Alarm and Mage Armor spells prepared. You can cast
level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this feat).
When you reach character level 3, you also always have the Arcane Lock spell
Monsters
Curse of Strahd
wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile, shield
2nd level (3 slots): misty step, suggestion
prepared plus the following spells: arcane lock, comprehend languages, hold person, identify, locate object, nondetection, polymorph, protection from evil and good, and wall of stone.Cold
Monsters
Waterdeep: Dungeon of the Mad Mage
short or long rest. Halaster has the following wizard spells prepared:
Cantrips (at will): dancing lights, fire bolt, light, mage hand, prestidigitation
1st level (4 slots): mage armor, magic missile
, shield, silent image
2nd level (3 slots): arcane lock, cloud of daggers, darkvision, knock
3rd level (3 slots): counterspell, dispel magic, fireball
4th level (3 slots): confusion, hallucinatory
Monsters
Fizban's Treasury of Dragons
from the heart, a lock of a loved one’s hair, or a painting of a favorite place. A story of happy times fondly remembered is more precious to a moonstone dragon than a sack of gold.
Creating a
the wyrmling’s mischievous habits.
2
A moonstone dragon wyrmling searches for whoever made the dragon’s friend—a suit of animated armor able to make witty, if limited
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
alarm and mage armor spells with this trait. Starting at 3rd level, you can also cast the arcane lock spell with it. Once you cast any of these spells with this trait, you can’t cast that spell with it
Spells
1st alarm, armor of Agathys
2nd arcane lock, knock
3rd glyph of warding, magic circle
4th Leomund’s secret chest, Mordenkainen’s faithful hound
5th antilife shell
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the alarm and mage armor spells with this trait. Starting at 3rd level, you can also cast the arcane lock spell with it. Once you cast any of these spells with this trait, you can’t cast that spell
Spell Level Spells 1st alarm, armor of Agathys 2nd arcane lock, knock 3rd glyph of warding, magic circle 4th Leomund’s secret chest, Mordenkainen’s faithful hound 5th antilife shell
compendium
- Sources->Dungeons & Dragons->Shadows of Sithicus
Concluding the Encounter The door to the south is the only means of leaving the room. The lock can be picked by a character who takes a Utilize action and succeeds on a DC 10 Dexterity (Sleight of
mechanical spider acts as Animated Armor under the characters’ control. Unfortunately, it breaks apart the first time it deals or takes damage. Continuing When the characters leave the room, start the next encounter.
compendium
- Sources->Dungeons & Dragons->Legends of Greyhawk: Secrets of the Free City
combat with the animated armor in Area 1 lasts two rounds. Approaching the Townhouse The mist from the continuing rain fills the otherwise empty street. No lights are visible inside Anton’s townhouse
, except to offer a ladder that can reach the second-floor balcony and window. Area 2: Entrance Hall The front door to Anton’s townhouse has a traditional lock and a unique variant of the Arcane Lock
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
24. Animal Cloisters The cultists of Malar kept various beasts here under lock and key. None of the building’s stone doors is currently locked, however. The building has lighting and plumbing (see
mannequin against the north wall is a suit of padded armor, a pair of thick padded mittens, and an open-faced helm fitted with a steel grill. (Cult members wore this cumbersome outfit while training
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
or Utilize action. Armor Class. The Object Armor Class table suggests ACs for various substances. Object Armor Class AC Substance 11 Cloth, paper, rope 13 Crystal, glass, ice 15 Wood 17 Stone 19
object causes the whole thing to collapse. Object Hit Points Size Fragile Resilient Tiny (bottle, lock) 2 (1d4) 5 (2d4) Small (chest, lute) 3 (1d6) 10 (3d6) Medium (barrel, chandelier) 4 (1d8) 18
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
.
Spellcasting. The tower sage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):
At will: Dancing Lights, Mage Hand, Prestidigitation
1/day each: Arcane Lock, Burning Hands, Comprehend Languages, Detect Magic, Levitate, Mage Armor
capable of reading the Books of Prophecy, an ancient set of tomes that hint at future events of grand significance. Tower Sage Medium Humanoid, Any Alignment
Armor Class 10 (13 with Mage Armor)
Hit
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
or Utilize action. Armor Class. The Object Armor Class table suggests ACs for various substances. Object Armor Class AC Substance 11 Cloth, paper, rope 13 Crystal, glass, ice 15 Wood 17 Stone 19
object causes the whole thing to collapse. Object Hit Points Size Fragile Resilient Tiny (bottle, lock) 2 (1d4) 5 (2d4) Small (chest, lute) 3 (1d6) 10 (3d6) Medium (barrel, chandelier) 4 (1d8) 18
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
10. Royal Armory The double doors to this room are locked but easily opened from the inside. The key to the lock is found in area 25. The features of this room are as follows: Quartz Pillars. Four
gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 9 on level 5, in the closest unoccupied space next to the identical gate located there. Armor and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
when it is provided with a lock of hair, a personal belonging, or another object connected to the target. Possession of such an item allows it to sense the creature’s location from as far as a mile away
in the Shadowfell where the shadows sometimes reform and banderhobbs roam. Banderhobb
Large Monstrosity, Typically Neutral Evil
Armor Class 15 (natural armor)
Hit Points 84 (8d10 + 40)
Speed
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
those in the rest of Little Lockford. A few dead deep gnomes lie in the streets; most wear the weapons and armor of the militia. L1: Entrance and Gatehouse When the characters are ready to enter the town
outer gates lock automatically when they close. The two gnome mages on duty have prepared knock spells, which they use to circumvent the gates’ complex locking mechanisms. It takes two knock spells to
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Minor Items, Common Item Type Attune? Armor of gleaming Armor No Bead of nourishment Wondrous item No Bead of refreshment Wondrous item No Boots of false tracks Wondrous item No Candle of the deep
Wondrous item No Cast-off armor Armor No Charlatan’s die Wondrous item Yes Cloak of billowing Wondrous item No Cloak of many fashions Wondrous item No Clockwork amulet Wondrous item No Clothes of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
: Arcane Focus, Holy Symbol Leatherworker’s Tools (5 GP) Ability: Dexterity Weight: 5 lb. Utilize: Add a design to a leather item (DC 10) Craft: Sling, Whip, Hide Armor, Leather Armor, Studded Leather Armor
door or container (DC 20) Craft: Any Melee weapon (except Club, Greatclub, Quarterstaff, and Whip), Medium armor (except Hide), Heavy armor, Ball Bearings, Bucket, Caltrops, Chain, Crowbar, Firearm
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
spells prepared:
Cantrips (at will): dancing lights, mage hand, mending, message, ray of frost
1st level (4 slots): alarm,* mage armor,* magic missile, shield*
2nd level (3 slots): arcane lock
), chaotic good
Armor Class 12 (15 with mage armor)
Hit Points 66 (12d8 + 12)
Speed 30 ft.
STR
10(+0)
DEX
14(+2)
CON
13(+1)
INT
18(+4)
WIS
15(+2)
CHA
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
: Arcane Focus, Holy Symbol Leatherworker’s Tools (5 GP) Ability: Dexterity Weight: 5 lb. Utilize: Add a design to a leather item (DC 10) Craft: Sling, Whip, Hide Armor, Leather Armor, Studded Leather Armor
door or container (DC 20) Craft: Any Melee weapon (except Club, Greatclub, Quarterstaff, and Whip), Medium armor (except Hide), Heavy armor, Ball Bearings, Bucket, Caltrops, Chain, Crowbar, Firearm
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Statistics for Objects When time is a factor, you can assign an Armor Class and hit points to a destructible object. You can also give it immunities, resistances, and vulnerabilities to specific
types of damage. Armor Class. An object’s Armor Class is a measure of how difficult it is to deal damage to the object when striking it (because the object has no chance of dodging out of the way). The
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
relevant loophole.
—Mordenkainen
Canoloth
Medium Fiend (Yugoloth), Typically Neutral Evil
Armor Class 16 (natural armor)
Hit Points 120 (16d8 + 48)
Speed 50 ft.
STR
18 (+4
, telepathy 60 ft.
Challenge 8 (3,900 XP) Proficiency Bonus +3
Dimensional Lock. Other creatures can’t teleport to or from a space within 60 feet of the canoloth. Any attempt to do so is wasted.
Magic
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, they rarely rise to the bait. Canoloth
Medium fiend (yugoloth), neutral evil
Armor Class 16 (natural armor)
Hit Points 120 (16d8 + 48)
Speed 50 ft.
STR
18(+4)
DEX
10(+0
.
Challenge 8 (3,900 XP)
Dimensional Lock. Other creatures can’t teleport to or from a space within 60 feet of the canoloth. Any attempt to do so is wasted.
Magic Resistance. The canoloth has
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
food to tables, and joke with the clientele. Flanking the entrance are two bouncers: a suit of animated armor called Klank and a gruff female half-ogre named Skoona. Both are here to protect the other
room is currently unoccupied, and its door is locked. In addition to a key he loans to guests, Alan has a master key that unlocks the door. Picking the lock requires thieves’ tools and a successful DC 10
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
languages, detect magic, feather fall, find familiar, mage armor, magic missile, shield, unseen servant 25 gp Arcane lock, continual flame, darkvision, invisibility, magic weapon, misty step, rope trick
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
by an arcane lock spell. Stone shelves protrude from the walls at heights of 20, 40, and 60 feet, and these shelves bear the weight of Zephyros’s vast collection of journals (see “Treasure”). Floating
, mage armor, mirror image, misty step, modify memory, shatter, and slow. Zephyros’s library contains more than five hundred research journals that he wrote himself. For the past fifty years, Zephyros has
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
4. Armory The armory door has an arcane lock spell cast on it. Officially, only Ras Nsi, Sekelok, and Fenthaza know the command phrase to bypass the spell (“white feather”). Speaking the command
25 Strength (Athletics) check. When the characters peer inside, read: Gleaming scimitars, serpent helms, and suits of scale armor cram the racks of this vault. Large bones and horned skulls litter
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Statistics for Objects When time is a factor, you can assign an Armor Class and hit points to a destructible object. You can also give it immunities, resistances, and vulnerabilities to specific
types of damage. Armor Class An object's Armor Class is a measure of how difficult it is to deal damage to the object when striking it (because the object has no chance of dodging out of the way). The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. The attached outer structures (areas 19a through 19d) have 10-foot-high walls and 20-foot-high domed roofs. All outer doors are held shut with arcane lock spells that only drow wearing the obsidian
structure has an arcane lock spell cast on it that only drow wearing the obsidian insignia scarabs of House Freth can ignore. This chamber contains stone shelves lined with provisions for the guards of