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Returning 25 results for 'blending beast diffusing cannith recovery'.
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feats
General Feat (Prerequisite: Level 4+, Shifter)
You have a potent connection to the beast within, strengthening your body and your ability to shift. You gain the following benefits.
Ability Score
transformation now lasts 10 minutes.
Shifter Recovery. You can use your Shifting trait one additional time. You regain 1 expended use when you finish a Short Rest, and all expended uses when you finish a Long Rest.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
said.
“What makes you think you do?”
—Keith Baker, The Shattered Land
The warforged were built to fight in the Last War. The first warforged were mindless automatons, but House Cannith devoted vast
resources to improving these steel soldiers. An unexpected breakthrough produced fully sentient soldiers, blending organic and inorganic materials. Warforged are made from wood and metal, but they
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
said.
“What makes you think you do?”
—Keith Baker, The Shattered Land
The warforged were built to fight in the Last War. The first warforged were mindless automatons, but House Cannith devoted vast
resources to improving these steel soldiers. An unexpected breakthrough produced fully sentient soldiers, blending organic and inorganic materials. Warforged are made from wood and metal, but they
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
said.
“What makes you think you do?”
—Keith Baker, The Shattered Land
The warforged were built to fight in the Last War. The first warforged were mindless automatons, but House Cannith devoted vast
resources to improving these steel soldiers. An unexpected breakthrough produced fully sentient soldiers, blending organic and inorganic materials. Warforged are made from wood and metal, but they
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
regalia of the Cyran crown. Two of the dragonmarked houses, Orien and Cannith, also have vested interests in investigating the Mournland’s ruins and often hire adventurers to pursue those interests
. House Orien wants to restore the lightning rail line that crosses the Mournland, which would reconnect the western and eastern halves of Khorvaire. House Cannith wants to recover trade secrets
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
regalia of the Cyran crown. Two of the dragonmarked houses, Orien and Cannith, also have vested interests in investigating the Mournland’s ruins and often hire adventurers to pursue those interests
. House Orien wants to restore the lightning rail line that crosses the Mournland, which would reconnect the western and eastern halves of Khorvaire. House Cannith wants to recover trade secrets
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
regalia of the Cyran crown. Two of the dragonmarked houses, Orien and Cannith, also have vested interests in investigating the Mournland’s ruins and often hire adventurers to pursue those interests
. House Orien wants to restore the lightning rail line that crosses the Mournland, which would reconnect the western and eastern halves of Khorvaire. House Cannith wants to recover trade secrets
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. Any hook horrors there attack only if the intruders slay or drive off the gorgons. White Gate. A white gate is situated in the opening in the rock wall that leads to the Forest of Recovery. Forest of
Recovery Powerful conjuration magic suffuses the trees in this zone. When an intruder ends its turn in an area of trees, the creature must make a DC 15 Wisdom saving throw. On a failed save, any damage
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. Any hook horrors there attack only if the intruders slay or drive off the gorgons. White Gate. A white gate is situated in the opening in the rock wall that leads to the Forest of Recovery. Forest of
Recovery Powerful conjuration magic suffuses the trees in this zone. When an intruder ends its turn in an area of trees, the creature must make a DC 15 Wisdom saving throw. On a failed save, any damage
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. Any hook horrors there attack only if the intruders slay or drive off the gorgons. White Gate. A white gate is situated in the opening in the rock wall that leads to the Forest of Recovery. Forest of
Recovery Powerful conjuration magic suffuses the trees in this zone. When an intruder ends its turn in an area of trees, the creature must make a DC 15 Wisdom saving throw. On a failed save, any damage
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know. Natural Recovery Starting at 2nd level, you can regain some of your magical energy by
disease. Nature’s Sanctuary When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know. Natural Recovery Starting at 2nd level, you can regain some of your magical energy by
disease. Nature’s Sanctuary When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know. Natural Recovery Starting at 2nd level, you can regain some of your magical energy by
disease. Nature’s Sanctuary When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know. Natural Recovery Starting at 2nd level, you can regain some of your magical energy by
and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know. Natural Recovery Starting at 2nd level, you can regain some of your magical energy by
and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know. Natural Recovery Starting at 2nd level, you can regain some of your magical energy by
and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, plant, and harvest. She knew that the bounty of a halfling village would be tempting plunder for any brigand or monster, so she used her powers to conceal their homes from easy discovery, blending them
able to warn halfling adventurers of danger while in her incorporeal form. Halflings who favor Charmalaine are usually adventurers or those who pursue other risky professions such as hunting, beast
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, plant, and harvest. She knew that the bounty of a halfling village would be tempting plunder for any brigand or monster, so she used her powers to conceal their homes from easy discovery, blending them
able to warn halfling adventurers of danger while in her incorporeal form. Halflings who favor Charmalaine are usually adventurers or those who pursue other risky professions such as hunting, beast
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, plant, and harvest. She knew that the bounty of a halfling village would be tempting plunder for any brigand or monster, so she used her powers to conceal their homes from easy discovery, blending them
able to warn halfling adventurers of danger while in her incorporeal form. Halflings who favor Charmalaine are usually adventurers or those who pursue other risky professions such as hunting, beast
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
, blending in with the surrounding stonework and rubble. A character who succeeds on a DC 15 Wisdom (Perception) check spots a footpath leading up to the hidden entrance. If the characters are actively
the middle of the room is a hulking beast that looks like a mangy bear with an owl’s head. It rears up and roars when it sees you.
The Cragmaws have captured an owlbear and confined it to this tower
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
, blending in with the surrounding stonework and rubble. A character who succeeds on a DC 15 Wisdom (Perception) check spots a footpath leading up to the hidden entrance. If the characters are actively
the middle of the room is a hulking beast that looks like a mangy bear with an owl’s head. It rears up and roars when it sees you.
The Cragmaws have captured an owlbear and confined it to this tower
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
, blending in with the surrounding stonework and rubble. A character who succeeds on a DC 15 Wisdom (Perception) check spots a footpath leading up to the hidden entrance. If the characters are actively
the middle of the room is a hulking beast that looks like a mangy bear with an owl’s head. It rears up and roars when it sees you.
The Cragmaws have captured an owlbear and confined it to this tower
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
intact hide of any beast or monstrosity of challenge rating 3 or higher. Harvesting the hide from such a creature requires an intact carcass, an hour of work, and a successful DC 15 Dexterity (Sleight of
willing to trade cleric spells of up to 5th level, including raise dead, in return for recovery of the remains he seeks. 27. Saltmarsh Cemetery The town’s cemetery is well-kept, but many of its graves are
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
intact hide of any beast or monstrosity of challenge rating 3 or higher. Harvesting the hide from such a creature requires an intact carcass, an hour of work, and a successful DC 15 Dexterity (Sleight of
willing to trade cleric spells of up to 5th level, including raise dead, in return for recovery of the remains he seeks. 27. Saltmarsh Cemetery The town’s cemetery is well-kept, but many of its graves are
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
intact hide of any beast or monstrosity of challenge rating 3 or higher. Harvesting the hide from such a creature requires an intact carcass, an hour of work, and a successful DC 15 Dexterity (Sleight of
willing to trade cleric spells of up to 5th level, including raise dead, in return for recovery of the remains he seeks. 27. Saltmarsh Cemetery The town’s cemetery is well-kept, but many of its graves are






