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Returning 35 results for 'class wielding runes'.
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class willing rules
class willing rites
class wielding rules
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Magic Items
Dungeon Master’s Guide
This elegant garment is made from exquisite cloth and adorned with runes.
You gain these benefits while wearing the robe.
Armor. If you aren’t wearing armor, your base Armor Class is 15 plus
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.
Magic Items
Bigby Presents: Glory of the Giants
This ivory longbow is inscribed with a prayer to the god Hiatea, the runes of which are entwined with gilded engravings of wheat stalks and deer antlers.
You gain a +3 bonus to attack and damage
instant after it hits or misses a target.
The bow has 8 charges for the following properties, which you can use while wielding the bow. The bow regains 1d4 + 1 charges daily at dawn.
Curative Arrow
Monsters
Guildmasters’ Guide to Ravnica
thick scales, increasing its Armor Class by 4.
3
Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving
Monsters
Guildmasters’ Guide to Ravnica
its Armor Class by 4.
3
Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving throws against spells and other
Monsters
Guildmasters’ Guide to Ravnica
or thick scales, increasing its Armor Class by 4.
3
Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving
Backgrounds
Guildmasters’ Guide to Ravnica
even be stripped of your position.
Azorius Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Azorius Guild Spells table are added to the spell list of
your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Azorius Guild Spells
Spell Level
Spells
Cantrip
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
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.
monsters
Incapacitated condition and Murschen doesn’t have Disadvantage on the attack roll.
Unarmored Defense. While Murschen isn’t wearing armor or wielding a Shield, his Armor Class equals
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->Waterdeep: Dungeon of the Mad Mage
wall behind the curtain are fifteen paintings, each one 5 feet long and 3 feet tall, arranged in three rows of five. Each painting depicts a graduating class of dour-faced Dweomercore wizards. Most of
the older paintings show the students as skeletons — signifying which graduating students have died. Careful examination reveals that Halaster appears in every class picture except the center portrait
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->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->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->Waterdeep: Dungeon of the Mad Mage
wall behind the curtain are fifteen paintings, each one 5 feet long and 3 feet tall, arranged in three rows of five. Each painting depicts a graduating class of dour-faced Dweomercore wizards. Most of
the older paintings show the students as skeletons — signifying which graduating students have died. Careful examination reveals that Halaster appears in every class picture except the center portrait
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->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->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->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->Hold Back The Dead
Waterdeep (Northeast) The siege weapon in Waterdeep’s defense zone (see Map 1.5) is a small bronze cannon inlaid with arcane runes and mounted on a heavy tripod. It launches balls of crackling
electricity. Storm Cannon Medium Object Armor Class: 18 Hit Points: 30
Lightning Ball (Requires Aim). Ranged Attack Roll: +6, range 200/800 ft. Hit: 22 (4d10) Lightning damage.
Aiming a Storm Cannon requires the Utilize action, then a creature can take the Lightning Ball action.
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->Hold Back The Dead
Waterdeep (Northeast) The siege weapon in Waterdeep’s defense zone (see Map 1.5) is a small bronze cannon inlaid with arcane runes and mounted on a heavy tripod. It launches balls of crackling
electricity. Storm Cannon Medium Object Armor Class: 18 Hit Points: 30
Lightning Ball (Requires Aim). Ranged Attack Roll: +6, range 200/800 ft. Hit: 22 (4d10) Lightning damage.
Aiming a Storm Cannon requires the Utilize action, then a creature can take the Lightning Ball action.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Robe of the Archmagi Wondrous Item, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard) This elegant garment is made from exquisite cloth and adorned with runes. You gain these benefits
while wearing the robe. Armor. If you aren’t wearing armor, your base Armor Class is 15 plus your Dexterity modifier. Magic Resistance. You have Advantage on saving throws against spells and other magical effects. War Mage. Your spell save DC and spell attack bonus each increase by 2.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Robe of the Archmagi Wondrous Item, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard) This elegant garment is made from exquisite cloth and adorned with runes. You gain these benefits
while wearing the robe. Armor. If you aren’t wearing armor, your base Armor Class is 15 plus your Dexterity modifier. Magic Resistance. You have Advantage on saving throws against spells and other magical effects. War Mage. Your spell save DC and spell attack bonus each increase by 2.
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->Dungeon Master’s Guide
Lightning Cannon Medium Object Armor Class: 19 Hit Points: 30 Lightning Ball (Requires Aim). Ranged Attack Roll: +6, range 300/1,200 ft. Hit: 22 (4d10) Lightning damage. A Lightning Cannon is a small
, bronze cannon inlaid with arcane runes and mounted on a heavy tripod device. It launches balls of crackling electricity. Aiming a Lightning Cannon requires the Utilize action, then a crew member can take the Lightning Ball action.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Robe of the Archmagi Wondrous Item, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard) This elegant garment is made from exquisite cloth and adorned with runes. You gain these benefits
while wearing the robe. Armor. If you aren’t wearing armor, your base Armor Class is 15 plus your Dexterity modifier. Magic Resistance. You have Advantage on saving throws against spells and other magical effects. War Mage. Your spell save DC and spell attack bonus each increase by 2.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Robe of the Archmagi Wondrous Item, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard) This elegant garment is made from exquisite cloth and adorned with runes. You gain these benefits
while wearing the robe. Armor. If you aren’t wearing armor, your base Armor Class is 15 plus your Dexterity modifier. Magic Resistance. You have Advantage on saving throws against spells and other magical effects. War Mage. Your spell save DC and spell attack bonus each increase by 2.
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.