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Returning 27 results for 'shields of reasoned dawn variant'.
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shield of reason dawn variants
shield of reason dawn variant
shield of reason down variant
shield of reason draw variant
shield of reasoned down variant
Magic Items
Bigby Presents: Glory of the Giants
Modeled after the formidable spiked tower shields wielded by some fire giants, this iron shield emanates a constant warmth.
You can use a bonus action to activate the shield, causing glowing lava to
failed save, the target takes 3d6 bludgeoning damage plus 3d6 fire damage and is knocked prone. On a successful save, the target takes half as much damage only. You can use Shield Bash only once per turn.
Once the shield has been activated, it can’t be activated again until the next dawn.
Magic Items
The Wild Beyond the Witchlight
next dawn.
The shadow (variant);detached shadow is rooted to the spot where it was snipped until you use a bonus action to cause it to behave in one of the following ways, either of which is possible
Magic Items
Acquisitions Incorporated
glasses.
3
Burning a small piece of the body and looking for shapes in the smoke.
4
A cautious, reasoned, professional guesstimate.
5
Careful measurements. The distance between nostrils
. This property of the occultant abacus can’t be used again until the next dawn.
Bring Out Your Dead
Also at rank 2, you regain the use of your Read the Kill feature after you finish a short or
Magic Items
Tasha’s Cauldron of Everything
;green hags in a Green Hag (Coven Variant);coven
When you damage a target that hasn’t taken a turn in this combat, the target takes an extra 3d10 slashing damage from ghostly blades.
5
Charisma check against a humanoid, you can roll a d10 and add the number rolled as a bonus to the result. The creature then becomes hostile to you at the next dawn.
7
The Donkey’s Dream
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Armor and Shields D&D worlds are a vast tapestry made up of many different cultures, each with its own technology level. For this reason, adventurers have access to a variety of armor types, ranging
separates them into three categories: light armor, medium armor, and heavy armor. Many warriors supplement their armor with a shield. VARIANT: EQUIPMENT SIZES
In most campaigns, you can use or wear any
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
glasses.
3 Burning a small piece of the body and looking for shapes in the smoke.
4 A cautious, reasoned, professional guesstimate.
5 Careful measurements. The distance between
. This property of the occultant abacus can’t be used again until the next dawn. Bring Out Your Dead Also at rank 2, you regain the use of your Read the Kill feature after you finish a short or long
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
yugoloths demand much for their time and loyalty. Whatever promises a yugoloth makes are quickly broken when a better opportunity presents itself. Unlike demons, yugoloths can be reasoned with, but
fiend finds the General unless the General desires it. His personal name is unknown, and even the Books of Keeping contain no mention of this powerful, thoroughly evil entity. VARIANT: YUGOLOTH
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
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. Armor of Fungal Spores Armor (Medium), Uncommon While
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
arms and armor. Directly across from the fireplace, eight shields are mounted on the wall. Treasure. One of the shields on the wall is a +1 shield. The brass jar on the mantel of the fireplace might
the skull, where it has lain forgotten ever since. 7. Chamber of the Chief’s Wife Grutha, the chief’s wife, is at feast in the great hall (area 11), while her pet cave bear (use the cave bear variant
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, the spirit of Sylphene manifests in the room as a poltergeist that uses the specter stat block, with the modifications in the “Variant: Poltergeist” sidebar that appears alongside the stat block in the
painting depicts three deer grazing on a hilltop, backlit by the dawn. Another shows a gray mastiff with a dead duck in its mouth. A third depicts an armored human knight on a hippogriff, both shown in
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, and it pains them. When night falls, they leave their final resting places in search of living creatures to slay, knowing that few weapons can harm them in return. At the first light of dawn, they
until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
VARIANT: POLTERGEIST
A poltergeist is a different kind of specter — the confused
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
all, riding out on the field, banners taught and snapping, breastplates and shields agleam with the symbol of Elturgard, and each bearing a holy symbol of his or her god — armor for the soul. We have
Hellriders made some gains by day, in darkness the vampire and its minions inflicted cruel losses. Each night the good people of Elturel prayed to the gods that dawn might come more swiftly. Then, on a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creates 200 feet of web cable, the spider can’t produce any more cable until the next dawn. The iron spider exists solely to produce web cables. It has no attacks and no instinct for self
lizards have the Spider Climb trait (see the “Variant: Giant Lizard Traits” sidebar in appendix A of the Monster Manual), which allows them to climb over the web cables and exit this area. Treasure. Fastened to Talabsyn’s cloak is an obsidian scarab engraved with the insignia of House Freth (25 gp).
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
troll can’t be reasoned with. After disposing of it, the characters can survey the contents of the hold: The ship’s hold contains heaps of snow and four tied-down jolly boats covered with rime. In the
quiver of Ehlonna. Fourth Layer. The fourth layer of ice shields the biggest, heaviest items and the treasure the dragon values the most: a 3-foot-diameter ceremonial bronze bowl inlaid with carnelians
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
drawer in area M4. M3: Possessions Room This storage room houses objects confiscated from the dead. Two poltergeists (variant specters) put on a macabre puppet show for an audience of three slack-jawed
out of the Mortuary other than the way corpses come in: the chute in area M6. Drawers 2–4. Each of these drawers contains a zombie worker that groans and shields its eyes if exposed to the light. If a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Characters who explore the mines come across three rust monsters scrounging for iron ore. The rust monsters, which came up from the Underdark, attack anyone wearing metal armor or carrying metal shields or
spore servants. When the myconid sovereign became uncooperative, Krob tore off one of its arms. Thonot Krob uses the quaggoth stat block with the modifications noted in the “Variant: Quaggoth Thonot
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Inn” in fancy silver script, the S shaped like a silver dragon. A more modest sign next to the front door reads, “No metal armor. Shields and weapons must be checked at the door.”
The grand Silver
, seafood delicacies of the Wild Coast, and rice and vegetable entrées. Weapons larger than daggers must be checked at the door, together with shields. Customers wearing metal armor aren’t admitted
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
story of Yondalla begins at the dawn of the world, when halflings were timid wanderers, scraping out a meager existence. The goddess Yondalla took note of them and decided to adopt the halflings as her
concentrated effort. Turtle Shell. Halflings cluster together and cover each other with shields, washtubs, wheelbarrows, coffer lids, or anything else that can deflect a blow. Troll Knocker. A few halflings act
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
charges daily at dawn. If its last charge is expended, roll a d20. On a 1, the staff turns into black rose petals and is lost forever. 6g. Secret Room This room is hidden behind a locked secret door
clutching shields and spears. The shield of the northern statue features a pine tree, while an oak tree is emblazoned on the shield of the statue to the south.
Frescoes. The walls are carved with
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
door ceases to be an obstacle. This slaad is hostile toward all other creatures and can’t be reasoned with. Once inside, the characters can ascend the tower to its uppermost floor: A large telescope
itself.
Adamantine shields cover the observatory’s windows. A large chunk of stone from another building has crashed through the roof and embedded itself in the floor like a jagged stone knife. This
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Open chests in the middle of the room contain suits of leather armor. The most unusual items in this armory are the shields — they are made of beaten copper and fashioned into the shape of horseshoe
crab shells.
The room contains twenty spears, ten shortswords, five scimitars, five light crossbows, four hundred crossbow bolts, two hundred arrows, fifteen suits of leather armor, and eight shields
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
that are barred at night. (From sunset until dawn, someone who wants to enter or leave can pay a stiff fee to be raised and lowered on a rope-slung chair, but nothing can be taken along beyond what
while he arranges for suitable rewards. He commissions jewelers to craft mithral medals (one per character) shaped like shields, and he also drafts a signed letter of recommendation and presents it to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
every morning just before dawn. Tack, bridles, feed, and other necessities for the horses are stored in the coach house as well. C1. Entrance Hall This hall has the following features: A magnificent
reasoned with. A successful DC 15 Intelligence (Arcana) check reveals that the pentagram prevents Osvaldo from manipulating his chains, and that the effect ends if another creature enters the area
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
wearing a golden suit of scale mail (see “Treasure”). Hanging on the walls are three enormous shields made from dragon turtle shells and six massive greatswords with coral-inlaid hilts and sharpened
whalebone blades lined with shark teeth. The shields and the weapons aren’t particularly valuable, especially given their weight. A concave wall to the south has a giant-sized secret door set into it. It
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
gets his hands on the iron flask containing Maegera the Dawn Titan (see the “Special Delivery” section at the end of this chapter), he goes inside the adamantine forge and opens the iron flask
contain iron weapon racks bristling with greatswords, iron mannequins draped in plate armor, marble shelves that hold iron helms, and hooks with iron shields hanging from them. There’s enough equipment
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, next to a large wooden cage containing a rust monster. Along the walls are piles of broken and rusted helmets, shields, and weapons. Hanging from hooks on the back wall are three mannequins made of
straw and canvas, with a multitude of crossbow bolts sticking in them. Noska keeps the rust monster as a pet and feeds it items from the piles of discarded helms, shields, and armaments. He uses the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
stonecutter (area 18) and Luruth the tanner (area 19). Rumors of Evil. Among the guests at the Swinging Sword is Brother Eardon (male half-elf acolyte), a follower of Lathander, god of the dawn. Brother
and used items of all sorts. Endrith Vallivoe (male Tethyrian human commoner) is a retired caravan merchant who sells new and used goods: furniture, lamps, carpets, mirrors, weapons, shields, helms