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Returning 35 results for 'master shield with only along found for long'.
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Feats
Player’s Handbook
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
Shield Master
Legacy
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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
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->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
Spells
Player’s Handbook
moving destination (such as a mobile fortress), or an unspecific destination (such as “a green dragon’s lair”).
For the duration, as long as you are on the same plane of existence as the
destination, you know how far it is and in what direction it lies. Whenever you face a choice of paths along the way there, you know which path is the most direct.
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
Spells
Player’s Handbook
so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose
Spells
Player’s Handbook
A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.
When the wall
the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a
Magic Items
Dungeon Master’s Guide
rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants Advantage on ability checks made to climb using the rope.
The
rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed.
Spells
Player’s Handbook
on how you have treated it.
Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object’s
kind of creature, as long as the creature’s size is no larger than the object’s size and the creature has a Challenge Rating of 9 or lower. The creature is Friendly to you and your allies
Spells
Player’s Handbook
can see. Failure: The target has the Frightened condition until the end of your next turn.
Fey Step (Fey Only; Recharges after a Long Rest). The steed teleports, along with its rider, to an unoccupied
), Psychic (Fey), or Necrotic (Fiend) damage.
Bonus Actions
Fell Glare (Fiend Only; Recharges after a Long Rest). Wisdom Saving Throw: DC equals your spell save DC, one creature within 60 feet the steed
Magic Items
Dungeon Master’s Guide
Long ago, in the Dragonlance setting, elves and humans waged a terrible war against chromatic dragons. When the world seemed doomed, the wizards of the Towers of High Sorcery came together and forged
Magic action to peer into the orb’s depths. You must then make a DC 15 Charisma saving throw. On a successful save, you control the orb for as long as you remain attuned to it. On a failed save, the
Magic Items
Dungeon Master’s Guide
are set in a row along the haft. It has three other properties as well, detailed below.
Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you
a magic Spear that grants a +3 bonus to attack rolls and damage rolls made with it.
Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod&rsquo
Magic Items
Dungeon Master’s Guide
Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have thirteen cards, but some have twenty-two. Use the appropriate
you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any Divination magic, but a Wish spell can reveal the location
Magic Items
Dungeon Master’s Guide
finish a Long Rest, if you and the Demonomicon are on the same plane of existence, one trapped creature within the book can attempt to possess you. You make a DC 20 Charisma saving throw. On a failed
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
Feats
Astarion's Book of Hungers
Proficiency Bonus, and you recover all expended uses when you finish a Long Rest.
Vampiric Connection. The DM determines the fate of your former vampire master. While you and your former vampire master
Origin Feat
You gain the following benefits.
Decanting. When you finish a Long Rest, you can create one Potion of Healing or an Antitoxin, as long as you have an empty vial or flask. These liquids
Feats
Eberron: Forge of the Artificer
) check, you can roll 1d4 and add the number rolled to the ability check.
Guardian’s Shield. You always have the Shield spell prepared. You can cast it once without a spell slot, and you regain
the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell
Monsters
Forgotten Realms: Adventures in Faerûn
Spider Climb (Hybrid or Spider Form Only). The aranea can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Web Walker. The aranea ignores movement
their foes long enough to skitter to safety.
Roll or choose a result from the Aranea Crafts table as inspiration for an aranea’s crafting talent.
Aranea Crafts
1d6
The Aranea Is
Magic Items
Forgotten Realms: Adventures in Faerûn
Artifact has the following random properties (see chapter 7 of the Dungeon Master’s Guide):
2 minor beneficial properties
2 minor detrimental properties
Spellcasting. The orb has 6 charges
Shield
2
Hold Person
1
See Invisibility
1
Summon Dragon (level 9 version)
4
Dragon Transformation. If you swallow the orb, you transform into an adult chromatic dragon under the
Monsters
Forgotten Realms: Adventures in Faerûn
, Prestidigitation
2/Day Each: Speak with Dead, Wall of Force
1/Day Each: Create Undead (level 8 version), Disintegrate, Power Word KillProtective Magic. Sammaster casts Counterspell or Shield in
.
Personality
Sammaster presents a charming and handsome facade, but he can’t conceal his morbid fascination with undead dragonkind for long. His only true allies are the inner circle of the Cult of
Monsters
Forgotten Realms: Adventures in Faerûn
, Wall of Force
1/Day Each: Befuddlement, Clone, Finger of Death, Mind Blank (cast before combat), SimulacrumProtective Magic. Manshoon casts Counterspell or Shield in response to the spell’s
;ve outlived their usefulness. Manshoon doesn’t care who suffers so long he’s able to crush his many enemies and force his subjects into paranoid and eager obedience.
History
The
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
the curse to you. Only a Wish spell or the will of Myrkul can remove this curse. As long as you remain cursed, the following properties apply to you:
Bound. You are unwilling to part with the crown
Shield of Far Sight
Legacy
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Magic Items
Volo's Guide to Monsters
. The shield becomes a magic item once the eye is implanted, whereupon the mind flayer can give the shield to a thrall or hang it on a wall in its lair. As long as the shield is on the same plane of
A mind flayer skilled at crafting magic items creates a shield of far sight by harvesting an eye from an intelligent humanoid and magically implanting it on the outer surface of a nonmagical shield
Magic Items
The Book of Many Things
until you are targeted by a Remove Curse spell or similar magic. You cannot discard the shield, and remain attuned to it, as long as you are cursed. As long as you are cursed, you are sluggish. Your
While you are wielding this shield, you gain a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.
Curse. This item is cursed. Attuning to it extends the curse to you
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, regardless of distance, so long as it and its master are in the same body of water.Deep scions began life as people who were stolen from shore or saved from sinking ships and offered a terrible bargain
(Hybrid Form Only; Recharges after a Short or Long Rest). The deep scion emits a terrible scream audible within 300 feet. Creatures within 30 feet of the deep scion must succeed on a DC 13 Wisdom saving
Monsters
Mordenkainen's Fiendish Folio Volume 1
realities. Such is the realm that spawned the xill, horrific, insectoid creatures created long ago to serve an ancient, evil master.
Gruesome Collectors. Xills are horrid, four-armed creatures that seem to
plenty of speculation surrounds the xills' true nature and the demiplane that spawned them.
An Ancient Remnant. A variety of theories attempt to explain the xills and their origin. The one found most
Dimension Door
Legacy
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Spells
Basic Rules (2014)
by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45- degree angle, 300 feet."
You can bring along objects as long as their weight doesn't
Magic Items
The Book of Many Things
You can make a ranged weapon attack with this magic shield. It has a normal range of 20 feet and a long range of 60 feet, and it uses your Strength or Dexterity for the attack roll (your choice). If
you’re proficient with shields, you are proficient with attacks made using this shield. On a hit, it deals 1d6 slashing damage. If you throw the shield, it reappears in your hand the instant after it hits or misses a target.
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
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
The Shield of the Hidden Lord is of celestial origin and serves as a prison for the pit fiend Gargauth, whose mortal followers revere it as a god. Over time, Gargauth’s evil has warped the
Monsters
Mythic Odysseys of Theros
. While the two are bonded, the master can sense what the anvilwrought senses, as long as they are within 1 mile of each other.
Fire, Poison
messengers, and a few were created to emulate beauty found among the animals of the mortal world. Each exhibits abilities suited to its role, with some behaving like companionable creatures or stoic
Imp (Familiar Variant)
Legacy
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Monsters
Monster Manual (2014)
serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the imp senses as long as they are within 1 mile of each other
. While the imp is within 10 feet of its master, the master shares the imp's Magic Resistance trait. If its master violates the terms of the contract, the imp can end its service as a familiar, ending
Magic Items
Storm King's Thunder
This appears to be a simple ingot of iron ore, about a foot long and a few inches across. Inspection of its surface reveals the faint, silvery outline of the skold (shield) rune. The ingot has the
any way. Once you use this property, you can’t use it again until you finish a short or long rest.
Shield Ward. You can transfer the ingot’s magic to a nonmagical item — a shield or
Backgrounds
Sword Coast Adventurer's Guide
shield dwarf clans learned long ago that only proud fools who are more concerned for their egos than their craft turn away promising apprentices, even those of other races. If you aren’t a dwarf
The Stout Folk are well known for their artisanship and the worth of their handiworks, and you have been trained in that ancient tradition. For years you labored under a dwarf master of the craft






