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Returning 35 results for 'blend blessing diffusing commune revering'.
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Monsters
The Book of Many Things
":"1d12+3", "rollType":"damage", "rollAction":"Radiant Strike", "rollDamageType":"radiant"} radiant damage.
Prophetic Blessing. The living portent magically infuses the power of its prophecy into another
", "rollAction":"Prophetic Blessing"}, and it gains a prophecy die, a d8. Once during each of the creature’s turns, when it fails an ability check or saving throw or misses an attack roll, it can
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
/day: commune with nature (as an action)The wise and ancient treefolk thrive in the depths of Eldraine’s forested wilds. Though many treefolk rival members of the high fae in age, they rarely
);{"diceNotation":"2d4","rollType":"roll","rollAction":"Oaken Boon"} temporary hit points at the start of each of its turns. This blessing lasts for 1 minute, until the treefolk has the incapacitated condition, or until the treefolk uses this bonus action again.
backgrounds
Forgotten Realms: Heroes of Faerûn
, Painter's Supplies, Bedroll, Bell, Pouch, Robe, String, Traveler's Clothes, Waterskin, 38 GP; or (B) 50 GP
Like many who hail from the Moonshae Isles, you grew up revering the blessed land, its
unique gods, and the mysterious shrines called the moonwells. As a moonwell pilgrim, you undertook a quest to visit and commune with every moonwell on (or off) the map. Along your idyllic journeys, you
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
manifestations of the gods. The more religious members of the Stoneheart Enclave cast augury and commune spells within the circle, interpreting the responses to their entreaties through subtle changes
, Gurnik channels the power of the cleansed temple, bestowing a blessing of protection or a blessing of weapon on each of the characters (each player’s choice); see “Other Rewards” in chapter 7 of the Dungeon Master’s Guide for more information on blessings.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
manifestations of the gods. The more religious members of the Stoneheart Enclave cast augury and commune spells within the circle, interpreting the responses to their entreaties through subtle changes
, Gurnik channels the power of the cleansed temple, bestowing a blessing of protection or a blessing of weapon on each of the characters (each player’s choice); see “Other Rewards” in chapter 7 of the Dungeon Master’s Guide for more information on blessings.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
manifestations of the gods. The more religious members of the Stoneheart Enclave cast augury and commune spells within the circle, interpreting the responses to their entreaties through subtle changes
, Gurnik channels the power of the cleansed temple, bestowing a blessing of protection or a blessing of weapon on each of the characters (each player’s choice); see “Other Rewards” in chapter 7 of the Dungeon Master’s Guide for more information on blessings.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
portents impact the earth, they carve great craters, yet miraculously, none who live in the impact zone are harmed. These beings of light then assume Humanoid forms to blend in with the inhabitants of the
120 ft., one target. Hit: 9 (1d12 + 3) radiant damage.
Prophetic Blessing. The living portent magically infuses the power of its prophecy into another willing creature the living portent can see
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
portents impact the earth, they carve great craters, yet miraculously, none who live in the impact zone are harmed. These beings of light then assume Humanoid forms to blend in with the inhabitants of the
120 ft., one target. Hit: 9 (1d12 + 3) radiant damage.
Prophetic Blessing. The living portent magically infuses the power of its prophecy into another willing creature the living portent can see
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
portents impact the earth, they carve great craters, yet miraculously, none who live in the impact zone are harmed. These beings of light then assume Humanoid forms to blend in with the inhabitants of the
120 ft., one target. Hit: 9 (1d12 + 3) radiant damage.
Prophetic Blessing. The living portent magically infuses the power of its prophecy into another willing creature the living portent can see
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
realm. If the characters claim to have killed Fazrian or helped the planetar achieve atonement, the deva uses a commune spell to verify as much. If the characters speak the truth, Aryx shows its
gratitude by granting each party member a blessing of health (see “Supernatural Gifts” in chapter 7 of the Dungeon Master’s Guide). If the characters have not yet dealt with the fallen planetar on level 21
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
realm. If the characters claim to have killed Fazrian or helped the planetar achieve atonement, the deva uses a commune spell to verify as much. If the characters speak the truth, Aryx shows its
gratitude by granting each party member a blessing of health (see “Supernatural Gifts” in chapter 7 of the Dungeon Master’s Guide). If the characters have not yet dealt with the fallen planetar on level 21
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
realm. If the characters claim to have killed Fazrian or helped the planetar achieve atonement, the deva uses a commune spell to verify as much. If the characters speak the truth, Aryx shows its
gratitude by granting each party member a blessing of health (see “Supernatural Gifts” in chapter 7 of the Dungeon Master’s Guide). If the characters have not yet dealt with the fallen planetar on level 21
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
its five major islands. Kalapang Kalapang, the largest community on the island of Malabulak, stands among verdant fields. The city is a blend of old and new, with ancient religious sites and relics of
were infused into the skybridges in ages past, with the creatures’ blessing. Only bonesingers, people chosen as stewards of the skybridges, know how to maintain the magic that keeps the skybridges safe.
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
/day each: enlarge/reduce, speak with plants
1/day: commune with nature (as an action)
Bonus Actions
Oaken Boon. The treefolk blesses one creature other than itself that it can see within 60 feet
turns. This blessing lasts for 1 minute, until the treefolk has the incapacitated condition, or until the treefolk uses this bonus action again.
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
/day each: enlarge/reduce, speak with plants
1/day: commune with nature (as an action)
Bonus Actions
Oaken Boon. The treefolk blesses one creature other than itself that it can see within 60 feet
turns. This blessing lasts for 1 minute, until the treefolk has the incapacitated condition, or until the treefolk uses this bonus action again.
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
/day each: enlarge/reduce, speak with plants
1/day: commune with nature (as an action)
Bonus Actions
Oaken Boon. The treefolk blesses one creature other than itself that it can see within 60 feet
turns. This blessing lasts for 1 minute, until the treefolk has the incapacitated condition, or until the treefolk uses this bonus action again.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
its five major islands. Kalapang Kalapang, the largest community on the island of Malabulak, stands among verdant fields. The city is a blend of old and new, with ancient religious sites and relics of
were infused into the skybridges in ages past, with the creatures’ blessing. Only bonesingers, people chosen as stewards of the skybridges, know how to maintain the magic that keeps the skybridges safe.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
its five major islands. Kalapang Kalapang, the largest community on the island of Malabulak, stands among verdant fields. The city is a blend of old and new, with ancient religious sites and relics of
were infused into the skybridges in ages past, with the creatures’ blessing. Only bonesingers, people chosen as stewards of the skybridges, know how to maintain the magic that keeps the skybridges safe.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. The alchemy practiced by firenewts focuses on fire. One of their favorite mixtures is a paste of sulfur, mineral salts, and oil. Firenewts chew this blend habitually, because doing so produces a
rebuke, scorching ray
Imix’s Blessing. When the firenewt reduces an enemy to 0 hit points, the firenewt gains 5 temporary hit points.
Actions
Morningstar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. The alchemy practiced by firenewts focuses on fire. One of their favorite mixtures is a paste of sulfur, mineral salts, and oil. Firenewts chew this blend habitually, because doing so produces a
rebuke, scorching ray
Imix’s Blessing. When the firenewt reduces an enemy to 0 hit points, the firenewt gains 5 temporary hit points.
Actions
Morningstar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
circle operates nearby, seeking the circle’s blessing before hunting or farming on the lands they protect. The druid habit of gathering in clearings, wooded groves, or around sacred pools gave rise to
the three nights of the full moon, three or more druids gathered around a moonwell can cast commune and scrying once each without expending spell slots and without material components, provided that one
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
circle operates nearby, seeking the circle’s blessing before hunting or farming on the lands they protect. The druid habit of gathering in clearings, wooded groves, or around sacred pools gave rise to
the three nights of the full moon, three or more druids gathered around a moonwell can cast commune and scrying once each without expending spell slots and without material components, provided that one
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
circle operates nearby, seeking the circle’s blessing before hunting or farming on the lands they protect. The druid habit of gathering in clearings, wooded groves, or around sacred pools gave rise to
the three nights of the full moon, three or more druids gathered around a moonwell can cast commune and scrying once each without expending spell slots and without material components, provided that one
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. The alchemy practiced by firenewts focuses on fire. One of their favorite mixtures is a paste of sulfur, mineral salts, and oil. Firenewts chew this blend habitually, because doing so produces a
rebuke, scorching ray
Imix’s Blessing. When the firenewt reduces an enemy to 0 hit points, the firenewt gains 5 temporary hit points.
Actions
Morningstar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
ascending to godhood. In addition to revering Uthgar, each tribe venerates a totem animal spirit after which the tribe is named. Numerous Uthgardt tribes have been vanquished over the years, and at
. The Uthgardt believe that their ancestors trapped their totem spirits under these mounds so that they and their descendants could commune with the spirits and gain their power. The Uthgardt fear magic
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
ascending to godhood. In addition to revering Uthgar, each tribe venerates a totem animal spirit after which the tribe is named. Numerous Uthgardt tribes have been vanquished over the years, and at
. The Uthgardt believe that their ancestors trapped their totem spirits under these mounds so that they and their descendants could commune with the spirits and gain their power. The Uthgardt fear magic
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
ascending to godhood. In addition to revering Uthgar, each tribe venerates a totem animal spirit after which the tribe is named. Numerous Uthgardt tribes have been vanquished over the years, and at
. The Uthgardt believe that their ancestors trapped their totem spirits under these mounds so that they and their descendants could commune with the spirits and gain their power. The Uthgardt fear magic
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, with the additional effect that creatures other than Undead that attempt to ascend the dais are subject to the spell’s fear effect (save DC 16). Chemosh’s Blessing. The first character who succeeds on
necromancy around the altar. The altar can be used to commune with the dead. If a corpse’s skull is placed on the altar, a creature wearing or holding a holy symbol of Chemosh can ask the skull five
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, with the additional effect that creatures other than Undead that attempt to ascend the dais are subject to the spell’s fear effect (save DC 16). Chemosh’s Blessing. The first character who succeeds on
necromancy around the altar. The altar can be used to commune with the dead. If a corpse’s skull is placed on the altar, a creature wearing or holding a holy symbol of Chemosh can ask the skull five
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, with the additional effect that creatures other than Undead that attempt to ascend the dais are subject to the spell’s fear effect (save DC 16). Chemosh’s Blessing. The first character who succeeds on
necromancy around the altar. The altar can be used to commune with the dead. If a corpse’s skull is placed on the altar, a creature wearing or holding a holy symbol of Chemosh can ask the skull five
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. Unlike most of the Outer City, where neighborhoods blend into each other and no one can quite say where one ends and another begins, Little Calimshan is sharply defined by brick-and-plaster walls, 15
now spent most of a century as an all-gnome artist’s commune. Though only gnomes are invited to rent one of the rambling manor’s thirty-seven studio apartments, Baldurians of all races are welcome to
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. Unlike most of the Outer City, where neighborhoods blend into each other and no one can quite say where one ends and another begins, Little Calimshan is sharply defined by brick-and-plaster walls, 15
now spent most of a century as an all-gnome artist’s commune. Though only gnomes are invited to rent one of the rambling manor’s thirty-seven studio apartments, Baldurians of all races are welcome to
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
with regard to those Baldurians living in the city proper. Unlike most of the Outer City, where neighborhoods blend into each other and no one can quite say where one ends and another begins, Little
century as an all-gnome artist’s commune. Though only gnomes are invited to rent one of the rambling manor’s thirty-seven studio apartments, Baldurians of all races are welcome to socialize at the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. Unlike most of the Outer City, where neighborhoods blend into each other and no one can quite say where one ends and another begins, Little Calimshan is sharply defined by brick-and-plaster walls, 15
now spent most of a century as an all-gnome artist’s commune. Though only gnomes are invited to rent one of the rambling manor’s thirty-seven studio apartments, Baldurians of all races are welcome to
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
with regard to those Baldurians living in the city proper. Unlike most of the Outer City, where neighborhoods blend into each other and no one can quite say where one ends and another begins, Little
century as an all-gnome artist’s commune. Though only gnomes are invited to rent one of the rambling manor’s thirty-seven studio apartments, Baldurians of all races are welcome to socialize at the






