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Returning 35 results for 'masters score with only arms for for land'.
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matter stone with only area for for long
master score with only armor for for long
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matter stone with only area for for land
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Magic Items
Dungeon Master’s Guide
one of your ability scores by 2. You can’t decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no
a minimum score of 1). You can draw one additional card beyond your declared draws.
Rogue. An NPC of the DM’s choice becomes Hostile toward you. You don’t know the identity of this NPC
Monsters
Mythic Odysseys of Theros
ally, using it to defend their people or enact Thassa’s wishes. While dire threats from the land might bring them to coastal shallows, most masters of waves keep to the ocean’s depths
.
Although many masters of waves resent land-dwellers and strike out at those who trespass upon their waters, most are devoted followers of the sea god. Those who share their faith or who bear earnest
Magic Items
Princes of the Apocalypse
This snug uniform has symbols of air stitched into it and leathery flaps that stretch along the arms, waist, and legs to create wings for gliding. A suit of wingwear has 3 charges. While you wear the
suit, you can use a bonus action and expend 1 charge to gain a flying speed of 30 feet until you land. At the end of each of your turns, your altitude drops by 5 feet. Your altitude drops instantly
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, mage hand, message
3/day: suggestion
2/day each: hold person, invisibilityWith snakes for arms, pit masters are yuan-ti malison priests who have made a pact with the god Merrshaulk and seek to rouse
him from his slumber by sacrificing Humanoids to him. They are the most traditionalist yuan-ti and believe that they are best equipped to achieve the goals of their people.
Pit masters are deeply
Monsters
Mythic Odysseys of Theros
of arms magically orbit the bodies of the titanic, nearly forgotten artisans known as hundred-handed ones. These giants often dwell in remote mountains and seaside cliffs, where they carve their
archons' monuments and fortresses.
Yet many of the transformed giants refused to be part of the archons' war machine. Seeking to escape their masters, they fled into the wilderness. The furious archons
Monsters
Spelljammer: Adventures in Space
features and their own language. Their feet are fully as dexterous as their hands, even to the extent of having toes that serve as opposable thumbs. Membranes of skin hang loosely from their arms and legs
. When stretched taut between outstretched limbs, these membranes enable a hadozee to glide.
On Yazir, their home world, hadozees lived high up in the trees to avoid large predators that walk on land
Monsters
Eberron: Rising from the Last War
":"piercing"} piercing damage.Dolgrims are squat, deformed things. Warped by the daelkyr, a dolgrim is essentially two goblins crushed into one creature, their misshapen body boasting four arms and a pair of
, and undertaking missions advancing the inscrutable schemes of their malevolent masters. But great hordes of dolgrims remain clustered in Khyber with the daelkyr, dreaming of the day when they will be released into Eberron to feast and destroy.
Monsters
Spelljammer: Adventures in Space
and their own language. Their feet are fully as dexterous as their hands, even to the extent of having toes that serve as opposable thumbs. Membranes of skin hang loosely from their arms and legs
. When stretched taut between outstretched limbs, these membranes enable a hadozee to glide.
On Yazir, their home world, hadozees lived high up in the trees to avoid large predators that walk on land
Monsters
Spelljammer: Adventures in Space
. Membranes of skin hang loosely from their arms and legs. When stretched taut between outstretched limbs, these membranes enable a hadozee to glide.
On Yazir, their home world, hadozees lived high up in
the trees to avoid large predators that walk on land. Today, Wildspace is where most of them feel at home. Hadozees are often hired as mercenary crews by other spacefaring folk. Their natural climbing
Monsters
The Book of Many Things
"} necrotic damage, and its Charisma score is reduced by 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Drink Breath"}. This reduction lasts until the target finishes a short or long rest. If this
masters. The first breath drinker manifested in the multiverse when the Void card was first drawn from the original Deck of Many Things.Poison, RadiantAcid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksNecrotic
Monsters
Eberron: Rising from the Last War
.
Tsucora Quori
Tsucora quori are nightmarish creatures. Their headless torsos are covered with eyes and twitching limbs, including two massive arms that end in powerful pincers, and a serpentine tail
to manipulate the fears of mortals sees tsucoras often sent to Eberron as Inspired (Tsucora variant);Inspired. Nothing keeps humanoid chattel in line like fear, and the tsucoras are the masters of
monsters
exploit the realm of Lorwyn-Shadowmoor’s land-dwelling species. They resemble large fish with humanoid torsos and arms, though their forms vary widely. Merrow are often capable warriors, but most prefer to duel with cutting words before resorting to physical violence.
monsters
; doublespeakers can use them to stab or throw at foes.
Merrow
Merrow are primarily water-dwelling people who exploit the realm of Lorwyn-Shadowmoor’s land-dwelling species. They resemble
large fish with humanoid torsos and arms, though their forms vary widely. Merrow are often capable warriors, but most prefer to duel with cutting words before resorting to physical violence.
feats
Epic Boon Feat (Prerequisite: Level 19+)
You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 30.
Flying. You have a Flying;Fly
Speed of 40 feet and can hover.
Graceful Fall. If you Falling;fall more than 5 feet, your rate of descent slows to 60 feet per round until you land.
Knight
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Player’s Handbook (2014)
You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat
landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them.
Work with your DM to come up with an appropriate title and determine how much
Backgrounds
Baldur’s Gate: Descent into Avernus
of the Guild or pressed into dirty and dangerous work by unscrupulous masters.
You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you
.
3
I like to squeeze into small places where no one else can get to me.
4
I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms.
5
I eat like
Noble
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Basic Rules (2014)
You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat
landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them.
Work with your DM to come up with an appropriate title and determine how much
Speed
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Rules
.
Your Strength determines how far you can jump.
Long Jump. When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately
distance), such as a hedge or low wall. Otherwise, you hit it.
When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.
Jester. You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.
Key. A
property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears
Backgrounds
Sword Coast Adventurer's Guide
Emerald Enclave: Maintaining balance in the natural order and combating the forces that threaten that balance is the twofold goal of the Emerald Enclave. Those who serve the faction are masters
of survival and living off the land. They are often proficient in Nature, and can seek assistance from woodsmen, hunters, rangers, barbarian tribes, druid circles, and priests who revere the gods of
Backgrounds
Baldur’s Gate: Descent into Avernus
You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat
landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them.
Work with your DM to come up with an appropriate title and determine how much
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance
must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit it. When you land in
Compendium
- Sources->Dungeons & Dragons->Monster Manual
pass unseen make them skillful spies and adept at fleeing danger. Imps sent to surveil other creatures relate what they discover to their masters, but they frequently omit important details or cast
events in the worst possible light to mislead their masters into following the imps’ devilish council. Imps without masters delight in manipulating other creatures and inflating their own egos. They might
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, and the site of great centers of learning where preeminent masters of magic, architecture, and artifice taught at the forefront of their craft. It was also the home of House Cannith and its massive
Khorvaire. A wall of mist surrounds a land twisted into strange and terrible shapes. Cyre was once called the Jewel of Galifar. Now it is the Mournland.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Using This Book This book explores the Domains of Dread, the mysterious expanses of the Shadowfell that serve as backdrops for excitement and terror. It guides players and Dungeon Masters through the
lineages and backgrounds that provide ominous pasts for any character as well as Dark Gifts and subclasses to shape their fates. Chapter 2 explores how Dungeon Masters can create their own new
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
opposable thumbs. Membranes of skin hang loosely from their arms and legs. When stretched taut between outstretched limbs, these membranes enable a hadozee to glide. On Yazir, their home world
, hadozees lived high up in the trees to avoid large predators that walk on land. Today, Wildspace is where most of them feel at home. Hadozees are often hired as mercenary crews by other spacefaring folk
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
missing one of its arms. Crafted by sea elves as a gift to their land-dwelling cousins, it has six branches of red coral worked into its design. The branches can be detached and are worth 25 gp each.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
messages from their masters or to repeat the words of their victims in rasping voices. Vine Blight Medium Plant, Neutral Evil
AC 12 Initiative −1 (9)
HP 19 (3d8 + 6)
Speed 20 ft.
Ability
Score Mod Save
Str 15 +2 +2
Dex 8 −1 −1
Con 14 +2 +2
Ability Score Mod Save
Int 5 −3 −3
Wis 10 +0 +0
Cha 3 −4 −4
Skills Stealth +1
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Spy Master Spy masters have extensive experience in gathering secrets while leaving no evidence of their presence. Spy Master Medium or Small Humanoid, Neutral
AC 19 Initiative +9 (19)
HP 137
(25d8 + 25)
Speed 30 ft., Climb 30 ft.
Ability Score Mod Save
Str 10 +0 +0
Dex 20 +5 +9
Con 12 +1 +5
Ability Score Mod Save
Int 18 +4 +8
Wis 16 +3
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Sahuagin Priest Sahuagin priests serve the will of Sekolah or other fiendish masters. They direct and support other sahuagin, and they consider every combatant that falls in battle—whether enemy or
ally—a sacrifice to their fierce deities. Sahuagin Priest Medium Fiend, Lawful Evil
AC 12 Initiative +0 (10)
HP 38 (7d8 + 7)
Speed 30 ft., Swim 40 ft.
Ability Score Mod Save
Str 13
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Mark of Passage Traits If your human character has the Mark of Passage, the following traits replace the human’s Ability Score Increase trait in the Player’s Handbook. Ability Score Increase. Your
Dexterity score increases by 2, and one other ability score of your choice increases by 1. Courier’s Speed. Your base walking speed increases to 35 feet. Intuitive Motion. When you make a Dexterity
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Dolgrim Dolgrims are squat, deformed things. Warped by the daelkyr, a dolgrim is essentially two goblins crushed into one creature, their misshapen body boasting four arms and a pair of twisted
advancing the inscrutable schemes of their malevolent masters. But great hordes of dolgrims remain clustered in Khyber with the daelkyr, dreaming of the day when they will be released into Eberron to
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
The Fight for Freedom Dragonborn hail from Abeir, the primordial twin of Toril. On that world most of the dragonborn are slaves to their dragon masters, though many won their freedom and formed
the Sundering returned Unther to Faerûn, and the formerly displaced land sought to reclaim all it had lost to Tymanther. Reeling from this disaster, the remaining dragonborn in Faerûn now find they must work even harder and with fewer resources to find their place among the people the world.
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
Kithkin Kithkin are short folk with stout legs, long arms, and sturdy torsos. Their broad faces; round ears; and large, expressive eyes lend them a vaguely ursine appearance. Most kithkin are linked
kithkin
often find the land a terrifying place Some kithkin remove themselves from this empathic web temporarily or even permanently for a variety of reasons, often due to trauma suffered during the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
absentminded bard whose plays and poetry are known throughout the land. A character who agrees to training as a reward must spend downtime with the trainer (see chapter 6 for more information on downtime
an epic boon. These two options can be awarded to a character more than once.
Ability Score Improvement. The character can increase one ability score by 2 or increase two ability scores by 1 each






