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Returning 35 results for 'master serving with often advanced from for light'.
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Classes
Player’s Handbook
Preserve Life and Light in the World
The Oath of the Ancients is as old as the first elves. Paladins who swear this oath cherish the light; they love the beautiful and life-giving things of the
world more than any principles of honor, courage, and justice. They often adorn their armor and clothing with images of growing things—leaves, antlers, or flowers—to reflect their commitment
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
multiverse. They often begin their search for magical power by delving into tomes of forbidden lore, dabbling in invocations meant to attract the power of extraplanar beings, or seeking places of power where
Classes
Player’s Handbook
Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival
Weapon Proficiencies
Simple and Martial weapons
Armor Training
Light
mercenaries—as Fighters, they all share an unparalleled prowess with weapons and armor. And they are well acquainted with death, both meting it out and defying it.
Fighters master various
Classes
Player’s Handbook
: Animal Handling, Athletics, Intimidation, Nature, Perception, or Survival
Weapon Proficiencies
Simple and Martial weapons
Armor Training
Light and Medium armor and Shields
Starting
deepest self. For every Barbarian, their Rage is a power that fuels not just battle prowess, but also uncanny reflexes and heightened senses.
Barbarians often serve as protectors and leaders in their
Classes
Player’s Handbook
, Arcana, Insight, Medicine, Nature, Perception, Religion, or Survival
Weapon Proficiencies
Simple weapons
Tool Proficiencies
Herbalism Kit
Armor Training
Light armor and Shields
.
Druids are concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over
Monsters
Forgotten Realms: Adventures in Faerûn
":"4d6", "rollType":"damage", "rollAction":"Radiant Ray", "rollDamageType":"Radiant"} Radiant damage.Nimblewright hulks are massive guards or sentinels. These four-armed Constructs often have thick steel
what a nimblewright guard or nimblewright hulk might be doing in a busy public place.
Nimblewright Tasks
1d6
The Nimblewright Is …
1
Serving as an attentive bodyguard to a
Classes
Eberron: Forge of the Artificer
one type of Artisan’s Tools of your choice
Armor Training
Light and Medium armor and Shields
Starting Equipment
Choose A or B: (A) Studded Leather;Studded Leather Armor, Dagger
Point Die, proficiency with Tinker’s Tools, proficiency in one skill of your choice from the Artificer’s skill list, and training with Light and Medium armor and Shields.
Gain the
Species
Lorwyn: First Light
temporarily or even permanently for a variety of reasons, often due to trauma suffered during the Phyrexian invasion (see Lorwyn: First Light). Regardless, kithkin typically believe that betraying their own is
Book of Kith and Kin. They also often entertain many superstitions, particularly related to Lorwyn’s incarnations of nature.
In Shadowmoor
Shadowmoor kithkin are more insular and xenophobic
Monsters
Astarion's Book of Hungers
promise wealth or influence to corruptible mortals, often securing a deal with a contract they produce in a flash of brimstone. This contract binds the mortal signatory’s soul to the Nine Hells
other souls to Mephistopheles.
2
Stands under the light of a full moon and a half-moon simultaneously.
3
Renounces the contract while in the Abyss.
4
Is under the protection of
Monsters
Astarion's Book of Hungers
often believe their immortality will exempt them from any infernal claim to their souls. The archdevil Mephistopheles happily exploits such hubris and proves that even undead aren’t immune to the
course it is.
—Astarion on Vampire Infernalists
Vampire Infernalist Lairs
Vampire infernalists lurk in gloomy libraries or ritual chambers, far from the sun’s light. The region
Magic Items
Forgotten Realms: Adventures in Faerûn
powerful Undead scions. Should a wearer prove unworthy of this honor, the crown teleports away to find a new mortal to corrupt for its master.
Cursed. The crown is cursed. Attuning to the crown extends
instantly complete this transformation.
Cone of Undeath. You can take a Magic action to unleash a wave of unholy light in a 60-foot Cone. Each creature in the Cone makes a DC 18 Constitution saving throw
Monsters
Acquisitions Incorporated
can't use this trait if she's incapacitated.
Shadow Step. When Rosie is in dim light or darkness, she can use a bonus action to teleport 60 feet to an unoccupied space she can see that is also in dim
light or darkness. She then has advantage on the first melee attack she makes before the end of the turn.
Innate Spellcasting. Rosie's innate spellcasting ability is Wisdom (spell save DC 12). She can
Monsters
Acquisitions Incorporated
dragons. Plated in brass, bronze, copper, or faux gold and silver, they are often taken for fine draconic statues at first glance. A clockwork dragon makes a formidable guardian or defender, with its
advanced intellect allowing it to be programmed with a wide range of orders, as well as being capable of wholly independent reactions to potential threats.
Though most clockwork dragons have a breath weapon
Lightly Armored
Legacy
This doesn't reflect the latest rules and lore.
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Feats
Player’s Handbook (2014)
You have trained to master the use of light armor, gaining the following benefits:
Increase your Strength or Dexterity score by 1, to a maximum of 20.
You gain proficiency with light armor.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
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
appears within 1 mile of the boneclaw’s master.
Unusual Nature. The boneclaw doesn’t require air, food, drink, or sleep.Multiattack. The boneclaw makes two Piercing Claw attacks.
Piercing
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
kill.
Gazer (Familiar Variant);Variant: Gazer Familiar
Spellcasters who are interested in unusual familiars find that gazers are eager to serve someone who has magical power. Unless its master is
Spells
Acquisitions Incorporated
Of the many tactics employed by master magician and renowned adventurer Jim Darkmagic, the old glowing coin trick is a time-honored classic. When you cast the spell, you hurl the coin that is the
spell’s material component to any spot within range. The coin lights up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must
Monsters
Eberron: Rising from the Last War
Keen Senses. The defender has advantage on Wisdom (Perception) checks.
Telepathic Bond. While the defender is on the same plane of existence as its master, it can magically convey what it senses to
its master, and the two can communicate telepathically.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3
Dual Wielder
Legacy
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Feats
Player’s Handbook (2014)
You master fighting with two weapons, gaining the following benefits:
You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
You can use two-weapon fighting even
when the one-handed melee weapons you are wielding aren't light.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Monsters
Waterdeep: Dragon Heist
is Master of Arms and Mercenaries for the Waterdeep Zhentarim. In this role, she provides armor, weapons, and training to sellswords on the Black Network's payroll.
Tashlyn has established a useful
cover by serving as a bodyguard to Vorondar Levelstone, a dwarf magister stationed at the South Gate. She likes the dwarf and has earned his confidence, allowing her to reach the rank of captain in the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
;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
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
Monsters
Eberron: Rising from the Last War
personality — sadistic, bloodthirsty, and brutally dedicated to serving itself.
Small numbers of these creatures sometimes make their way to the surface, often under the command of dolgaunt;dolgaunts
Boneclaw
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
boneclaw's master.
Shadow Stealth. While in dim light or darkness, the boneclaw can take the Hide action as a bonus action.Multiattack. The boneclaw makes two claw attacks.
Piercing Claw. Melee
Rejuvenation. While its master lives, a destroyed boneclaw gains a new body in 1d10;{"diceNotation":"1d10","rollType":"roll"} hours, with all its hit points. The new body appears within 1 mile of the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Familiar. The gazer can serve another creature as a familiar, forming a telepathic bond with its willing master, provided that the master is at least a 3rd-level spellcaster. While the two are bonded
, the master can sense what the gazer senses as long as they are within 1 mile of each other. If its master causes it physical harm, the gazer will end its service as a familiar, breaking the
Bandit
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
","rollAction":"Scimitar","rollDamageType":"slashing"} slashing damage.
Light Crossbow. Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Light Crossbow"} to hit, range
80 ft./320 ft., one target. Hit: 5 (1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage","rollAction":"Light Crossbow","rollDamageType":"piercing"} piercing damage.Bandits rove in gangs and are
Monsters
Ghosts of Saltmarsh
begins to hallucinate and is afflicted with a short-term madness effect (determined randomly or by the DM; see “Madness” in chapter 8 of the Dungeon Master’s Guide). The effect lasts 10
minutes.Comfortable on land or in water, these brilliantly colored snakes are renowned for their potent and hallucinogenic venom. They are most often found in coastal caves. In the abandoned chambers
Kenku
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
groups called flocks. A flock is led by the oldest and most experienced kenku with the widest store of knowledge to draw on, often called Master.
Although kenku can’t create new things, they have
were minions of Grazz’t, while others say that they were scouts and explorers for the Wind Dukes of Aaqa. Whatever the truth, according to legend, the kenku betrayed their master. Unable to
Monsters
Waterdeep: Dragon Heist
+5","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): blade ward, light, mage hand, message
1st level (4
inherited from his grandmother. When not serving the Watchful Order, he spends his days reading and writing books in his library.
Barnibus uses spells that help him investigate crimes, pry secrets
Monsters
Guildmasters’ Guide to Ravnica
;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). The reckoner has the following wizard spells prepared:
Cantrips (at will): blade ward, light, message
dealt by the attack.Boros reckoners combine physical power and magical prowess, serving as the shock troops of the legion. They are adept at breaking up mobs and organized lines of defense. Sometimes
Monsters
Mordenkainen Presents: Monsters of the Multiverse
;s diplomat and mouthpiece—anticipating the dragon’s needs, issuing commands to others on the dragon’s behalf, and reporting information back to the dragon. Such scale sorcerers often
requires them not to fawn over their master at all times. They also understand that their frequent proximity to their dragon master means they would probably be the first to die if their master became
Monsters
Planescape: Adventures in the Multiverse
from an attack that hits it, provided it can see the attacker.Cuprilachs infiltrate places of power throughout the multiverse, serving as spies and assassins. They strike surgically, following the
in appearance from cold iron to brilliant gold. Most have smooth faces with few features, and their extraordinary anatomies often act in defiance of natural forces.PsychicAssassin’s Agility. The cuprilach takes the Dash or Disengage action, or it makes one Burnished Blade attack.
Monsters
Van Richten’s Guide to Ravenloft
Blazing Boon. All fire damage it deals becomes necrotic damage.
Illumination. The priest sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an
, Osybus gifted them with a trace of his power. Taking the form of a shadowy tattoo, this boon allows the priests to steal souls as their master did and to cheat death and become undead horrors.
The
Monsters
Planescape: Adventures in the Multiverse
", "rollDamageType":"force"} force damage.
Time Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Time Breath"}. The dragon exhales a wave of shimmering light in a 15-foot cone
scales and have horns that are barely more than nubs. As they master the flow of time, their horns grow with branching, rainbow-hued veins suggestive of time’s paths and possibilities.
Ancient
Monsters
Planescape: Adventures in the Multiverse
", "rollDamageType":"force"} force damage.
Time Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Time Breath"}. The dragon exhales a wave of shimmering light in a 30-foot cone
wyrmling;Time dragon wyrmlings are born with shining scales and have horns that are barely more than nubs. As they master the flow of time, their horns grow with branching, rainbow-hued veins suggestive
Monsters
Candlekeep Mysteries
","rollAction":"Spellcasting"} to hit with spell attacks):
At will: light, mage hand, mending
3/day each: comprehend languages, detect magic, identify
1/day each: dispel magic, levitate, locate object
resident lore experts are master sage;master sages and sages who dedicate themselves to scholarship above all.






