Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'blade build diffusing completely resolve'.
Other Suggestions:
blue build diffusing complete remove
blade build defusing complete remove
blazes build diffusing complete remove
blade build defusing complete revolve
black build diffusing complete remove
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
peace between people and beasts. But as ages passed, her children grew restless in the shade of her leaves. Her eldest son came to her and said, “Mother, I dream of war! I want to build a fortress
and wield a blade of steel.” The Queen replied, “Then leave the wood, but do not bring your metal into my domain.” And so he left the wood and founded the kingdom of Karrnath. The
Species
Mordenkainen Presents: Monsters of the Multiverse
a scale color more akin to that of a chromatic or a metallic dragon. A kobold’s cry can express a range of emotion: anger, resolve, elation, fear, and more. Regardless of the emotion expressed
by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your
Monk
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
shadow on a balcony a stone’s throw away. She slides her blade free of its cloth-wrapped scabbard and peers through the open window at the tyrant prince, so vulnerable in the grip of sleep
lawful in alignment. QUICK BUILD You can make a monk quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose the hermit background
Rogue
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
their target — a notorious slaver — passes the alleyway, the accomplice cries out, the slaver comes to investigate, and the assassin’s blade cuts his throat before he can make a sound
. QUICK BUILD You can make a rogue quickly by following these suggestions. First, Dexterity should be your highest ability score. Make Intelligence your next-highest if you want to excel at
Warforged
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Eberron: Rising from the Last War
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
chosen new names as a way to express their path in life. A few take on human names, often the name of a fallen friend or mentor.
Warforged Names: Anchor, Banner, Bastion, Blade, Blue, Bow, Cart
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
? Perhaps your homeland was befouled by evil, and you took up an adventuring life in hopes of finding a new home or purpose.
QUICK BUILD
You can make a druid quickly by following these suggestions
Monsters
Fizban's Treasury of Dragons
","rollType":"roll","rollAction":"Adventure Hook"}
Adventure Hook
1
A pirate ship is found floating on the open sea, the bodies of the crew completely desiccated. The only clue to what happened is a
sun and have no desire to get wet, beyond enjoying a bit of sea spray in the air. But they love being able to see the water, so they build their lairs on the heights of seaside cliffs or near perfect
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Interesting Things About Valenar The dragonmarked House Lyrandar has helped the elves build the infrastructure of their kingdom. The half-elves have no homeland, and some believe that the half-elves
still be found scattered across Valenar and the Blade Desert: ruins, haunted fortresses, battlefields that have slipped out of alignment with time.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Interesting Things About Valenar The dragonmarked House Lyrandar has helped the elves build the infrastructure of their kingdom. The half-elves have no homeland, and some believe that the half-elves
still be found scattered across Valenar and the Blade Desert: ruins, haunted fortresses, battlefields that have slipped out of alignment with time.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Interesting Things About Valenar The dragonmarked House Lyrandar has helped the elves build the infrastructure of their kingdom. The half-elves have no homeland, and some believe that the half-elves
still be found scattered across Valenar and the Blade Desert: ruins, haunted fortresses, battlefields that have slipped out of alignment with time.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Interesting Things About Valenar The dragonmarked House Lyrandar helped the Valenar elves build the infrastructure of their kingdom. The half-elves have no homeland, but House Lyrandar hopes to make
Blade Desert: ruins, haunted fortresses, and battlefields that have slipped out of alignment with time. Valenar warbands include druids and rangers, and druidic magic bolsters the military arsenal of the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Interesting Things About Valenar The dragonmarked House Lyrandar helped the Valenar elves build the infrastructure of their kingdom. The half-elves have no homeland, but House Lyrandar hopes to make
Blade Desert: ruins, haunted fortresses, and battlefields that have slipped out of alignment with time. Valenar warbands include druids and rangers, and druidic magic bolsters the military arsenal of the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Interesting Things About Valenar The dragonmarked House Lyrandar helped the Valenar elves build the infrastructure of their kingdom. The half-elves have no homeland, but House Lyrandar hopes to make
Blade Desert: ruins, haunted fortresses, and battlefields that have slipped out of alignment with time. Valenar warbands include druids and rangers, and druidic magic bolsters the military arsenal of the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Vistani The Vistani (singular: Vistana) are wanderers, traveling about in horse-drawn, barrel-topped wagons, which they build themselves. Compared to Barovians, they are flamboyant, dressing in
are closely knit. They resolve disagreements through contests that end with reconciliatory singing, dancing, and storytelling. The Vistani are quick to act when their lives or traditions are threatened and are merciless when they believe they must be.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Vistani The Vistani (singular: Vistana) are wanderers, traveling about in horse-drawn, barrel-topped wagons, which they build themselves. Compared to Barovians, they are flamboyant, dressing in
are closely knit. They resolve disagreements through contests that end with reconciliatory singing, dancing, and storytelling. The Vistani are quick to act when their lives or traditions are threatened and are merciless when they believe they must be.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Vistani The Vistani (singular: Vistana) are wanderers, traveling about in horse-drawn, barrel-topped wagons, which they build themselves. Compared to Barovians, they are flamboyant, dressing in
are closely knit. They resolve disagreements through contests that end with reconciliatory singing, dancing, and storytelling. The Vistani are quick to act when their lives or traditions are threatened and are merciless when they believe they must be.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
gives them remarkable resolve in the face of threats. Cultists perform much of a cult’s mundane work, which might include evangelism, criminal acts, or serving as sacrifices. Cultist Medium or Small
Pact Blade. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 7 (2d6) Necrotic damage.
Spellcasting. The cultist casts one of the following spells, using Wisdom as the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
gives them remarkable resolve in the face of threats. Cultists perform much of a cult’s mundane work, which might include evangelism, criminal acts, or serving as sacrifices. Cultist Medium or Small
Pact Blade. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 7 (2d6) Necrotic damage.
Spellcasting. The cultist casts one of the following spells, using Wisdom as the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
in action.) In such situations, have the characters take turns, though it’s usually not necessary to roll Initiative as you would in a combat encounter. Resolve one character’s actions before moving
to the next. There’s no hard-and-fast rule about how long to spend on each character’s activity, but make sure no one is waiting for their turn for too long. You can build tension in an exploration
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
in action.) In such situations, have the characters take turns, though it’s usually not necessary to roll Initiative as you would in a combat encounter. Resolve one character’s actions before moving
to the next. There’s no hard-and-fast rule about how long to spend on each character’s activity, but make sure no one is waiting for their turn for too long. You can build tension in an exploration
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
in action.) In such situations, have the characters take turns, though it’s usually not necessary to roll Initiative as you would in a combat encounter. Resolve one character’s actions before moving
to the next. There’s no hard-and-fast rule about how long to spend on each character’s activity, but make sure no one is waiting for their turn for too long. You can build tension in an exploration
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
of defensive wall takes 10 days to build and costs 250 GP. If a character’s Bastion is completely enclosed by defensive walls and it comes under attack (see “Bastion Events” at the end of this chapter
Compendium
- Sources->Dungeons & Dragons->Monster Manual
gives them remarkable resolve in the face of threats. Cultists perform much of a cult’s mundane work, which might include evangelism, criminal acts, or serving as sacrifices. Cultist Medium or Small
Pact Blade. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 7 (2d6) Necrotic damage.
Spellcasting. The cultist casts one of the following spells, using Wisdom as the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
spells that completely change the way adventurers interact with the world. Their big, flashy spells are significant in combat — disintegrate, blade barrier, and heal, for example — but behind-the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
of defensive wall takes 10 days to build and costs 250 GP. If a character’s Bastion is completely enclosed by defensive walls and it comes under attack (see “Bastion Events” at the end of this chapter
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
spells that completely change the way adventurers interact with the world. Their big, flashy spells are significant in combat — disintegrate, blade barrier, and heal, for example — but behind-the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
spells that completely change the way adventurers interact with the world. Their big, flashy spells are significant in combat — disintegrate, blade barrier, and heal, for example — but behind-the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
of defensive wall takes 10 days to build and costs 250 GP. If a character’s Bastion is completely enclosed by defensive walls and it comes under attack (see “Bastion Events” at the end of this chapter
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
roleplaying to carry the encounter until it’s time to resolve the situation. If the adventurers make a compelling offer to the cultists, they might do what the party wants with no check. If the outcome
are unlikely to turn traitor completely and join the characters, but they might give the characters valuable information about who and what lives in the caves, where the important areas are, and anything else they might need to know. Sea Hags
Monsters
Fizban's Treasury of Dragons
;{"diceNotation":"1d8","rollType":"roll","rollAction":"Adventure Hook"}
Adventure Hook
1
A pirate ship is found floating on the open sea, the bodies of the crew completely desiccated. The only clue
, beyond enjoying a bit of sea spray in the air. But they love being able to see the water, so they build their lairs on the heights of seaside cliffs or near perfect sunbathing beaches where they can
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
1H. Forge and Armory Naerytar’s builders set up this structure for the blacksmiths who would build and maintain the armor and weapons needed by the castle’s defenders. A large forge dominates the
something more like a shovel than a blade. They listen attentively if characters offer advice but show no sign of comprehending what they’re told.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
1H. Forge and Armory Naerytar’s builders set up this structure for the blacksmiths who would build and maintain the armor and weapons needed by the castle’s defenders. A large forge dominates the
something more like a shovel than a blade. They listen attentively if characters offer advice but show no sign of comprehending what they’re told.
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
roleplaying to carry the encounter until it’s time to resolve the situation. If the adventurers make a compelling offer to the cultists, they might do what the party wants with no check. If the outcome
are unlikely to turn traitor completely and join the characters, but they might give the characters valuable information about who and what lives in the caves, where the important areas are, and anything else they might need to know. Sea Hags
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
roleplaying to carry the encounter until it’s time to resolve the situation. If the adventurers make a compelling offer to the cultists, they might do what the party wants with no check. If the outcome
are unlikely to turn traitor completely and join the characters, but they might give the characters valuable information about who and what lives in the caves, where the important areas are, and anything else they might need to know. Sea Hags






