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Returning 35 results for 'contact weapons robes'.
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contrast weapons rites
contrast weapons runes
conduct weapons rogues
contacts weapons rites
contacts weapons runes
Classes
Player’s Handbook
, Deception, History, Intimidation, Investigation, Nature, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather
+3
Ability Score Improvement
6
3
9
2
4
9
+4
Contact Patron
7
3
10
2
5
10
+4
Subclass feature
7
4
10
2
5
11
+4
Mystic Arcanum (level 6 spell)
7
4
11
3
5
Monsters
Icewind Dale: Rime of the Frostmaiden
damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn.Chardalyn berserkers are Reghed nomads who wield weapons made of chardalyn
frostbite to ravage the exposed parts of their bodies, with only their faith in the Frostmaiden keeping them alive.
Chardalyn Weapons. A chardalyn berserker wields one or more weapons made wholly or
Monsters
Spelljammer: Adventures in Space
maw ringed with teeth. Psurlons adorn themselves in richly colored robes and rarely wear armor or carry weapons.
Psurlons live for thousands of years because they spend most of their time in the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on
Monsters
Spelljammer: Adventures in Space
robes and rarely wear armor or carry weapons.
Psurlons live for thousands of years because they spend most of their time in the Astral Sea. Every hundred years or so, psurlons leave their astral
Monsters
Spelljammer: Adventures in Space
richly colored robes and rarely wear armor or carry weapons.
Psurlons live for thousands of years because they spend most of their time in the Astral Sea. Every hundred years or so, psurlons leave
Monsters
Waterdeep: Dragon Heist
, even while drunk, and uses an elven lute as a spellcasting focus.
Davil can put the characters in contact with other leaders of the Black Network's Waterdeep division, namely Istrid Horn (if they need
a loan), Skeemo Weirdbottle (if they need magic), Tashlyn Yafeera (if they need weapons or mercenaries), and Ziraj the Hunter (if they need a highly skilled assassin).
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on
Backgrounds
Guildmasters’ Guide to Ravnica
important to me than my life.
6
Dangerous work is best accomplished by an orderly group working with common purpose.
7
I treat my weapons, uniform, and insignia with reverence, for they
-Boros Contacts table.
Boros Contacts
d8
Contact
1
A former comrade in arms was promoted into the prestigious Sunhome Guard.
2
One of my parents is a ranking Boros officer
Monsters
Princes of the Apocalypse
physical contact with metal objects (for example, carrying metal weapons or wearing metal armor) takes 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollDamageType":"fire"} fire damage. Each creature
Empowered Attacks. Imix’s slam attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons.
Fire Aura. At the start of each of Imix’s turns
Backgrounds
Guildmasters’ Guide to Ravnica
Sylvan
Equipment: A Selesnya insignia, a healer’s kit, robes, a set of common clothes, and a belt pouch containing 5 gp (Azorius 1-zino coins)
Feature: Conclave’s Shelter
As a
.
Selesnya Contacts
d8
Contact
1
A wise centaur trainer believed in me even though I was a terrible student.
2
A good friend has risen to become a Ledev guardian.
3
I left
Monsters
Princes of the Apocalypse
Empowered Attacks. Olhydra’s slam attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons.
Innate Spellcasting. Olhydra’s innate
(Costs 2 Actions). Olhydra releases one creature she is grappling by flinging the creature up to 60 feet away from her, in a direction of her choice. If the flung creature comes into contact with a
Monsters
Icewind Dale: Rime of the Frostmaiden
thin cloak of mist forms around her. Blades of ice grow out of her body at odd angles, breaking off before they get too long. When she moves, her body crackles.
In this form, Auril creates weapons of
ice with which to combat foes. These weapons are supernaturally resilient until Auril discards them, whereupon they break and melt like normal ice.
Auril the Frostmaiden
Auril the Frostmaiden is a
Monsters
Fizban's Treasury of Dragons
.
Breath Weapon (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Breath Weapon"}. The dragon uses one of the following breath weapons:
Dream Breath. The dragon exhales mist in a
. Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon’s lair, the dragon can establish telepathic contact with that creature
Monsters
Fizban's Treasury of Dragons
Weapon (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Breath Weapon"}. The dragon uses one of the following breath weapons:
Dream Breath. The dragon exhales mist in a 90
trance or reverie within 6 miles of the dragon’s lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation
backgrounds
) Cartographer's Tools, Ink and Ink Pen;Pen, Parchment, Robe;Robes, 8 GP; or (B) 50 GP
You served a mysterious organization simply called the Thaumaturge. You received orders to perform tasks that
ranged from the mundane to the inscrutable. Your contact assured you that even if the tasks made no sense, you were serving the greater good of your home, and of all Etharis.
Your tasks led you to new
Arcanaloth
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
will: alter self, darkness, heat metal, invisibility (self only), magic missile
Magic Resistance. The arcanaloth has advantage on saving throws against spells and other magical effects.
Magic Weapons
): counterspell, fear, fireball
4th level (3 slots): banishment, dimension door
5th level (2 slots): contact other plane, hold monster
6th level (1 slot): chain lightning
7th level (1 slot): finger of death
Arcanaloth (summoner variant)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
will: alter self, darkness, heat metal, invisibility (self only), magic missile
Magic Resistance. The arcanaloth has advantage on saving throws against spells and other magical effects.
Magic Weapons
): counterspell, fear, fireball
4th level (3 slots): banishment, dimension door
5th level (2 slots): contact other plane, hold monster
6th level (1 slot): chain lightning
7th level (1 slot): finger of death
Adult Gold Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge
","rollAction":"Breath Weapons"}. The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity
Ancient Gold Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6);{"diceNotation":"1d6","rollType
":"recharge","rollAction":"Breath Weapons"}. The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24
Gray Slaad (control gem variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
, tongues
1/day: plane shift (self only)
Magic Resistance. The slaad has advantage on saving throws against spells and other magical effects.
Magic Weapons. The slaad’s weapon attacks are magical
controlled in this way.
A slaad born from something other than the Spawning Stone has no gem in its brain, but it gains one if it ever comes into contact with the Spawning Stone. Slaadi on Limbo are
Death Slaad (control gem variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
spells and other magical effects.
Magic Weapons. The slaad's weapon attacks are magical.
Regeneration. The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.
Control
longer be controlled in this way.
A slaad born from something other than the Spawning Stone has no gem in its brain, but it gains one if it ever comes into contact with the Spawning Stone. Slaadi on Limbo
Warlock
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will. As flames spring to
are comfortable in light armor and know how to use simple weapons. Delvers into Secrets Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and
Monsters
Mordenkainen's Fiendish Folio Volume 1
, and caverns inhabited by much larger, more dangerous folk. The jermlaine huddle in their small tunnels, avoiding contact with all other creatures unless they can marshal overwhelming numbers. When the
overwhelming waves. In the heat of battle, individual jermlaine gladly throw themselves on their enemies' weapons to clear the way for their allies' attacks.
Hidden Threat. The jermlaine's skin is rough
Zaratan
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the
, it can choose to succeed instead.
Magic Weapons. The zaratan’s weapon attacks are magical.
Siege Monster. The elemental deals double damage to objects and structures (included in Earth
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
conversation with her. Scroll Predictions Alignment Opened Scroll Didn’t Open Scroll Good Red robes White robes Neutral Red robes Red robes Evil Black robes Red robes Wyhan’s Recommendation Wyhan is
the Mages of High Sorcery she thinks the character is suited to (revealing her prediction from the previous section). She agrees to contact her fellow Mages of High Sorcery and petition for the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
conversation with her. Scroll Predictions Alignment Opened Scroll Didn’t Open Scroll Good Red robes White robes Neutral Red robes Red robes Evil Black robes Red robes Wyhan’s Recommendation Wyhan is
the Mages of High Sorcery she thinks the character is suited to (revealing her prediction from the previous section). She agrees to contact her fellow Mages of High Sorcery and petition for the
classes
Basic Rules (2014)
Clad in the silver robes that denote her station, an elf closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in front of her, she completes her
.
Creating a Wizard
Creating a wizard character demands a backstory dominated by at least one extraordinary event. How did your character first come into contact with magic? How did you discover you had
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Magical Elements An infernal war machine’s engine, furnace, and weapons are magical and become inoperable within an antimagic field. When the engine or furnace comes into contact with such an effect
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Magical Elements An infernal war machine’s engine, furnace, and weapons are magical and become inoperable within an antimagic field. When the engine or furnace comes into contact with such an effect
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
truncheon, a dagger, and a buckler. Because most citizens in Waterdeep don’t bear weapons, these tools prove a more than ample deterrent to criminal activity. Members of the Watch typically don’t carry
crossbows or other weapons to attack at range, but running from the Watch — though it may be a time-honored tradition for local miscreants — rarely works out for newcomers to the city. I guarantee that all
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
types. Contact. Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects. Ingested. A
, and other parts of the body. Injury. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
types. Contact. Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects. Ingested. A
, and other parts of the body. Injury. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
truncheon, a dagger, and a buckler. Because most citizens in Waterdeep don’t bear weapons, these tools prove a more than ample deterrent to criminal activity. Members of the Watch typically don’t carry
crossbows or other weapons to attack at range, but running from the Watch — though it may be a time-honored tradition for local miscreants — rarely works out for newcomers to the city. I guarantee that all