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Returning 35 results for 'primary armor and his climbing'.
Classes
Player’s Handbook
Core Rogue Traits
Primary Ability
Dexterity
Hit Point Die
D8 per Rogue level
Saving Throw Proficiencies
Dexterity and Intelligence
Skill Proficiencies
Choose 4: Acrobatics
Light property
Tool Proficiencies
Thieves’ Tools
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather Armor, 2 Dagger;Daggers, Shortsword, Shortbow
Classes
Player’s Handbook
Core Ranger Traits
Primary Ability
Dexterity and Wisdom
Hit Point Die
D10 per Ranger level
Saving Throw Proficiencies
Strength and Dexterity
Skill Proficiencies
Choose 3
: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival
Weapon Proficiencies
Simple and Martial weapons
Armor Training
Light and Medium armor and
Classes
Player’s Handbook
Core Fighter Traits
Primary Ability
Strength or Dexterity
Hit Point Die
D10 per Fighter level
Saving Throw Proficiencies
Strength and Constitution
Skill Proficiencies
Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival
Weapon Proficiencies
Simple and Martial weapons
Armor Training
Light
Classes
Player’s Handbook
Core Bard Traits
Primary Ability
Charisma
Hit Point Die
D8 per Bard level
Saving Throw Proficiencies
Dexterity and Charisma
Skill Proficiencies
Choose any 3 skills
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
Classes
Player’s Handbook
Core Paladin Traits
Primary Ability
Strength and Charisma
Hit Point Die
D10 per Paladin level
Saving Throw Proficiencies
Wisdom and Charisma
Skill Proficiencies
Choose 2
: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion
Weapon Proficiencies
Simple and Martial weapons
Armor Training
Light, Medium, and Heavy armor and Shields
Starting
Classes
Player’s Handbook
Core Warlock Traits
Primary Ability
Charisma
Hit Point Die
D8 per Warlock level
Saving Throw Proficiencies
Wisdom and Charisma
Skill Proficiencies
Choose 2: Arcana
, Deception, History, Intimidation, Investigation, Nature, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather
Classes
Player’s Handbook
Core Monk Traits
Primary Ability
Dexterity and Wisdom
Hit Point Die
D8 per Monk level
Saving Throw Proficiencies
Strength and Dexterity
Skill Proficiencies
Choose 2
’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
Classes
Player’s Handbook
Core Barbarian Traits
Primary Ability
Strength
Hit Point Die
D12 per Barbarian level
Saving Throw Proficiencies
Strength and Constitution
Skill Proficiencies
Choose 2
: Animal Handling, Athletics, Intimidation, Nature, Perception, or Survival
Weapon Proficiencies
Simple and Martial weapons
Armor Training
Light and Medium armor and Shields
Starting
Classes
Player’s Handbook
Core Druid Traits
Primary Ability
Wisdom
Hit Point Die
D8 per Druid level
Saving Throw Proficiencies
Intelligence and Wisdom
Skill Proficiencies
Choose 2: Animal Handling
, Arcana, Insight, Medicine, Nature, Perception, Religion, or Survival
Weapon Proficiencies
Simple weapons
Tool Proficiencies
Herbalism Kit
Armor Training
Light armor and Shields
Classes
Player’s Handbook
Core Cleric Traits
Primary Ability
Wisdom
Hit Point Die
D8 per Cleric level
Saving Throw Proficiencies
Wisdom and Charisma
Skill Proficiencies
Choose 2: History, Insight
, 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
Classes
Player’s Handbook
Core Wizard Traits
Primary Ability
Intelligence
Hit Point Die
D6 per Wizard level
Saving Throw Proficiencies
Intelligence and Wisdom
Skill Proficiencies
Choose 2: Arcana
, History, Insight, Investigation, Medicine, Nature, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
None
Starting Equipment
Choose A or B: (A) 2 Dagger;Daggers, Staff
Classes
Player’s Handbook
Core Sorcerer Traits
Primary Ability
Charisma
Hit Point Die
D6 per Sorcerer level
Saving Throw Proficiencies
Constitution and Charisma
Skill Proficiencies
Choose 2
: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
None
Starting Equipment
Choose A or B: (A) Spear, 2 Dagger;Daggers
Monsters
Tomb of Annihilation
its Armor Class based on the material it is standing or climbing on: AC 15 for wood or bone, AC 17 for earth or stone, or AC 19 for metal. If the zorbo isn’t in contact with any of these
Magic Resistance. The zorbo has advantage on saving throws against spells and other magical effects.
Natural Armor. The zorbo magically absorbs the natural strength of its surroundings, adjusting
Monsters
Spelljammer: Adventures in Space
Glide. If it isn’t incapacitated or wearing heavy armor, the hadozee can extend its skin membranes to move up to 5 feet horizontally for every 1 foot it descends in the air.Multiattack. The
damage.Safe Descent. When it would take damage from a fall, the hadozee extends its skin membranes to reduce the fall’s damage to 0, provided it isn’t wearing heavy armor.
Uncanny Dodge. The
Monsters
Spelljammer: Adventures in Space
Glide. If it isn’t incapacitated or wearing heavy armor, the hadozee can extend its skin membranes to move up to 5 feet horizontally for every 1 foot it descends in the air.Dagger. Melee or
. Today, Wildspace is where most of them feel at home. Hadozees are often hired as mercenary crews by other spacefaring folk. Their natural climbing ability comes in handy, as does their ability to
Monsters
Guildmasters’ Guide to Ravnica
(1d12);{"diceNotation":"1d12","rollType":"damage","rollAction":"Acidic Skin","damageType":"acid"} acid damage (category 3).
2
Armored Hide. The krasis has better natural armor afforded by a shell or
thick scales, increasing its Armor Class by 4.
3
Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving
Monsters
Guildmasters’ Guide to Ravnica
","rollType":"damage","rollAction":"Acidic Skin","damageType":"acid"} acid damage (category 3).
2
Armored Hide. The krasis has better natural armor afforded by a shell or thick scales, increasing
its Armor Class by 4.
3
Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving throws against spells and other
Monsters
Guildmasters’ Guide to Ravnica
(1d12);{"diceNotation":"1d12","rollType":"damage","rollAction":"Acidic Skin","damageType":"acid"} acid damage (category 3).
2
Armored Hide. The krasis has better natural armor afforded by a shell
or thick scales, increasing its Armor Class by 4.
3
Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving
Monsters
Spelljammer: Adventures in Space
Glide. If it isn’t incapacitated or wearing heavy armor, the hadozee can extend its skin membranes to move up to 5 feet horizontally for every 1 foot it descends in the air.Multiattack. The
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
Vecna: Eve of Ruin
spells, using Intelligence as the spellcasting ability (spell save DC 22):
At will: Dancing Lights, Detect Magic, Mage Armor (self only), Mage Hand
2/day each: Detect Thoughts, Dispel Magic, Tongues
1
gives no hint of her supernaturally extended life span. She typically wears long robes and wields a unicorn-headed staff, her Staff of Silverymoon.
Personality
Alustriel’s primary concerns
Backgrounds
Sword Coast Adventurer's Guide
ûn who hear the word “knight” think of a mounted warrior in armor beholden to a code. Below are a few knightly organizations.
Knights of the Unicorn. The Knights of the Unicorn began
again in ruins, Dove Falconhand decided to reform the group with the primary goal of building alliances and friendship between the civilized races of the world and goodly people in order to combat evil
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Earth Armor. The clockwork doesn’t provoke opportunity attack;opportunity attacks when it burrows.
Magic Resistance. The clockwork has advantage on saving throws against spells and other
Suction. The clockwork gains a climbing speed of 30 feet.
9
Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish.
10
Water Propulsion. The clockwork gains
Monsters
Mordenkainen Presents: Monsters of the Multiverse
much damage on a successful one.No ordinary ballista, an oaken bolter is a Construct capable of striking at long distances. The bolts it launches can rend flesh, destroy armor, or drag enemies toward
. The clockwork gains a climbing speed of 30 feet.
9
Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish.
10
Water Propulsion. The clockwork gains a
Monsters
The Book of Many Things
similar magic.Malaxxix’s Lair
The Unborn Palanquin—a monstrous, centipedal vehicle—serves as both Malaxxix’s primary conveyance and the Fiend’s lair.
Malaxxix can take lair
leviathan of screeching gears made up of hundreds of tireless mezzoloths. It is a unique vehicle and Gargantuan object with the following statistics:
Armor Class: 20
Hit Points: 250
Speed: 50 ft
Monsters
Fizban's Treasury of Dragons
; favorite prizes are weapons and armor, records of military history and tactics, and magic items that protect against psychic damage or mental intrusion. The centerpiece of a sapphire dragon’s
call from beyond this world. I must prepare to answer that call by amassing powerful arms and armor.
3
I secretly look forward to adventurers trying to infiltrate my lair. How else could I try
Monsters
Fizban's Treasury of Dragons
, including deep-sea trenches or underwater volcanoes.
Dragon turtles are largely unconcerned with the design of their lairs and seldom work to improve them. A dragon turtle’s primary concern when
attack.
Armor of Storms (Costs 2 Actions). Lightning temporarily surrounds the dragon turtle, and it gains 40 temporary hit points until the start of its next turn. Until all these temporary hit
Magic Items
The Book of Many Things
immediately gain the benefits of finishing a long rest.
Cavern. You gain a climbing speed equal to your walking speed. You also gain the ability to move up, down, across vertical surfaces, and along ceilings
on your finger. If you have the attunement slots available, you’re automatically attuned to the ring when it appears. The DM chooses the ring.
Shield. A rare or rarer suit of magic armor that
classes
Core Monster Hunter Traits
Primary Ability
Strength or Dexterity, Intelligence
Hit Point Die
D10 per Monster Hunter level
Saving Throw Proficiencies
Dexterity and Intelligence
Skill Proficiencies
Choose 3: Athletics, History, Investigation, Medicine, Nature, Perception, Religion, and Survival
Weapon Proficiencies
Simple and Martial weapons
Armor Training
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Rogue AURORE FOLNY A Dexterous Expert in Stealth and Subterfuge Core Rogue Traits Primary Ability Dexterity Hit Point Die D8 per Rogue level Saving Throw Proficiencies Dexterity and
Martial weapons that have the Finesse or Light property Tool Proficiencies Thieves’ Tools Armor Training Light armor Starting Equipment Choose A or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rogue Core Rogue Traits Primary Ability Dexterity Hit Point Die D8 per Rogue level Saving Throw Proficiencies Dexterity and Intelligence Skill Proficiencies Choose 4: Acrobatics, Athletics
Proficiencies Thieves’ Tools Armor Training Light armor Starting Equipment Choose A or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves’ Tools, Burglar’s Pack, and 8 GP
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Rogue AURORE FOLNY A Dexterous Expert in Stealth and Subterfuge Core Rogue Traits Primary Ability Dexterity Hit Point Die D8 per Rogue level Saving Throw Proficiencies Dexterity and
Martial weapons that have the Finesse or Light property Tool Proficiencies Thieves’ Tools Armor Training Light armor Starting Equipment Choose A or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rogue Core Rogue Traits Primary Ability Dexterity Hit Point Die D8 per Rogue level Saving Throw Proficiencies Dexterity and Intelligence Skill Proficiencies Choose 4: Acrobatics, Athletics
Proficiencies Thieves’ Tools Armor Training Light armor Starting Equipment Choose A or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves’ Tools, Burglar’s Pack, and 8 GP
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Shield, +1, +2, or +3 Armor (shield), uncommon (+1), rare (+2), or very rare (+3) While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in addition to the
shield’s normal bonus to AC. Shield of Missile Attraction Armor (shield), rare (requires attunement)
While holding this shield, you have resistance to damage from ranged weapon attacks.
Curse
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Shield, +1, +2, or +3 Armor (shield), uncommon (+1), rare (+2), or very rare (+3) While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in addition to the
shield’s normal bonus to AC. Shield of Missile Attraction Armor (shield), rare (requires attunement)
While holding this shield, you have resistance to damage from ranged weapon attacks.
Curse
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
their lineages back to Balduran’s day. Climbing gardens, fountained courtyards, and private orchards adorn many of these elegant homes. Temples. Grand cathedrals and shrines shape the skyline in this
petitioners are rare, though some come doggedly day after day, paying the tolls for hope each time. The Wide. The primary market and largest civic space in Baldur’s Gate is the Wide, where sellers set