Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'blade brothers diffusing certain recount'.
Other Suggestions:
blade brothers diffusing contain resound
blade brothers diffusing certain recent
blade brokers defusing certain recent
black bother diffusing certain recent
Spells
Player’s Handbook
. The creature resembles a Fey creature of your choice marked by the chosen mood, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the
number of Fey Blade attacks equal to half this spell’s level (round down).
Fey Blade. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 2d6 + 3 + the spell’s level
Monsters
Van Richten’s Guide to Ravenloft
Formed by the Mists. When created, the horror’s body composition takes one of four forms: Aberrant Armor, Loathsome Limbs, Malleable Mass, or Oozing Organs. This form determines certain traits
"} bludgeoning damage.
Bone Blade. The horror’s limb ends in a blade made of bone, which deals slashing damage instead of bludgeoning damage. In addition, it scores a critical hit on a roll of 19 or 20 and
Monsters
Van Richten’s Guide to Ravenloft
Formed by the Mists. When created, the horror’s body composition takes one of four forms: Aberrant Armor, Loathsome Limbs, Malleable Mass, or Oozing Organs. This form determines certain traits
, reach 5 ft., one target. Hit: 21 (3d10 + 5);{"diceNotation":"3d10+5","rollType":"damage","rollAction":"Limbs","rollDamageType":"bludgeoning"} bludgeoning damage.
Bone Blade. The horror’s limb ends
Monsters
Van Richten’s Guide to Ravenloft
Formed by the Mists. When created, the horror’s body composition takes one of four forms: Aberrant Armor, Loathsome Limbs, Malleable Mass, or Oozing Organs. This form determines certain traits
","rollDamageType":"bludgeoning"} bludgeoning damage.
Bone Blade. The horror’s limb ends in a blade made of bone, which deals slashing damage instead of bludgeoning damage. In addition, it scores
Monsters
Van Richten’s Guide to Ravenloft
Formed by the Mists. When created, the horror’s body composition takes one of four forms: Aberrant Armor, Loathsome Limbs, Malleable Mass, or Oozing Organs. This form determines certain traits
target. Hit: 21 (3d10 + 5);{"diceNotation":"3d10+5","rollType":"damage","rollAction":"Limbs","rollDamageType":"bludgeoning"} bludgeoning damage.
Bone Blade. The horror’s limb ends in a blade
Monsters
Van Richten’s Guide to Ravenloft
Formed by the Mists. When created, the horror’s body composition takes one of four forms: Aberrant Armor, Loathsome Limbs, Malleable Mass, or Oozing Organs. This form determines certain traits
. Hit: 21 (3d10 + 5);{"diceNotation":"3d10+5","rollType":"damage","rollAction":"Limbs","rollDamageType":"bludgeoning"} bludgeoning damage.
Bone Blade. The horror’s limb ends in a blade made of
Monsters
Van Richten’s Guide to Ravenloft
and psychic damage. It has 15 hit points, but it regains all its hit points at the end of every combatant’s turn.Multiattack. The priest attacks twice.
Soul Blade. Melee Weapon Attack: +5
;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Soul Blade"} to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2);{"diceNotation":"2d4+2","rollType":"damage","rollAction":"Soul Blade
Monsters
Van Richten’s Guide to Ravenloft
15, and it is immune to poison and psychic damage. It has 15 hit points, but it regains all its hit points at the end of every combatant’s turn.Multiattack. The priest attacks twice.
Soul Blade
. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Soul Blade"} to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2);{"diceNotation":"2d4+2","rollType":"damage
Monsters
Van Richten’s Guide to Ravenloft
points, but it regains all its hit points at the end of every combatant’s turn.Multiattack. The priest attacks twice.
Soul Blade. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to
hit","rollAction":"Soul Blade"} to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2);{"diceNotation":"2d4+2","rollType":"damage","rollAction":"Soul Blade","rollDamageType":"piercing"} piercing damage, and
Monsters
Van Richten’s Guide to Ravenloft
it is immune to poison and psychic damage. It has 15 hit points, but it regains all its hit points at the end of every combatant’s turn.Multiattack. The priest attacks twice.
Soul Blade. Melee
Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Soul Blade"} to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2);{"diceNotation":"2d4+2","rollType":"damage","rollAction
Monsters
Van Richten’s Guide to Ravenloft
it regains all its hit points at the end of every combatant’s turn.Multiattack. The priest attacks twice.
Soul Blade. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit
","rollAction":"Soul Blade"} to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2);{"diceNotation":"2d4+2","rollType":"damage","rollAction":"Soul Blade","rollDamageType":"piercing"} piercing damage, and if the
Monsters
Van Richten’s Guide to Ravenloft
turn.Multiattack. The priest attacks twice.
Soul Blade. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Soul Blade"} to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2
);{"diceNotation":"2d4+2","rollType":"damage","rollAction":"Soul Blade","rollDamageType":"piercing"} piercing damage, and if the target is a creature, it is paralyzed until the start of the priest’s
Monsters
Bigby Presents: Glory of the Giants
the death rune on a prized skull from this grisly collection. Abandoning armor in favor of gloomy robes, the shrouded one uses rune magic to create a shadowy scythe blade at the end of a staff and to
every wager. What is certain is that the giants severely underestimated the Raven Queen. When they lost their wager, the Shadowfell became their home, and they have grudgingly served the Raven Queen
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
society, though some individuals are so isolated that they have never seen any high-ranking members of the society or participated in druidic gatherings. Druids recognize each other as brothers and
sisters. Like creatures of the wilderness, however, druids sometimes compete with or even prey on each other. At a local scale, druids are organized into circles that share certain perspectives on nature, balance, and the way of the druid.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
society, though some individuals are so isolated that they have never seen any high-ranking members of the society or participated in druidic gatherings. Druids recognize each other as brothers and
sisters. Like creatures of the wilderness, however, druids sometimes compete with or even prey on each other. At a local scale, druids are organized into circles that share certain perspectives on nature, balance, and the way of the druid.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
society, though some individuals are so isolated that they have never seen any high-ranking members of the society or participated in druidic gatherings. Druids recognize each other as brothers and
sisters. Like creatures of the wilderness, however, druids sometimes compete with or even prey on each other. At a local scale, druids are organized into circles that share certain perspectives on nature, balance, and the way of the druid.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
society, though some individuals are so isolated that they have never seen any high-ranking members of the society or participated in druidic gatherings. Druids recognize each other as brothers and
sisters. Like creatures of the wilderness, however, druids sometimes compete with or even prey on each other. At a local scale, druids are organized into circles that share certain perspectives on nature, balance, and the way of the druid.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
society, though some individuals are so isolated that they have never seen any high-ranking members of the society or participated in druidic gatherings. Druids recognize each other as brothers and
sisters. Like creatures of the wilderness, however, druids sometimes compete with or even prey on each other. At a local scale, druids are organized into circles that share certain perspectives on nature, balance, and the way of the druid.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
society, though some individuals are so isolated that they have never seen any high-ranking members of the society or participated in druidic gatherings. Druids recognize each other as brothers and
sisters. Like creatures of the wilderness, however, druids sometimes compete with or even prey on each other. At a local scale, druids are organized into circles that share certain perspectives on nature, balance, and the way of the druid.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Green-Flame Blade (p. 142) Several adjustments have been made to the spell green-flame blade. For clarity, the spell is reprinted with these adjustments here. Green-Flame Blade Evocation cantrip
creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
This spell’s damage increases when you reach certain
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Booming Blade (p. 142) Several adjustments have been made to the spell booming blade. For clarity, the spell is reprinted with these adjustments here. Booming Blade Evocation cantrip
Casting Time
willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
This spell’s damage increases when you reach certain levels. At 5th level, the melee attack
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Green-Flame Blade (p. 142) Several adjustments have been made to the spell green-flame blade. For clarity, the spell is reprinted with these adjustments here. Green-Flame Blade Evocation cantrip
creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
This spell’s damage increases when you reach certain
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Booming Blade (p. 142) Several adjustments have been made to the spell booming blade. For clarity, the spell is reprinted with these adjustments here. Booming Blade Evocation cantrip
Casting Time
willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
This spell’s damage increases when you reach certain levels. At 5th level, the melee attack
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Green-Flame Blade (p. 142) Several adjustments have been made to the spell green-flame blade. For clarity, the spell is reprinted with these adjustments here. Green-Flame Blade Evocation cantrip
creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
This spell’s damage increases when you reach certain
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Booming Blade (p. 142) Several adjustments have been made to the spell booming blade. For clarity, the spell is reprinted with these adjustments here. Booming Blade Evocation cantrip
Casting Time
willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
This spell’s damage increases when you reach certain levels. At 5th level, the melee attack
Druid
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
; activities.
Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life
20th
+6
Archdruid
4
4
3
3
3
3
2
2
1
1
SACRED PLANTS AND WOOD
A druid holds certain plants to be sacred, particularly alder, ash
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
encourages the characters to recount the whirlwyrm attack. When he’s done reporting, Tyrza says the following: “Whirlwyrms! Lost villagers! Certain peril! Hear that, Glorium?” Tyrza booms. “It sounds like
happened at Grakenok: Sytri. A silent, masked woman wearing Doomguard armor, Sytri is a chaotic good Doomguard rot blade (see Morte’s Planar Parade). She unfurls a carpet of flying measuring 3 feet by
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
encourages the characters to recount the whirlwyrm attack. When he’s done reporting, Tyrza says the following: “Whirlwyrms! Lost villagers! Certain peril! Hear that, Glorium?” Tyrza booms. “It sounds like
happened at Grakenok: Sytri. A silent, masked woman wearing Doomguard armor, Sytri is a chaotic good Doomguard rot blade (see Morte’s Planar Parade). She unfurls a carpet of flying measuring 3 feet by
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
encourages the characters to recount the whirlwyrm attack. When he’s done reporting, Tyrza says the following: “Whirlwyrms! Lost villagers! Certain peril! Hear that, Glorium?” Tyrza booms. “It sounds like
happened at Grakenok: Sytri. A silent, masked woman wearing Doomguard armor, Sytri is a chaotic good Doomguard rot blade (see Morte’s Planar Parade). She unfurls a carpet of flying measuring 3 feet by
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Green-Flame Blade Evocation cantrip Casting Time: 1 action Range: Self (5-foot radius) Components: S, M (a melee weapon worth at least 1 sp) Duration: Instantaneous You brandish the weapon used in
when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Booming Blade Evocation cantrip Casting Time: 1 action Range: Self (5-foot radius) Components: S, M (a melee weapon worth at least 1 sp) Duration: 1 round You brandish the weapon used in the spell’s
start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends. This spell’s damage increases when you reach certain levels
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Green-Flame Blade Evocation cantrip Casting Time: 1 action Range: Self (5-foot radius) Components: S, M (a melee weapon worth at least 1 sp) Duration: Instantaneous You brandish the weapon used in
when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Booming Blade Evocation cantrip Casting Time: 1 action Range: Self (5-foot radius) Components: S, M (a melee weapon worth at least 1 sp) Duration: 1 round You brandish the weapon used in the spell’s
start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends. This spell’s damage increases when you reach certain levels
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Booming Blade Evocation cantrip Casting Time: 1 action Range: Self (5-foot radius) Components: S, M (a melee weapon worth at least 1 sp) Duration: 1 round You brandish the weapon used in the spell’s
start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends. This spell’s damage increases when you reach certain levels
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Green-Flame Blade Evocation cantrip Casting Time: 1 action Range: Self (5-foot radius) Components: S, M (a melee weapon worth at least 1 sp) Duration: Instantaneous You brandish the weapon used in
when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting






