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Returning 35 results for 'master shield with only affect fire for like'.
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master shield with only affected fire for like
master shield with only affects fire for like
master should with only affect fire for like
Spells
Player’s Handbook
you choose. The warm shield grants you Resistance to Cold damage, and the chill shield grants you Resistance to Fire damage.
In addition, whenever a creature within 5 feet of you hits you with a melee
attack roll, the shield erupts with flame. The attacker takes 2d8 Fire damage from a warm shield or 2d8 Cold damage from a chill shield.
Shield Master
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Feats
Player’s Handbook (2014)
You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
If you take the Attack action on your turn, you can use a bonus
action to try to shove a creature within 5 feet of you with your shield.
If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other
Fire Shield
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
it.
The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.
In
addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a chill shield.
feats
Player’s Handbook (2024)
General Feat (Prerequisite: Level 4+, Shield Training)
You gain the following benefits.
Ability Score Increase. Increase your Strength score by 1, to a maximum of 20.
Shield Bash. If you attack a
creature within 5 feet of you as part of the Attack action and hit with a Melee weapon, you can immediately bash the target with your Shield if it’s equipped, forcing the target to make a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Shield Master You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield: If you take the Attack action on your turn, you can use a
bonus action to try to shove a creature within 5 feet of you with your shield. If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Fire Shield 4th-level evocation Casting Time: 1 action Range: Self Components: V, S, M (a bit of phosphorus or a firefly) Duration: 10 minutes Thin and wispy flames wreathe your body for the duration
shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage. In addition, whenever a creature within 5 feet of you hits you
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Fire Shield 4th-level evocation Casting Time: 1 action Range: Self Components: V, S, M (a bit of phosphorus or a firefly) Duration: 10 minutes Thin and wispy flames wreathe your body for the duration
shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage. In addition, whenever a creature within 5 feet of you hits you
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Fire Shield Level 4 Evocation (Druid, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a bit of phosphorus or a firefly)
Duration: 10 minutes
Wispy flames wreathe your
grants you Resistance to Cold damage, and the chill shield grants you Resistance to Fire damage. In addition, whenever a creature within 5 feet of you hits you with a melee attack roll, the shield
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
Shield Master The Shield Master feat lets you shove someone as a bonus action if you take the Attack action. Can you take that bonus action before the Attack action? No. The bonus action provided by
the Shield Master feat has a precondition: that you take the Attack action on your turn. Intending to take that action isn’t sufficient; you must actually take it before you can take the bonus action
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Shield Master General Feat (Prerequisite: Level 4+, Shield Training) You gain the following benefits. Ability Score Increase. Increase your Strength score by 1, to a maximum of 20. Shield Bash. If
you attack a creature within 5 feet of you as part of the Attack action and hit with a Melee weapon, you can immediately bash the target with your Shield if it’s equipped, forcing the target to make a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Fire Shield Level 4 Evocation (Druid, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a bit of phosphorus or a firefly)
Duration: 10 minutes
Wispy flames wreathe your
grants you Resistance to Cold damage, and the chill shield grants you Resistance to Fire damage. In addition, whenever a creature within 5 feet of you hits you with a melee attack roll, the shield
Monsters
Monster Manual
Fire Aura. At the end of each of the salamander’s turns, each creature of the salamander’s choice in a 10-foot Emanation originating from the salamander takes 10 (3d6);{"diceNotation
":"3d6", "rollType":"damage", "rollAction":"Fire Aura", "rollDamageType":"Fire"} Fire damage.
Magic Resistance. The salamander has Advantage on saving throws against spells and other magical
Spells
Player’s Handbook
A storm of fire appears within range. The area of the storm consists of up to ten 10-foot Cube;Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each
creature in the area makes a Dexterity saving throw, taking 7d10 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the area that aren’t being worn or carried start burning.
Spells
Player’s Handbook
A swirling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud’s area is Heavily Obscured. It lasts for the duration or until a strong wind (like
that created by Gust of Wind) disperses it.
When the cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 Fire damage on a failed save or half as much damage on a
Spells
Player’s Handbook
, in order from red to violet, by means specific to each layer. If a layer is destroyed, it is gone for the duration. Antimagic Field has no effect on the wall, and Dispel Magic can affect only the
violet layer.
Prismatic Layers
Order
Effects
1
Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. Additional Effects: Nonmagical ranged attacks can’t pass
Spells
Player’s Handbook
Prismatic Rays table.
Prismatic Rays
1d8
Ray
1
Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage.
2
Orange. Failed Save: 12d6 Acid damage. Successful Save
of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell
Magic Items
Dungeon Master’s Guide
illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a
25–27
Druid
28–30
Erinyes
31–33
Ettin
34–36
Fire Giant
37–39
Frost Giant
40–42
Gnoll Warrior
43–45
Goblin Warrior
46
Spells
Player’s Handbook
glyph could be set to affect Aberrations). You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.
Explosive Rune. When triggered, the
glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or
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
Species
Player’s Handbook
goliaths look like stone giants, while others resemble fire giants. Whatever giants they count as kin, goliaths have forged their own path in the multiverse—unencumbered by the internecine
Magic Items
Dungeon Master’s Guide
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
an ally. As Dungeon Master, you should wait for a dramatically appropriate moment to reveal this enmity, leaving the adventurer guessing who is likely to become a betrayer.
Fool. You have
Magic Items
Divine Contention
:
Each creature must make a DC 15 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much fire damage on a successful one.
Each creature must make a DC 15 Constitution
.
The wielder rolls on the chart* for the wand of wonder three times, rerolling any duplicate results. Any effects that specify a target affect all creatures in range of the grenade when it explodes. Any
Monsters
Mordenkainen Presents: Monsters of the Multiverse
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
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
Magic Items
Baldur’s Gate: Descent into Avernus
resistance to fire damage.
Sentience. The Shield of the Hidden Lord is sentient as long as it imprisons Gargauth. While sentient, the shield has the following properties:
The shield has an
charges to cast wall of fire from the shield (save DC 21 for each). The wall of fire spell lasts for 1 minute (no concentration required). The shield regains all expended charges daily at dawn.
Anytime
Magic Items
Bigby Presents: Glory of the Giants
Modeled after the formidable spiked tower shields wielded by some fire giants, this iron shield emanates a constant warmth.
You can use a bonus action to activate the shield, causing glowing lava to
flow through the shield’s grooves for 1 minute. While the shield is active, you gain the following benefits:
Blazing Soul. You have immunity to fire damage.
Cleansing Fire. As an action, you
Monsters
Curse of Strahd
turn inside an object.
Spectral Armor and Shield. The phantom warrior's AC accounts for its spectral armor and shield.Multiattack. The phantom warrior makes two attacks with its spectral longsword
visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.A phantom warrior is the spectral remnant of a willful
Monsters
Baldur’s Gate: Descent into Avernus
","rollAction":"Scorching Ray","rollDamageType":"fire"} fire damage per ray.Those who follow Myrkul are either wizards or those who seek to master the necromantic arts.
Delvers into Lore. Cultists of
Grave Magic. When the master of souls cast a spell that deals damage, it can change the spell's damage type to necrotic.
Spellcasting. The master of souls is a 5th-level spellcaster. Its spellcasting
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"Shield Charge","rollDamageType":"bludgeoning"} bludgeoning damage plus 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Shield Charge","rollDamageType":"fire"} fire damage and be
can excel at and gain rank through a specialized role: the dreadnought.
Dreadnoughts are massively powerful fire giants who wield two huge shields like plow blades. These shields bear spikes on
Monsters
Waterdeep: Dragon Heist
save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): fire bolt, light
, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile, shield
2nd level (3 slots): misty step, suggestion
3rd level (3 slots): counterspell, fireball, fly
4th level
Monsters
Mordenkainen Presents: Monsters of the Multiverse
lord bestows on it a powerful weapon that dissolves if the molydeus dies. The weapon’s form varies depending on the creator, but that doesn’t affect the weapon’s capabilities.PoisonCold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Spellcasting.The fearsome molydeus speaks for the demon lord it serves and enforces its master’s will. This demon is 12 feet tall, and its bipedal body has a slavering wolf’s head and a fanged serpent
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Cast a Spell (Costs 2 Actions). The molydeus uses Spellcasting.The fearsome molydeus speaks for the demon lord it serves and enforces its master’s will. This demon is 12 feet tall, and its
bipedal body has a slavering wolf’s head and a fanged serpent’s head. Its demon lord can speak and see through the serpent head; this master also uses the molydeus to guard treasures, slay
Monsters
Dragons of Stormwreck Isle
spores can go around corners, and they affect only creatures with an Intelligence of 2 or higher that aren’t Undead, Constructs, or Elementals. Affected creatures can communicate telepathically
adult;Adult myconids live and work together in colonies and practice a form of communal meditation called a meld, in which they seek to transcend mundane reality through shared hallucination.
Myconid leaders like Sinensa use their Hallucination Spores to help myconids create melds.
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
Waterdeep: Dungeon of the Mad Mage
thoughts, mirror image, misty step
3rd level (3 slots): animate dead, counterspell, lightning bolt
4th level (3 slots): blight, fire shield, stoneskin
5th level (3 slots): cone of cold, Rary's telepathic
spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor, magic missile
2nd level (3 slots): detect
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






