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Returning 35 results for 'becoming blades diffusing closes regions'.
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Classes
Player’s Handbook
regions of unspoiled nature, but when a significant danger arises, Druids take a more active role as adventurers who combat the threat.
Becoming a Druid...
As a Level 1 Character
Gain all the
Monsters
Vecna: Eve of Ruin
"} piercing damage and have the prone condition. A creature makes this saving throw only once per turn.Blade scouts are responsible for exploring and charting Mournland regions not yet claimed by the Lord of
Blades’ legions.
Blades of Eberron
In the aftermath of Eberron’s Last War, a warforged called the Lord of Blades rose to fill the power vacuum left in the devastated Mournland. The Lord
Monsters
Guildmasters’ Guide to Ravnica
anything they come across, and their movement accounts for much of the destruction in the rubblebelt regions of Ravnica.
A wurm burrows through loose earth by using deep sonic vibrations to liquefy the
earth in front of it and swim through the area. The soil resolidifies and closes behind it. Moving through rock is slower and more difficult, and the wurm leaves a tunnel in its wake.
The Gruul Clans
Monsters
Van Richten’s Guide to Ravenloft
weapons with which they can slaughter prey. Sharp iron fences, crushing stalagmites and blades of glass all conveniently appear in order to aid a juggernaut’s brutality. Every juggernaut considers
dissects victims or harvests their organs for the sake of medical understanding.
5
Mask. The killer wears a distinctive disguise, its visage becoming a symbol of its crimes.
6
Penitent. The
Monsters
Eberron: Rising from the Last War
","rollAction":"Rejuvenation"} days, regaining all her hit points and becoming active again. The new body appears within two hundred miles of the location at which she was destroyed.
Spellcasting. Illmarrow
— an ancient lich said to dwell in a castle of bone and ice in the coldest regions of the Lhazaar Principalities. Some stories say that she is served by a legion of undead and that she maintains a
Druid
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
; territory.
Druids are often found guarding sacred sites or watching over regions of unspoiled nature. But when a significant danger arises, threatening nature’s balance or the lands they protect
becoming a druid was part of your character’s destiny.
Have you always been an adventurer as part of your druidic calling, or did you first spend time as a caretaker of a sacred grove or spring
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
apprentice warforged becomes obsessed with the Lord of Blades’ message, disrupting house operations in the hope of becoming a warrior in the Mournland. 2 A warforged druid devises diseases and poisons that
Lord of Blades NPCs The Lord of Blades highlights the issues surrounding the creation of the warforged. He and his followers are ready antagonists, employing deadly methods in pursuit of their aims
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
apprentice warforged becomes obsessed with the Lord of Blades’ message, disrupting house operations in the hope of becoming a warrior in the Mournland. 2 A warforged druid devises diseases and poisons that
Lord of Blades NPCs The Lord of Blades highlights the issues surrounding the creation of the warforged. He and his followers are ready antagonists, employing deadly methods in pursuit of their aims
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
apprentice warforged becomes obsessed with the Lord of Blades’ message, disrupting house operations in the hope of becoming a warrior in the Mournland. 2 A warforged druid devises diseases and poisons that
Lord of Blades NPCs The Lord of Blades highlights the issues surrounding the creation of the warforged. He and his followers are ready antagonists, employing deadly methods in pursuit of their aims
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, “Adventure Environments,” of the Dungeon Master’s Guide). Characters who stray from the unobstructed path through the webs risk becoming stuck. Secret Doors At the west end of the hall are two secret
this door coming from area K38, it closes and locks behind them if they don’t take measures to prop it open. A narrow secret door at the western end of the south wall is hidden behind a mass of webs
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, “Adventure Environments,” of the Dungeon Master’s Guide). Characters who stray from the unobstructed path through the webs risk becoming stuck. Secret Doors At the west end of the hall are two secret
this door coming from area K38, it closes and locks behind them if they don’t take measures to prop it open. A narrow secret door at the western end of the south wall is hidden behind a mass of webs
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, “Adventure Environments,” of the Dungeon Master’s Guide). Characters who stray from the unobstructed path through the webs risk becoming stuck. Secret Doors At the west end of the hall are two secret
this door coming from area K38, it closes and locks behind them if they don’t take measures to prop it open. A narrow secret door at the western end of the south wall is hidden behind a mass of webs
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Blade Scout Blade scouts are responsible for exploring and charting Mournland regions not yet claimed by the Lord of Blades’ legions. Blade Scout Medium Construct (Warforged), Typically Lawful Evil
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Blade Scout Blade scouts are responsible for exploring and charting Mournland regions not yet claimed by the Lord of Blades’ legions. Blade Scout Medium Construct (Warforged), Typically Lawful Evil
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Blade Scout Blade scouts are responsible for exploring and charting Mournland regions not yet claimed by the Lord of Blades’ legions. Blade Scout Medium Construct (Warforged), Typically Lawful Evil
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Example Complex Traps The following complex traps can be used to challenge characters or to inspire your own creations. Path of Blades Complex trap (level 1–4, dangerous threat) Hidden within a
cunningly hidden secret doors. The hallway is 20 feet wide and 160 feet long. It is mostly clear. After 80 feet, the floor is broken and cracked, becoming difficult terrain until the 130-foot mark
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Example Complex Traps The following complex traps can be used to challenge characters or to inspire your own creations. Path of Blades Complex trap (level 1–4, dangerous threat) Hidden within a
cunningly hidden secret doors. The hallway is 20 feet wide and 160 feet long. It is mostly clear. After 80 feet, the floor is broken and cracked, becoming difficult terrain until the 130-foot mark
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Example Complex Traps The following complex traps can be used to challenge characters or to inspire your own creations. Path of Blades Complex trap (level 1–4, dangerous threat) Hidden within a
cunningly hidden secret doors. The hallway is 20 feet wide and 160 feet long. It is mostly clear. After 80 feet, the floor is broken and cracked, becoming difficult terrain until the 130-foot mark
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of
unspoiled nature, but when a significant danger arises, Druids take a more active role as adventurers who combat the threat. Becoming a Druid... As a Level 1 Druid Gain all the traits in the Core
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of
unspoiled nature, but when a significant danger arises, Druids take a more active role as adventurers who combat the threat. Becoming a Druid... As a Level 1 Druid Gain all the traits in the Core
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of unspoiled nature, but when a significant danger
arises, Druids take a more active role as adventurers who combat the threat. Becoming a Druid... As a Level 1 Druid Gain all the traits in the Core Druid Traits table. Gain the Druid’s level 1 features
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of unspoiled nature, but when a significant danger
arises, Druids take a more active role as adventurers who combat the threat. Becoming a Druid... As a Level 1 Druid Gain all the traits in the Core Druid Traits table. Gain the Druid’s level 1 features
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the threat, dismissing reports of vanished regions as rumors and fearmongering. As the domain splits into crumbling islands, ambitious beings vie for Azalin’s power, each claiming to be the lost
king’s obvious successor. These would-be tyrants blame one another for the domain’s dissolution, and each believes they alone can save Darkon by becoming its sole ruler.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of unspoiled nature, but when a significant danger
arises, Druids take a more active role as adventurers who combat the threat. Becoming a Druid... As a Level 1 Druid Gain all the traits in the Core Druid Traits table. Gain the Druid’s level 1 features
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of
unspoiled nature, but when a significant danger arises, Druids take a more active role as adventurers who combat the threat. Becoming a Druid... As a Level 1 Druid Gain all the traits in the Core
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the threat, dismissing reports of vanished regions as rumors and fearmongering. As the domain splits into crumbling islands, ambitious beings vie for Azalin’s power, each claiming to be the lost
king’s obvious successor. These would-be tyrants blame one another for the domain’s dissolution, and each believes they alone can save Darkon by becoming its sole ruler.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the threat, dismissing reports of vanished regions as rumors and fearmongering. As the domain splits into crumbling islands, ambitious beings vie for Azalin’s power, each claiming to be the lost
king’s obvious successor. These would-be tyrants blame one another for the domain’s dissolution, and each believes they alone can save Darkon by becoming its sole ruler.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
features that allow them to make more attacks or to do more impressive things with those attacks. These adventurers often confront threats to whole regions. Tier 4 (Levels 17–20) At tier 4, characters
achieve the pinnacle of their class features, becoming heroic archetypes. The fate of the world or even the order of the multiverse might hang in the balance during their adventures. Bonus Feats at
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
features that allow them to make more attacks or to do more impressive things with those attacks. These adventurers often confront threats to whole regions. Tier 4 (Levels 17–20) At tier 4, characters
achieve the pinnacle of their class features, becoming heroic archetypes. The fate of the world or even the order of the multiverse might hang in the balance during their adventures. Bonus Feats at
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
features that allow them to make more attacks or to do more impressive things with those attacks. These adventurers often confront threats to whole regions. Tier 4 (Levels 17–20) At tier 4, characters
achieve the pinnacle of their class features, becoming heroic archetypes. The fate of the world or even the order of the multiverse might hang in the balance during their adventures. Bonus Feats at
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
features that allow them to make more attacks or to do more impressive things with those attacks. These adventurers often confront threats to whole regions. Tier 4 (Levels 17–20) At tier 4, characters
achieve the pinnacle of their class features, becoming heroic archetypes. The fate of the world or even the order of the multiverse might hang in the balance during their adventures. Bonus Feats at
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
features that allow them to make more attacks or to do more impressive things with those attacks. These adventurers often confront threats to whole regions. Tier 4 (Levels 17–20) At tier 4, characters
achieve the pinnacle of their class features, becoming heroic archetypes. The fate of the world or even the order of the multiverse might hang in the balance during their adventures. Bonus Feats at
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
features that allow them to make more attacks or to do more impressive things with those attacks. These adventurers often confront threats to whole regions. Tier 4 (Levels 17–20) At tier 4, characters
achieve the pinnacle of their class features, becoming heroic archetypes. The fate of the world or even the order of the multiverse might hang in the balance during their adventures. Bonus Feats at
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
of floor that adjoins the western wall.
The openings in the floor are pits, each 5 feet wide and 10 feet deep. Their bottoms are lined with rusty, razor-like blades. Anyone who falls in takes 6
. The creature takes 11 (2d10) damage at the start of each of its turns. If a victim is not cured by other means, it can repeat the saving throw at the end of every minute after becoming exposed, ending the effect on itself with a successful save.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
of floor that adjoins the western wall.
The openings in the floor are pits, each 5 feet wide and 10 feet deep. Their bottoms are lined with rusty, razor-like blades. Anyone who falls in takes 6
. The creature takes 11 (2d10) damage at the start of each of its turns. If a victim is not cured by other means, it can repeat the saving throw at the end of every minute after becoming exposed, ending the effect on itself with a successful save.






