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Returning 35 results for 'shield of realms daggers vaulted'.
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Monsters
Forgotten Realms: Adventures in Faerûn
, Prestidigitation
2/Day Each: Speak with Dead, Wall of Force
1/Day Each: Create Undead (level 8 version), Disintegrate, Power Word KillProtective Magic. Sammaster casts Counterspell or Shield in
the Dragon, from whom he commands obedience.
Sammaster rarely remains in one place for long, as he thinks no one can oversee the Cult of the Dragon activities across the Realms as efficiently as he
Monsters
Waterdeep: Dragon Heist
Special Equipment. Jarlaxle wears Leather, +3; +3 leather armor, a hat of disguise, a bracer of flying daggers (see appendix A), a cloak of invisibility, a knave's eye patch (see appendix A), and a
and wielding no shield, his AC includes his Charisma modifier.
Sunlight Sensitivity. When not wearing his knave's eye patch, Jarlaxle has disadvantage on attack rolls, as well as on Wisdom (Perception
Monsters
Mythic Odysseys of Theros
, sleep
2nd level (2 slots): blur, cloud of daggers, invisibilityMultiattack. The hoplite makes three weapon attacks. It can replace one weapon attack with ray of frost.
Spear. Melee or Ranged Weapon
melee attack.
Shield Bash. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Shield Bash"} to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Dexterity saving throws while standing within 5 feet of an ally wielding a shield.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom
regulars or organized into elite strike forces for specific missions.
Duergar
Duergar are dwarves of the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have
classes
Tasha’s Cauldron of Everything
The Oath of the Watchers binds paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds
battle.
TENETS OF THE WATCHERS
A paladin who assumes the Oath of the Watchers swears to safeguard mortal realms from otherworldly threats.
Vigilance. The threats you face are cunning, powerful, and
Monsters
Tyranny of Dragons
, ray of frost
1st level (4 slots): charm person, detect magic, shield, thunderwave
2nd level (3 slots): cloud of daggers, hold person, see invisibility
3rd level (3 slots): animate dead, dispel
magic
4th level (3 slots): fire shield, greater invisibility
5th level (2 slots): cloudkill, wall of stoneMultiattack. Diderius can use his Dreadful Glare and makes one attack with his rotting fist
classes
Tasha’s Cauldron of Everything
The Oath of the Watchers binds paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds
battle.
TENETS OF THE WATCHERS
A paladin who assumes the Oath of the Watchers swears to safeguard mortal realms from otherworldly threats.
Vigilance. The threats you face are cunning, powerful, and
Monsters
Waterdeep: Dungeon of the Mad Mage
, shield, silent image
2nd level (3 slots): arcane lock, cloud of daggers, darkvision, knock
3rd level (3 slots): counterspell, dispel magic, fireball
4th level (3 slots): confusion, hallucinatory
Monsters
Fizban's Treasury of Dragons
dragon turtle’s defenses, magical storms manifest to shield the dragon turtle and strike at foes.
Creating a Dragon Turtle
Use the Dragon Turtle Personality Traits and Dragon Turtle Ideals tables
out of arrow range, so they know I am watching.
8
I am fascinated by the politics of surface realms and talk endlessly with sailors and adventurers to stay current on the latest happenings on
Monsters
Fizban's Treasury of Dragons
shield the dragon turtle and strike at foes.
Creating a Dragon Turtle
Use the Dragon Turtle Personality Traits and Dragon Turtle Ideals tables to inspire your portrayal of distinctive dragon turtle
fascinated by the politics of surface realms and talk endlessly with sailors and adventurers to stay current on the latest happenings on land.
Dragon Turtle Ideals
d6;{"diceNotation
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
5) + your Constitution modifier per druid level after 1st Proficiencies Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) Weapons: Clubs, daggers
, Nature, Perception, Religion, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a wooden shield or (b) any simple weapon (a) a scimitar or (b) any simple melee weapon Leather armor, an explorer’s pack, and a druidic focus
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
race to race and world to world. In the Dragonlance campaign setting, for example, mountain dwarves and hill dwarves live together as different clans of the same people, but in the Forgotten Realms
, they live far apart in separate kingdoms and call themselves shield dwarves and gold dwarves, respectively.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Expeditious Retreat
False Life
Feather Fall
Fog Cloud
Jump
Mage Armor
Magic Missile
Ray of Sickness
Shield
Silent Image
Sleep
Thunderwave
Witch Bolt
2nd Level Alter Self
Blindness/Deafness
Blur
Cloud of Daggers
Crown of Madness
Darkness
Darkvision
Detect Thoughts
Enhance Ability
Enlarge/Reduce
Gust of Wind
Hold Person
Invisibility
Knock
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
+0 +0
Ability Score Mod Save
Int 10 +0 +0
Wis 8 −1 −1
Cha 8 −1 −1
Skills Stealth +6
Gear Daggers (3)
Senses Darkvision 60 ft.; Passive Perception 9
−1
Dex 15 +2 +2
Con 10 +0 +0
Ability Score Mod Save
Int 10 +0 +0
Wis 8 −1 −1
Cha 8 −1 −1
Skills Stealth +6
Gear Leather Armor, Scimitar, Shield
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Abyssal, Common, Draconic, Dwarvish, Elvish, Undercommon
Challenge 15 (13,000 XP)
Special Equipment. Jarlaxle wears +3 leather armor, a hat of disguise, a bracer of flying daggers (see appendix A
incapacitated and Jarlaxle doesn’t have disadvantage on the attack roll.
Suave Defense. While Jarlaxle is wearing light or no armor and wielding no shield, his AC includes his Charisma modifier
Monsters
Fizban's Treasury of Dragons
the surrounding water—and any creatures in it. And even if an enemy wears down the dragon turtle’s defenses, magical storms manifest to shield the dragon turtle and strike at foes
snippets of tunes I have overheard.
7
I swim alongside ships sailing through my domain, just out of arrow range, so they know I am watching.
8
I am fascinated by the politics of surface realms
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
, Mace, Holy Symbol, Priest's Pack, and 7 GP; or (B) 110 GP
Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Style Feature) While you’re wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class. (This is included above.) Shield Master General Feat (Prerequisite: Level 4+, Shield Training) You
gain the following benefits. Ability Score Increase. Increase your Strength score by 1, to a maximum of 20. (This is included above.) Shield Bash. If you attack a creature within 5 feet of you as
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the orcs and goblinoids of the region, and having to fight off assaults from below by duergar and drow, the shield dwarves have stood fast, determined to hold their halls against all threats — and
between members of the Marches, and that pact is no more. The dwarfholds still ally with one another, and individually with nearby human realms, but no longer pledge to stand unified with all their neighbors.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
d8 Name
1 Spears of Iroas
2 Iron Fangs
3 Arrows of Anax
4 The Unbroken
5 Anvil of Purphoros
6 Skewering Squad
7 Shield of Akros
8 Cymede’s Heart
Meletian Hoplite Unit Names d8 Name
1 Kraken’s Claw
2 Hands of Justice
3 Thassa’s Spear
4 Ephara’s Shield
5 Kindred of the Deep
6 Riders of Heliod
7
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
17. Spellcasting Hall This room has a vaulted ceiling 30 feet high. It is lit by continual flame spells cast on stone wall sconces shaped like fiendish claws. The walls, floor, and ceiling are
more XP, however. Treasure Turbulence carries a soot-stained spellbook containing all the spells she has prepared, plus the following: alter self, cloud of daggers, hypnotic pattern, and wall of fire.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
illusion, ray of frost
1st level (4 slots): charm person, detect magic, shield, thunderwave
2nd level (3 slots): cloud of daggers, hold person, see invisibility
3rd level (3 slots): animate dead
, dispel magic
4th level (3 slots): fire shield, greater invisibility
5th level (2 slots): cloudkill, wall of stone
A canopic jar in the sarcophagus contains Diderius’s withered heart. Secret Door In
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Waterdeep, or a Myth Drannor, there was the brief (in dwarven terms) glory of Besilmer, and the realms of Haunghdannar and Gharraghaur. Ruins now, to be sure, but these kingdoms lasted longer than almost any
living realm of humans, even if their works have been forgotten by humans and dwarves alike. The greatest and most recent of these dwarven realms was Delzoun, also called the Northkingdom. It
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the ten-foot-high vaulted ceiling of this dry cellar, the walls of which are lined by a dozen barrels on wooden braces. Half the barrels have brass spigots tapped into them. The room also contains two
her tireless effort to win the Blood War. When the characters enter the room, set the scene by reading aloud the following boxed text: Two rows of tall wrought-iron candlesticks light this vaulted
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, 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, Mace, Holy Symbol, Priest’s Pack, and 7
GP; or (B) 110 GP Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity, a Cleric can reach out to the divine
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
clans of the same people, but in the Forgotten Realms, they live far apart in separate kingdoms and call themselves shield dwarves and gold dwarves, respectively.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Transmutation — Fog Cloud Conjuration C Grease Conjuration — Ice Knife Conjuration — Jump Transmutation — Mage Armor Abjuration — Magic Missile Evocation — Ray of Sickness Necromancy — Shield Abjuration
— Blindness/Deafness Transmutation — Blur Illusion C Cloud of Daggers Conjuration C Crown of Madness Enchantment C Darkness Evocation C Darkvision Transmutation — Detect Thoughts Divination C Dragon’s Breath
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Transmutation — Fog Cloud Conjuration C Grease Conjuration — Ice Knife Conjuration — Jump Transmutation — Mage Armor Abjuration — Magic Missile Evocation — Ray of Sickness Necromancy — Shield Abjuration
— Blindness/Deafness Transmutation — Blur Illusion C Cloud of Daggers Conjuration C Crown of Madness Enchantment C Darkness Evocation C Darkvision Transmutation — Detect Thoughts Divination C Dragon’s Breath
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
spells: Cantrips (at will): minor illusion, ray of frost
1st level (4 slots): charm person, detect magic, shield, thunderwave
2nd level (3 slots): cloud of daggers, hold person, see invisibility
3rd level (3 slots): animate dead, dispel magic
4th level (3 slots): fire shield, greater invisibility
5th level (2 slots): cloudkill, wall of stone
A canopic jar in the sarcophagus contains
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Shirt, Shield, Mace, Holy Symbol, Priest’s Pack, and 7 GP; or (B) 110 GP Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
White Plume Mountain is located in the Greyhawk campaign setting, in the northeastern part of the Shield Lands, near the Bandit Kingdoms and the Great Rift. Here are suggestions for where you can place
the mountain in another world. Wherever you place it, the party may be required to journey to the vicinity through the wilderness. How they get there is up to you.
Forgotten Realms. The mountain can
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
monsters.
Forgotten Realms. Located northwest of Mirabar in the Spine of the World, Khundrukar was a shield dwarf stronghold that became overrun by renegade orcs from the Many-Arrows tribe, unhappy with
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
painfully naive optimists who risk losing their precious works because of their overexposure to the outside world. Dwarves of the Forgotten Realms In an age long since passed into myth, the dwarves of
types of dwarves. In Faerûn, the two most numerous subraces are gold dwarves and shield dwarves. The dwarves of Faerûn traveled north from the southern mountains and founded an extensive subterranean
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
adventure. The earliest realm that does is the shield dwarf kingdom of Besilmer, which was founded nearly six thousand years ago in −4420 DR. Its existence is so far back in the mists of history that only a
carved out of a wild and untamed land. People resettling the Dessarin Valley found the remains of “kingdoms of old” scattered here and there throughout the area. TIME IN THE REALMS
The people of the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
sentinel shield once carried by a frost giant could be perpetually cold to the touch.
None of these cosmetic effects alter a magic item's capabilities. They merely provide a narrative link to giants' realms that characters might explore.