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Returning 35 results for 'before branches diffusing common religion'.
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Spells
Player’s Handbook
.
The spell doesn’t enable plants to uproot themselves and move about, but they can move their branches, tendrils, and stalks for you.
If a Plant creature is in the area, you can communicate with it as if you shared a common language.
Speak with Plants
Legacy
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Spells
Basic Rules (2014)
move about, but they can freely move branches, tendrils, and stalks.
If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical
and branches to hinder pursuers, for example.
Plants might be able to perform other tasks on your behalf, at the GM’s discretion. The spell doesn’t enable plants to uproot themselves and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
looks like an oversized, four-armed ape with grayish-tan skin and white fur. Its vicious fangs and claws reveal it to be a monstrous predator.
Girallons are most common in temperate or warm forest
forests and jungles, seem to attract girallons. They see a city’s buildings as a superior sort of forest whose uppermost “branches” can safely support them. The creatures can easily
Hermit
Legacy
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Backgrounds
Player’s Handbook (2014)
quiet, solitude, and perhaps some of the answers you were looking for.
Skill Proficiencies: Medicine, Religion
Tool Proficiencies: Herbalism kit
Languages: One of your choice
Equipment: A scroll
case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5 gp
Life of Seclusion
What was the reason for your isolation, and what
Acolyte
Legacy
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Backgrounds
Basic Rules (2014)
.
Skill Proficiencies: Insight, Religion
Languages: Two of your choice
Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of
incense, vestments, a set of common clothes, and a pouch containing 15 gp
FEATURE: SHELTER OF THE FAITHFUL
As an acolyte, you command the respect of those who share your faith, and you can perform
Elf
Legacy
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Species
Basic Rules (2014)
insults with vengeance.
Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They
humans translate their family names into Common, but others retain the Elvish version.
Child Names: Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin
Warforged
Legacy
This doesn't reflect the latest rules and lore.
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Species
Eberron: Rising from the Last War
their muscles, wrapped around a framework of steel, darkwood, or stone. Armored plates form a protective outer shell and reinforce joints. Warforged share a common facial design, with a hinged jaw
and crystal eyes embedded beneath a reinforced brow ridge. Beyond these common elements of warforged design, the precise materials and build of a warforged vary based on the purpose for which it was
Backgrounds
Baldur’s Gate: Descent into Avernus
, or even an occult group that served a fiendish master that you now deny.
Skill Proficiencies: Insight, Religion
Languages: Two of your choice
Equipment: A holy symbol (a gift
to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 gp
FEATURE: SHELTER OF THE FAITHFUL
As
Backgrounds
Curse of Strahd: Character Options
, Religion, or Survival
Languages: Choose two, one of which must be Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon
Equipment: A Monster Hunter's Pack;monster
, common;set of common clothes, and 1 sp.
Harrowing Event
Prior to becoming an adventurer, your path in life was defined by one dark moment, one fateful decision, or one tragedy. Now you feel a darkness
Backgrounds
Planescape: Adventures in the Multiverse
(such as a bag of golden tea leaves or the tooth of a planar beast), a manifesto of your guiding philosophy, a set of common clothes in your faction’s style, and a pouch containing 10 gp worth of
coins from different worlds and planes
Sigil Faction Affinities
Faction
Skill
Athar
Religion
Bleak Cabal
Insight
Doomguard
Nature
Fated
Intimidation
Backgrounds
Sword Coast Adventurer's Guide
choice, as appropriate to your factionLanguages: Two of your choiceEquipment: Badge or emblem of your faction, a copy of a seminal faction text (or a code-book for a covert faction), a set of common
in the shadows. Order agents tend to be proficient in Religion, and frequently seek aid from law enforcement friendly to the order’s ideals, and the clergy of the order’s patron gods.
The
Backgrounds
Baldur’s Gate: Descent into Avernus
time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you were looking for.
Skill Proficiencies: Medicine, Religion
Tool Proficiencies: Herbalism kit
Languages: One of your choice
Equipment: A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5 gp
Hermit Origins
Any
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example. Plants might be able to
perform other tasks on your behalf, at the DM’s discretion. The spell doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. If a plant
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example. Plants might be able to
perform other tasks on your behalf, at the DM’s discretion. The spell doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. If a plant
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, but they can move their branches, tendrils, and stalks for you. If a Plant creature is in the area, you can communicate with it as if you shared a common language.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, but they can move their branches, tendrils, and stalks for you. If a Plant creature is in the area, you can communicate with it as if you shared a common language.
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
personalities are common here, even among the local wildlife. Animated trees swat at passersby, sentient flowers scoff and sneer, and local Fey are grumpy and uncooperative. 2 Crystalline. This domain contains
cast. Tree branches look like skeletal fingers, night creatures slink and flutter about, and skull-like faces appear on plants, stones, and sprites’ wings. 4 Inquisitive. Creatures in this domain are
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
10 +0 +0
Wis 14 +2 +4
Cha 13 +1 +1
Skills Deception +3, Persuasion +3, Religion +2
Gear Holy Symbol, Leather Armor
Senses Passive Perception 12
Languages Common
CR 2 (XP
Ability Score Mod Save
Int 10 +0 +0
Wis 11 +0 +2
Cha 10 +0 +0
Skills Deception +2, Religion +2
Gear Leather Armor, Sickle
Senses Passive Perception 10
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
your own personal religion and believe that all the established faiths are flawed. Deities of Eberron The Sovereign Host
Province
Suggested Cleric Domains
Common Symbol
Arawai Life, love
Chapter 2: Faiths of Khorvaire Religion plays an important role in Eberron. The gods don’t manifest physically, but people of faith believe that divine forces shape everyday life. Shared beliefs
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
as large tree hollows that serve as homes and shops. A few hardy individuals have made their homes amid the forest’s branches in tree houses that overlook the forest floor. Owing to the village’s
multicultural heritage, all villagers know Common. The residents are close-knit; most consider themselves an extended family.
Goblin
Legacy
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Species
Volo's Guide to Monsters
, smelting, forging, and religion. If the tribe has any spellcasters, this caste includes them. Lashers follow the lead of the tribe’s boss, and enforce their will on other goblins with whips
Adventurer’s Guide.) Use one of the warlock stat blocks in appendix B to represent this goblin, adding darkvision and the Nimble Escape traits common to all goblins.
Booyahg Booyahg Booyahg. This
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
(+0)
Skills Deception +2, Religion +2
Senses passive Perception 10
Languages any one (usually Common)
Challenge 1/8 (25 XP)
Devotion. The cultist has advantage on saving throws against being
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
traits: His walking speed is 25 feet. He has advantage on saving throws against poison and resistance to poison damage. He has darkvision out to a range of 60 feet. He speaks Common and Dwarvish. He has an Intelligence of 6 (−2) and Religion +0.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
)
INT
10(+0)
WIS
11(+0)
CHA
10(+0)
Skills Deception +2, Religion +2
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/8 (25 XP)
Dark
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
)
CHA
11 (+0)
Skills Medicine +4, Religion +2
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 1/4 (50 XP)
Spellcasting. The acolyte is a 1st-level
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Skills Deception +2, Religion +2
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/8 (25 XP
Compendium
- Sources->Dungeons & Dragons->Monster Manual
10 +0 +0
Wis 11 +0 +2
Cha 10 +0 +0
Skills Deception +2, Religion +2
Gear Leather Armor, Sickle
Senses Passive Perception 10
Languages Common
CR 1/8 (XP 25; PB +2
+2 +4
Cha 13 +1 +1
Skills Deception +3, Persuasion +3, Religion +2
Gear Holy Symbol, Leather Armor
Senses Passive Perception 12
Languages Common
CR 2 (XP 450; PB +2)
Actions
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
)
INT
15 (+2)
WIS
18 (+3)
CHA
13 (+1)
Saving Throws Wis +8
Skills Arcana +6, Investigation +6, Religion +6
Senses passive Perception 14
Languages Common, plus one of
)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws Wis +6
Skills Arcana +8, Investigation +8, Religion +8
Senses passive Perception 12
Languages Common, plus one of your choice
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
13 (+1)
INT
11 (+0)
WIS
18 (+4)
CHA
15 (+2)
Saving Throws Wis +6, Cha +4
Skills Deception +4, History +2, Religion +2
Senses passive Perception 14
Languages Common
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
.
STR
15 (+2)
DEX
10 (+0)
CON
10 (+0)
INT
10 (+0)
WIS
13 (+1)
CHA
12 (+1)
Skills Athletics +4, Insight +3, Religion +2
Senses passive Perception 11
Languages Common
Compendium
- Sources->Dungeons & Dragons->Monster Manual
tangled amid their branches and roots. Tree blights cooperate with other blights, but they attack other tree-shaped beings they encounter, such as awakened trees and treants. Tree Blight Huge Plant, Neutral
Int 6 −2 −2
Wis 10 +0 +0
Cha 3 −4 −4
Immunities Deafened
Senses Blindsight 60 ft.; Passive Perception 10
Languages Understands Common and Druidic but can’t speak
CR 7 (XP
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Cha 10 +0 +0
Skills Deception +2, Religion +2
Gear Leather Armor, Sickle
Senses Passive Perception 10
Languages Common
CR 1/8 (XP 25; PB +2)
Actions
Ritual Sickle. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 1 Necrotic damage.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
)
WIS
11 (+0)
CHA
10 (+0)
Skills Athletics +5, History +2, Perception +2, Religion +2
Senses passive Perception 12
Languages Common
Challenge 2 Proficiency Bonus +2
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
(+0)
WIS
14 (+2)
CHA
11 (+0)
Skills Medicine +4, Religion +2
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 1/4 (50 XP) Proficiency
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
13 (+1)
INT
11 (+0)
WIS
18 (+4)
CHA
15 (+2)
Saving Throws Wis +6, Cha +4
Skills Deception +4, History +2, Religion +2
Senses passive Perception 14
Languages Common






