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Returning 35 results for 'mdash seeking with only advisors for for light'.
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Equipment
A Tinderbox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle, Lamp, Lantern, or Torch—or anything else with exposed fuel—takes a Bonus Action. Lighting any other fire takes 1 minute.
Magic Items
Dungeon Master’s Guide
Adamantine Light Hammer
1d4 Bludgeoning
Light, Thrown (Range 20/60)
Nick
Adamantine Mace
1d6 Bludgeoning
—
Sap
Adamantine Quarterstaff
1d6 Bludgeoning
Versatile (1d8
Name
Damage
Properties
Mastery
Simple Melee Weapons
Adamantine Club
1d4 Bludgeoning
Light
Slow
Adamantine Dagger
1d4 Piercing
Finesse, Light, Thrown (Range 20/60)
Nick
Classes
Player’s Handbook
Preserve Life and Light in the World
The Oath of the Ancients is as old as the first elves. Paladins who swear this oath cherish the light; they love the beautiful and life-giving things of the
world more than any principles of honor, courage, and justice. They often adorn their armor and clothing with images of growing things—leaves, antlers, or flowers—to reflect their commitment
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
Spells
Player’s Handbook
spell ends.
Image. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can’t create sound
, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
Classes
Player’s Handbook
: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival
Weapon Proficiencies
Simple and Martial weapons
Armor Training
Light and Medium armor and
Ranger Traits table: Hit Point Die, proficiency with Martial weapons, proficiency in one skill of your choice from the Ranger’s skill list, and training with Light and Medium armor and Shields
Classes
Player’s Handbook
: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion
Weapon Proficiencies
Simple and Martial weapons
Armor Training
Light, Medium, and Heavy armor and Shields
Starting
Character
Gain the following traits from the Core Paladin Traits table: Hit Point Die, proficiency with Martial weapons, and training with Light and Medium armor and Shields.
Gain the Paladin’s
Monsters
Monster Manual
spellcasting ability (spell save DC 15):
At Will: Elementalism, Light 1/Day Each: Control Water, Create or Destroy WaterWatery Rebuke. Trigger: An enemy the merfolk can see enters a space within 5 feet of the
merfolk. Response—Strength Saving Throw: DC 15, the triggering enemy. Failure: 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Watery Rebuke", "rollDamageType":"Cold"} Cold
Equipment
strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double-bladed scimitar is an expensive weapon (100 gp) — few though ever have the opportunity to purchase
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
multiverse. They often begin their search for magical power by delving into tomes of forbidden lore, dabbling in invocations meant to attract the power of extraplanar beings, or seeking places of power where
Classes
Player’s Handbook
, Medicine, Persuasion, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
Light and Medium armor and Shields
Starting Equipment
Choose A or B: (A) Chain Shirt, Shield
, a Cleric can reach out to the divine magic of the Outer Planes—where gods dwell—and channel it to bolster people and battle foes.
Because their power is a divine gift, Clerics typically
Classes
Player’s Handbook
, Arcana, Insight, Medicine, Nature, Perception, Religion, or Survival
Weapon Proficiencies
Simple weapons
Tool Proficiencies
Herbalism Kit
Armor Training
Light armor and Shields
Traits table: Hit Point Die and training with Light armor and Shields.
Gain the Druid’s level 1 features, which are listed in the Druid Features table. See the multiclassing rules in chapter 2
Classes
Player’s Handbook
Weapon Proficiencies
Simple weapons
Tool Proficiencies
Choose 3 Musical Instruments
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather Armor, 2 Dagger
, proficiency with one Musical Instrument of your choice, and training with Light armor.
Gain the Bard’s level 1 features, which are listed in the Bard Features table. See the multiclassing rules to
Magic Items
Dungeon Master’s Guide
1d100 (13-Card Deck)
1d100 (22-Card Deck)
Card
—
01–05
Balance
—
06–10
Comet
—
11–14
Donjon
01–08
15–18
Euryale
—
19–23
Fates
09–16
24–27
Flames
—
28–31
Fool
—
32–36
Gem
17–24
37–41
Jester
25–32
42–46
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
Classes
Player’s Handbook
: Animal Handling, Athletics, Intimidation, Nature, Perception, or Survival
Weapon Proficiencies
Simple and Martial weapons
Armor Training
Light and Medium armor and Shields
Starting
as a Rage. More than a mere emotion—and not limited to anger—this Rage is an incarnation of a predator’s ferocity, a storm’s fury, and a sea’s turmoil.
Some Barbarians
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
Arts, Unarmored Defense
1d6
—
—
2
+2
Monk’s Focus, Unarmored Movement, Uncanny Metabolism
1d6
2
+10 ft.
3
+2
Deflect Attacks, Monk Subclass
1d6
3
+10 ft.
4
Monsters
Stranger Things: Welcome to the Hellfire Club
Baleful Presence. Sources of light in a 120-foot Emanation originating from the demodragon flicker wildly. Nonmagical sources of Bright Light in that area instead shed Dim Light.
Regeneration. The
writhing tails, monstrous wings, and two hideous heads. Initially, each bulbous head appears featureless—a disturbing, preternatural bud yet to bloom. When threatened, however, each unfurls to reveal
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
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
Backgrounds
Forgotten Realms: Heroes of Faerûn
Ability Scores: Dexterity, Constitution, Intelligence Feat: Lucky Skill Proficiencies: Investigation and Religion Tool Proficiency: Mason's Tools Equipment: Choose A or B: (A) Dagger, Light Hammer
god-kings, and as a child you were told countless stories of ancient empires and buried cities. In these tales, Mulhorand was a land overflowing with forgotten riches—priceless treasures awaiting
Species
Lorwyn: First Light
fallen empire to support their claims.
These elves blame the fall of their empire on outside threats, especially the Phyrexian invasion (see Lorwyn: First Light). Though the invasion was the empire
heroism and self-sacrifice the highest forms of beauty.
Bloomseekers are Shadowmoor elves who study and explore Lorwyn. Each one carries a Reliquary of Twilight (see Lorwyn: First Light). Alongside
Monsters
Netheril’s Fall
":"damage", "rollAction":"Arcane Bolt", "rollDamageType":"Force"} Force damage.Eldritch Overload. Trigger: The eddy takes damage. Response—Strength Saving Throw: DC 14, each creature of the eddy
.
5
A geyser of multicolored light shoots from the ground toward the sky.
6
The air shimmers, and unsettling laughter booms from all directions.
Fire, LightningForce
Monsters
Forgotten Realms: Adventures in Faerûn
ability (spell save DC 19):
At Will: Detect Magic, Detect Thoughts, Light, Lightning Bolt (level 4 version), Mage Armor (included in AC), Mage Hand, Prestidigitation
2/Day Each: Scrying, Sending
knowledge and personal secrets. The Zhentarim wouldn’t have become the organization it is today—one where treachery and subterfuge are the order of the day—without Manshoon’s
Monsters
Astarion's Book of Hungers
other souls to Mephistopheles.
2
Stands under the light of a full moon and a half-moon simultaneously.
3
Renounces the contract while in the Abyss.
4
Is under the protection of
another fiend.
5
Has an identical twin or clone.
6
Tricks the devil into signing any other contract.
Unfortunately, finding these dandyish devils’ contractual loopholes is not nearly as much fun as I had hoped.
—Astarion on Harvester Devils
Fire, PoisonCold
Magic Items
Forgotten Realms: Adventures in Faerûn
dying essence. Myrkul has since returned to become one of the Dead Three, and the Crown of Horns continues to further his gruesome will by seeking out mortal agents and gradually transforming them into
instantly complete this transformation.
Cone of Undeath. You can take a Magic action to unleash a wave of unholy light in a 60-foot Cone. Each creature in the Cone makes a DC 18 Constitution saving throw
Monsters
Astarion's Book of Hungers
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
Dark Elf (Drow)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Player’s Handbook (2014)
drow cities, especially in the worlds of Oerth and Toril. Eberron, Krynn, and other realms have escaped the cult’s influence—for now. Wherever the cult lurks, drow heroes stand on the front lines in the war against it, seeking to sunder Lolth’s web.
, learn to conjure forth both light and darkness. Your kin tend to have stark white hair and grayish skin of many hues.
The cult of the god Lolth, Queen of Spiders, has corrupted some of the oldest
Monsters
Fizban's Treasury of Dragons
AC against that attack and potentially causing the attack to miss.The rarest and most powerful of the draconians are the masterminds—spellcasters and strategists who most often serve as military
commanders or as advisors to those who created them. They emerge from gold, red, or amethyst dragon eggs, wingless but possessed of an arsenal of eldritch power. Like their dragon progenitors
Monsters
Storm King's Thunder
spellcasting ability (spell save DC 17):
At will: detect magic, levitate, light
1/day each: control weather (cast as 1 action), water breathingWhen King Hekaton disappears, Princess Serissa finds herself
would further anger Annam the All-Father, while Iymrith wants the giants and the small folk to annihilate one another.
Serissa values the counsel of her advisors, but she has her own mind. She wants to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
):
At will: guidance, light, mage armor, mage hand, prestidigitationFirenewts who serve Imix, Prince of Evil Fire, live in militaristic theocracies that revere elemental fire in its most destructive
incarnation and promote aggression and cruelty. Firenewt warlocks of Imix lead these theocracies or serve as advisors to a high priest.
Firenewts
Originally from the Elemental Plane of Fire
Equipment
apparently noodle eels have a rather refined palate and don’t come to just any bowl of broth, seeking only to slurp down the finest ramen—a major irritant to serious chefs. This makes
Monsters
Phandelver and Below: The Shattered Obelisk
if it fails.
Light Sensitivity. While in bright light, the mutate has disadvantage on attack rolls.Multiattack. The mutate makes one Corpse Swipe attack and two Tail attacks, or it makes four Tail
with the Far Realm. Some creatures become mutates after prolonged exposure to Far Realm energy or magic drawn from that strange plane. Others deliberately change themselves, seeking to embrace the fell
Gloom Stalker
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Xanathar's Guide to Everything
Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a
Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where
Monsters
Mordenkainen Presents: Monsters of the Multiverse
target, the claw can attack only that target.
Shadow Jump (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Shadow Jump"}. If the boneclaw is in dim light or darkness, each
creature to an unoccupied space it can see within 5 feet of its destination. The destination spaces of this teleportation must be in dim light or darkness.Deadly Reach. In response to a creature entering






