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Returning 35 results for 'blades branches diffusing cosmos rebuke'.
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Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
beads on a string. But it’s not the only possible explanation of the river’s course. The World Tree A different arrangement of planes envisions them situated among the roots and branches of a great cosmic
Midgard. Similarly, one vision of the planes where the deities of the Forgotten Realms reside situates a number of celestial planes in the branches of a World Tree, while the fiendish planes are linked by
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->Dungeon Master’s Guide (2014)
beads on a string. But it’s not the only possible explanation of the river’s course. The World Tree A different arrangement of planes envisions them situated among the roots and branches of a great cosmic
Midgard. Similarly, one vision of the planes where the deities of the Forgotten Realms reside situates a number of celestial planes in the branches of a World Tree, while the fiendish planes are linked by
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->Dungeon Master’s Guide (2014)
beads on a string. But it’s not the only possible explanation of the river’s course. The World Tree A different arrangement of planes envisions them situated among the roots and branches of a great cosmic
Midgard. Similarly, one vision of the planes where the deities of the Forgotten Realms reside situates a number of celestial planes in the branches of a World Tree, while the fiendish planes are linked by
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
. The “dragon kneelers” take it into the castle, and the lizardfolk never see it again. They are paid in steel blades (they have no ability to manufacture with metal) and magic talismans. All the
circumstance. Day 2 From the campsite on, the trip to Castle Naerytar must be made by canoe. Snapjaw can guide the characters. A guide isn’t really necessary, because the course is marked with symbols scratched into tree trunks and totems hung from branches.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
residents make their dens near natural landmarks: waterfalls, rock formations, and the gnarled branches of magical trees. Camp Greenbriar A spiked wooden palisade lines the perimeter of Camp Greenbriar, an
gather supplies, trade, and sharpen their blades before trekking through the lightless thickets ahead. A friendly three-toed sloth, Razak (neutral good; use the black bear stat block), likes to hang
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
. The “dragon kneelers” take it into the castle, and the lizardfolk never see it again. They are paid in steel blades (they have no ability to manufacture with metal) and magic talismans. All the
circumstance. Day 2 From the campsite on, the trip to Castle Naerytar must be made by canoe. Snapjaw can guide the characters. A guide isn’t really necessary, because the course is marked with symbols scratched into tree trunks and totems hung from branches.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
. The “dragon kneelers” take it into the castle, and the lizardfolk never see it again. They are paid in steel blades (they have no ability to manufacture with metal) and magic talismans. All the
circumstance. Day 2 From the campsite on, the trip to Castle Naerytar must be made by canoe. Snapjaw can guide the characters. A guide isn’t really necessary, because the course is marked with symbols scratched into tree trunks and totems hung from branches.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
residents make their dens near natural landmarks: waterfalls, rock formations, and the gnarled branches of magical trees. Camp Greenbriar A spiked wooden palisade lines the perimeter of Camp Greenbriar, an
gather supplies, trade, and sharpen their blades before trekking through the lightless thickets ahead. A friendly three-toed sloth, Razak (neutral good; use the black bear stat block), likes to hang
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
residents make their dens near natural landmarks: waterfalls, rock formations, and the gnarled branches of magical trees. Camp Greenbriar A spiked wooden palisade lines the perimeter of Camp Greenbriar, an
gather supplies, trade, and sharpen their blades before trekking through the lightless thickets ahead. A friendly three-toed sloth, Razak (neutral good; use the black bear stat block), likes to hang
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
the Market Ward. Bank of Abbathor Inc. Dedicated to the dwarven god of greed, the Bank of Abbathor is one of the largest financial institutions in the multiverse, with branches in several of the
learn about the cosmos and its wonders. Professors are experts on subject matter that can be appreciated only in the City of Doors: portal theory, the prolonged effects of planar travel on physiology
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
the Market Ward. Bank of Abbathor Inc. Dedicated to the dwarven god of greed, the Bank of Abbathor is one of the largest financial institutions in the multiverse, with branches in several of the
learn about the cosmos and its wonders. Professors are experts on subject matter that can be appreciated only in the City of Doors: portal theory, the prolonged effects of planar travel on physiology
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
the Market Ward. Bank of Abbathor Inc. Dedicated to the dwarven god of greed, the Bank of Abbathor is one of the largest financial institutions in the multiverse, with branches in several of the
learn about the cosmos and its wonders. Professors are experts on subject matter that can be appreciated only in the City of Doors: portal theory, the prolonged effects of planar travel on physiology
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->Dungeon Master’s Guide
Triple Realm holds as much danger as any other part of the Abyss, and planar visitors can vanish without a trace in its mazelike cities and in forests whose trees have serpents for branches. Layer 66
instruments on the Material Plane, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the cosmos into a wasteland in which
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->Dungeon Master’s Guide
Triple Realm holds as much danger as any other part of the Abyss, and planar visitors can vanish without a trace in its mazelike cities and in forests whose trees have serpents for branches. Layer 66
instruments on the Material Plane, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the cosmos into a wasteland in which
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Triple Realm holds as much danger as any other part of the Abyss, and planar visitors can vanish without a trace in its mazelike cities and in forests whose trees have serpents for branches. Layer 66
instruments on the Material Plane, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the cosmos into a wasteland in which
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, and ceiling of the tunnel as far as you can see. Within this tunnel are several branches, all of them covered in the same black moss.
The notable aspect of this tunnel is the uniform layer of black
meenlocks and left to rot. Heaped piles of bones, clothing, boots, rusted blades, and splintered bows and arrows rest within the recessed portions of the walls. Treasure. Most of the items in the refuse
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, and ceiling of the tunnel as far as you can see. Within this tunnel are several branches, all of them covered in the same black moss.
The notable aspect of this tunnel is the uniform layer of black
meenlocks and left to rot. Heaped piles of bones, clothing, boots, rusted blades, and splintered bows and arrows rest within the recessed portions of the walls. Treasure. Most of the items in the refuse
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, and ceiling of the tunnel as far as you can see. Within this tunnel are several branches, all of them covered in the same black moss.
The notable aspect of this tunnel is the uniform layer of black
meenlocks and left to rot. Heaped piles of bones, clothing, boots, rusted blades, and splintered bows and arrows rest within the recessed portions of the walls. Treasure. Most of the items in the refuse
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
is glowing, the wall of force can’t be dispelled. Two living blades of disaster (see appendix C) guard the double door that blocks the way to area Y19l. The blades attack intruders that move in range
of their blindsight (30 feet), and the blades can pass right through the wall of force. Green Crystal. This glowing crystal sustains the wall of force but has become loose in its stone fixture
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
is glowing, the wall of force can’t be dispelled. Two living blades of disaster (see appendix C) guard the double door that blocks the way to area Y19l. The blades attack intruders that move in range
of their blindsight (30 feet), and the blades can pass right through the wall of force. Green Crystal. This glowing crystal sustains the wall of force but has become loose in its stone fixture
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
is glowing, the wall of force can’t be dispelled. Two living blades of disaster (see appendix C) guard the double door that blocks the way to area Y19l. The blades attack intruders that move in range
of their blindsight (30 feet), and the blades can pass right through the wall of force. Green Crystal. This glowing crystal sustains the wall of force but has become loose in its stone fixture
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
above the surrounding houses of worship, floating above a seemingly bottomless pit. Tarnished blades jut from the Infinite Well like metal branches on a blackened tree. Rather than the blue-green
adventure Turn of Fortune’s Wheel. Heart’s Fire Sparkling rays converge on the stained-glass windows of Heart’s Fire, a luminous temple devoted to gods of fire, truth, and light. Golden, wavy blades
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
above the surrounding houses of worship, floating above a seemingly bottomless pit. Tarnished blades jut from the Infinite Well like metal branches on a blackened tree. Rather than the blue-green
adventure Turn of Fortune’s Wheel. Heart’s Fire Sparkling rays converge on the stained-glass windows of Heart’s Fire, a luminous temple devoted to gods of fire, truth, and light. Golden, wavy blades
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
above the surrounding houses of worship, floating above a seemingly bottomless pit. Tarnished blades jut from the Infinite Well like metal branches on a blackened tree. Rather than the blue-green
adventure Turn of Fortune’s Wheel. Heart’s Fire Sparkling rays converge on the stained-glass windows of Heart’s Fire, a luminous temple devoted to gods of fire, truth, and light. Golden, wavy blades
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
become one with the cosmos. As one would navigate a river, the faithful of Hanali are known for following their hearts, unwilling to deviate from the pursuit of ultimate beauty. Devotees of Hanali
illuminated and what remains mysterious. Trunks and branches reach high into the expanse of the mind and the realm of revelation, while roots sink deep, anchoring themselves in the known and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
become one with the cosmos. As one would navigate a river, the faithful of Hanali are known for following their hearts, unwilling to deviate from the pursuit of ultimate beauty. Devotees of Hanali
illuminated and what remains mysterious. Trunks and branches reach high into the expanse of the mind and the realm of revelation, while roots sink deep, anchoring themselves in the known and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
become one with the cosmos. As one would navigate a river, the faithful of Hanali are known for following their hearts, unwilling to deviate from the pursuit of ultimate beauty. Devotees of Hanali
illuminated and what remains mysterious. Trunks and branches reach high into the expanse of the mind and the realm of revelation, while roots sink deep, anchoring themselves in the known and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
(Perception) check, see the decanter anchored behind coral branches, which must be smashed to free it. The sculpture stands 20 feet tall and has AC 11, 50 hit points, and immunity to psychic and poison damage
whalebone blades lined with shark teeth. The shields and the weapons aren’t particularly valuable, especially given their weight. A concave wall to the south has a giant-sized secret door set into it. It
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
(Perception) check, see the decanter anchored behind coral branches, which must be smashed to free it. The sculpture stands 20 feet tall and has AC 11, 50 hit points, and immunity to psychic and poison damage
whalebone blades lined with shark teeth. The shields and the weapons aren’t particularly valuable, especially given their weight. A concave wall to the south has a giant-sized secret door set into it. It






