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Returning 35 results for 'blessed bark druid constructed remote'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
everlasting guardian.
The ritual to create a wood woad is a primeval secret passed down through generations of forest-dwelling societies and druid circles. Performing the ritual isn’t necessarily an
roots. After three days, a sprout emerges from the ground at the base of the tree and swiftly grows into a bipedal form.
This new body, armored in tough bark and bearing a gnarled club and shield, is
Monsters
Mythic Odysseys of Theros
oreads number among the most dangerous nymphs, as they embody the wild might of flames, volcanism, and the hidden forces of the earth. These creatures typically dwell in remote mountain crags and near
so blessed is that oreads go out of their way to leave such sites alone.
Tales of Fire. The followers of Purphoros regard oreads with special reverence, as myths tell of cagey smiths befriending these
backgrounds
Forgotten Realms: Heroes of Faerûn
Ability Scores: Constitution, Wisdom, Charisma Feat: Magic Initiate (Druid) Skill Proficiencies: Nature and Performance Tool Proficiency: Painter's Supplies Equipment: Choose A or B: (A) Quarterstaff
, 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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Creature.Thought to be as old as the Abyss itself, sibriexes haunt remote parts of that plane, where they use their vile abilities to create new horrors and they seek ancient lore. Rivulets of blood and
turn into short tusks.
41–45
The target’s skin develops bark-like scales, granting it a +1 bonus to AC but reducing its Charisma by 2 (to a minimum of 1).
46–50
The
Backgrounds
Guildmasters’ Guide to Ravnica
spore druid responsible for a large rot farm.
5
There’s a troll in a remote area of the undercity who seems to find me interesting — and who knows more than you’d think.
6
An
stole something valuable.
8
I found a baby beast and sold it to a Rakdos wrangler who remains grateful to me.
9
A Selesnya druid and I share an interest in the same garden, and we have
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Barkskin Level 2 Transmutation (Druid, Ranger) Casting Time: Bonus Action
Range: Touch
Components: V, S, M (a handful of bark)
Duration: 1 hour
You touch a willing creature. Until the spell
ends, the target’s skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Barkskin Level 2 Transmutation (Druid, Ranger) Casting Time: Bonus Action
Range: Touch
Components: V, S, M (a handful of bark)
Duration: 1 hour
You touch a willing creature. Until the spell
ends, the target’s skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
table to inspire what mysteries a treant protects. Treant Secrets 1d6 The Treant Is... 1 Blessed by a god and grows magic fruit. 2 Growing atop the entrance to a dungeon or portal to the Feywild
attacks.
Slam. Melee Attack Roll: +10, reach 5 ft. Hit: 16 (3d6 + 6) Bludgeoning damage.
Hail of Bark. Ranged Attack Roll: +10, range 180 ft. Hit: 28 (4d10 + 6) Piercing damage.
Animate Trees (1/Day
Compendium
- Sources->Dungeons & Dragons->Monster Manual
table to inspire what mysteries a treant protects. Treant Secrets 1d6 The Treant Is... 1 Blessed by a god and grows magic fruit. 2 Growing atop the entrance to a dungeon or portal to the Feywild
attacks.
Slam. Melee Attack Roll: +10, reach 5 ft. Hit: 16 (3d6 + 6) Bludgeoning damage.
Hail of Bark. Ranged Attack Roll: +10, range 180 ft. Hit: 28 (4d10 + 6) Piercing damage.
Animate Trees (1/Day
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the three planes and the relative importance they give to law and good. Sages have constructed a few such theoretical models to make sense of the jumble of planes, particularly the Outer Planes. The
are imprisoned in endless darkness, lies below Hades. And far to the west of the known world in the Material Plane are the blessed Elysian Fields. The souls of great heroes reside there. Solar Barge
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Scattered among these tents are campfires around which members of the clan like to gather. The tents are crude yet sturdy structures with wooden frames and walls made of layered bark and animal hides. A
scroll of lesser restoration (or some other 1st- or 2nd-level spell from the druid spell list). Map 2.11: reghed tribe camp View Player Version
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Scattered among these tents are campfires around which members of the clan like to gather. The tents are crude yet sturdy structures with wooden frames and walls made of layered bark and animal hides. A
scroll of lesser restoration (or some other 1st- or 2nd-level spell from the druid spell list). Map 2.11: reghed tribe camp View Player Version
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Scattered among these tents are campfires around which members of the clan like to gather. The tents are crude yet sturdy structures with wooden frames and walls made of layered bark and animal hides. A
scroll of lesser restoration (or some other 1st- or 2nd-level spell from the druid spell list). Map 2.11: reghed tribe camp View Player Version
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
Springarden Springarden is a sprawling, forested garden in the heart of the Springwood (a forest located somewhere on the Material Plane) and home to the Blossom Union, a group of druid-monks. It is
leaves and creates pleasing, delicate ripples on the water’s surface. In its remote, forested domain, Springarden is typically a destination for pilgrims of nature deities, those who seek sanctuary, and
Compendium
- Sources->Dungeons & Dragons->Monster Manual
table to inspire what mysteries a treant protects. Treant Secrets 1d6 The Treant Is... 1 Blessed by a god and grows magic fruit. 2 Growing atop the entrance to a dungeon or portal to the Feywild
attacks.
Slam. Melee Attack Roll: +10, reach 5 ft. Hit: 16 (3d6 + 6) Bludgeoning damage.
Hail of Bark. Ranged Attack Roll: +10, range 180 ft. Hit: 28 (4d10 + 6) Piercing damage.
Animate Trees (1/Day
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Background Centuries ago, a family living in a remote water mill endured a string of unfortunate events. A malevolent spirit called Shemshime attached itself to the family and caused the “accidents
.” The daughter finally destroyed Shemshime by crushing it under a millstone that had been blessed by a traveling halfling cleric of Chauntea (god of agriculture). The story became a local legend, a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the three planes and the relative importance they give to law and good. Sages have constructed a few such theoretical models to make sense of the jumble of planes, particularly the Outer Planes. The
are imprisoned in endless darkness, lies below Hades. And far to the west of the known world in the Material Plane are the blessed Elysian Fields. The souls of great heroes reside there. Solar Barge
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
such places, particularly those that serve as druid groves. Eldath is a goddess of comfort, healing, and calm. Her blessed waters heal the sick, cure madness, and comfort the dying. Most rural places
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the three planes and the relative importance they give to law and good. Sages have constructed a few such theoretical models to make sense of the jumble of planes, particularly the Outer Planes. The
are imprisoned in endless darkness, lies below Hades. And far to the west of the known world in the Material Plane are the blessed Elysian Fields. The souls of great heroes reside there. Solar Barge
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
roads ranging from 5 to 20 feet in height and punctuated by lean-to shelters; the roads and shelters alike are constructed from wood, reeds, and stone. The folk of Atagua use these roads to ensure safe
, and travelers. The Outposts Three remote settlements, collectively known as “the outposts,” are home to the most notable factions of Atagua. One is a busy encampment that serves as a base for the Tribe
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Background Centuries ago, a family living in a remote water mill endured a string of unfortunate events. A malevolent spirit called Shemshime attached itself to the family and caused the “accidents
.” The daughter finally destroyed Shemshime by crushing it under a millstone that had been blessed by a traveling halfling cleric of Chauntea (god of agriculture). The story became a local legend, a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
4. Elf Quarters The tunnel leading to this area rises 20 feet to end in a rickety wooden door, constructed by the elves to keep some of the ettin smell out. This area sits atop an open bluff, with
. If the characters received the garlands from the druid and place them on the elves, this automatically convinces them to safely flee. Forgotten Shrine An ancient shrine stands in the southwest corner
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
roads ranging from 5 to 20 feet in height and punctuated by lean-to shelters; the roads and shelters alike are constructed from wood, reeds, and stone. The folk of Atagua use these roads to ensure safe
, and travelers. The Outposts Three remote settlements, collectively known as “the outposts,” are home to the most notable factions of Atagua. One is a busy encampment that serves as a base for the Tribe
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Background Centuries ago, a family living in a remote water mill endured a string of unfortunate events. A malevolent spirit called Shemshime attached itself to the family and caused the “accidents
.” The daughter finally destroyed Shemshime by crushing it under a millstone that had been blessed by a traveling halfling cleric of Chauntea (god of agriculture). The story became a local legend, a
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
such places, particularly those that serve as druid groves. Eldath is a goddess of comfort, healing, and calm. Her blessed waters heal the sick, cure madness, and comfort the dying. Most rural places
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
such places, particularly those that serve as druid groves. Eldath is a goddess of comfort, healing, and calm. Her blessed waters heal the sick, cure madness, and comfort the dying. Most rural places
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the King’s Guard, the leader of a powerful druid circle, a quirky monk who lives in a remote mountaintop pagoda, a barbarian chieftain, a warlock living among nomads as a fortune-teller, or an
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
4. Elf Quarters The tunnel leading to this area rises 20 feet to end in a rickety wooden door, constructed by the elves to keep some of the ettin smell out. This area sits atop an open bluff, with
them. If the characters received the garlands from the druid and place them on the elves, this automatically convinces them to safely flee. Forgotten Shrine An ancient shrine stands in the southwest
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
4. Elf Quarters The tunnel leading to this area rises 20 feet to end in a rickety wooden door, constructed by the elves to keep some of the ettin smell out. This area sits atop an open bluff, with
. If the characters received the garlands from the druid and place them on the elves, this automatically convinces them to safely flee. Forgotten Shrine An ancient shrine stands in the southwest corner
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the King’s Guard, the leader of a powerful druid circle, a quirky monk who lives in a remote mountaintop pagoda, a barbarian chieftain, a warlock living among nomads as a fortune-teller, or an
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the King’s Guard, the leader of a powerful druid circle, a quirky monk who lives in a remote mountaintop pagoda, a barbarian chieftain, a warlock living among nomads as a fortune-teller, or an
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
roads ranging from 5 to 20 feet in height and punctuated by lean-to shelters; the roads and shelters alike are constructed from wood, reeds, and stone. The folk of Atagua use these roads to ensure safe
, and travelers. The Outposts Three remote settlements, collectively known as “the outposts,” are home to the most notable factions of Atagua. One is a busy encampment that serves as a base for the Tribe
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
4. Elf Quarters The tunnel leading to this area rises 20 feet to end in a rickety wooden door, constructed by the elves to keep some of the ettin smell out. This area sits atop an open bluff, with
them. If the characters received the garlands from the druid and place them on the elves, this automatically convinces them to safely flee. Forgotten Shrine An ancient shrine stands in the southwest
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
4. Elf Quarters The tunnel leading to this area rises 20 feet to end in a rickety wooden door, constructed by the elves to keep some of the ettin smell out. This area sits atop an open bluff, with
. If the characters received the garlands from the druid and place them on the elves, this automatically convinces them to safely flee. Forgotten Shrine An ancient shrine stands in the southwest corner
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
4. Elf Quarters The tunnel leading to this area rises 20 feet to end in a rickety wooden door, constructed by the elves to keep some of the ettin smell out. This area sits atop an open bluff, with
them. If the characters received the garlands from the druid and place them on the elves, this automatically convinces them to safely flee. Forgotten Shrine An ancient shrine stands in the southwest