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Returning 30 results for 'mechanics spur with only artisan from for light'.
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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
’s Tools or Musical Instrument
Armor Training
None
Starting Equipment
Choose A or B: (A) Spear, 5 Dagger;Daggers, Artisan’s Tools or Musical Instrument chosen for the tool
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
Monsters
Eberron: Rising from the Last War
proficiencies.
Magewright Specialties
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Magewright Specialties"}
Specialty
Spells
Proficiencies
1
Artisan
Guidance, mending
One
, lesser restoration (1 hour).
Medicine (+4), herbalism kit
4
Lamplighter
Light. Ritual only: continual flame (1 hour).
Tinker's tools
5
Locksmith
Mending. Ritual only: arcane lock (1
Monsters
Curse of Strahd
following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): protection from evil and good, magic missile, shield
2nd level (3 slots
commissioned a master artisan to craft a prosthetic lower leg and foot. After several tries, he delivered a prosthesis that restored her mobility. She has since adapted well to the prosthetic appendage
Backgrounds
Guildmasters’ Guide to Ravnica
necessary.
Skill Proficiencies: Nature, Persuasion
Tool Proficiencies: One type of artisan’s tools or one musical instrument
Languages: Choose one of Elvish, Loxodon, or
silver light dance in the air around you, and phantasmal green leaves might waft through the air. A sensation of gentle warmth and the smell of spring flowers or autumn leaves might accompany your
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Shipwreck Features The wreck of Compass Rose is located at the northern end of a long spur of sharp rocks and dragon bones jutting from the ocean waves, about 2½ miles from the cloister. It remains
grow on walls throughout the wreck. Ceilings. The ceilings in the ship are 8 feet high. Doors. The doorways are 6 feet high, and the doors are in the same waterlogged condition as the walls. Light
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Bytopia Creatures influenced by Bytopia appear carved, constructed, or sculpted by an expert artisan. A creature influenced by Bytopia also gains one or more of following traits of your choice
or roll a d6):
1–3: Light. The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
4–6: Sound. The object continuously emits the creature’s choice of a nonverbal
Artificer
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Tasha’s Cauldron of Everything
artificer quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution or Dexterity. Second, choose the guild artisan background.
The
artificer isn’t your initial class, here are the proficiencies you gain when you take your first level as an artificer: light armor, medium armor, shields, thieves’ tools, tinker’s
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Creating an Artificer When creating an artificer, think about your character’s relationship with the artisan who taught them their craft. Does the character have a rival? Talk to your DM about the
or Dexterity. Second, choose the guild artisan background. Optional Rule: Multiclassing If your group uses the optional rule on multiclassing in the Player’s Handbook, here’s what you need to know if
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the Frostmaiden’s magic, offers no respite from winter’s fury. The days are twilit, the nights dark. As Auril casts her nightly spell, a curtain of light weaves across the starry sky to keep the dawn at
fierce tundra yeti. Despite the unnatural cold and other dangers, people still brave the journey to reach this harsh winterscape, searching for opportunity and adventure. The goblin fortress of Karkolohk perches atop a rocky spur in the foothills of the Spine of the World
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Nykthos The Nykthos is a nexus point between the mortal realm and Nyx. The site bears the name of the first Nyxborn, a divine artisan tasked with building altars to the gods so they could be
of the horizon in all directions. Statues of gods, champions, and oracles adorn the shrine, and each deity has an altar in a distinct alcove. Towering pillars of light rise from each altar and vanish
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
their characters are sensing. Describe to the players everything their characters would experience.
Look into the Cave. By shining a light or peering into the cave entrance, the characters see a
them while they wait. As a Dungeon Master, you control the story, so you have the power to change the world around them to spur them to action.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
is the home of the Lady of Ravens, and any who offend her join her ebon-winged flock. The Lighthouse. Otherworldly light shines from atop this twisted spur of bizarre fossils. Anyone who enters finds
that the light doesn’t call out to the sea, but down to what lurks in the pit hidden within. Vigilant’s Bluff. An undead paladin holds vigil atop this drowned island. Weary travelers can find refuge
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Magewright Specialties d8 Specialty Spells Proficiencies 1 Artisan Guidance, mending One type of artisan’s tools 2 Entertainer Minor illusion, thaumaturgy. Ritual only: disguise self. Performance (+3) 3
Healer Resistance, spare the dying. Ritual only: detect poison and disease, lesser restoration (1 hour). Medicine (+4), herbalism kit 4 Lamplighter Light. Ritual only: continual flame (1 hour). Tinker’s
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Location Overview Icespire Hold is a stone fortress perched on the icy northeast spur of Icespire Peak. A warlord named Delsendra Amzarr built the stronghold, and dwelled there for many years while
.
Light. Interior areas with no natural light to illuminate them are completely dark.
Temperature. The temperature is slightly above freezing during the day and plunges at night. Whenever the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Players may have difficulty with low light, loud background music, small printed text, strong odors, cramped spaces, specific allergens, or challenges with programs (if playing online). If any player
space, causing distractions to fade and making it look unfamiliar. If the lighting’s easy to control, you might adjust it to suggest a setting’s light level. More elaborate techniques might involve
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
creature has fewer than half its hit points remaining, you can describe it as being badly wounded or on the ropes. Such information gives the players a sense of accomplishment and might spur them to press
does it reveal everything that a creature might say or do. You’re expected to improvise and bring creatures to life as best you can. For example, the adventure describes Mister Light (one of the
Magic Items
Infernal Machine Rebuild
.
Food doesn’t satiate you, and you must eat double the amount of food you normally eat to avoid feeling hungry.
51
You shed light like a torch, as if you were the target of a light cantrip
weapon attack on each of your turns takes 1d4 fire damage at the start of its next turn.
You are blinded while in bright light, and your shadow takes on a monstrous appearance.
63
No creature can
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Ephara’s Champions Alignment: Usually lawful, often neutral Suggested Classes: Bard, cleric, monk, paladin, wizard Suggested Cleric Domains: Knowledge, Light Suggested Backgrounds: Acolyte, athlete
, guild artisan, noble, sage, sailor, soldier, urchin Most champions of Ephara believe cities represent the pinnacle of achievement and do what they can to uphold the law and keep society functioning
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, a gravel path up Mount Waterdeep’s northern spur, is used to bring goods to the college, but most visitors and students use the Mount Melody Walk — a tunnel through the mountain itself — to reach it
— to the parents’ delight or regret. Tocken: A hanging set of carved oval bells, usually played with a pair of light wooden hammers (or open handed). They are most common in underground cultures
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
engulfs the valley. Dark thunderclouds roll overhead.
You see an elk standing on a rocky spur about sixty feet away. Suddenly, it assumes the form of a man in tattered black robes. His hair and beard are
. Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, mage armor, magic missile, shield
2nd level (3 slots): mirror image, misty step, web
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
adventures, a werewolf bit off her right leg below the knee, and although she avoided being afflicted with lycanthropy, Ezmerelda was sidelined for months. She commissioned a master artisan to craft a
Intelligence (spell save DC 14, +6 to hit with spell attacks). Ezmerelda has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. If you need mechanics for this scenario, call for DC 14 Charisma (Persuasion) checks from each character offering advice to determine how well Raah takes it. Moving On When the characters have either
defeated or befriended Raah, they can continue beyond the ancient deep crow’s cavern toward the ritual site. The ancient deep crow’s cavernous lair begins to taper down again, revealing another canyon passage ahead. The light of volcanic vents fades behind you as you continue into darkness.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Separated from Eastern Oerik by the Tilva Strait, Hepmonaland is a relatively small continent that few people of the Flanaess known much about. Those who have explored the north spur of Hepmonaland
Sun Pholtus of the Blinding Light Arcadia Judges, lawyers, arbiters Silver sun partially eclipsed by a crescent moon Ralishaz, the Unlooked For Limbo Gamblers Three bone fate-casting sticks Rao, the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
maker, and enforcer in the ward, there is an open-minded artisan, entertainer, or thrill-seeker to match. Locals routinely direct inquisitive newcomers to the Hall of Information, where visitors can
describe fill the festhall and its satellite buildings. Contests and duels are held at the Northumber, an outdoor amphitheater, while magical light checkers the stages of its two indoor theaters: the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
silver belt set with ivory and gems (worth 600 gp). 8. Prison Cavern Torches light the place dimly. A female storm giant is chained on the north wall with huge manacles at her wrists and ankles. A fur
western spur of the chamber is the jarl’s trophy hall. Here, the jarl often sits in a comfortable chair and ruminates over past glories and future plans; the floor in this area has actual rugs. The
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
ooze, filling the immediate area with an eerie light. A glass statue of an artisan near the kiln’s fire holds a crystal bauble as if shaping it. Accessing the extradimensional space within this bauble
, resembling an almost-transparent barrier some thirty feet above the ground, visible only where it catches the light.
Below that strange barrier, the buildings of the city are unnaturally clean
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
trust earlier, you can use these visitors to spur the plot forward. Hostel Visitors d4 Visitor 1 Jurgen and Gorvis, two dwarf men, have been happily married for a century. They’ve come to the tower
enter this spacious library. A bearded man in white robes stands amid the shelves, his arms covered with intricate, softly glowing tattoos. A large, shimmering globe of light levitates behind him
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
have invaded ancient dwarven vaults and throne halls and turned these chambers into their lairs. Frost Hills The southernmost spur of the Spine of the World, the Frost Hills combine with the Evermoors
interior walls of the place are covered with an icy glaze and lined with massive icicles that gleam and glitter in reflected light. The walls are too slippery to be climbed without gear or magic. The






