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Returning 34 results for 'berries because diffusing causes ranges'.
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Human
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
, humans champion causes rather than territories or groups.
Human Names and Ethnicities
Having so much more variety than other cultures, humans as a whole have no typical names. Some human parents
, Zasheida; (surnames) Basha, Dumein, Jassan, Khalid, Mostana, Pashar, Rein
Chondathan
Chondathans are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
. In addition, shelves and cupboards throughout the room hold dried fish, dried berries, and grubs as food for the bears, along with tools and supplies. Any character who feeds the bears or succeeds
guide spend 1 charge in this area causes all the cage doors to rust with age and weaken, allowing the bears to break free. There is a 50 percent chance that both polar bears also age into undead versions
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
. In addition, shelves and cupboards throughout the room hold dried fish, dried berries, and grubs as food for the bears, along with tools and supplies. Any character who feeds the bears or succeeds
guide spend 1 charge in this area causes all the cage doors to rust with age and weaken, allowing the bears to break free. There is a 50 percent chance that both polar bears also age into undead versions
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
. In addition, shelves and cupboards throughout the room hold dried fish, dried berries, and grubs as food for the bears, along with tools and supplies. Any character who feeds the bears or succeeds
guide spend 1 charge in this area causes all the cage doors to rust with age and weaken, allowing the bears to break free. There is a 50 percent chance that both polar bears also age into undead versions
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
case the druid gets hungry and wants some berries to munch on. Eating the berries has stained the druid’s teeth blue. The druid climbs onto the sarcophagus when characters enter the tomb and shouts
tasty berries, which it allows characters to pick if they let it live. The shrub speaks Common and can share the following information once the frost druid is dealt with: Ravisin blamed Ten-Towners for
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
case the druid gets hungry and wants some berries to munch on. Eating the berries has stained the druid’s teeth blue. The druid climbs onto the sarcophagus when characters enter the tomb and shouts
tasty berries, which it allows characters to pick if they let it live. The shrub speaks Common and can share the following information once the frost druid is dealt with: Ravisin blamed Ten-Towners for
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
case the druid gets hungry and wants some berries to munch on. Eating the berries has stained the druid’s teeth blue. The druid climbs onto the sarcophagus when characters enter the tomb and shouts
tasty berries, which it allows characters to pick if they let it live. The shrub speaks Common and can share the following information once the frost druid is dealt with: Ravisin blamed Ten-Towners for
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
flower beds, trees, and topiaries. The streams are 2 feet deep and easily forded. Minor damage to the garden is tolerated, but widespread destruction causes the iron lion in area P9 and the iron hart in
characters take the crown from it temporarily, but it wants something in exchange each time it relinquishes the crown: a basket of berries picked from the palace garden (area P2). If they so desire, the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
flower beds, trees, and topiaries. The streams are 2 feet deep and easily forded. Minor damage to the garden is tolerated, but widespread destruction causes the iron lion in area P9 and the iron hart in
characters take the crown from it temporarily, but it wants something in exchange each time it relinquishes the crown: a basket of berries picked from the palace garden (area P2). If they so desire, the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
flower beds, trees, and topiaries. The streams are 2 feet deep and easily forded. Minor damage to the garden is tolerated, but widespread destruction causes the iron lion in area P9 and the iron hart in
characters take the crown from it temporarily, but it wants something in exchange each time it relinquishes the crown: a basket of berries picked from the palace garden (area P2). If they so desire, the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
,” both in chapter 2). The Against the Giants table offers suggestions for adventure hooks you can use to build an adventure following this theme. On the world I call home, three linked mountain ranges
history of the place. 6 Characters exploring a strange ruin accidentally trigger magic that causes seven flying castles—including the one the characters are in—to rise into the sky from where they had
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
,” both in chapter 2). The Against the Giants table offers suggestions for adventure hooks you can use to build an adventure following this theme. On the world I call home, three linked mountain ranges
history of the place. 6 Characters exploring a strange ruin accidentally trigger magic that causes seven flying castles—including the one the characters are in—to rise into the sky from where they had
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
,” both in chapter 2). The Against the Giants table offers suggestions for adventure hooks you can use to build an adventure following this theme. On the world I call home, three linked mountain ranges
history of the place. 6 Characters exploring a strange ruin accidentally trigger magic that causes seven flying castles—including the one the characters are in—to rise into the sky from where they had
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
level ranges: 1–4, 5–10, 11–16, and 17–20. The level you choose for a trap gives you a starting point for determining its potency. To further delineate the trap’s strength, decide whether it is a
Deadly 1–4 Cantrip 1st 2nd 5–10 1st 3rd 6th 11–16 3rd 6th 9th 17–20 6th 9th 9th + 5th Triggers A trigger is the circumstance that needs to take place to activate the trap. Decide what causes the trap
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
level ranges: 1–4, 5–10, 11–16, and 17–20. The level you choose for a trap gives you a starting point for determining its potency. To further delineate the trap’s strength, decide whether it is a
Deadly 1–4 Cantrip 1st 2nd 5–10 1st 3rd 6th 11–16 3rd 6th 9th 17–20 6th 9th 9th + 5th Triggers A trigger is the circumstance that needs to take place to activate the trap. Decide what causes the trap
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
level ranges: 1–4, 5–10, 11–16, and 17–20. The level you choose for a trap gives you a starting point for determining its potency. To further delineate the trap’s strength, decide whether it is a
Deadly 1–4 Cantrip 1st 2nd 5–10 1st 3rd 6th 11–16 3rd 6th 9th 17–20 6th 9th 9th + 5th Triggers A trigger is the circumstance that needs to take place to activate the trap. Decide what causes the trap
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Exhibit Artificial plants made of wood, silk, and other materials sprout from artfully arranged planters. Tall ferns, bushes with strange berries, and slender trees are represented alongside placards
) check. This causes the animatronic creature to break free from its display base and rampage for 10 minutes before becoming inert again. The creature stomps through the area, then heads down the grand
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Exhibit Artificial plants made of wood, silk, and other materials sprout from artfully arranged planters. Tall ferns, bushes with strange berries, and slender trees are represented alongside placards
) check. This causes the animatronic creature to break free from its display base and rampage for 10 minutes before becoming inert again. The creature stomps through the area, then heads down the grand
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Exhibit Artificial plants made of wood, silk, and other materials sprout from artfully arranged planters. Tall ferns, bushes with strange berries, and slender trees are represented alongside placards
) check. This causes the animatronic creature to break free from its display base and rampage for 10 minutes before becoming inert again. The creature stomps through the area, then heads down the grand
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
mountain ranges, deserts, and forested streams, all now draped in ice. At the heart of this mixture of landscapes stands the machine that brought the menagerie’s creatures into existence. Chimeric Creator
properly deposited, pulling a lever causes the wheel to spin. The blood disappears 1 minute later, the wheel stops, and a creature crawls out of one of the containers. This creature is loyal to whoever
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
mountain ranges, deserts, and forested streams, all now draped in ice. At the heart of this mixture of landscapes stands the machine that brought the menagerie’s creatures into existence. Chimeric Creator
properly deposited, pulling a lever causes the wheel to spin. The blood disappears 1 minute later, the wheel stops, and a creature crawls out of one of the containers. This creature is loyal to whoever
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
mountain ranges, deserts, and forested streams, all now draped in ice. At the heart of this mixture of landscapes stands the machine that brought the menagerie’s creatures into existence. Chimeric Creator
properly deposited, pulling a lever causes the wheel to spin. The blood disappears 1 minute later, the wheel stops, and a creature crawls out of one of the containers. This creature is loyal to whoever
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
ranges, beautiful alpine slopes and valleys, and fertile farmland make the Silver Marches a tempting place to live. At the same time, monsters abound here. Orcs and giants inhabit the mountains
passage between two mountain ranges and then southward to Sundabar. Silverymoon Pass has seen little traffic since Sundabar was overrun during the War of the Silver Marches. The rotted corpses of hundreds
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
ranges, beautiful alpine slopes and valleys, and fertile farmland make the Silver Marches a tempting place to live. At the same time, monsters abound here. Orcs and giants inhabit the mountains
passage between two mountain ranges and then southward to Sundabar. Silverymoon Pass has seen little traffic since Sundabar was overrun during the War of the Silver Marches. The rotted corpses of hundreds
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
ranges, beautiful alpine slopes and valleys, and fertile farmland make the Silver Marches a tempting place to live. At the same time, monsters abound here. Orcs and giants inhabit the mountains
passage between two mountain ranges and then southward to Sundabar. Silverymoon Pass has seen little traffic since Sundabar was overrun during the War of the Silver Marches. The rotted corpses of hundreds
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
1d4 jaculis (see appendix D) 10–11 Menga bush with 2d6 ounces of leaves (see appendix C) 12–13 1d4 ryath roots (see appendix C) 14–15 4d6 sinda berries growing on a bush (see appendix C) 16–17 1d4
impact causes a portion of the ceiling to collapse. Whoever forced the doors open must make a DC 15 Dexterity saving throw, taking 9 (2d8) bludgeoning damage on a failed save, or half as much damage
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
1d4 jaculis (see appendix D) 10–11 Menga bush with 2d6 ounces of leaves (see appendix C) 12–13 1d4 ryath roots (see appendix C) 14–15 4d6 sinda berries growing on a bush (see appendix C) 16–17 1d4
impact causes a portion of the ceiling to collapse. Whoever forced the doors open must make a DC 15 Dexterity saving throw, taking 9 (2d8) bludgeoning damage on a failed save, or half as much damage
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
a former occupant. The back of this coffin hides a panel with a latch that causes the wall behind it to swing aside. A character who searches the coffin or wall and succeeds on a DC 18 Intelligence
(Investigation) check to find this loose cog. When turned, the cog causes part of the wall to slide away as a secret door. The cultists aren’t aware of this door. The small passageway beyond ends at another
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
1d4 jaculis (see appendix D) 10–11 Menga bush with 2d6 ounces of leaves (see appendix C) 12–13 1d4 ryath roots (see appendix C) 14–15 4d6 sinda berries growing on a bush (see appendix C) 16–17 1d4
impact causes a portion of the ceiling to collapse. Whoever forced the doors open must make a DC 15 Dexterity saving throw, taking 9 (2d8) bludgeoning damage on a failed save, or half as much damage
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
a former occupant. The back of this coffin hides a panel with a latch that causes the wall behind it to swing aside. A character who searches the coffin or wall and succeeds on a DC 18 Intelligence
(Investigation) check to find this loose cog. When turned, the cog causes part of the wall to slide away as a secret door. The cultists aren’t aware of this door. The small passageway beyond ends at another
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
a former occupant. The back of this coffin hides a panel with a latch that causes the wall behind it to swing aside. A character who searches the coffin or wall and succeeds on a DC 18 Intelligence
(Investigation) check to find this loose cog. When turned, the cog causes part of the wall to slide away as a secret door. The cultists aren’t aware of this door. The small passageway beyond ends at another
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
mountain ranges: the Spine of the World and the Ice Spires. The trees are more stunted and sparse as the altitude increases to the north. Moonwood This dense coniferous forest north of the Evermoors seems
gone. The ropes holding up the gong can be cut with two swings of a sword. If the gong is struck inside the cavern, its deep tone echoes throughout the cavern and causes a few large icicles to break away
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
mountain ranges: the Spine of the World and the Ice Spires. The trees are more stunted and sparse as the altitude increases to the north. Moonwood This dense coniferous forest north of the Evermoors seems
gone. The ropes holding up the gong can be cut with two swings of a sword. If the gong is struck inside the cavern, its deep tone echoes throughout the cavern and causes a few large icicles to break away
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
mountain ranges: the Spine of the World and the Ice Spires. The trees are more stunted and sparse as the altitude increases to the north. Moonwood This dense coniferous forest north of the Evermoors seems
gone. The ropes holding up the gong can be cut with two swings of a sword. If the gong is struck inside the cavern, its deep tone echoes throughout the cavern and causes a few large icicles to break away






