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Returning 35 results for 'core shield'.
Classes
Player’s Handbook
Core Paladin Traits
Primary Ability
Strength and Charisma
Hit Point Die
D10 per Paladin level
Saving Throw Proficiencies
Wisdom and Charisma
Skill Proficiencies
Choose 2
Equipment
Choose A or B: (A) Chain Mail, Shield, Longsword, 6 Javelin;Javelins, Holy Symbol, Priest's Pack, and 9 GP; or (B) 150 GP
Paladins are united by their oaths to stand against the
Classes
Player’s Handbook
Core Cleric Traits
Primary Ability
Wisdom
Hit Point Die
D8 per Cleric level
Saving Throw Proficiencies
Wisdom and Charisma
Skill Proficiencies
Choose 2: History, Insight
, Medicine, Persuasion, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
Light and Medium armor and Shields
Starting Equipment
Choose A or B: (A) Chain Shirt, Shield
Classes
Player’s Handbook
Core Druid Traits
Primary Ability
Wisdom
Hit Point Die
D8 per Druid level
Saving Throw Proficiencies
Intelligence and Wisdom
Skill Proficiencies
Choose 2: Animal Handling
Starting Equipment
Choose A or B: (A) Leather;Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer's Pack, Herbalism Kit, and 9 GP; or (B) 50 GP
Druids belong to ancient
Monsters
Spelljammer: Adventures in Space
solar dragon customarily lairs in a star’s radiant core or nests in a gigantic, hollowed-out rock engulfed by the star’s blinding radiance. A star in which a solar dragon makes its lair
has the following effects on creatures:
Brilliant Light. A creature that is within 10 miles of the star or inside it is blinded by its intense light unless the creature has protective gear to shield
Monsters
Spelljammer: Adventures in Space
A solar dragon customarily lairs in a star’s radiant core or nests in a gigantic, hollowed-out rock engulfed by the star’s blinding radiance. A star in which a solar dragon makes its lair
has the following effects on creatures:
Brilliant Light. A creature that is within 10 miles of the star or inside it is blinded by its intense light unless the creature has protective gear to shield
Morkoth
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
grasp
1st level (4 slots): detect magic, identify, shield, witch bolt
2nd level (3 slots): darkness, detect thoughts, shatter
3rd level (3 slots): dispel magic, lightning bolt, sending
4th level (3 slots
core of the warren, where the pearly matter of the island is also located. Sections of the lair and its center might be kept dry to better protect and preserve collected objects and creatures, but most
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
drones leaving and entering the sphere. The ends of a sharp spindle protrude from each of the sphere’s poles like antennae. Each spindle siphons excess energy from the sphere’s power core, creating an
energy shield that obscures the structure from most divination magic and traditional means of observation. Gilded Labyrinth A three-dimensional maze of brassy metal separates the sphere’s surface
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
drones leaving and entering the sphere. The ends of a sharp spindle protrude from each of the sphere’s poles like antennae. Each spindle siphons excess energy from the sphere’s power core, creating an
energy shield that obscures the structure from most divination magic and traditional means of observation. Gilded Labyrinth A three-dimensional maze of brassy metal separates the sphere’s surface
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Druid ALEXANDER MOKHOV A Nature Priest of Primal Power Core Druid Traits Primary Ability Wisdom Hit Point Die D8 per Druid level Saving Throw Proficiencies Intelligence and Wisdom Skill
Shields Starting Equipment Choose A or B: (A) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP; or (B) 50 GP Druids belong to ancient orders that
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Druid Core Druid Traits Primary Ability Wisdom Hit Point Die D8 per Druid level Saving Throw Proficiencies Intelligence and Wisdom Skill Proficiencies Choose 2: Arcana, Animal Handling, Insight
) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP; or (B) 50 GP Druids belong to ancient orders that call on the forces of nature. Harnessing the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
A Solar Dragon’s Lair A solar dragon customarily lairs in a star’s radiant core or nests in a gigantic, hollowed-out rock engulfed by the star’s blinding radiance. A star in which a solar dragon
to shield its eyes, such as goggles of night or a similar form of eyewear. Stellar Incineration. Any creature that enters the star or starts its turn inside it takes 132 (24d10) radiant damage.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
A Solar Dragon’s Lair A solar dragon customarily lairs in a star’s radiant core or nests in a gigantic, hollowed-out rock engulfed by the star’s blinding radiance. A star in which a solar dragon
to shield its eyes, such as goggles of night or a similar form of eyewear. Stellar Incineration. Any creature that enters the star or starts its turn inside it takes 132 (24d10) radiant damage.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Druid ALEXANDER MOKHOV A Nature Priest of Primal Power Core Druid Traits Primary Ability Wisdom Hit Point Die D8 per Druid level Saving Throw Proficiencies Intelligence and Wisdom Skill
Shields Starting Equipment Choose A or B: (A) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP; or (B) 50 GP Druids belong to ancient orders that
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Cleric Core Cleric Traits Primary Ability Wisdom Hit Point Die D8 per Cleric level Saving Throw Proficiencies Wisdom and Charisma Skill Proficiencies Choose 2: History, Insight, Medicine
, Persuasion, or Religion Weapon Proficiencies Simple weapons Armor Training Light and Medium armor and Shields Starting Equipment Choose A or B: (A) Chain Shirt, Shield, Mace, Holy Symbol, Priest’s Pack, and 7
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Cleric Core Cleric Traits Primary Ability Wisdom Hit Point Die D8 per Cleric level Saving Throw Proficiencies Wisdom and Charisma Skill Proficiencies Choose 2: History, Insight, Medicine
, Persuasion, or Religion Weapon Proficiencies Simple weapons Armor Training Light and Medium armor and Shields Starting Equipment Choose A or B: (A) Chain Shirt, Shield, Mace, Holy Symbol, Priest’s Pack, and 7
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Cleric MICHAEL BROUSSARD A Miraculous Priest of Divine Power Core Cleric Traits Primary Ability Wisdom Hit Point Die D8 per Cleric level Saving Throw Proficiencies Wisdom and Charisma Skill
Shirt, Shield, Mace, Holy Symbol, Priest’s Pack, and 7 GP; or (B) 110 GP Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Cleric MICHAEL BROUSSARD A Miraculous Priest of Divine Power Core Cleric Traits Primary Ability Wisdom Hit Point Die D8 per Cleric level Saving Throw Proficiencies Wisdom and Charisma Skill
Shirt, Shield, Mace, Holy Symbol, Priest’s Pack, and 7 GP; or (B) 110 GP Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Druid Core Druid Traits Primary Ability Wisdom Hit Point Die D8 per Druid level Saving Throw Proficiencies Intelligence and Wisdom Skill Proficiencies Choose 2: Arcana, Animal Handling, Insight
) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP; or (B) 50 GP Druids belong to ancient orders that call on the forces of nature. Harnessing the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Paladin Core Paladin Traits Primary Ability Strength and Charisma Hit Point Die D10 per Paladin level Saving Throw Proficiencies Wisdom and Charisma Skill Proficiencies Choose 2: Athletics
Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priest’s Pack, and 9 GP; or (B) 150 GP Paladins are united by their oaths to stand against the forces of annihilation and corruption. Whether sworn
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Paladin MICHAEL BROUSSARD A Devout Warrior of Sacred Oaths Core Paladin Traits Primary Ability Strength and Charisma Hit Point Die D10 per Paladin level Saving Throw Proficiencies Wisdom and
Shields Starting Equipment Choose A or B: (A) Chain Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priest’s Pack, and 9 GP; or (B) 150 GP Paladins are united by their oaths to stand against the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Paladin MICHAEL BROUSSARD A Devout Warrior of Sacred Oaths Core Paladin Traits Primary Ability Strength and Charisma Hit Point Die D10 per Paladin level Saving Throw Proficiencies Wisdom and
Shields Starting Equipment Choose A or B: (A) Chain Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priest’s Pack, and 9 GP; or (B) 150 GP Paladins are united by their oaths to stand against the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Paladin Core Paladin Traits Primary Ability Strength and Charisma Hit Point Die D10 per Paladin level Saving Throw Proficiencies Wisdom and Charisma Skill Proficiencies Choose 2: Athletics
Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priest’s Pack, and 9 GP; or (B) 150 GP Paladins are united by their oaths to stand against the forces of annihilation and corruption. Whether sworn
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
festooned with garish trinkets and grisly trophies that hang from hooks and spikes. A war wagon makes a good shield against arrows when orcs besiege an elven fortress, and a heavily modified wagon could
or less intact, the orcs leave themselves the option of returning to raid the community over and over.
When orcs fight elves, all of that changes. The enmity between the two races cuts to the core
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Southern Ward. The original Manshoon was one of the founders of the Zhentarim. Evil to the core, he made enemies all across Faerûn, including other powerful spellcasters such as Khelben Arunsun and
prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, mage armor, magic missile, shield
2nd level (3 slots): detect
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Southern Ward. The original Manshoon was one of the founders of the Zhentarim. Evil to the core, he made enemies all across Faerûn, including other powerful spellcasters such as Khelben Arunsun and
prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, mage armor, magic missile, shield
2nd level (3 slots): detect
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
following spells prepared: Cantrips (at will): friends, light, mage hand, prestidigitation
1st level (4 slots): charm person, mage armor, shield, sleep
2nd level (3 slots): misty step, suggestion
3rd
bonfire’s core.
“We come from an ancient land whose name is long forgotten—a land of kings. Our enemies forced us from our homes, and now we wander the lost roads.”
The dark shape in the fire takes the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
following spells prepared: Cantrips (at will): friends, light, mage hand, prestidigitation
1st level (4 slots): charm person, mage armor, shield, sleep
2nd level (3 slots): misty step, suggestion
3rd
bonfire’s core.
“We come from an ancient land whose name is long forgotten—a land of kings. Our enemies forced us from our homes, and now we wander the lost roads.”
The dark shape in the fire takes the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, shield, witch bolt
2nd level (3 slots): darkness, detect thoughts, shatter
3rd level (3 slots): dispel magic, lightning bolt, sending
4th level (3 slots): dimension door, Evard’s black tentacles
several underground chambers, although other structural forms might be incorporated. The morkoth dwells among its most prized possessions in a spacious vault at the core of the warren, where the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the influence of Demogorgon. Many are developing tics, habits, and behaviors that fly against their core beliefs, including guards flaunting their corrupt behavior, the use of adornment for adornment’s
similar to the ones worn by the characters in Velkynvelve (see “Restraints” in chapter 1). Slaves d12 Slaves 1–2 2d4 human commoners 3–4 3d4 shield dwarf commoners 5–6 2d4 strongheart halfling commoners
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, shield, witch bolt
2nd level (3 slots): darkness, detect thoughts, shatter
3rd level (3 slots): dispel magic, lightning bolt, sending
4th level (3 slots): dimension door, Evard’s black tentacles
several underground chambers, although other structural forms might be incorporated. The morkoth dwells among its most prized possessions in a spacious vault at the core of the warren, where the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the influence of Demogorgon. Many are developing tics, habits, and behaviors that fly against their core beliefs, including guards flaunting their corrupt behavior, the use of adornment for adornment’s
similar to the ones worn by the characters in Velkynvelve (see “Restraints” in chapter 1). Slaves d12 Slaves 1–2 2d4 human commoners 3–4 3d4 shield dwarf commoners 5–6 2d4 strongheart halfling commoners
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
trinkets and grisly trophies that hang from hooks and spikes. A war wagon makes a good shield against arrows when orcs besiege an elven fortress, and a heavily modified wagon could serve as a battering
themselves the option of returning to raid the community over and over. When orcs fight elves, all of that changes. The enmity between the two races cuts to the core, and no orc will leave an elf alive. Orcs
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
trinkets and grisly trophies that hang from hooks and spikes. A war wagon makes a good shield against arrows when orcs besiege an elven fortress, and a heavily modified wagon could serve as a battering
themselves the option of returning to raid the community over and over. When orcs fight elves, all of that changes. The enmity between the two races cuts to the core, and no orc will leave an elf alive. Orcs
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
original sign, an enchanted wooden shield. Painted black, the circular shield displayed an image of a curved silver saber gripped by a pale, slender arm. An enchantment on the shield caused glimmering
the shield’s only magic, and that it did exactly what she intended it to do: draw in business. Still, it appears that there’s more to the shield’s story, for recently both Aurayaun and the shield
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
original sign, an enchanted wooden shield. Painted black, the circular shield displayed an image of a curved silver saber gripped by a pale, slender arm. An enchantment on the shield caused glimmering
the shield’s only magic, and that it did exactly what she intended it to do: draw in business. Still, it appears that there’s more to the shield’s story, for recently both Aurayaun and the shield