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Returning 35 results for 'master stitched with only armor flies for long'.
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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.
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.
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.
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 gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged
attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand.
Magic Items
Dungeon Master’s Guide
long range of 120 feet. Immediately after you make a ranged attack with the weapon, it flies back to your hand.
an attack while holding the weapon, you can take a Reaction to twirl the weapon around you, gaining a +5 bonus to your Armor Class against the triggering attack, potentially causing the attack to miss
Magic Items
Dungeon Master’s Guide
the Thrown property with a normal range of 20 feet and a long range of 60 feet.
If the attack hits, the weapon unleashes a thunderclap audible out to 300 feet. The target and every creature within 30
feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Immediately after hitting or missing, the weapon flies back
Monsters
Monster Manual
"}. Failure or Success: The demilich can’t take this action again until the start of its next turn.
Grave-Dust Flight. The demilich flies up to its Fly Speed, shedding grave dust. Each creature
presence, creating the following effects:
Enervating Domain. Whenever a creature other than the demilich or one of its allies finishes a Long Rest within 1 mile of the lair, the creature must succeed on a
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
Thrown property with a normal range of 60 feet and a long range of 180 feet. When you hit with a ranged attack roll using Whelm, the target takes an extra 1d8 Force damage, or an extra 4d8 Force damage
if the target is a Construct, an Elemental, or a Giant. Immediately after hitting or missing, the weapon flies back to your hand.
Shock Wave. You can take a Magic action to strike the ground with
Magic Items
Dungeon Master’s Guide
evil have added their own input to the book’s catalog of vile knowledge. Their additions are clear, for the writers of later works stitched whatever they were writing into the tome or, in some
stone cracks and turns to powder if the book rests on it long enough.
Whenever a creature that isn’t a Fiend or an Undead attunes to the Book of Vile Darkness, that creature makes a DC 17
Magic Items
Dungeon Master’s Guide
its normal casting time, and you can’t use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead
. Roll 1d4 to determine the creature: on a 1, a Camel; on a 2, a Constrictor Snake; on a 3, an Elephant; on a 4, a Mule.
86–90
A Hostile Swarm of Bats flies out of the hat, occupies your space
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
and objects inside the Emanation, which lasts as long as you maintain Concentration, up to 1 minute. Nothing can pass into or out of the Emanation. A creature or object inside the Emanation can&rsquo
Magic Items
Dungeon Master’s Guide
roll, the axe deals an extra 20 Slashing damage.
The axe has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it
deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a creature of the Giant type. Immediately after hitting or missing, the weapon flies back to your hand.
Blessings of
Magic Items
Dungeon Master’s Guide
of 3d6. Reroll if the Moonblade already deals an extra 3d6 Force damage on a hit.
76-80
The Moonblade gains the Thrown property with a normal range of 20 feet and a long range of 60 feet. Each
time you throw the weapon, it flies back to your hand after the attack.
81-85
The Moonblade scores a Critical Hit on a roll of 19 or 20 on the d20.
86-95
You can take a Bonus Action to
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
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
Monsters
Eberron: Rising from the Last War
Flyby. The messenger doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Telepathic Bond. While the messenger is on the same plane of existence as its master, it can magically
convey what it senses to its master, and the two can communicate telepathically.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit"} to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType":"damage","rollDamageType":"piercing"} piercing damage.Poison
Magic Items
Tomb of Annihilation
initiative as long as you aren’t incapacitated.
The armor doesn’t impose disadvantage on your Dexterity (Stealth) checks.
The armor doesn’t impose disadvantage on saving throws made
to resist the effects of extreme heat (see chapter 5 of the Dungeon Master’s Guide).
Curse. This armor is cursed. Whenever you don or doff it, you must make a DC 15 Constitution saving throw
Monsters
Tomb of Annihilation
are stitched together by tomb dwarves and bolted into suits of armor. Once complete, these shambling golems are released into the tomb to hunt intruders.Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
);{"diceNotation":"2d6","rollType":"damage","rollAction":"Spiked Gauntlets","rollDamageType":"piercing"} piercing damage.A flesh golem is a grisly assortment of humanoid body parts stitched and bolted
Monsters
Mordenkainen Presents: Monsters of the Multiverse
resemble a death mask
4
Cloak decorated with bloody handprints
5
Curls of inky smoke seeping from armor at the joints
6
Dozens of flies buzzing about the blackguard
7
Severed hand
or Long Rest). Each enemy within 30 feet of the blackguard must succeed on a DC 13 Wisdom saving throw or be frightened of the blackguard for 1 minute. If a frightened target ends its turn more than
Magic Items
Bigby Presents: Glory of the Giants
You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack
using this weapon, it deals an extra 1d8 damage or, if the target is a Giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.
Monsters
Curse of Strahd
number of permanent spell effects on it to make the armor a better castle defender.
The armor understands Common but obeys only the commands of its master.
Lightning, PoisonCold, Fire
Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's
Equipment
Clothing and not wearing Medium or Heavy armor, you automatically succeed on saving throws against the effects of extreme heat. See chapter 3 of the Dungeon Master’s Guide for rules on extreme heat.
Monsters
Spelljammer: Adventures in Space
indefinitely.
Flyby. The guppy doesn’t provoke opportunity attack;opportunity attacks when it flies out of an enemy’s reach.Tail Slap. Melee Weapon Attack: +5;{"diceNotation":"1d20+5
","rollType":"to hit","rollAction":"Tail Slap"} to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.Space guppies are 2- to 3-foot-long, fish-like creatures that glide through Wildspace and the
Monsters
Waterdeep: Dragon Heist
is Master of Arms and Mercenaries for the Waterdeep Zhentarim. In this role, she provides armor, weapons, and training to sellswords on the Black Network's payroll.
Tashlyn has established a useful
Indomitable (2/Day). Tashlyn can reroll a saving throw that she fails. She must use the new roll.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, Tashlyn can regain 20 hit
Monsters
Bigby Presents: Glory of the Giants
);{"diceNotation":"3d8", "rollType":"damage", "rollAction":"Ice Armor", "rollDamageType":"cold"} cold damage.Frost giants who master rune magic are known as ice shapers, and their sheer power typically contributes
action and Ice Armor reaction.
The object bearing the rune has AC 16; 40 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end of every turn
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
resident lore experts are master sage;master sages and sages who dedicate themselves to scholarship above all.
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
Monsters
Ghosts of Saltmarsh
maximum to 0. This reduction lasts until the target finishes a long rest. On a failed save, the target also contracts bluerot (see the “Bluerot” sidebar).
Necrotic Ink (Recharge 5–6). The drowned master
Bound Together. The drowned master shares its mind with every other drowned one within 1 mile of it, and can communicate its thoughts and observations to them instantaneously and without limitation






