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Returning 35 results for 'master speed with over along from for light'.
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Magic Items
Dungeon Master’s Guide
While you wear these light shoes, you can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. You have a Climb Speed equal to your Speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.
Spells
Player’s Handbook
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb
Speed equal to its Speed.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
Magic Items
Dungeon Master’s Guide
While wearing this cloak, you have Advantage on Dexterity (Stealth) checks. In an area of Dim Light or Darkness, you can grip the edges of the cloak and use it to gain a Fly Speed of 40 feet. If you
ever fail to grip the cloak’s edges while flying in this way, or if you are no longer in Dim Light or Darkness, you lose this Fly Speed.
While wearing the cloak in an area of Dim Light or
Magic Items
Dungeon Master’s Guide
Climb. You have a Climb Speed equal to your Speed and can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free.
Spider Walk. You can’t be caught in webs
Equipment
Proficiency with a Light Crossbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property
, you must have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the
Spells
Player’s Handbook
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until
Monsters
Monster Manual
Spider Climb. If the swarm has a Climb Speed, the swarm can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Swarm. The swarm can occupy another creature
Spells
Player’s Handbook
saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one.
As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move
feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and
Species
Player’s Handbook
and adventurous spirit that leads them on journeys of discovery, affording them the chance to explore a bigger world and make new friends along the way. Their size—similar to that of a human
live among humans and other tall folk, are sometimes called lightfoot halflings or tallfellows.
Halfling Traits
Creature Type: HumanoidSize: Small (about 2–3 feet tall)Speed: 30 feet
Magic Items
Dungeon Master’s Guide
. When certain levers are used, the apparatus transforms to resemble a giant lobster.
The Apparatus of Kwalish is a Large object with the following statistics: AC 20; HP 200; Speed 30 ft., Swim 30 ft
.
Apparatus of Kwalish Levers
Lever
Up
Down
1
Legs extend, allowing the apparatus to walk and swim.
Legs retract, reducing the apparatus’s Speed and Swim Speed to 0 and making it
Monsters
Monster Manual
Advantage on its attack rolls. Its Speed becomes 0, it can’t benefit from any bonus to its Speed, and it moves with the target.
A creature can take an action to try to detach the darkmantle
-foot Emanation originating from the darkmantle. This effect lasts while the darkmantle maintains Concentration on it, up to 10 minutes. Darkvision can’t penetrate this area, and no light can illuminate it.
Monsters
Monster Manual
Resistances. See Living Shadow.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Living Shadow. While in Dim Light or Darkness
turns.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Veil of Shadow. The dragon uses Shadow Stealth, and one creature of its choice that it can see within 10 feet of it
Monsters
Monster Manual
Resistances. See Living Shadow.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Living Shadow. While in Dim Light or Darkness
turns.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Veil of Shadow. The dragon uses Shadow Stealth, and one creature of its choice that it can see within 10 feet of it
Monsters
Monster Manual
":"Flame Aura", "rollDamageType":"Fire"} Fire damage.
Illumination. The gorgon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.Multiattack. The gorgon makes two Gore attacks
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Smelting Charge"}. The gorgon moves up to its Speed without provoking opportunity attack;Opportunity Attacks and can move through the spaces of
Spells
Player’s Handbook
A willing creature you touch shape-shifting;shape-shifts, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit
Points or if it takes a Magic action to end the spell on itself.
While in this form, the target’s only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and
Monsters
Monster Manual
regains 1 Hit Point after spending 1 hour there.
Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Vampire Weakness. The
turn.
Deathless Strike. The vampire moves up to half its Speed, and it makes one Grave Strike attack.NecroticCharm (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Charm
Monsters
Monster Manual
dragon regains all expended uses at the start of each of its turns.
Blazing Light. The dragon uses Spellcasting to cast Scorching Ray (level 3 version).
Pounce. The dragon moves up to half its Speed
", "rollAction":"Scorching Sands", "rollDamageType":"Fire"} Fire damage, and the target’s Speed is halved until the end of its next turn. Failure or Success: The dragon can’t take this action again until the start of its next turn.Fire
Monsters
Monster Manual
the start of each of its turns.
Blazing Light. The dragon uses Spellcasting to cast Scorching Ray.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Scorching Sands
damage, and the target’s Speed is halved until the end of its next turn. Failure or Success: The dragon can’t take this action again until the start of its next turn.Fire
Classes
Player’s Handbook
: Acrobatics, Athletics, History, Insight, Religion, or Stealth
Weapon Proficiencies
Simple weapons and Martial weapons that have the Light property
Tool Proficiencies
Choose one type of Artisan
manifestation of defense and speed, this power infuses all that a Monk does.
Monks focus their internal power to create extraordinary, even supernatural, effects. They channel uncanny speed and
Spells
Player’s Handbook
’s level
HP 30 + 10 for each spell level above 4
Speed 40 ft., Climb 40 ft., Fly 40 ft. (Wasp only)
Mod
Save
STR
17
+3
+3
DEX
13
+1
+1
CON
Languages Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Spider Climb. The insect can climb difficult surfaces, including along ceilings, without needing to
Monsters
Monster Manual
actions. The dragon regains all expended uses at the start of each of its turns.
Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (level 2 version).
Pounce. The dragon moves up to half
its Speed, and it makes one Rend attack.
Thunderclap. Constitution Saving Throw: DC 22, each creature in a 20-foot-radius Sphere centered on a point the dragon can see within 120 feet. Failure: 13 (3d8
Monsters
Monster Manual
all expended uses at the start of each of its turns.
Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (level 2 version).
Pounce. The dragon moves up to half its Speed, and it makes
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
. The flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet, and the blade functions as a magic Longsword or Shortsword (your choice) that deals an extra 2d6 Fire damage
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
Monsters
Monster Manual
.
Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (level 2 version).
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.Fire
Monsters
Monster Manual
action again until the start of its next turn.
Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (level 4 version).
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.Fire
Magic Items
Dungeon Master’s Guide
five Orbs of Dragonkind to help defeat the dragons. One orb was taken to each of the five towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure
(see the Dungeon Master’s Guide):
2 minor beneficial properties
1 minor detrimental property
1 major detrimental property
Spells. The orb has 7 charges and regains 1d4 + 3 expended
Spells
Player’s Handbook
number of Hit Dice [d10s] equal to the spell’s level)
Speed 60 ft., Fly 60 ft. (requires level 4+ spell)
Mod
Save
STR
18
+4
+4
DEX
12
+1
+1
CON
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
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
in the Warlock Features table.
As a Multiclass Character
Gain the following traits from the Core Warlock Traits table: Hit Point Die and training with Light armor.
Gain the Warlock’s
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
magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. If you have a Bastion (see the Dungeon Master’s
Monsters
Eberron: Forge of the Artificer
. Hit: 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Lunar Wisp", "rollDamageType":"Radiant"} Radiant damage, and the target emits Dim Light in a 10-foot radius and can’t
):
At Will: Druidcraft, Light, Speak with Animals
3/Day Each: Animal Friendship, Animal Messenger
1/Day: Ice StormCombining druidic magic with skill at handling natural and monstrous animals, the
Magic Items
Forgotten Realms: Adventures in Faerûn
.
Properties of the Crystal. While attuned to the crystal, you gain the following benefits:
Arcane Focus. You can use the Calimemnon Crystal as an Arcane Focus.
Flight. You have a Fly Speed of 30 feet and
until the next dawn.
Random Properties. The Artifact has the following random properties (see chapter 7 of the Dungeon Master’s Guide):
1 minor beneficial property
1 major beneficial
Monsters
Astarion's Book of Hungers
of its turns.
Hellfire Strike. The vampire moves up to half its Speed, and it makes one Hellfire Claw attack.
Infernal Majesty. Charisma Saving Throw: DC 17, each creature in a 20-foot Emanation
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
the start of its next turn. A creature that succeeds on this save is immune to the aura’s effects for 24 hours.
Flight. You have a Fly Speed of 60 feet and can hover.
Random Properties. The
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
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






