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Returning 35 results for 'badly blade defusing calling resolve'.
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Monsters
Forgotten Realms: Adventures in Faerûn
Blood-Soaked Resolve. While Bloodied, the cultist has Advantage on saving throws.Multiattack. The cultist makes three Cursed Blade attacks. It can replace one of these attacks with a use of
Spellcasting.
Cursed Blade. Melee or Ranged Attack Roll: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Cursed Blade"} (with Advantage if the target doesn’t have all its Hit Points
Backgrounds
Baldur’s Gate: Descent into Avernus
Baldur’s Gate is a city badly in need of heroes, and every so often, one rises from among its own. Ordinary people who rise to greatness are beloved in local history, but the popular
me away from my higher calling. (Any)
d6
Bond
1
I have a family, but I have no idea where they are. One day, I hope to see them again.
2
I worked the land, I love the land
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
, green, gray, and death slaadi requires a successful DC 12 Intelligence (Arcana) check. Defusing Slaad Confrontations. Writing short essays about commonly accepted ways to keep slaadi calm during
sometimes assume that “slaad” is a misspelling or mispronunciation. Calling these creatures “salads” is frowned upon. Frogs are common on campus and are often kept as pets
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
, green, gray, and death slaadi requires a successful DC 12 Intelligence (Arcana) check. Defusing Slaad Confrontations. Writing short essays about commonly accepted ways to keep slaadi calm during
sometimes assume that “slaad” is a misspelling or mispronunciation. Calling these creatures “salads” is frowned upon. Frogs are common on campus and are often kept as pets
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
, green, gray, and death slaadi requires a successful DC 12 Intelligence (Arcana) check. Defusing Slaad Confrontations. Writing short essays about commonly accepted ways to keep slaadi calm during
sometimes assume that “slaad” is a misspelling or mispronunciation. Calling these creatures “salads” is frowned upon. Frogs are common on campus and are often kept as pets
Druid
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
; activities.
Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life
.
Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
’ activities. Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life
. Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature’s indomitable will.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
’ activities. Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life
. Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature’s indomitable will.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
(necromancy)
1st Level
Cause fear (necromancy)
2nd Level
Earthbind (transmutation)
Mind spike (divination)
Shadow blade (illusion)
3rd Level
Enemies abound (enchantment)
Summon lesser demons
demon (conjuration)
5th Level
Danse Macabre (necromancy)
Enervation (necromancy)
Far step (conjuration)
Infernal calling (conjuration)
Negative energy flood (necromancy)
Synaptic static
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
’ activities. Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life
. Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature’s indomitable will.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
’ activities. Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life
. Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature’s indomitable will.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
’ activities. Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life
. Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature’s indomitable will.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
’ activities. Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life
. Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature’s indomitable will.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
(necromancy)
1st Level
Cause fear (necromancy)
2nd Level
Earthbind (transmutation)
Mind spike (divination)
Shadow blade (illusion)
3rd Level
Enemies abound (enchantment)
Summon lesser demons
demon (conjuration)
5th Level
Danse Macabre (necromancy)
Enervation (necromancy)
Far step (conjuration)
Infernal calling (conjuration)
Negative energy flood (necromancy)
Synaptic static
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
(necromancy)
1st Level
Cause fear (necromancy)
2nd Level
Earthbind (transmutation)
Mind spike (divination)
Shadow blade (illusion)
3rd Level
Enemies abound (enchantment)
Summon lesser demons
demon (conjuration)
5th Level
Danse Macabre (necromancy)
Enervation (necromancy)
Far step (conjuration)
Infernal calling (conjuration)
Negative energy flood (necromancy)
Synaptic static
Magic Items
Baldur’s Gate: Descent into Avernus
!
5
I allow nothing to stand in the way of my crusade to eradicate evil from the multiverse.
6
I ignore those who do not support my plans, for my calling is higher than all others
destroyed if it’s used to shatter the Companion (see “Shattering the Companion”), unless the blade is wielded by an angel of challenge rating 15 or higher, or a good-aligned cleric or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
curse that prevents its wielder from dropping it. If the blade is pried from its wielder’s grasp, it instantly teleports back into the wielder’s hand. The curse can be ended by casting a remove curse
the ceiling connect to shop cellars in the city above. These passages carry voices from Waterdeep, but the sound is distorted so badly that words at one end can’t be discerned by creatures at the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
curse that prevents its wielder from dropping it. If the blade is pried from its wielder’s grasp, it instantly teleports back into the wielder’s hand. The curse can be ended by casting a remove curse
the ceiling connect to shop cellars in the city above. These passages carry voices from Waterdeep, but the sound is distorted so badly that words at one end can’t be discerned by creatures at the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
curse that prevents its wielder from dropping it. If the blade is pried from its wielder’s grasp, it instantly teleports back into the wielder’s hand. The curse can be ended by casting a remove curse
the ceiling connect to shop cellars in the city above. These passages carry voices from Waterdeep, but the sound is distorted so badly that words at one end can’t be discerned by creatures at the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
gives them remarkable resolve in the face of threats. Cultists perform much of a cult’s mundane work, which might include evangelism, criminal acts, or serving as sacrifices. Cultist Medium or Small
Pact Blade. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 7 (2d6) Necrotic damage.
Spellcasting. The cultist casts one of the following spells, using Wisdom as the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
gives them remarkable resolve in the face of threats. Cultists perform much of a cult’s mundane work, which might include evangelism, criminal acts, or serving as sacrifices. Cultist Medium or Small
Pact Blade. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 7 (2d6) Necrotic damage.
Spellcasting. The cultist casts one of the following spells, using Wisdom as the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
)
Maximilian’s earthen grasp (transmutation)
Mind spike (divination)
Pyrotechnics (transmutation)
Shadow blade (illusion)
Skywrite (transmutation, ritual)
Snilloc’s snowball swarm (evocation
)
Infernal calling (conjuration)
Negative energy flood (necromancy)
Skill empowerment (transmutation)
Steel wind strike (conjuration)
Synaptic static (enchantment)
Transmute rock
Compendium
- Sources->Dungeons & Dragons->Monster Manual
gives them remarkable resolve in the face of threats. Cultists perform much of a cult’s mundane work, which might include evangelism, criminal acts, or serving as sacrifices. Cultist Medium or Small
Pact Blade. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 7 (2d6) Necrotic damage.
Spellcasting. The cultist casts one of the following spells, using Wisdom as the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
)
Maximilian’s earthen grasp (transmutation)
Mind spike (divination)
Pyrotechnics (transmutation)
Shadow blade (illusion)
Skywrite (transmutation, ritual)
Snilloc’s snowball swarm (evocation
)
Infernal calling (conjuration)
Negative energy flood (necromancy)
Skill empowerment (transmutation)
Steel wind strike (conjuration)
Synaptic static (enchantment)
Transmute rock
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
)
Maximilian’s earthen grasp (transmutation)
Mind spike (divination)
Pyrotechnics (transmutation)
Shadow blade (illusion)
Skywrite (transmutation, ritual)
Snilloc’s snowball swarm (evocation
)
Infernal calling (conjuration)
Negative energy flood (necromancy)
Skill empowerment (transmutation)
Steel wind strike (conjuration)
Synaptic static (enchantment)
Transmute rock
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
agent of the Sunweaver—deemed service in the Brightguard a holy calling, the group’s ranks swelled. Most members have unshakable resolve, but recent revolutionary acts have the order on edge. The
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
agent of the Sunweaver—deemed service in the Brightguard a holy calling, the group’s ranks swelled. Most members have unshakable resolve, but recent revolutionary acts have the order on edge. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
8. The Fate of Falkir’s Fist A little more than a year ago, four dwarf adventurers calling themselves Falkir’s Fist made it this far into Undermountain before Muiral killed them. The room where they
mirror with an engraved stone frame. This mirror is one of Halaster’s magic gates (see “Gates”).
Dwarf Remains. The badly rotted corpses of four dwarves lie in a semicircle in front of the mirror
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
8. The Fate of Falkir’s Fist A little more than a year ago, four dwarf adventurers calling themselves Falkir’s Fist made it this far into Undermountain before Muiral killed them. The room where they
mirror with an engraved stone frame. This mirror is one of Halaster’s magic gates (see “Gates”).
Dwarf Remains. The badly rotted corpses of four dwarves lie in a semicircle in front of the mirror
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
8. The Fate of Falkir’s Fist A little more than a year ago, four dwarf adventurers calling themselves Falkir’s Fist made it this far into Undermountain before Muiral killed them. The room where they
mirror with an engraved stone frame. This mirror is one of Halaster’s magic gates (see “Gates”).
Dwarf Remains. The badly rotted corpses of four dwarves lie in a semicircle in front of the mirror
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
agent of the Sunweaver—deemed service in the Brightguard a holy calling, the group’s ranks swelled. Most members have unshakable resolve, but recent revolutionary acts have the order on edge. The
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the Rogue Stole Your Coins, We Have a Job to Do. You help advance the franchise by calling for votes, making sure you’re always on the side with the most votes, and resolving disputes within the
franchise party. Noteworthy Decisionists: Donaar Blit’zen (“C” Team), Kelshi Annab Essential Functions: Receive one extra vote on franchise matters; resolve interparty conflicts Position Proficiencies: In
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the Rogue Stole Your Coins, We Have a Job to Do. You help advance the franchise by calling for votes, making sure you’re always on the side with the most votes, and resolving disputes within the
franchise party. Noteworthy Decisionists: Donaar Blit’zen (“C” Team), Kelshi Annab Essential Functions: Receive one extra vote on franchise matters; resolve interparty conflicts Position Proficiencies: In
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
curry Lolth’s favor, or to accomplish something more devious. As long as both sides get what they want, these arrangements conclude without further incident. Every so often, a demon summoning goes badly
could handle. Calling forth a demon and failing to rein it in is a capital crime in most drow communities — an uncontrolled demon often spells disaster not only for the drow who pulled it from the Abyss
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
curry Lolth’s favor, or to accomplish something more devious. As long as both sides get what they want, these arrangements conclude without further incident. Every so often, a demon summoning goes badly
could handle. Calling forth a demon and failing to rein it in is a capital crime in most drow communities — an uncontrolled demon often spells disaster not only for the drow who pulled it from the Abyss






