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Returning 21 results for 'being blows diffusing changes readies'.
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Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Martial Arts Die. You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk
expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below. When you
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Martial Arts Die. You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk
expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below. When you
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Martial Arts Die. You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk
expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below. When you
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Martial Arts Die. You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk
expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below. When you
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Martial Arts Die. You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk
expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below. When you
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Martial Arts Die. You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk
expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below. When you
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
units heaped with furs and packed with bottles of wine, stoppered jugs, and casks of mead. Snowy wind blows in through a pillared opening in the south wall that leads to a balcony with no railing. Jarl
statistics of a mule, with the following changes. It is a construct. It follows the orders of its assembler. It is immune to poison and psychic damage; the charmed, frightened, paralyzed, petrified
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
units heaped with furs and packed with bottles of wine, stoppered jugs, and casks of mead. Snowy wind blows in through a pillared opening in the south wall that leads to a balcony with no railing. Jarl
statistics of a mule, with the following changes. It is a construct. It follows the orders of its assembler. It is immune to poison and psychic damage; the charmed, frightened, paralyzed, petrified
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
units heaped with furs and packed with bottles of wine, stoppered jugs, and casks of mead. Snowy wind blows in through a pillared opening in the south wall that leads to a balcony with no railing. Jarl
statistics of a mule, with the following changes. It is a construct. It follows the orders of its assembler. It is immune to poison and psychic damage; the charmed, frightened, paralyzed, petrified
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
stands alone in a forest clearing.
5 45 A fierce wind blows in a particular direction.
6 46 A character sees distinct figures or patterns in the sky when lightning flashes.
Omens of
.
3 67 The weather suddenly changes radically.
4 68 A colored arrow strikes nearby, arching from an impossible direction.
5 69 Plants sprout and grow to maturity instantly.
6 70
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
stands alone in a forest clearing.
5 45 A fierce wind blows in a particular direction.
6 46 A character sees distinct figures or patterns in the sky when lightning flashes.
Omens of
.
3 67 The weather suddenly changes radically.
4 68 A colored arrow strikes nearby, arching from an impossible direction.
5 69 Plants sprout and grow to maturity instantly.
6 70
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
stands alone in a forest clearing.
5 45 A fierce wind blows in a particular direction.
6 46 A character sees distinct figures or patterns in the sky when lightning flashes.
Omens of
.
3 67 The weather suddenly changes radically.
4 68 A colored arrow strikes nearby, arching from an impossible direction.
5 69 Plants sprout and grow to maturity instantly.
6 70
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Wizard robes for black ones. Kaevja Cynavern is a female Mulan human mage, with these changes: Kaevja is lawful evil. She knows Common, Draconic, Dwarvish, and Elvish. She has the sending spell prepared
circle falls within an antimagic field, or if dispel magic (DC 17) is successfully cast on it. E7. Manshoon’s Simulacrum This room is extremely cold and contains the following features: Frigid air blows
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Wizard robes for black ones. Kaevja Cynavern is a female Mulan human mage, with these changes: Kaevja is lawful evil. She knows Common, Draconic, Dwarvish, and Elvish. She has the sending spell prepared
circle falls within an antimagic field, or if dispel magic (DC 17) is successfully cast on it. E7. Manshoon’s Simulacrum This room is extremely cold and contains the following features: Frigid air blows
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Wizard robes for black ones. Kaevja Cynavern is a female Mulan human mage, with these changes: Kaevja is lawful evil. She knows Common, Draconic, Dwarvish, and Elvish. She has the sending spell prepared
circle falls within an antimagic field, or if dispel magic (DC 17) is successfully cast on it. E7. Manshoon’s Simulacrum This room is extremely cold and contains the following features: Frigid air blows
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
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
duergar guard, the sounds of battle alert the leader, Nimira. She is a duergar with the following changes, which increase her challenge rating to 3 (700 XP): Her AC is 17 (splint armor). She has 52
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
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
duergar guard, the sounds of battle alert the leader, Nimira. She is a duergar with the following changes, which increase her challenge rating to 3 (700 XP): Her AC is 17 (splint armor). She has 52
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
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
duergar guard, the sounds of battle alert the leader, Nimira. She is a duergar with the following changes, which increase her challenge rating to 3 (700 XP): Her AC is 17 (splint armor). She has 52
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
blows up from below, bringing with it the scent of dust and a faint trace of rot.
3. Crumbled Courtyard The narrow stairs empty into a small courtyard, apparently the top of what was once a
splint armor (AC 19) and has 18 hit points, a +4 bonus to hit, a +1 bonus to damage, and Strength 15 (+2). These changes raise his challenge rating to 1 (200 XP). When not in combat, Durnn sits on the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
blows up from below, bringing with it the scent of dust and a faint trace of rot.
3. Crumbled Courtyard The narrow stairs empty into a small courtyard, apparently the top of what was once a
splint armor (AC 19) and has 18 hit points, a +4 bonus to hit, a +1 bonus to damage, and Strength 15 (+2). These changes raise his challenge rating to 1 (200 XP). When not in combat, Durnn sits on the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
blows up from below, bringing with it the scent of dust and a faint trace of rot.
3. Crumbled Courtyard The narrow stairs empty into a small courtyard, apparently the top of what was once a
splint armor (AC 19) and has 18 hit points, a +4 bonus to hit, a +1 bonus to damage, and Strength 15 (+2). These changes raise his challenge rating to 1 (200 XP). When not in combat, Durnn sits on the






