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Returning 31 results for 'slayer armor'.
Classes
Player’s Handbook
: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival
Weapon Proficiencies
Simple and Martial weapons
Armor Training
Light and Medium armor and
Shields
Starting Equipment
Choose A or B: (A) Studded Leather;Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer's Pack, and 7 GP
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn. Giant Slayer Weapon (any axe or sword), rare
You gain a +1 bonus to attack and damage rolls made with
weapon, “giant” refers to any creature with the giant type, including ettins and trolls.
Glamoured Studded Leather Armor (studded leather), rare
While wearing this armor, you gain a +1 bonus to AC
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn. Giant Slayer Weapon (any axe or sword), rare
You gain a +1 bonus to attack and damage rolls made with
weapon, “giant” refers to any creature with the giant type, including ettins and trolls.
Glamoured Studded Leather Armor (studded leather), rare
While wearing this armor, you gain a +1 bonus to AC
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Enspelled Armor (level 2 or 3 spell) 35–37 Enspelled Weapon (level 2 or 3 spell) 38–40 Flame Tongue 41–43 Giant Slayer 44–46 Horn of Blasting 47–48 Horn of Valhalla (brass or silver) 49–51 Ioun Stone
Armaments Tables Armaments—Common 1d100 Item 01–10 Armor of Gleaming 11–20 Cast-Off Armor 21–30 Dread Helm 31–40 Moon-Touched Sword 41–50 Shield of Expression 51–60 Silvered Weapon 61–70
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Enspelled Armor (level 2 or 3 spell) 35–37 Enspelled Weapon (level 2 or 3 spell) 38–40 Flame Tongue 41–43 Giant Slayer 44–46 Horn of Blasting 47–48 Horn of Valhalla (brass or silver) 49–51 Ioun Stone
Armaments Tables Armaments—Common 1d100 Item 01–10 Armor of Gleaming 11–20 Cast-Off Armor 21–30 Dread Helm 31–40 Moon-Touched Sword 41–50 Shield of Expression 51–60 Silvered Weapon 61–70
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
shackles Wondrous item No Dragon slayer Weapon No Elven chain Armor No Figurine of wondrous power (bronze griffon) Wondrous item No Figurine of wondrous power (ebony fly) Wondrous item No Figurine of
) Wondrous item No Figurine of wondrous power (serpentine owl) Wondrous item No Flame tongue Weapon Yes Gem of seeing Wondrous item Yes Giant slayer Weapon No Glamoured studded leather Armor No Helm of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
shackles Wondrous item No Dragon slayer Weapon No Elven chain Armor No Figurine of wondrous power (bronze griffon) Wondrous item No Figurine of wondrous power (ebony fly) Wondrous item No Figurine of
) Wondrous item No Figurine of wondrous power (serpentine owl) Wondrous item No Flame tongue Weapon Yes Gem of seeing Wondrous item Yes Giant slayer Weapon No Glamoured studded leather Armor No Helm of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Heavy Armor Master General Inspiring Leader General Interception Fighting Style Keen Mind General Lightly Armored General Lucky Origin Mage Slayer General Magic Initiate* Origin Martial Weapon
Training General Medium Armor Master General Moderately Armored General Mounted Combatant General Musician Origin Observant General Piercer General Poisoner General Polearm Master General Protection
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Heavy Armor Master General Inspiring Leader General Interception Fighting Style Keen Mind General Lightly Armored General Lucky Origin Mage Slayer General Magic Initiate* Origin Martial Weapon
Training General Medium Armor Master General Moderately Armored General Mounted Combatant General Musician Origin Observant General Piercer General Poisoner General Polearm Master General Protection
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Cleric Forge Domain 1st Clad in heavy armor, serves a god of the forge or creation Cleric Grave Domain 1st Opposes the blight of undeath Druid Circle of Dreams 2nd Mends wounds, guards the weary, and
magic Ranger Monster Slayer 3rd Hunts down creatures of the night and wielders of grim magic Rogue Inquisitive 3rd Roots out secrets, akin to a masterful detective Rogue Mastermind 3rd A master tactician
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Cleric Forge Domain 1st Clad in heavy armor, serves a god of the forge or creation Cleric Grave Domain 1st Opposes the blight of undeath Druid Circle of Dreams 2nd Mends wounds, guards the weary, and
magic Ranger Monster Slayer 3rd Hunts down creatures of the night and wielders of grim magic Rogue Inquisitive 3rd Roots out secrets, akin to a masterful detective Rogue Mastermind 3rd A master tactician
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
3 3 3 1 19 +6 Epic Boon 6 15 4 3 3 3 2 20 +6 Foe Slayer 6 15 4 3 3 3 2 Level 1: Spellcasting You have learned to channel the magical essence of nature to cast spells. See “Spells” for the rules on
your turn. Level 6: Roving Your Speed increases by 10 feet while you aren’t wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed. Level 9: Expertise Choose two of your
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
3 3 3 1 19 +6 Epic Boon 6 15 4 3 3 3 2 20 +6 Foe Slayer 6 15 4 3 3 3 2 Level 1: Spellcasting You have learned to channel the magical essence of nature to cast spells. See chapter 7 for the rules on
once whenever you take the Attack action on your turn. MIKE PAPE Level 6: Roving Your Speed increases by 10 feet while you aren’t wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
3 3 3 1 19 +6 Epic Boon 6 15 4 3 3 3 2 20 +6 Foe Slayer 6 15 4 3 3 3 2 Level 1: Spellcasting You have learned to channel the magical essence of nature to cast spells. See “Spells” for the rules on
your turn. Level 6: Roving Your Speed increases by 10 feet while you aren’t wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed. Level 9: Expertise Choose two of your
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
3 3 3 1 19 +6 Epic Boon 6 15 4 3 3 3 2 20 +6 Foe Slayer 6 15 4 3 3 3 2 Level 1: Spellcasting You have learned to channel the magical essence of nature to cast spells. See chapter 7 for the rules on
once whenever you take the Attack action on your turn. MIKE PAPE Level 6: Roving Your Speed increases by 10 feet while you aren’t wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
NPCs Augrek Brighthelm Medium Humanoid (Dwarf), Lawful Good
Armor Class 15 (chain shirt, shield)
Hit Points 13 (2d8 + 4)
Speed 25 ft.
STR
14 (+2)
DEX
11 (+0)
CON
15 (+2
Medium Humanoid (Human), Lawful Good
Armor Class 14 (leather)
Hit Points 22 (5d8)
Speed 30 ft.
STR
14 (+2)
DEX
17 (+3)
CON
11 (+0)
INT
12 (+1)
WIS
13 (+1
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
I love, I must keep them distant and hidden from my enemies.” Flaw. “I am cursed. Thus, I will never have peace.” Rictavio
Medium humanoid (human), lawful good
Armor Class 12 (leather armor
, remove curse, speak with dead
4th level (3 slots): death ward, freedom of movement
5th level (1 slot): dispel evil and good
Undead Slayer. When Rictavio hits an undead with a weapon attack, the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
I love, I must keep them distant and hidden from my enemies.” Flaw. “I am cursed. Thus, I will never have peace.” Rictavio
Medium humanoid (human), lawful good
Armor Class 12 (leather armor
, remove curse, speak with dead
4th level (3 slots): death ward, freedom of movement
5th level (1 slot): dispel evil and good
Undead Slayer. When Rictavio hits an undead with a weapon attack, the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
NPCs Augrek Brighthelm Medium Humanoid (Dwarf), Lawful Good
Armor Class 15 (chain shirt, shield)
Hit Points 13 (2d8 + 4)
Speed 25 ft.
STR
14 (+2)
DEX
11 (+0)
CON
15 (+2
Medium Humanoid (Human), Lawful Good
Armor Class 14 (leather)
Hit Points 22 (5d8)
Speed 30 ft.
STR
14 (+2)
DEX
17 (+3)
CON
11 (+0)
INT
12 (+1)
WIS
13 (+1
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
damaging than their nonmagical counterparts. For example, a +1 longsword and a giant slayer both give you a +1 bonus to attack rolls and damage rolls, whereas neither a flame tongue nor a frost brand
your action to don the shield as normal (see “Getting Into and Out of Armor” in chapter 5 of the Player’s Handbook). If a character hits a monk with a dwarven thrower and the monk uses Deflect Missiles
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
damaging than their nonmagical counterparts. For example, a +1 longsword and a giant slayer both give you a +1 bonus to attack rolls and damage rolls, whereas neither a flame tongue nor a frost brand
your action to don the shield as normal (see “Getting Into and Out of Armor” in chapter 5 of the Player’s Handbook). If a character hits a monk with a dwarven thrower and the monk uses Deflect Missiles
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
ferocity to best advantage, and helps the ordinary warriors to work together against their adversaries. Orc Blade of Ilneval
Medium humanoid (orc), chaotic evil
Armor Class 18 (chain mail, shield
Luthic
Medium humanoid (orc), chaotic evil
Armor Class 14 (hide armor)
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR
14(+2)
DEX
15(+2)
CON
16(+3)
INT
10(+0)
WIS
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
ferocity to best advantage, and helps the ordinary warriors to work together against their adversaries. Orc Blade of Ilneval
Medium humanoid (orc), chaotic evil
Armor Class 18 (chain mail, shield
Luthic
Medium humanoid (orc), chaotic evil
Armor Class 14 (hide armor)
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR
14(+2)
DEX
15(+2)
CON
16(+3)
INT
10(+0)
WIS
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
jaws of peril and has the normal halfling’s luck. Hew Hackinstone Barmy dwarf dragon slayer (Port Nyanzaru) When the characters meet Hew, give the players a copy of handout 5 in appendix E. Three
5 inches tall and weighs 140 pounds. He carries a wooden maul named Skullbash. His armor is fashioned from the spatulate bones of dinosaurs, and it’s gashed and scarred by weapons, claws, and teeth
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
jaws of peril and has the normal halfling’s luck. Hew Hackinstone Barmy dwarf dragon slayer (Port Nyanzaru) When the characters meet Hew, give the players a copy of handout 5 in appendix E. Three
5 inches tall and weighs 140 pounds. He carries a wooden maul named Skullbash. His armor is fashioned from the spatulate bones of dinosaurs, and it’s gashed and scarred by weapons, claws, and teeth
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, where Hiatea focused on strengthening communities. Then, when she learned of her true parentage, she pursued arduous quests as a hunter and monster slayer to prove her worth to her father. (It’s
, typically leaving mayhem and destruction in their wake. Aside from his escapades involving Thrym, Surtur is known for his unsurpassed skill at metalwork, especially forging weapons and armor. Priests and
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, where Hiatea focused on strengthening communities. Then, when she learned of her true parentage, she pursued arduous quests as a hunter and monster slayer to prove her worth to her father. (It’s
, typically leaving mayhem and destruction in their wake. Aside from his escapades involving Thrym, Surtur is known for his unsurpassed skill at metalwork, especially forging weapons and armor. Priests and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
gemstones, a torn-up suit of gnome-sized leather armor with a tiny electrum music box (worth 50 gp) tucked inside one of its many pockets, a dagger with an obsidian blade (worth 75 gp), a gold-plated helm
finishing a long rest in the forest, each character who aided in Halani’s safe return gains a charm of the slayer (see the “Supernatural Gifts” section in chapter 7 of the Dungeon Master’s Guide
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
his time with the “dragon slayer” (the Vonindod in area 28), while her mother likes to oversee activity in the kitchen (area 31). It might occur to the characters that they could benefit from capturing
creature that ends its turn in the room takes 5 (1d10) fire damage, or 11 (2d10) fire damage if it’s wearing metal armor. A creature that comes into direct contact with the superheated shell of the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
gemstones, a torn-up suit of gnome-sized leather armor with a tiny electrum music box (worth 50 gp) tucked inside one of its many pockets, a dagger with an obsidian blade (worth 75 gp), a gold-plated helm
finishing a long rest in the forest, each character who aided in Halani’s safe return gains a charm of the slayer (see the “Supernatural Gifts” section in chapter 7 of the Dungeon Master’s Guide
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
his time with the “dragon slayer” (the Vonindod in area 28), while her mother likes to oversee activity in the kitchen (area 31). It might occur to the characters that they could benefit from capturing
creature that ends its turn in the room takes 5 (1d10) fire damage, or 11 (2d10) fire damage if it’s wearing metal armor. A creature that comes into direct contact with the superheated shell of the