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Returning 35 results for 'property armor and his connect'.
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Magic Items
D&D Free Rules (2024)
decide what it looks like—including color, style, and accessories—but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor.
While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You
Magic Items
Dungeon Master’s Guide (2024)
Magic action to repeat the command word. This property of the armor can’t be used again until the next dawn.
While you’re wearing this armor, you can take a Magic action and use a command word to gain the effect of the Etherealness spell. The spell ends immediately if you remove the armor or take a
Classes
Player’s Handbook
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
Die, proficiency in one skill of your choice from the Rogue’s skill list, proficiency with Thieves’ Tools, and training with Light armor.
Gain the Rogue’s level 1 features, which
Magic Items
Dungeon Master’s Guide (2024)
.
Random Properties. The sword has the following random properties (see “Artifacts”):
1 minor beneficial property
1 major beneficial property
1 minor detrimental property
1 major
detrimental property
Spells. While the sword is on your person, you can cast the following spells (save DC 18) from it:
Call Lightning
Divine Word
Finger of Death
Once you use the sword to
Magic Items
Dungeon Master’s Guide (2024)
, whereupon the rod’s head sheds Bright Light in a 60-foot radius and Dim Light for an additional 60 feet. While in that Bright Light, you and your allies gain a +1 bonus to Armor Class and saving
action to pull the rod from the ground. Once used, this property can’t be used again until the next dawn.
Magic Items
D&D Free Rules (2024)
While holding this Shield, you have a +2 bonus to Armor Class. This bonus is in addition to the Shield’s normal bonus to AC.
The Shield has the following additional properties that you can use
;t be damaged by attacks or effects originating from outside, nor can a creature inside the Emanation damage anything outside it. Once this property is used, it can’t be used again until the next dawn.
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
Out of the Abyss
spell attacks). Shedrak has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile, shield
this property.
Shedrak carries a potion of healing, a potion of poison, and a spell scroll of globe of invulnerability.Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to
Magic Items
The Book of Many Things
While wearing this armor, you can use your reaction to give yourself advantage on a saving throw you make against a spell. Once this property is used, it can’t be used again until the next dawn
.
In addition, while you wear this armor, you can use it to cast Antimagic Field, requiring no spell components. Once this property is used, it can’t be used again until the next dawn.
Magic Items
The Book of Many Things
While wearing this armor, you can take a bonus action to make the armor emit poisonous spores, which fill a 10-foot-radius sphere centered on yourself. Each creature in that area must succeed on a DC
15 Constitution saving throw or have the poisoned condition until the end of your next turn. Once this property is used, it can’t be used again until the next dawn.
Minotaur
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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
).
Since each family line has so many members, minotaurs don’t usually find it helpful to connect the name of the line to their personal names; even though Commander Grozdan of the Boros Legion
Monsters
Waterdeep: Dungeon of the Mad Mage
short or long rest. Halaster has the following wizard spells prepared:
Cantrips (at will): dancing lights, fire bolt, light, mage hand, prestidigitation
1st level (4 slots): mage armor, magic missile
casting elder runes on them. Halaster’s gates connect the different levels of Undermountain, thus enabling him to bring new monsters into the dungeon to replenish those that die or escape. Even as
Magic Items
Storm King's Thunder
property, you can’t use it again until you finish a short or long rest.
Wind Walker. While you are attuned to this rune, you can cast levitate as a bonus action. Once you use this property, you can
’t use it again until you finish a short or long rest.
Gift of Wind. You can transfer the pennant’s magic to a nonmagical item — a suit of armor, a pair of boots, or a cloak &mdash
Monsters
Fizban's Treasury of Dragons
connections with other creatures. When they do connect with others, it is most often for intellectual and philosophical pursuits or to fulfill some arcane purpose involving the dragons’ echoes across
ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and
Magic Items
Wayfinder's Guide to Eberron
While wielding this double-bladed weapon with two hands, the weapon has the finesse property for your attacks with it, and you gain +1 AC.
Monsters
Spelljammer: Adventures in Space
Glory. The reigar’s Armor Class includes the reigar’s Charisma modifier.
Hold Breath. The reigar can hold their breath for 1 hour.
Special Equipment. The reigar wears a
reduced to 0 hit points. After summoning a duplicate, the reigar must finish a short or long rest before this property can be used again.
Monsters
Fizban's Treasury of Dragons
and rarely cultivating connections with other creatures. When they do connect with others, it is most often for intellectual and philosophical pursuits or to fulfill some arcane purpose involving the
connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and down through the floor of the lower level, but the dragon’s
Magic Items
Tyranny of Dragons
properties from any one mask. Additionally, you gain the Damage Absorption from each of the five dragon masks, and you gain five uses of the Legendary Resistance property.
The mask reshapes to fit the
wearing no armor, you can add your Charisma bonus to your Armor Class.
Dragon Breath. If you have a breath weapon that requires rest to recharge, it gains a recharge of 6.
Dragon Sight. You gain
Plate Armor of Etherealness
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Magic Items
Basic Rules (2014)
While you're wearing this armor, you can speak its command word as an action to gain the effect of the etherealness spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can't be used again until the next dawn.
magic-items
Dungeon Master’s Guide (2024)
damage for 10 minutes or until you are no longer wearing the armor. Once this property is used, it can’t be used again until the next dawn.
You have Resistance to Bludgeoning, Piercing, and Slashing damage while you wear this armor.
Metal Shell. You can take a Magic action to give yourself Immunity to Bludgeoning, Piercing, and Slashing
Feats
Eberron: Rising from the Last War
maximum of 20.
While you are holding a double-bladed scimitar with two hands, you gain a +1 bonus to Armor Class.
A double-bladed scimitar has the finesse property when you wield it.
To gain
Magic Items
Lost Laboratory of Kwalish
power from additional sources, or that energy cells can be recharged with the aid of a tinker, inventor, or artificer. It might also be possible for allies to connect to the armor through the use of
Powered armor resembles a suit of unusual plate armor, with finely articulated joints connected by an oily, black, leather-like material. The armor has been worked to create the appearance of a
magic-items
extruding from it that connect to an alchemical chamber on the side of the weapon. A mechanical wheel feeds the darts into place upon filling them, auto-loading the crossbow for easy firing.
You gain a
+1 bonus to attack and damage rolls made with this magic light crossbow. This crossbow ignores the Loading property, and you don't need a free hand to load a piece of ammunition into it.
Once per turn
magic-items
extruding from it that connect to an alchemical chamber on the side of the weapon. A mechanical wheel feeds the darts into place upon filling them, auto-loading the crossbow for easy firing.
You gain a +1
bonus to attack and damage rolls made with this magic crossbow. This hand crossbow ignores the Loading property, and you don't need a free hand to load a piece of ammunition into it.
Once per turn
magic-items
from it that connect to an alchemical chamber on the side of the weapon. A mechanical wheel feeds the darts into place upon filling them, auto-loading the crossbow for easy firing.
You gain a +1
bonus to attack and damage rolls made with this magic crossbow. This crossbow ignores the Loading property, and you don't need a free hand to load a piece of ammunition into it.
Once per turn when you
magic-items
extruding from it that connect to an alchemical chamber on the side of the weapon. A mechanical wheel feeds the darts into place upon filling them, auto-loading the crossbow for easy firing.
You gain a
+1 bonus to attack and damage rolls made with this magic crossbow. This crossbow ignores the Loading property, and you don't need a free hand to load a piece of ammunition into it.
Once per turn when
magic-items
element. While wearing this cloak, you gain a bonus to Armor Class and Constitution saving throws determined by the cloak’s rarity, and you can use the following properties.
Deep-Dweller (Rare
+ the hide’s bonus) from the cloak. This property can be used three times, regaining all expended uses daily at dusk.
magic-items
’s bonus). On a failed save, a target takes 3d10 Psychic damage, and for 1 minute, when it makes an attack roll or saving throw, it must subtract 1d4 from the total. Once this property is used
, it can’t be used again until the next dusk.
Call of the Bell. You can take a Bonus Action to create a doll (use the Animated Armor stat block) from a 5-foot Cube of wood, clay, or stone within
magic-items
’s bonus). On a failed save, a target takes 3d10 Psychic damage, and for 1 minute, when it makes an attack roll or saving throw, it must subtract 1d4 from the total. Once this property is used
, it can’t be used again until the next dusk.
Call of the Bell. You can take a Bonus Action to create a doll (use the Animated Armor stat block) from a 5-foot Cube of wood, clay, or stone within
Sword of Kas
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Magic Items
Dungeon Master’s Guide (2014)
has the following random properties:
1 minor beneficial property
1 major beneficial property
1 minor detrimental property
1 major detrimental property
Spirit of Kas. While the sword is on
your person, you add a d10 to your initiative at the start of every combat. In addition, when you use an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor
magic-items
element. While wearing this cloak, you gain a bonus to Armor Class and Constitution saving throws determined by the cloak’s rarity, and you can use the following properties.
Deep-Dweller (Rare
+ the hide’s bonus) from the cloak. This property can be used three times, regaining all expended uses daily at dusk.
Hellfire Maw (Very Rare+). As a Magic action, you can exhale hellfire in a 30
magic-items
element. While wearing this cloak, you gain a bonus to Armor Class and Constitution saving throws determined by the cloak’s rarity, and you can use the following properties.
Deep-Dweller (Rare
+ the hide’s bonus) from the cloak. This property can be used three times, regaining all expended uses daily at dusk.
Hellfire Maw (Very Rare+). As a Magic action, you can exhale hellfire in a 30
magic-items
+ the bell’s bonus). On a failed save, a target takes 3d10 Psychic damage, and for 1 minute, when it makes an attack roll or saving throw, it must subtract 1d4 from the total. Once this property
is used, it can’t be used again until the next dusk.
Call of the Bell (Very Rare+). You can take a Bonus Action to create a doll (use the Animated Armor stat block) from a 5-foot Cube of wood
magic-items
element. While wearing this cloak, you gain a bonus to Armor Class and Constitution saving throws determined by the cloak’s rarity, and you can use the following properties.
Deep-Dweller (Rare
+ the hide’s bonus) from the cloak. This property can be used three times, regaining all expended uses daily at dusk.
Hellfire Maw (Very Rare+). As a Magic; Magic Action , you can exhale hellfire
magic-items
D&D Free Rules (2024)
an attack while holding the weapon, you can take a Reaction to twirl the weapon around you, gaining a +5 bonus to your Armor Class against the triggering attack, potentially causing the attack to miss
you. You can’t use this property again until you finish a Short or Long Rest.
Ranged Weapon (Quarterstaff Form Only). This weapon has the Thrown property with a normal range of 30 feet and a