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                        Returning 35 results for 'class wielding resort'.
                    
                
                        
                            
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                                                     Monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    ","rollAction":"Rapier","rollDamageType":"piercing"} piercing damage.Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a
                                                
                                            
                                                
                                                     melee weapon.Nobles wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.Nobles wield great authority and influence as members of the upper class
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.Nobles wield great authority and influence as members of the
                                                
                                            
                                                
                                                     upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners. The noble's statistics can also be used to represent courtiers who aren't of noble birth.
                                                
                                            
                                        
                                                    Noble
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    ","rollAction":"Rapier","rollDamageType":"piercing"} piercing damage.Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a
                                                
                                            
                                                
                                                     melee weapon.Nobles wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    This large shield provides more protection than a typical shield. While wielding a Tower Shield, you gain +3 to Armor Class. If you use an action to set the Tower Shield, you have Three-Quarters
                                                
                                            
                                                
                                                     Cover until the start of your next turn. Additionally, your Speed becomes 0 and cannot be increased during that time.
To wield a Tower Shield, you must have a Strength of at least 15 and your Speed is reduced by 10 feet while wielding the shield.
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     to begin your career as a mere attendant, you can aspire to become a skilled mage or alchemist, a laboratory supervisor, or even a flamethrower-wielding scorchbringer tasked with defending Izzet
                                                
                                            
                                                
                                                     with the law, the guild can’t shield you from the repercussions.
Izzet Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Izzet Guild Spells table
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Enhanced Defense Item: A suit of armor or a shield A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item. The bonus increases to +2 when you reach 10th level in this class.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                    Enhanced Defense Item: A suit of armor or a shield A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item. The bonus increases to +2 when you reach 10th level in this class.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    Enhanced Defense Item: A suit of armor or a shield A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item. The bonus increases to +2 when you reach 10th level in this class.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    Repulsion Shield Prerequisite: 6th-level artificer 
Item: A shield (requires attunement) A creature gains a +1 bonus to Armor Class while wielding this shield. The shield has 4 charges. While
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Repulsion Shield Prerequisite: 6th-level artificer
 Item: A shield (requires attunement) A creature gains a +1 bonus to Armor Class while wielding this shield. The shield has 4 charges. While
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                    Repulsion Shield Prerequisite: 6th-level artificer
Item: A shield (requires attunement) A creature gains a +1 bonus to Armor Class while wielding this shield. The shield has 4 charges. While holding
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                    Noble Noble
 Medium humanoid (any race), any alignment
 Armor Class 15 (breastplate)
 Hit Points 9 (2d8)
 Speed 30 ft.
   STR
 11(+0)
 
  DEX
 12(+1)
 
  CON
 11(+0)
 
  INT
 12(+1
                                                
                                            
                                                
                                                     Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
 Reactions
 Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Equipment Proficiencies A character gains proficiency with various weapons and tools from their class and background. There are two categories of equipment proficiency: Weapons. Anyone can wield a
                                                
                                            
                                                
                                                     weapon, but proficiency makes you better at wielding it. If you have proficiency with a weapon, you add your Proficiency Bonus to attack rolls you make with it. Tools. If you have proficiency with a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
                                                    
                                                
                                            
                                                    Swashbuckler Swashbuckler
 Medium humanoid (any race), any non-lawful alignment
 Armor Class 17 (leather armor)
 Hit Points 66 (12d8 + 12)
 Speed 30 ft.
   STR
 12(+1)
 
  DEX
 18(+4
                                                
                                            
                                                
                                                     armor and wielding no shield, its AC includes its Charisma modifier.
 Actions
 Multiattack. The swashbuckler makes three attacks: one with a dagger and two with its rapier.
 Dagger. Melee or Ranged
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm Lord’s Wrath
                                                    
                                                
                                            
                                                    Swashbuckler Swashbuckler
 Medium humanoid (any race), any non-lawful alignment
 Armor Class 17 (leather armor)
 Hit Points 66 (12d8 + 12)
 Speed 30 ft.
   STR
 12(+1)
 
  DEX
 18(+4
                                                
                                            
                                                
                                                     armor and wielding no shield, its AC includes its Charisma modifier.
 Actions
 Multiattack. The swashbuckler makes three attacks: one with a dagger and two with its rapier.
 Dagger. Melee or Ranged
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    , Typically Chaotic Good
 Armor Class 12 (leather armor)
 Hit Points 11 (2d8 + 2)
 Speed 30 ft.
  STR
 15 (+2)
 DEX
 12 (+1)
 CON
 13 (+1)
 INT
 10 (+0)
 WIS
 10 (+0)
 CHA
 10 (+0
                                                
                                            
                                                
                                                     against one melee attack that would hit it. To do so, the warrior must see the attacker and be wielding a melee weapon.
  Brian Valeza
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Equipment Proficiencies A character gains proficiency with various weapons and tools from their class and background. There are two categories of equipment proficiency: Weapons. Anyone can wield a
                                                
                                            
                                                
                                                     weapon, but proficiency makes you better at wielding it. If you have proficiency with a weapon, you add your Proficiency Bonus to attack rolls you make with it. Tools. If you have proficiency with a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                    Moghadam Moghadam
 Medium humanoid (human), neutral evil
 Armor Class 14 (breastplate)
 Hit Points 104 (19d8 + 19)
 Speed 30 ft.
   STR
 10 (+0)
 
  DEX
 12 (+1)
 
  CON
 13 (+1
                                                
                                            
                                                
                                                    
 5th level (1 slot): creation
 Actions
 Ruinblade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
 Blight (1/Day). While wielding Ruinblade, Moghadam can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    Noble Nobles wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the
                                                
                                            
                                                
                                                    
 Armor Class 15 (breastplate)
 Hit Points 9 (2d8)
 Speed 30 ft.
   STR
  11 (+0)
 
  DEX
  12 (+1)
 
  CON
  11 (+0)
 
  INT
  12 (+1)
 
  WIS
  14 (+2)
 
  CHA
  16 (+3)
Skills
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     has disadvantage on Dexterity (Stealth) checks. Shields. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
                                                
                                            
                                                
                                                     effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    , rarely staying in one place for too long.  Swashbuckler
 Medium humanoid (any race), any non-lawful alignment
 Armor Class 17 (leather armor)
 Hit Points 66 (12d8 + 12)
 Speed 30 ft.
   STR
 12(+1
                                                
                                            
                                                
                                                     wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.
 Actions
 Multiattack. The swashbuckler makes three attacks: one with a dagger and two with its rapier
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with
                                                
                                            
                                                
                                                     you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
                                                    
                                                
                                            
                                                     Monstrosity, Any Alignment
 Armor Class 17 (natural armor)
 Hit Points 142 (19d8 + 57)
 Speed 30 ft.
   STR
  18 (+4) 
  DEX
  18 (+4) 
  CON
  16 (+3) 
  INT
  10 (+0) 
  WIS
  15 (+2
                                                
                                            
                                                
                                                     isn’t 0.
 Reactions
 Parry. The thri-kreen adds 3 to its AC against one melee attack that would hit it. To do so, the thri-kreen must see the attacker and be wielding a melee weapon.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
                                                    
                                                
                                            
                                                     Hunter
 Medium Monstrosity, Any Alignment
 Armor Class 16 (natural armor)
 Hit Points 60 (11d8 + 11)
 Speed 30 ft.
   STR
  15 (+2) 
  DEX
  16 (+3) 
  CON
  13 (+1) 
  INT
  10 (+0
                                                
                                            
                                                
                                                    , provided its speed isn’t 0.
 Reactions
 Parry. The thri-kreen adds 2 to its AC against one melee attack that would hit it. To do so, the thri-kreen must see the attacker and be wielding a melee weapon.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     universe. These beings and forces grant characters the power to wield the magic of their planar domains. For game purposes, wielding divine power isn’t dependent on the gods’ ongoing approval or the
                                                
                                            
                                                
                                                     Paladin class description in the Player’s Handbook offers some suggestions for how a player might roleplay a situation where their Paladin has broken their oath. You can also decide how NPCs react to a character whose behavior doesn’t square with the ideals implied by the Holy Symbol the character wears.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                    Bandit Captain Bandit Captain
 Medium humanoid (any race), any non-lawful alignment
 Armor Class 15 (studded leather)
 Hit Points 65 (10d8 + 20)
 Speed 30 ft.
   STR
 15(+2)
 
  DEX
 16(+3
                                                
                                            
                                                
                                                     target. Hit: 5 (1d4 + 3) piercing damage.
 Reactions
 Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     coated with wet blood, and it knows that if the blood isn’t replenished at least once every three days, the redcap vanishes as if it had never been. Redcap
 Small Fey, Chaotic Evil
 Armor Class 13
                                                
                                            
                                                
                                                    ) checks.
 Outsize Strength. While grappling, the redcap is considered to be Medium. Also, wielding a heavy weapon doesn’t impose disadvantage on its attack rolls.
 Actions
 Multiattack. The redcap makes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     various free cities and towns of the North. Sildar Hallwinter
 Medium humanoid (human), neutral good
 Armor Class 16 (chain mail)
 Hit Points 27 (5d8 + 5)
 Speed 30 ft.
   STR
  13 (+1)
 
  DEX
                                                
                                            
                                                
                                                     attacker, he can roll 1d6 and add the number rolled to his AC against the triggering attack, provided that he’s wielding a melee weapon.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     possessions.   Julie Dillon   
   Tower Hand Medium Humanoid, Any Alignment
 Armor Class 14 (Unarmored Defense)
 Hit Points 22 (4d8 + 4)
 Speed 40 ft.
  STR
 10 (+0)
 DEX
 14 (+2)
 CON
 12 (+1)
 INT
                                                
                                            
                                                
                                                     hand is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
 Actions
 Multiattack. The tower hand makes two Unarmed Strike attacks, two Dart attacks, or one of each
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     decisive fury. Champion of Madarua Medium Humanoid, Typically Chaotic Good
 Armor Class 13 (hide armor)
 Hit Points 39 (6d8 + 12)
 Speed 30 ft.
  STR
 17 (+3)
 DEX
 12 (+1)
 CON
 15 (+2)
 INT
                                                
                                            
                                                
                                                     the champion uses another bonus action to end the aura.
 Reactions
 Parry. The champion adds 2 to its AC against one melee attack that would hit it. To do so, the champion must see the attacker and be wielding a melee weapon.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
                                                    
                                                
                                            
                                                    , though they tend to do so only as a last resort, since the acid dissolves and ruins the flesh they crave. A braxat projects an invisible psychic barrier around itself that enhances its natural armor
                                                
                                            
                                                
                                                    , and it can amplify this magical energy to create shields of rippling force that deflect incoming attacks and absorb magic missile spells. Braxat
 Huge Giant, Typically Neutral
 Armor Class 18
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers. Level 2: Monk’s Focus Your focus and martial training allow you to harness a well of extraordinary
                                                
                                            
                                                
                                                    Monk Class Features As a Monk, you gain the following class features when you reach the specified Monk levels. These features are listed in the Monk Features table.  Monk Features   Level Proficiency
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
                                                    
                                                
                                            
                                                    . Monk Class Features Level 1: Martial Arts Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following: Simple Melee weapons
                                                
                                            
                                                
                                                     Martial Melee weapons that have the Light property You gain the following benefits while you are unarmed or wielding only Monk weapons and you aren’t wearing armor or wielding a Shield. Bonus Unarmed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     not or claims not to know anything of the captain’s colorful reputation. Bandit Captain
 Medium humanoid (any race), any non-lawful alignment
 Armor Class 15 (studded leather)
 Hit Points 65 (10d8
                                                
                                            
                                                
                                                     Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
 Reactions
 Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.
                                                
                                            
                                        






