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Returning 35 results for 'master score with only armor free for like'.
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master score with only armor from for like
master score with only armor force for like
Heavy Armor Master
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Feats
Player’s Handbook (2014)
You can use your armor to deflect strikes that would kill others. You gain the following benefits:
Increase your Strength score by 1, to a maximum of 20.
While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3.
Feats
Player’s Handbook (2024)
General Feat (Prerequisite: Level 4+, Heavy Armor Training)
You gain the following benefits.
Ability Score Increase. Increase your Constitution or Strength score by 1, to a maximum of 20.
Damage
Reduction. When you’re hit by an attack while you’re wearing Heavy armor, any Bludgeoning, Piercing, and Slashing damage dealt to you by that attack is reduced by an amount equal to your Proficiency Bonus.
feats
Player’s Handbook (2024)
General Feat (Prerequisite: Level 4+, Medium armor Training)
You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
Dexterous
Wearer. While you're wearing Medium armor, you can add 3, rather than 2 to your AC if you have a Dexterity score of 16 or higher.
Medium Armor Master
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Feats
Player’s Handbook (2014)
You have practiced moving in medium armor to gain the following benefits:
Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
The Free Swords Mercenary Background allows you to choose between Strength, Dexterity, Constitution. Increase one of these scores by 2 and another one by 1, or increase all three by 1. None of these increases can raise a score above 20.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Heavy Armor Master Prerequisite: Proficiency with heavy armor You can use your armor to deflect strikes that would kill others. You gain the following benefits: Increase your Strength score by 1, to
a maximum of 20. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Medium Armor Master General Feat (Prerequisite: Level 4+, Medium Armor Training) You gain the following benefits. Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum
of 20. Dexterous Wearer. While you’re wearing Medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity score of 16 or higher.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Heavy Armor Master General Feat (Prerequisite: Level 4+, Heavy Armor Training) You gain the following benefits. Ability Score Increase. Increase your Constitution or Strength score by 1, to a maximum
of 20. Damage Reduction. When you’re hit by an attack while you’re wearing Heavy armor, any Bludgeoning, Piercing, and Slashing damage dealt to you by that attack is reduced by an amount equal to your Proficiency Bonus.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Medium Armor Master Prerequisite: Proficiency with medium armor You have practiced moving in medium armor to gain the following benefits: Wearing medium armor doesn’t impose disadvantage on your
Dexterity (Stealth) checks. When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Heavy Armor Master (pg. 167) In the second bullet, “nonmagical weapons” is now “nonmagical attacks.”
Magic Items
Dungeon Master’s Guide
decide what it looks like—including color, style, and accessories—but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor.
While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You
Spells
Player’s Handbook
You touch a willing creature. Until the spell ends, the target’s skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that.
Equipment
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
Magic Items
Dungeon Master’s Guide
returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn
Medium armor
91–00
Horn of Valhalla (Iron);Iron
5
Proficiency with all Martial weapons
Magic Items
Dungeon Master’s Guide
one of your ability scores by 2. You can’t decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no
of your prison. You draw no more cards.
Euryale. The card’s medusa-like visage curses you. You take a −2 penalty to saving throws while cursed in this way. Only a god or the magic of the
Magic Items
Dungeon Master’s Guide
still seek to work Vecna’s will in the world.
The Eye of Vecna and the Hand of Vecna are separate Artifacts that might be found together or separately. The eye looks like a bloodshot organ torn
free from the socket. The hand is a shriveled left extremity.
Random Properties of the Eye and Hand. The Eye of Vecna and the Hand of Vecna each have the following random properties (see Artifacts
Magic Items
Dungeon Master’s Guide
save, you are possessed by the creature, which controls you like a puppet. As a Magic action, the possessing creature can release you and appear in the closest unoccupied space to you. On a
the Dungeon Master’s Guide):
2 minor beneficial properties
1 minor detrimental property
1 major detrimental property
Spells. The book has 8 charges and regains 1d8 expended charges daily
Monsters
Icewind Dale: Rime of the Frostmaiden
anxious penguin servant, Kingsport, was promised a life of enlightenment. The truth is that Kingsport was turned into Scrivenscry's lackey, who lives in fear of his cruel, unpredictable master. The blind giant penguin hopes to be free of the arcanaloth one day.
Monsters
Fizban's Treasury of Dragons
itself on a success.Champions of the dragon queen are often called Talons of Tiamat. They work tirelessly to free their master from her imprisonment in Avernus, and Tiamat grants these pawns immense
their draconic heritage—chromatic, metallic, or gem—something like a large extended family. But for dragonborn champions, this bond is spiritual as much as biological, and they devote
Monsters
Candlekeep Mysteries
Unarmored Defense. While Steel Crane is wearing no armor and wielding no shield, his AC includes his Wisdom modifier.Multiattack. Steel Crane makes three attacks.
Force Strike. Melee Weapon Attack
the missile if it’s small enough to hold in one hand and Steel Crane has a hand free.
Slow Descent (3/Day). When Steel Crane falls, he can slow his descent, taking no damage from the fall.Steel
Monsters
Mordenkainen Presents: Monsters of the Multiverse
bound by magic into 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.PoisonLightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Phandelver and Below: The Shattered Obelisk
breakers look like giant brains with stout legs, and they wear steel armor made from interlocked links of Ilvaash’s runes (knots of tentacles, brains, and jagged lines reminiscent of jaws).Psychic
Creature Sense. The brain breaker is aware of creatures within 1 mile of itself that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each
Monsters
Spelljammer: Adventures in Space
glittering spores, a statuette resembling its former self, a chunk of ice, or a sponge shaped like a dodecahedron (DM’s choice).Magical Gift (1/Day). The chwinga targets a Humanoid it can see
within 5 feet of itself. The target gains a supernatural charm of the DM’s choice. See the Dungeon Master’s Guide for more information on supernatural charms.
Natural Shelter. The chwinga
Monsters
Mordenkainen Presents: Monsters of the Multiverse
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.PoisonBludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Princes of the Apocalypse
, jump, thunderwave
2nd level (2 slots): gust of wind
Unarmored Defense. While the hurricane is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Unarmored Movement. While
the hurricane is wearing no armor and wielding no shield, its walking speed increases by 15 feet (included in its speed).Multiattack. The hurricane makes two melee attacks.
Unarmed Strike. Melee Weapon
Monsters
Mordenkainen Presents: Monsters of the Multiverse
follows its creator like a devoted, aggressive puppy, and sometimes small packs of these creatures patrol their master’s lair for vermin to kill and lone creatures to harass.
A gazer can’t
speak any languages but can approximate words and sentences it hears, mimicking them in a high-pitched, mocking manner. Beholders find gazers amusing and tolerate their presence like spoiled pets. Some
Monsters
Keys from the Golden Vault
"} bludgeoning damage.This suit of magically animated plate armor clamors as it moves, banging and grinding like the vengeful spirit of a fallen knight.Fire, Poison, Psychic
Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's
Monsters
Curse of Strahd
number of permanent spell effects on it to make the armor a better castle defender.
The armor understands Common but obeys only the commands of its master.
Lightning, PoisonCold, Fire
Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot, whereupon it typically sets out to find its pack or its master. The hound is visible on the Material Plane while it is in
the Border Ethereal, and vice versa, but it can’t affect or be affected by anything on the other plane. Once it is adjacent to its master or a pack mate that is on the Material Plane, a yeth
Monsters
Mordenkainen Presents: Monsters of the Multiverse
attack that hits it. The thief must be able to see the attacker.Master thieves are known for perpetrating daring heists. They tend to develop a romanticized reputation. A master thief might &ldquo
;retire” from hands-on work to run a thieves’ guild, spearhead some covert enterprise, or enjoy a quiet life of luxury.
When a master thief completes a challenging heist, they often leave
Equipment
Clothing and not wearing Medium or Heavy armor, you automatically succeed on saving throws against the effects of extreme heat. See chapter 3 of the Dungeon Master’s Guide for rules on extreme heat.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
re-forms within hours.
In service to its master, a boneclaw delights in causing horrific pain. It lurks like a spider in shadowy recesses, waiting for victims to approach within reach of its long
Rejuvenation. While its master lives, a destroyed boneclaw gains a new body in 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Hours"} hours, with all its hit points. The new body
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Filament.A cave fisher is a subterranean arachnid with a long snout that houses spinnerets, enabling the creature to produce sticky filaments, much like the strands of a spider;spider's webbing
fisher filaments can be woven into rope that is thin, tough, and nearly invisible. The creature’s shell is used in the manufacture of tools, armor, and jewelry. Its blood is alcoholic and tastes
Magic Items
Tomb of Annihilation
to resist the effects of extreme heat (see chapter 5 of the Dungeon Master’s Guide).
Curse. This armor is cursed. Whenever you don or doff it, you must make a DC 15 Constitution saving throw
This suit of plate armor is fashioned from giant scorpion chitin. While wearing this armor, you gain the following benefits:
The armor improves your combat readiness, granting you a +5 bonus to
Monsters
Candlekeep Mysteries
Shocking Grasp (Cantrip). Melee Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"spell","rollAction":"Shocking Grasp"} to hit (with advantage if the target is wearing armor made of metal), reach
resident lore experts are master sage;master sages and sages who dedicate themselves to scholarship above all.






