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Returning 35 results for 'make sheds with once armor from for led'.
Equipment
Ability: Dexterity Utilize: Add a design to a leather item (DC 10) Craft: Sling, Whip, Hide;Hide Armor, Leather;Leather Armor, Studded Leather;Studded Leather Armor, Backpack, Crossbow Bolt Case, Map
or Scroll Case, Parchment, Pouch, Quiver, Waterskin
If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that’s used with that check, you have Advantage on the check too.
Spells
Player’s Handbook
as a Bonus Action.
As a Magic action, you can make a melee spell attack with the fiery blade. On a hit, the target takes Fire damage equal to 3d6 plus your spellcasting ability modifier.
The flaming
blade sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Equipment
Ability: Strength Utilize: Pry open a 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 Bullets, Grappling Hook, Iron Pot, Iron Spikes, Sling Bullets
If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that
Spells
Player’s Handbook
You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear
Spells
Player’s Handbook
A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for
an additional 20 feet. The spell ends if you cast it again.
Until the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack
Magic Items
Dungeon Master’s Guide
, whereupon the rod’s head sheds Bright Light in a 60-foot radius and Dim Light for an additional 60 feet. While in that Bright Light, you and your allies gain a +1 bonus to Armor Class and saving
Equipment
Ability: Dexterity Utilize: Mend a tear in clothing (DC 10), or sew a Tiny design (DC 10) Craft: Padded;Padded Armor, Basket, Bedroll, Blanket, Fine Clothes, Net, Robe, Rope, Sack, String, Tent
, Traveler's Clothes
If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that’s used with that check, you have Advantage on the check too.
Monsters
Monster Manual
can climb difficult surfaces, including along ceilings, without needing to make an ability check.Dissolving Pseudopod. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction
":"Dissolving Pseudopod"}, reach 10 ft. Hit: 17 (4d6 + 3);{"diceNotation":"4d6+3", "rollType":"damage", "rollAction":"Dissolving Pseudopod", "rollDamageType":"Acid"} Acid damage. Nonmagical armor worn
Classes
Player’s Handbook
Light property
Tool Proficiencies
Thieves’ Tools
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather Armor, 2 Dagger;Daggers, Shortsword, Shortbow
skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.
In combat, Rogues prioritize subtle strikes over brute strength. They would rather make
Magic Items
Dungeon Master’s Guide
an attack while holding the weapon, you can take a Reaction to twirl the weapon around you, gaining a +5 bonus to your Armor Class against the triggering attack, potentially causing the attack to miss
long range of 120 feet. Immediately after you make a ranged attack with the weapon, it flies back to your hand.
Magic Items
Dungeon Master’s Guide
While holding this Shield, you have a +2 bonus to Armor Class. This bonus is in addition to the Shield’s normal bonus to AC.
The Shield has the following additional properties that you can use
while holding it.
Forceful Bash. When you take the Attack action, you can make one of the attack rolls using the Shield against a target within 5 feet of yourself. Apply your Proficiency Bonus and
Magic Items
Dungeon Master’s Guide
cast a spell counts as a spell slot of one level higher.
Halo. After you spend the requisite amount of time reading and studying the book, you gain a protective halo. This halo sheds Bright Light in
addition, Fiends and Undead within the halo’s Bright Light make attack rolls against you with Disadvantage.
Random Properties. The Book of Exalted Deeds has the following random properties:
2
Spells
Player’s Handbook
without effect.
The wall sheds Bright Light within 100 feet and Dim Light for an additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without
creature to make a Dexterity saving throw or be affected by that layer’s properties as described in the Prismatic Layers table.
The wall, which has AC 10, can be destroyed one layer at a time
Spells
Forgotten Realms: Heroes of Faerûn
You create a glowing mote of energy that hovers above you for the duration. The mote sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet.
When you cast this spell and as a
Bonus Action on later turns, you can unleash a shining bolt from the mote, targeting one creature within 120 feet of yourself. Make a ranged spell attack. On a hit, the target takes Force or Radiant
Feats
Eberron: Forge of the Artificer
Dragonmark Feat (Prerequisite: Eberron Campaign, Can’t Have Another Dragonmark Feat)
You gain the following benefits.
Warder’s Intuition. When you make an Intelligence (Investigation
) 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
Feats
Forgotten Realms: Heroes of Faerûn
.
Mythal-Touched Magic
1d20
Effect
1-2
You and each creature within 15 feet of you make a Dexterity saving throw, taking Force damage equal to 1d8 times the level of the triggering
15-foot-radius, 60-foot-tall Cylinder centered on you for 1 minute, per the Reverse Gravity spell.
11-13
You and the triggering spell’s caster each make a Constitution saving throw. On a
Monsters
Forgotten Realms: Adventures in Faerûn
ability (spell save DC 19):
At Will: Detect Magic, Detect Thoughts, Light, Lightning Bolt (level 4 version), Mage Armor (included in AC), Mage Hand, Prestidigitation
2/Day Each: Scrying, Sending
. That Manshoon is dead, and the current Manshoon is one of the original’s many clones. Being a magical copy rather than an original doesn’t make Manshoon any less of a threat, as he’s
Monsters
Baldur’s Gate: Descent into Avernus
":"piercing"} piercing damage when used with two hands to make a melee attack.
Voice of Command. The iron consul selects up to two allies within 90 feet of it that can hear its commands. Each ally can
immediately use its reaction to make one melee attack.Bane’s devoted followers are warriors who seek to rule through martial strength and intimidation, cruel tyrants who use threats and gifts as
Monsters
Bigby Presents: Glory of the Giants
armor explodes must make a DC 18 Dexterity saving throw, taking 21 (6d6);{"diceNotation":"6d6", "rollType":"damage", "rollAction":"Shrapnel Explosion", "rollDamageType":"piercing"} piercing damage on a
Shrapnel Explosion. When the giant drops to 0 hit points, its armor explodes, destroying the giant’s body and scattering the armor as shrapnel. Creatures within 10 feet of the giant when its
Monsters
Icewind Dale: Rime of the Frostmaiden
used to make a ranged attack or used with two hands to make a melee attack.Verbeeg are giants that resemble oversized humans with gangly limbs and elongated faces. Some have other features that give them
a fearsome aspect.
Verbeeg craft their own armor and weapons. They prefer thrown spears above all other weapons, and a verbeeg usually has several spears for that purpose.
Marauders. Verbeeg conduct
Monsters
Eberron: Rising from the Last War
Illumination. The soldier magically sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The soldier can extinguish or restore this light as a bonus action.
Turn Resistance
"} piercing damage or 7 (1d8 + 3);{"diceNotation":"1d8+3","rollType":"damage","rollAction":"Spear","rollDamageType":"piercing"} piercing damage if used with two hands to make a melee attack, plus 9
Monsters
Baldur’s Gate: Descent into Avernus
stamp out all opposition while richly rewarding those who swear fealty.
Warrior Cult. Cultists of Bane are warriors who wear heavy armor and wield maces, swords, spears, and crossbows. They paint the
right gauntlet of their armor black in honor of their patron. Bane’s clerics wield black maces with heads shaped to look like a closed fist.
Cult Ranks. Bane’s cultists operate according
Armor of Invulnerability
Legacy
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Magic Items
Basic Rules (2014)
You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn.
Azer
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Monsters
Basic Rules (2014)
","rollDamageType":"fire"} fire damage (included in the attack).
Illumination. The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet.Warhammer. Melee Weapon Attack: +5
make a melee attack, plus 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Warhammer","rollDamageType":"fire"} fire damage.Fire, Poison
Magmin
Legacy
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Monsters
Basic Rules (2014)
Death Burst. When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6);{"diceNotation":"2d6
area are ignited.
Ignited Illumination. As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for
Magic Items
The Book of Many Things
The outside surface and internal joints of this armor whir with interlocking gears, drawing on the orderly magic of the plane of Mechanus.
The armor has 4 charges. If you make a d20 roll while
wearing this armor, you can expend 1 charge to change the number rolled to a 10. The armor regains 1d4 expended charges daily at dawn.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Illumination. The myrmidon sheds bright light in a 20-foot radius and dim light in a 40-foot radius.
Water Susceptibility. For every 5 feet the myrmidon moves in 1 foot or more of water, it takes 2
ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free Elementals. They exist only to follow the commands of their creators.Fire, PoisonBludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Icewind Dale: Rime of the Frostmaiden
the target is pushed to within 5 feet of a creature friendly to Jarund, that creature can make an attack against the target as a reaction.
Javelin. Melee or Ranged Weapon Attack: +7;{"diceNotation
","rollDamageType":"piercing"} piercing damage.The Elk King is Jarund Elkhardt, a terse yet thoughtful giant of a man who is nearly fifty years old—ancient by tribal standards. He has led the Elk Tribe for over half
Monsters
Storm King's Thunder
Legendary Resistance. Once per day, when he fails a saving throw, he can choose to succeed instead.
Equipment. Harshnag wears plate, +3;+3 plate armor and wields Gurt's greataxe. The axe sheds light
that he’s clad in plate armor and wears the skull of a white dragon as a helm. His jagged axe also looks quite formidable. He’s a giant of few words who prefers to let his actions do his
Magic Items
The Book of Many Things
This intricate grayscale armor was forged in the Shadowfell and is infused with that plane’s gloom.
While you’re wearing this armor, you have advantage on saving throws you make to avoid
or end the frightened condition on yourself.
This armor has 3 charges. You can expend a charge to cast the Calm Emotions spell (save DC 15) from the armor. This armor regains 1d3 expended charges daily at dawn.
Monsters
The Book of Many Things
following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18):
At will: Detect Magic, Mage Armor (self only)
2/day each: Blight, Blindness/Deafness
. Aleron rides a warhorse skeleton with flies buzzing in its gaping eye sockets.
The Grim Champions
The Grim Harrow is led by three powerful entities with the title of grim champion. Each champion
Magic Items
The Book of Many Things
While wearing this armor, you can take a bonus action to make the armor emit poisonous spores, which fill a 10-foot-radius sphere centered on yourself. Each creature in that area must succeed on a DC
Magic Items
The Book of Many Things
This colorful, flowery armor was forged in the Feywild and is infused with that plane’s captivating magic.
While wearing this armor, you have advantage on saving throws you make to avoid or
end the charmed condition on yourself.
This armor has 3 charges. You can use an action to expend a charge to cast the Compulsion spell (save DC 15) from this armor. The armor regains 1d3 expended charges daily at dawn.
Psychic Gray Ooze
Legacy
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Monsters
Monster Manual (2014)
the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC
make a DC 10 Intelligence saving throw, taking 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Psychic Crush","rollDamageType":"psychic"} psychic damage on a failed save, or half as much damage on a successful one.Acid, Cold, Fire
Shocking Grasp
Legacy
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Spells
Basic Rules (2014)
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor






