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Returning 33 results for 'blades barren diffusing completed rebuke'.
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Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
forges at Eston, completed in the last moments before the Mourning. Perhaps the most outlandish idea is that the Lord of Blades is not a true warforged at all. The first warforged were created by an
The Lord of Blades in the War The Lord of Blades didn’t appear in the world until after the Day of Mourning. Only he knows what his identity was before then, but many suppositions have been put forth
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
forges at Eston, completed in the last moments before the Mourning. Perhaps the most outlandish idea is that the Lord of Blades is not a true warforged at all. The first warforged were created by an
The Lord of Blades in the War The Lord of Blades didn’t appear in the world until after the Day of Mourning. Only he knows what his identity was before then, but many suppositions have been put forth
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
forges at Eston, completed in the last moments before the Mourning. Perhaps the most outlandish idea is that the Lord of Blades is not a true warforged at all. The first warforged were created by an
The Lord of Blades in the War The Lord of Blades didn’t appear in the world until after the Day of Mourning. Only he knows what his identity was before then, but many suppositions have been put forth
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Another option is to send a shipment of salt to Gracklstugh to trade for high-quality weapons. The characters could escort the caravan if they have already visited the City of Blades and have unfinished
business. Svirfneblin Spirits If the characters have not already completed Burrow Warden Jadger’s tasks, doing so convinces Jadger’s ghost to rally the other benevolent ghosts of Blingdenstone and join the battle.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Another option is to send a shipment of salt to Gracklstugh to trade for high-quality weapons. The characters could escort the caravan if they have already visited the City of Blades and have unfinished
business. Svirfneblin Spirits If the characters have not already completed Burrow Warden Jadger’s tasks, doing so convinces Jadger’s ghost to rally the other benevolent ghosts of Blingdenstone and join the battle.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Another option is to send a shipment of salt to Gracklstugh to trade for high-quality weapons. The characters could escort the caravan if they have already visited the City of Blades and have unfinished
business. Svirfneblin Spirits If the characters have not already completed Burrow Warden Jadger’s tasks, doing so convinces Jadger’s ghost to rally the other benevolent ghosts of Blingdenstone and join the battle.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
. This trait replaces the Infernal Legacy trait.
Hellfire. Once you reach 3rd level, you can cast the burning hands spell once per day as a 2nd-level spell. This trait replaces the hellish rebuke spell
of the Infernal Legacy trait.
Winged. Bat-like wings jut from your shoulder blades. You have a flying speed of 30 feet while you aren’t wearing heavy armor. This trait replaces the Infernal Legacy trait.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
. This trait replaces the Infernal Legacy trait.
Hellfire. Once you reach 3rd level, you can cast the burning hands spell once per day as a 2nd-level spell. This trait replaces the hellish rebuke spell
of the Infernal Legacy trait.
Winged. Bat-like wings jut from your shoulder blades. You have a flying speed of 30 feet while you aren’t wearing heavy armor. This trait replaces the Infernal Legacy trait.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
. This trait replaces the Infernal Legacy trait.
Hellfire. Once you reach 3rd level, you can cast the burning hands spell once per day as a 2nd-level spell. This trait replaces the hellish rebuke spell
of the Infernal Legacy trait.
Winged. Bat-like wings jut from your shoulder blades. You have a flying speed of 30 feet while you aren’t wearing heavy armor. This trait replaces the Infernal Legacy trait.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Forge Domain The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond
chapter 5, “Equipment,” in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Forge Domain The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond
chapter 5, “Equipment,” in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Forge Domain The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond
chapter 5, “Equipment,” in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
entryway to the inner sanctum delivers a fiery rebuke to intruders. Trigger. Anyone who steps on the mosaic causes fire to erupt from it. Those who openly wear holy symbols of Pyremius don’t trigger this
moving blades that sweep down through a chamber, threatening anyone nearby. Typically, a scything blade trap is activated by manipulating a lever or some other simple device. Kobolds especially like
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
entryway to the inner sanctum delivers a fiery rebuke to intruders. Trigger. Anyone who steps on the mosaic causes fire to erupt from it. Those who openly wear holy symbols of Pyremius don’t trigger this
moving blades that sweep down through a chamber, threatening anyone nearby. Typically, a scything blade trap is activated by manipulating a lever or some other simple device. Kobolds especially like
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
entryway to the inner sanctum delivers a fiery rebuke to intruders. Trigger. Anyone who steps on the mosaic causes fire to erupt from it. Those who openly wear holy symbols of Pyremius don’t trigger this
moving blades that sweep down through a chamber, threatening anyone nearby. Typically, a scything blade trap is activated by manipulating a lever or some other simple device. Kobolds especially like
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
part of Cyre fed the Rushing River as it traced a short but fertile path south to Kraken Bay. The bed of the Rushing River is now as dry and barren as the rest of the Mournland, and the location of the
warforged who follow the Lord of Blades constitute the closest thing to a humanoid society that can be found in the Mournland. Similarly, golems and other constructs were largely unaffected by the Mourning
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
part of Cyre fed the Rushing River as it traced a short but fertile path south to Kraken Bay. The bed of the Rushing River is now as dry and barren as the rest of the Mournland, and the location of the
warforged who follow the Lord of Blades constitute the closest thing to a humanoid society that can be found in the Mournland. Similarly, golems and other constructs were largely unaffected by the Mourning
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
part of Cyre fed the Rushing River as it traced a short but fertile path south to Kraken Bay. The bed of the Rushing River is now as dry and barren as the rest of the Mournland, and the location of the
warforged who follow the Lord of Blades constitute the closest thing to a humanoid society that can be found in the Mournland. Similarly, golems and other constructs were largely unaffected by the Mourning
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
from the Garynmor Menagerie 8 1d6 stirges 9 1d4 jackalweres that live in Little Calimshan 10 Dead Three squad (4 fists of Bane, 3 night blades, and 2 necromites of Myrkul) trying to capture one or more
bazaars, local merchants have a near-monopoly on many southern imports, from silks and fine blades of Calishite steel to tomes of rare magical lore, thanks to exclusive trade agreements with various
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
from the Garynmor Menagerie 8 1d6 stirges 9 1d4 jackalweres that live in Little Calimshan 10 Dead Three squad (4 fists of Bane, 3 night blades, and 2 necromites of Myrkul) trying to capture one or more
bazaars, local merchants have a near-monopoly on many southern imports, from silks and fine blades of Calishite steel to tomes of rare magical lore, thanks to exclusive trade agreements with various
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
from the Garynmor Menagerie 8 1d6 stirges 9 1d4 jackalweres that live in Little Calimshan 10 Dead Three squad (4 fists of Bane, 3 night blades, and 2 necromites of Myrkul) trying to capture one or more
bazaars, local merchants have a near-monopoly on many southern imports, from silks and fine blades of Calishite steel to tomes of rare magical lore, thanks to exclusive trade agreements with various
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
until destroyed. Buzz Saw of Doom. The cylindrical object in the room’s center looks like two barrels placed atop one another, with sharp, circular blades jutting out in various directions. When the
wreckage or pulling them from other areas of the wall, allowing the circuit to be completed. If the characters need assistance in figuring this out, a successful DC 10 Intelligence (Arcana or
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
until destroyed. Buzz Saw of Doom. The cylindrical object in the room’s center looks like two barrels placed atop one another, with sharp, circular blades jutting out in various directions. When the
wreckage or pulling them from other areas of the wall, allowing the circuit to be completed. If the characters need assistance in figuring this out, a successful DC 10 Intelligence (Arcana or
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
until destroyed. Buzz Saw of Doom. The cylindrical object in the room’s center looks like two barrels placed atop one another, with sharp, circular blades jutting out in various directions. When the
wreckage or pulling them from other areas of the wall, allowing the circuit to be completed. If the characters need assistance in figuring this out, a successful DC 10 Intelligence (Arcana or
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, from silks and fine blades of Calishite steel to tomes of rare magical lore, thanks to exclusive trade agreements with various caravans. As soon as mid-afternoon arrives, however, shoppers are
, has teamed up with an oddball inventor and arcanist named Ardryn Deagle, a chaotic good male rock gnome mage. Rumors spread by Prole herself suggest that they’ve almost completed a magical invention
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, from silks and fine blades of Calishite steel to tomes of rare magical lore, thanks to exclusive trade agreements with various caravans. As soon as mid-afternoon arrives, however, shoppers are
, has teamed up with an oddball inventor and arcanist named Ardryn Deagle, a chaotic good male rock gnome mage. Rumors spread by Prole herself suggest that they’ve almost completed a magical invention
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
or more characters are members of the Black Network, in which case he gives them a quest. If they complete the quest, he gives them another until they’ve completed three quests. The three quests are
warns armed guests to keep their blades sheathed during their stay. Urgala has three mastiffs (hunting dogs) that sleep in the ground floor common room, and she employs a staff of six loyal, well-paid
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, from silks and fine blades of Calishite steel to tomes of rare magical lore, thanks to exclusive trade agreements with various caravans. As soon as mid-afternoon arrives, however, shoppers are
, has teamed up with an oddball inventor and arcanist named Ardryn Deagle, a chaotic good male rock gnome mage. Rumors spread by Prole herself suggest that they’ve almost completed a magical invention
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
or more characters are members of the Black Network, in which case he gives them a quest. If they complete the quest, he gives them another until they’ve completed three quests. The three quests are
warns armed guests to keep their blades sheathed during their stay. Urgala has three mastiffs (hunting dogs) that sleep in the ground floor common room, and she employs a staff of six loyal, well-paid
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
or more characters are members of the Black Network, in which case he gives them a quest. If they complete the quest, he gives them another until they’ve completed three quests. The three quests are
warns armed guests to keep their blades sheathed during their stay. Urgala has three mastiffs (hunting dogs) that sleep in the ground floor common room, and she employs a staff of six loyal, well-paid
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
hang from the walls and fiendish hooks, blades, and clamps hang on the back wall. Four cramped iron cages stand in the room’s western alcove, occupied by gaunt, dirty humans with blank gazes. In the
addition, the dao has completed one set of claws of the umber hulk for the cult (see chapter 7). The claws sit on a singed square of leather on one of the workbenches. B16. Armory A single thick pillar
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
hang from the walls and fiendish hooks, blades, and clamps hang on the back wall. Four cramped iron cages stand in the room’s western alcove, occupied by gaunt, dirty humans with blank gazes. In the
addition, the dao has completed one set of claws of the umber hulk for the cult (see chapter 7). The claws sit on a singed square of leather on one of the workbenches. B16. Armory A single thick pillar
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
hang from the walls and fiendish hooks, blades, and clamps hang on the back wall. Four cramped iron cages stand in the room’s western alcove, occupied by gaunt, dirty humans with blank gazes. In the
addition, the dao has completed one set of claws of the umber hulk for the cult (see chapter 7). The claws sit on a singed square of leather on one of the workbenches. B16. Armory A single thick pillar






