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Returning 28 results for 'before blade divinity currents rich'.
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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
Monsters
Bigby Presents: Glory of the Giants
.
Siege Monster. The scion deals double damage to objects and structures.Multiattack. The scion makes one attack using Lava Blade or Lava Ball, as well as two Slam attacks.
Lava Blade. Melee Weapon
Attack: +18;{"diceNotation":"1d20+18", "rollType":"to hit", "rollAction":"Lava Blade"} to hit, reach 30 ft., one target. Hit: 32 (4d10 + 10);{"diceNotation":"4d10+10", "rollType":"damage", "rollAction
Monsters
Mythic Odysseys of Theros
":"cold"} cold damage.Triton masters of waves sculpt storms and change the tides, bending the sea to their will. Drawing forth living currents and the icy cold of the deep, these mages make the ocean their
of the sea, tritons live rich lives unknown to most land-dwelling individuals. While the waves separate most tritons from land-dwellers, occasionally the inhabitants of the surface and the deep come
Monsters
The Book of Many Things
fails a saving throw, it can choose to succeed instead.Multiattack. The medusa makes one Constrict attack, one Final Blade attack, and one Snake Hair attack. Alternatively, it makes two Wrathful
this grapple ends, the target has the restrained condition, and the medusa can’t constrict another creature.
Final Blade. Melee Weapon Attack: +12;{"diceNotation":"1d20+12", "rollType":"to hit
Monsters
Bigby Presents: Glory of the Giants
rage.
If intruders disturb its resting place, the fire scion’s cradle rises as a bipedal juggernaut of molten rock. Sometimes miners risk their lives to find rich veins of ore in a scion&rsquo
’s form is shrouded in a continual cloud of billowing ash and smoke. The awakened scion forms a blade of lava in its mighty hand and schemes to resume its ancient campaigns of conquest
Classes
Xanathar's Guide to Everything
forever. A blade can end a life. Fear can end an empire.
Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it
.
Oath of Conquest Features
Paladin Level
Feature
3rd
Oath Spells, Channel Divinity
7th
Aura of Conquest (10 ft.)
15th
Scornful Rebuke
18th
Aura of Conquest (30 ft.)
20th
Invincible Conqueror
Classes
Xanathar's Guide to Everything
forever. A blade can end a life. Fear can end an empire.
Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it
.
Oath of Conquest Features
Paladin Level
Feature
3rd
Oath Spells, Channel Divinity
7th
Aura of Conquest (10 ft.)
15th
Scornful Rebuke
18th
Aura of Conquest (30 ft.)
20th
Invincible Conqueror
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
you're multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting. Channel Divinity If you already have the Channel Divinity feature and gain a level in a class that also grants
the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn't give you an additional use of it. You gain additional uses only when you reach a class
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation. Trickery Domain Spells Cleric Level
or until you use this feature again. Channel Divinity: Invoke Duplicity Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself. As an action, you create
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
blade can end a life. Fear can end an empire. Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be
3rd Oath Spells, Channel Divinity 7th Aura of Conquest (10 ft.) 15th Scornful Rebuke 18th Aura of Conquest (30 ft.) 20th Invincible Conqueror Oath Spells You gain oath spells at the paladin levels
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Triton Clever, far-ranging people of the sea, tritons live rich lives unknown to most land-dwelling individuals. While the waves separate most tritons from land-dwellers, occasionally the inhabitants
damage.
Triton Master of Waves Triton masters of waves sculpt storms and change the tides, bending the sea to their will. Drawing forth living currents and the icy cold of the deep, these mages
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
a brain-rich diet secretes a thin glaze of mucus that coats its mauve skin. An illithid experiences euphoria as it devours the brain of a humanoid, along with its memories, personality, and innermost
Intelligence (save DC 15, +7 to hit with spell attacks). The mind flayer has the following wizard spells prepared:
Cantrips (at will): blade ward, dancing lights, mage hand, shocking grasp
1st
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Gruumsh in between.
— Elminster
Orc Blade of Ilneval Ilneval is Gruumsh’s battle captain, a devious strategist who directs Gruumsh’s soldiers with boldness. Among orcs, warriors that venerate Ilneval
blades, tactical experts who advise their chief in matters of war. Blades lead from the front, wading into combat fearlessly while barking orders at lesser soldiers. A blade knows how to use orcish
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
trapped with a thrusting blade trap. Noticing the trap requires a successful DC 14 Intelligence (Investigation) check. A successful DC 15 Dexterity check is required to disarm the trap. Opening the
coffer without disarming the trap, or failing to disarm it, triggers the trap. When the trap is triggered, a short blade thrusts from the coffer, stabbing any creature next to the coffer’s lock. The
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, Amun Sa, set forth a record of myself and of my dealings with this world. Our land is rich with green and fertile fields. The River Athis is the mother of our land, giving life with its waters. Athis
angle. The plaster from the great frescoes that once covered these walls has fallen to rubble. Blade marks cover the walls. The remnants of a broken door lie at the corridor’s northern opening. Dust
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
fail in some high-profile venture, they might just find caricatures of themselves and stories of their exploits in the Mouth’s latest edition. Blade and Stars This comfortable inn was named for its
, starlike motes of light to sparkle along the saber’s blade. The former innkeeper of the Blade and Stars, a chaotic neutral half-orc bandit named Aurayaun, used to insist that the illusory effect was
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
fail in some high-profile venture, they might just find caricatures of themselves and stories of their exploits in the Mouth’s latest edition. Blade and Stars This comfortable inn was named for its
, starlike motes of light to sparkle along the saber’s blade. The former innkeeper of the Blade and Stars, a chaotic neutral half-orc bandit named Aurayaun, used to insist that the illusory effect was
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
slender-bladed Giant Slayer (shortsword). The sword’s name (“Longtooth”) is engraved into the blade in Gnomish. Once the golem is destroyed, the sword can easily be freed from its chest. L4: Guano
. His body has been partially calcified by the mineral-rich water dripping from the ceiling. Green Slime. Six patches of green slime (see the Dungeon Master’s Guide) cling to the ceiling near the fallen
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
blade in Gnomish. Once the golem is destroyed, the sword can easily be freed from its chest. L3: Guano-Covered Cave The floor of this vaulted cave is covered in pungent piles of bat guano. Large leather
overtaking the cave. The cloaked figure is the corpse of an elf adventurer who died here, trapped by the green slime. His body has been partially calcified by the mineral-rich water dripping from the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
first time on a turn takes 40 (9d8) lightning damage. When the barrier appears, read: The shimmering head and shoulders of a woman blink into existence above the arena floor. Electrical currents course
rises from the goblet’s contents and dissipates in the cold air.
Each window in the auditorium depicts a wizard casting a spell from one of the eight schools of magic. The spells depicted are blade
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
privileged place among giants. On some worlds, these scions ruled the first empires of giants until Annam retreated into seclusion. On other worlds, the scions guard their birthplaces (which are rich in
their lives to find rich veins of ore in a scion’s volcano, or misguided fire cultists offer sacrifices meant to appease or awaken the volcano, and the awakened cradle defies all their expectations
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
rushes from west to east through the center of the room, crossed by two stone bridges. On the other side of the stream, three bald, gray dwarves work at a roaring forge, beating a white-hot blade into
shape on an old anvil.
Creatures. Two duergar smiths are forging a blade at the forge in the center of the south wall. The work is overseen by Snurrevin, a duergar with the following changes, which
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
running along its blade when it is swung. The king wears a necklace of coral skulls and has a broad girdle set with small gems. Around his shoulders is a cape made of white dragon hide. When he sits on
the servants’ quarters are covered with rich rugs and tapestries of no great value. The place is well lit by torches and a large brazier, and this makes it very hot indeed (just right for fire giants
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
woman in her seventies named Lady Satiir Thione-Hhune. Born into the rich and politically powerful Hhune patriar family, Satiir is a neutral evil noble with no weapons or armor (AC 11). She was kidnapped
ceremonial dagger stolen from Tiamat’s hoard: a curved ivory blade bearing Draconic runes that spell out “Fang,” along with a bone hilt wrapped in leather strips and studded with gemstones. A mending
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
bonus action on its first turn in combat, each helmed horror drops its glass lance (which shatters on the floor) and conjures a longsword-sized blade of fire, which appears in its free hand. The helmed
until the effects of Charmayne’s ritual are undone. S5: Library The library might once have been cozy with its large desk, padded couch, spacious bookshelves, and rich woods. Now, the books are ash
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
dagger with a malachite blade (250 gp). The other chest also contains a potion of resistance (fire) in a vial made from a hollowed-out dragon’s fang. B19: Storeroom Boxes, barrels, crates, and sacks are
blocks of rich incense (250 gp each). B22: Antechamber A fountain of lava wells up from the floor of this antechamber, pooling in the room’s center before running along a broad channel cut in the stone
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
blade trap. Noticing the trap requires a successful DC 12 Intelligence (Investigation) check. A successful DC 12 Dexterity check is required to disarm the trap. Opening the chest without disarming the
trap, or failing to disarm it, triggers the trap. When the trap is triggered, a scything blade swings up, striking at any creature within 5 feet of the front of the chest. Affected creatures must make a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
ghostly blue and swings open silently. Scythe Trap. If someone tries to open the door without first deactivating the lock, a scythe blade springs forth, targeting the area immediately in front of the door
: +5 to hit, 4 (1d8) slashing damage. The blade is concealed in a slot in the ceiling, 10 feet up. A character who succeeds on a DC 20 Wisdom (Perception) check can find the slot before the trap is






