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Returning 35 results for 'master soul with only armor forms for light'.
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Heavy Armor Master
Legacy
This doesn't reflect the latest rules and lore.
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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.
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.
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.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Light Armor Armor Name Cost Armor Class (AC) Strength Stealth Weight Padded 5 gp 11 + Dex modifier - Disadvantage 8 lb. Leather 10 gp 11 + Dex modifier - - 10 lb. Studded leather 45 gp 12 + Dex
modifier - - 13 lb.
Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Master of Myriad Forms Prerequisite: 15th level You can cast alter self at will, without expending a spell slot.
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 (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->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->Sage Advice & Errata
Heavy Armor Master (pg. 167) In the second bullet, “nonmagical weapons” is now “nonmagical attacks.”
Magic Items
Dungeon Master’s Guide
You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.
While holding this weapon, you can cause it to emit green Dim Light out to 10 feet, either as a Bonus Action or
after you roll Initiative, or you can extinguish the light as a Bonus Action.
While holding this weapon, you can take a Bonus Action to alter its form, turning it into a 6-inch rod (for ease of storage
Spells
Player’s Handbook
You touch a creature or at least 1 cubic inch of its flesh. An inert duplicate of that creature forms inside the vessel used in the spell’s casting and finishes growing after 120 days; you
the clone finishes forming, the creature’s soul transfers to the clone if the soul is free and willing to return. The clone is physically identical to the original and has the same personality
Magic Items
Dungeon Master’s Guide
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes.
If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Spells
Player’s Handbook
You touch a dead Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
master—a person within a few miles who has a hate-filled heart. The soul bonds to that person and becomes enslaved to its new master’s wishes. The boneclaw forms near its master, sometimes
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
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
throws and can sense the location of any Invisible creature that is also in the Bright Light.
The rod’s head stops glowing and the effect ends after 10 minutes or when a creature takes a Magic
Magic Items
Dungeon Master’s Guide
Armor Class while holding the wand.
Spells. The wand has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the wand, you can cast one of the spells on the following table
skull surmounts it. For this to happen, the long-lost hero must first be restored to life—no easy task, given the fact that Orcus has imprisoned the hero’s soul and keeps it hidden and well
Magic Items
Dungeon Master’s Guide
disappears, your Attunement to it ends immediately, and you lose all benefits granted by it. If you die while attuned to the book, an entity of great evil claims your soul. You can’t be restored to life
by any means while your soul remains imprisoned.
Adjusted Ability Scores. One ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to
Magic Items
Dungeon Master’s Guide
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
until they or someone else reveals it. Nothing less than a Wish spell or divine intervention can end the NPC’s hostility toward you.
Ruin. All forms of wealth that you carry or own, other than
Spells
Player’s Handbook
A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point within range. Alternatively, you shape the
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
Magic Items
Dungeon Master’s Guide
from the eye (save DC 18). The table indicates how many charges you must expend to cast the spell. Each time you cast a spell from the eye, there is a 5 percent chance that Vecna tears your soul from
minute. To you, solid objects within that radius appear transparent and don’t prevent light from passing through themselves. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to
Magic Items
The Book of Many Things
While wearing this armor, you can use it to cast either Speak with Dead or Animate Dead. Once the armor has cast a spell in this way, it can’t cast either spell until the next dawn.
Your soul keeps this armor together. If you die while you are attuned to the armor, the armor is destroyed.
Magic Items
The Book of Many Things
This black studded leather armor bears a red sheen. While wearing this armor, you can use a bonus action to summon a projection of yourself in an unoccupied space within 30 feet of yourself. The
. The projection disappears at the end of your turn. Once you use this bonus action, it can’t be used again until the next dawn.
Curse. This armor is cursed, and attuning to it extends the
Monsters
The Wild Beyond the Witchlight
Fey Ancestry. The brigganock has advantage on saving throws against being charmed, and magic can’t put it to sleep.
Soul Light. The brigganock is accompanied by an insubstantial, invulnerable
ball of light that contains its soul. The brigganock can’t turn off the light or control its brightness. The soul light sheds bright light in a 10-foot radius and dim light for an additional 10
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Demonic Shadows. The nabassu darkens the area around its body in a 10-foot radius. Nonmagical light can’t illuminate this area of dim light.
Devour Soul. A nabassu can eat the soul of a
which it gains a number of Hit Dice ((d8s);{"diceNotation":"1d8","rollType":"heal","rollAction":"Devour Soul"}) equal to half the creature’s number of Hit Dice. Roll those dice, and increase the
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
","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
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
Baldur’s Gate: Descent into Avernus
Suave Defense. While Amrik is wearing light or no armor and wielding no shield, his AC includes his Charisma modifier.Multiattack. Amrik makes three dagger attacks.
Dagger. Melee or Ranged Weapon
torpor (ingested);torpor (see "Poisons" in chapter 8 of the Dungeon Master’s Guide), which the kenku bartender can use to spike drinks when Amrik gives the signal.
Magic Items
Acquisitions Incorporated
Mithral is a light, flexible metal. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
You have a +1 bonus to AC while wearing this armor.
Monsters
Tomb of Annihilation
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
force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank
9th level (1 slot): time stop
*Syndra casts mind blank, stoneskin and mage armor
Magic Items
Baldur’s Gate: Descent into Avernus
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled
Monsters
Van Richten’s Guide to Ravenloft
turn.Multiattack. The priest attacks twice.
Soul Blade. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Soul Blade"} to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2
);{"diceNotation":"2d4+2","rollType":"damage","rollAction":"Soul Blade","rollDamageType":"piercing"} piercing damage, and if the target is a creature, it is paralyzed until the start of the priest’s
Monsters
Mordenkainen Presents: Monsters of the Multiverse
throw or be stunned until the end of the deep scion’s next turn.
In water, the psychic screech also telepathically transmits the deep scion’s memories of the last 24 hours to its master
, 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
Monsters
Bigby Presents: Glory of the Giants
Multiattack. The giant makes two Scythe or Soul Bolt attacks.
Scythe. Melee Weapon Attack: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Scythe"} to hit, reach 15 ft., one target
", "rollAction":"Scythe", "rollDamageType":"necrotic"} necrotic damage.
Soul Bolt. Ranged Spell Attack: +8;{"diceNotation":"1d20+8", "rollType":"spell", "rollAction":"Soul Bolt"} to hit, range 120 ft., one






