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Returning 35 results for 'movement secret with only armor from for line'.
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movements sacred with only armor from for life
moment sacred with only armor from for life
movements secrets with only armor from for life
moment secrets with only armor from for life
moment secret with only arms from for like
Magic Items
Dungeon Master’s Guide
Sphere of Annihilation, you can take a Magic action to move it 10 feet plus a number of additional feet equal to 10 times your Intelligence modifier. This movement doesn’t have to be in a straight line.
Spells
Player’s Handbook
away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.
Any creature in the Line must spend 2 feet of movement for every 1 foot it moves
A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet
Magic Items
Dungeon Master’s Guide
While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn’t reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor.
Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement.
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
Amorphous. The pudding can move through a space as narrow as 1 inch without expending extra movement to do so.
Corrosive Form. A creature that hits the pudding with a melee attack roll takes 4 (1d8
":"Dissolving Pseudopod"}, reach 10 ft. Hit: 17 (4d6 + 3);{"diceNotation":"4d6+3", "rollType":"damage", "rollAction":"Dissolving Pseudopod", "rollDamageType":"Acid"} Acid damage. Nonmagical armor worn
Monsters
Monster Manual
:
Charming. The target has the Charmed condition for 1 minute. While Charmed, the target has the Incapacitated condition and uses all its movement to dance in place. The effect ends on the target if it
condition for 1 minute. If the target ends its turn out of line of sight from the satyr, the condition ends on it.
Monsters
Monster Manual
ends.
Lightning Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Lightning Breath"}. Dexterity Saving Throw: DC 16, each creature in a 90-foot-long, 5-foot- wide Line
behir dies, a swallowed creature is no longer Restrained and can escape from the corpse by using 15 feet of movement, exiting Prone.
Classes
Player’s Handbook
’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
1 features, which are listed in the Monk Features table.
Monk Features
Level
Proficiency Bonus
Class Features
Martial Arts
Focus Points
Unarmored Movement
1
+2
Martial
Spells
Player’s Handbook
feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.
When the wall appears, each creature in its area makes a
creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters a space in the wall on a turn or ends its turn there, the creature makes a Dexterity
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
Extra Attack, Fast Movement
3
+2
3
6
+3
Subclass feature
4
+2
3
7
+3
Feral Instinct, Instinctive Pounce
4
+2
3
8
+3
Ability Score Improvement
4
+2
3
9
+4
Magic Items
Dungeon Master’s Guide
the devil’s allies and followers a few times before being able to confront the devil.
In the case of the Rogue card, the enmity is secret and should come from someone thought to be a friend or
Movement. The avatar can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.
Actions
Multiattack. The
Feats
Eberron: Forge of the Artificer
spell list.
Mark of Warding Spells
Spell Level
Spells
1
Armor of Agathys, Sanctuary
2
Knock, Nystul's Magic Aura
3
Glyph of Warding, Magic Circle
4
Leomund's Secret Chest, Mordenkainen's Faithful Hound
5
Antilife Shell
) check or an ability check using Thieves' Tools, you can roll 1d4 and add the number rolled to the ability check.
Wards and Seals. You always have the Alarm and Mage Armor spells prepared. You can cast
Monsters
Lorwyn: First Light
Ephemeral Movement. The incarnation can move through other creatures and objects as if they were Difficult Terrain, and its movement doesn’t provoke Opportunity Attack;Opportunity Attacks. It
takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Ephemeral Movement", "rollDamageType":"Force"} Force damage if it ends its turn inside an object.
Magic Resistance. The
Equipment
While wearing divers armor your movement is reduced by 10, unless your Strength score is equal to or greater than 18. Additionally, whenever the spell Water Breathing is cast on you while wearing the divers armor, the duration of the spell is doubled for you.
Gust of Wind
Legacy
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Spells
Basic Rules (2014)
saving throw or be pushed 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength
Boots of Striding and Springing
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can
jump three times the normal distance, though you can't jump farther than your remaining movement would allow.
Magic Items
Storm King's Thunder
speed of 1 mph in a straight line, in a direction of your choice, until the castle stops or is made to stop, or until another action is used to change its direction. If this movement brings the castle
a particular cloud castle, allowing you to control that castle’s altitude and movement while the orb is inside the castle. If the orb is destroyed or removed from its castle, the castle’s
Spells
Elemental Evil Player's Companion
ends. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Incorporeal Movement. The allip can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction
":"Incorporeal Movement", "rollDamageType":"force"} force damage if it ends its turn inside an object.
Unusual Nature. The allip doesn’t require air, food, drink, or sleep.Maddening Touch. Melee Spell
Equipment
Proficiency feat.
Momentum weapons allow you to deliver devastating attacks as part of rapid movement. When you hit with a Momentum weapon after you moved 20 feet or more in a straight line during the same turn, upgrade the damage dice to the weapon’s Momentum Dice value.
Monsters
Icewind Dale: Rime of the Frostmaiden
armor made of metal). Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4","rollType":"damage","rollAction":"Shocking Touch","rollDamageType":"lightning"} lightning damage.
Static Discharge (Recharge 5–6
);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Static Discharge"}. The magen discharges a lightning bolt in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity
Backgrounds
Spelljammer: Adventures in Space
provided by magic) has disadvantage on the attack roll unless the weapon deals piercing damage.
Movement. A creature can use an action to push off something heavier than itself and move up to its walking
, flying, or swimming speed in a straight line. The creature continues along this course, moving in a straight line at its speed on each of its turns until something stops it or changes its trajectory.
Magic Items
The Book of Many Things
This gleaming set of silver-and-gold plate armor never tarnishes.
While wearing this armor, you can use a bonus action to summon the spirit of a warrior to your aid. The spirit’s corporeal
by you); if you don’t issue any commands, the spirit takes the Dodge action and uses its movement to avoid danger.
Once this bonus action is used, it can’t be used again until the next dawn.
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
straight line toward one creature he can see. This movement ignores opportunity attack;opportunity attacks.
Searing Bite (Costs 2 Actions). Ember makes one Bite attack. If the attack hits, it deals
.
Legendary Resistance (5/Day). If Ember fails a saving throw, he can choose to succeed instead.
Special Equipment. In battle, Ember dons magical plate armor custom-forged for his use. While wearing the armor
Minotaur
Legacy
This doesn't reflect the latest rules and lore.
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Species
Guildmasters’ Guide to Ravnica
tails, but minotaurs of the Ordruun clan (and some others) have their tails docked as part of a coming-of-age ceremony; they find the heavy armor of the Boros legion much more comfortable without a long
tail in the way.
Strength and Zeal
Minotaurs are zealous and love battle. They are found among the Gruul Clans, but the minotaurs of the Ordruun family line, long associated with the Boros Legion
Banshee
Legacy
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Monsters
Basic Rules (2014)
locations.
Incorporeal Movement. The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction
":"Incorporeal Movement","rollDamageType":"force"} force damage if she ends her turn inside an object.Corrupting Touch. Melee Spell Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Unarmored Defense. While the hobgoblin is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.Multiattack. The hobgoblin makes four attacks, each of which can be an Unarmed
DC 12):
At will: minor illusion, prestidigitation
1/day each: charm person, disguise self, silent imageIron shadows are hobgoblin martial artists who serve fey and mortal courts as secret police
Adult Copper Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
of the following breath weapons.
Acid Breath. The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8
Copper Dragon’s Lair
Copper dragons dwell in dry uplands and on hilltops, where they make their lairs in narrow caves. False walls in the lair hide secret antechambers where the dragon stores
Monsters
Princes of the Apocalypse
Unarmored Defense. While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Unarmored Movement. While the monk is wearing no armor and wielding no shield, its
Behir
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
":"recharge","rollAction":"Lightning Breath"}. The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10
no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.Lightning
Monsters
Baldur’s Gate: Descent into Avernus
Suave Defense. While Amrik is wearing light or no armor and wielding no shield, his AC includes his Charisma modifier.Multiattack. Amrik makes three dagger attacks.
Dagger. Melee or Ranged Weapon
signal them to deliver drinks to the table. If he wants poison added to his clients’ drinks, he has a secret sign for that. Hidden behind the bar is a small bottle containing four doses of
Monsters
Strixhaven: A Curriculum of Chaos
Misdirecting Defense. The AC of the recruiter includes its Charisma modifier while it isn’t wearing armor or wielding a shield.
Oriq Mask. The recruiter wears an Oriq mask. While wearing the
Oriq or as assets who can help the Oriq acquire spells, rare spell components, or knowledge from Strixhaven.
Oriq
The Oriq are a secret society of mages who wield forbidden magic in the service of
Magic Items
The Book of Many Things
This armor has 5 charges. While you wear it, you can use a bonus action to expend 1 or more charges to cast one of the following spells from the armor, targeting yourself: Jump (1 charge) or Levitate (2 charges).
This armor regains 1d4 + 1 expended charges daily at dawn.
Monsters
Princes of the Apocalypse
end of Hellenrae's next turn.
Unarmored Defense. While Hellenrae is wearing no armor and wielding no shield, her AC includes her Wisdom modifier.
Unarmored Movement. While Hellenrae is wearing no armor
Monsters
Mordenkainen's Fiendish Folio Volume 1
., one target. Hit: 3 (1d4 + 1);{"diceNotation":"1d4+1","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage, and if the target is wearing metal armor or carrying a
metal shield, the khargra attaches to that armor or shield. While attached, the khargra doesn't attack. Instead, at the start of each of the khargra's turns, roll a d20. On a 10 or higher, the armor or






