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Returning 35 results for 'master spider with only armor form 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)
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
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
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
Spells
Player’s Handbook
Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.
As a Bonus Action, you can move the lights up to 60 feet to a space within range. A
light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell’s range.
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.
Monsters
Monster Manual
-Shift. The imp shape-shifting;shape-shifts to resemble a rat (Speed 20 ft.), a raven (20 ft., Fly 60 ft.), or a spider (20 ft., Climb 20 ft.), or it returns to its true form. Its statistics are the
same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.Fire, PoisonCold
Monsters
Monster Manual
-Shift. The yochlol shape-shifting;shape-shifts into a Medium Humanoid or a Medium spider or back into its true form. Its game statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Advantage on saving throws against spells and other magical effects.
Spider Climb. The yochlol can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Web
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
Spells
Player’s Handbook
You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear
heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up
Spells
Player’s Handbook
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating
of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts
Spells
Player’s Handbook
You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose
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
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
Monsters
Monster Manual
":"1d10", "rollType":"damage", "rollAction":"Fire Form", "rollDamageType":"Fire"} Fire damage.
Illumination. The elemental sheds Bright Light in a 30- foot radius and Dim Light for an additional 30 feet
", "rollAction":"Fire Aura", "rollDamageType":"Fire"} Fire damage. Creatures and flammable objects in the Emanation start burning.
Fire Form. The elemental can move through a space as narrow as 1 inch without
Monsters
Monster Manual
Amorphous. The ooze can move through a space as narrow as 1 inch without expending extra movement to do so.
Corrosive Form. Nonmagical ammunition is destroyed immediately after hitting the ooze and
":"Acid"} Acid damage. Nonmagical armor worn by the target takes a −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. The penalty can be removed by casting the Mending spell on the armor.Acid, Cold, Fire
Monsters
Monster Manual
, the vampire uses Shape-Shift to become mist (no action required). If it can’t use Shape-Shift, it is destroyed.
While it has 0 Hit Points in mist form, it can’t return to its vampire form
, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it
Spells
Player’s Handbook
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Light fills the Cylinder, and you can take a Magic
the creature is shape-shifting;shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and can’t shape-shift until it leaves the Cylinder. On a successful
Magic Items
Dungeon Master’s Guide
push a different button or until you push the same button again, which causes the rod to revert to its normal form:
Button 1. A fiery blade sprouts from the end opposite the rod’s flanged head
. 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
Monsters
Monster Manual
3 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Speak with Animals 1
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
Monsters
Monster Manual
(Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Speak with Animals, Thaumaturgy1/Day Each
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
Monsters
Monster Manual
Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Speak with Animals 1/Day Each: Detect Thoughts, Control
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
Monsters
Monster Manual
(Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Speak with Animals, Thaumaturgy1/Day Each
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
Magic Items
Dungeon Master’s Guide
are picked off, the leaves turn brown and fall off after 24 hours.
78–82
Nothing happens at the chosen point of origin. Instead, a burst of colorful, shimmering light extends from you in a
origin. Roll 1d4 to determine the target’s new form. On a 1, the new form is a Black Bear; on a 2, the new form is a Giant Wasp; on a 3–4, the new form is a Frog.
98–00
The
Monsters
Monster Manual
":"1d20+13", "rollType":"spell", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Detect Magic, Guiding Bolt (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary
.
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
;{"diceNotation":"1d20+16", "rollType":"spell", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Detect Magic, Guiding Bolt (level 4 version), Shapechange (Beast or Humanoid form only, no
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
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
).
Call Undead. While holding the wand, you can take a Magic action to conjure 15 Skeleton;Skeletons and 15 Zombie;Zombies. These Undead magically rise up from the ground or otherwise form in
Monsters
Tales from the Yawning Portal
Corrosive Form. A creature that touches the Ooze Master or hits it with a melee attack while within 5 feet of it takes 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Corrosive Form
, Melf's acid arrow, suggestion
3rd level (3 slots): fear, slow, stinking cloud
4th level (3 slots): confusion, Evard's black tentacles
5th level (1 slot): cloudkill
Spider Climb. The Ooze Master can
Monsters
Mordenkainen Presents: Monsters of the Multiverse
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
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






