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Returning 35 results for 'blessing bird diffusing changing run'.
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Monsters
The Book of Many Things
roll the prophecy die and add the number rolled to the total, potentially changing the outcome. The blessing ends after 1 hour or when the living portent ends the blessing (no action required) or uses
":"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
Monsters
Acquisitions Incorporated
, echoing from the darkness like a death knell. For by the time those glowing red eyes fix on you, it's far too late to run …
Some adventurers and sages whisper that deep crows were first spawned as
resembles a massive version of its namesake bird, this creature is a unique form of avian insect. Seen up close, it can easily be discerned from any other giant bird by its insectoid maw, its four-clawed
Monsters
Mordenkainen Presents: Monsters of the Multiverse
;retire” from hands-on work to run a thieves’ guild, spearhead some covert enterprise, or enjoy a quiet life of luxury.
When a master thief completes a challenging heist, they often leave
":"1d10","rollType":"roll","rollAction":"Calling Card"}
Calling Card
1
Tiny, folded paper cat
2
Red bird feather
3
Rose petal
4
Figurine made from twigs and twine
5
Satyr
Legacy
This doesn't reflect the latest rules and lore.
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races
Mythic Odysseys of Theros
.
While their spontaneity and whimsy sometimes put them at odds with more stoic peoples, satyrs rarely let the moodiness of others hinder their own happiness.
Life is a blessing from the gods, after
song of a bird, a warm breeze, the smell of a tasty pie, relaxing by a river in the sunshine. Life freely offers these gifts, and for a satyr, they are more valuable than gold or glory. To revel means
Elf
Legacy
This doesn't reflect the latest rules and lore.
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races
Basic Rules (2014)
arches, swooping from spire to spire, soared through the air. Crafted by ancient dwarven metalsmiths, they were strong enough to hold the weight of an army, yet they appeared so delicate that a bird
. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so
Tabaxi
Legacy
This doesn't reflect the latest rules and lore.
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races
Volo's Guide to Monsters
), Five Timber (Timber), Jade Shoe (Jade), Left-Handed Hummingbird (Bird), Seven Thundercloud (Thunder), Skirt of Snakes (Snake), Smoking Mirror (Smoke)
Tabaxi Clans: Bright Cliffs, Distant Rain
result every few days that pass in the campaign to reflect your ever-changing curiosity.
Tabaxi Obsessions
d8
My curiosity is currently fixed on …
1
A god or planar entity
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Running for One Character You can run this adventure for a single character of level 7. Ideally, that character should have proficiency in at least two of the following skills: Acrobatics Athletics
Investigation Medicine Perception Religion The solo character gains the Blessing of the Lone Champion (see the introduction) to compensate for the lack of companions.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Running for One Character You can run this adventure for a single character of level 7. Ideally, that character should have proficiency in at least two of the following skills: Acrobatics Athletics
Investigation Medicine Perception Religion The solo character gains the Blessing of the Lone Champion (see the introduction) to compensate for the lack of companions.
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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races
Volo's Guide to Monsters
other useful items, but if they are at risk of discovery, they run away rather than attack anyone in the house. By fleeing before they can be seen or identified, they avoid getting into a situation
, giving each individual and every generation a reason to feel pride and self-respect. The kobolds prefer to run away than fight, to live off the scraps of others, and they are often dominated by larger
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Running for One Character You can run this adventure for a single character of level 7. Ideally, that character should have proficiency in at least two of the following skills: Acrobatics Athletics
Investigation Medicine Perception Religion The solo character gains the Blessing of the Lone Champion (see the introduction) to compensate for the lack of companions.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Running for One Character You can run this adventure for a single character of level 12. A Bard is a good choice, given the role that music and storytelling play in the adventure. Ideally, the
character should have proficiency in at least two of the following skills: Deception Intimidation Perception Performance Persuasion Stealth The solo character gains the Blessing of the Lone Champion (see the introduction) to compensate for the lack of companions.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Running for One Character You can run this adventure for a single character of level 12. A Bard is a good choice, given the role that music and storytelling play in the adventure. Ideally, the
character should have proficiency in at least two of the following skills: Deception Intimidation Perception Performance Persuasion Stealth The solo character gains the Blessing of the Lone Champion (see the introduction) to compensate for the lack of companions.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Running for One Character You can run this adventure for a single character of level 12. A Bard is a good choice, given the role that music and storytelling play in the adventure. Ideally, the
character should have proficiency in at least two of the following skills: Deception Intimidation Perception Performance Persuasion Stealth The solo character gains the Blessing of the Lone Champion (see the introduction) to compensate for the lack of companions.
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
Den of Villainy Underneath the veneer of Rat’s Run, reality is harsh. Thieves, smugglers, racketeers, and other criminals see Rat’s Run as a haven, and for good reason. Staff members warn any patron
, and ensuring that no witnesses ever speak to the authorities. Each week, the manager gives these bribes to a hooded, ever-changing courier who, of course, knows nothing about their boss. Haven for
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
Den of Villainy Underneath the veneer of Rat’s Run, reality is harsh. Thieves, smugglers, racketeers, and other criminals see Rat’s Run as a haven, and for good reason. Staff members warn any patron
, and ensuring that no witnesses ever speak to the authorities. Each week, the manager gives these bribes to a hooded, ever-changing courier who, of course, knows nothing about their boss. Haven for
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
Den of Villainy Underneath the veneer of Rat’s Run, reality is harsh. Thieves, smugglers, racketeers, and other criminals see Rat’s Run as a haven, and for good reason. Staff members warn any patron
, and ensuring that no witnesses ever speak to the authorities. Each week, the manager gives these bribes to a hooded, ever-changing courier who, of course, knows nothing about their boss. Haven for
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Savage Frontier, in the northwest corner of the continent of Faerûn. Nonetheless, you can easily adapt the adventure to your home campaign by changing the names of various locations and factions. We
recommend that you read the entire adventure before attempting to run it. This introduction begins with an “Adventure Background” section that summarizes the events that set the adventure in motion. The
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Savage Frontier, in the northwest corner of the continent of Faerûn. Nonetheless, you can easily adapt the adventure to your home campaign by changing the names of various locations and factions. We
recommend that you read the entire adventure before attempting to run it. This introduction begins with an “Adventure Background” section that summarizes the events that set the adventure in motion. The
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Savage Frontier, in the northwest corner of the continent of Faerûn. Nonetheless, you can easily adapt the adventure to your home campaign by changing the names of various locations and factions. We
recommend that you read the entire adventure before attempting to run it. This introduction begins with an “Adventure Background” section that summarizes the events that set the adventure in motion. The
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Running for One Character You can run this adventure for a single character of level 3. Ideally, that character should have proficiency in at least two of the following skills: Athletics Deception
History Insight Perception Persuasion Sleight of Hand Stealth The solo character gains the Blessing of the Lone Champion (see the introduction) to compensate for the lack of companions. Key NPCs
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Running the Adventures To run each of these adventures, you need the fifth edition core rulebooks: the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. Spells and equipment mentioned in
adventures in this anthology. Each adventure is designed for four to six characters of a particular level, but you can adjust for larger or smaller groups by changing the number of foes in an encounter and
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Running the Adventures To run each of these adventures, you need the fifth edition core rulebooks: the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. Spells and equipment mentioned in
adventures in this anthology. Each adventure is designed for four to six characters of a particular level, but you can adjust for larger or smaller groups by changing the number of foes in an encounter and
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Running for One Character You can run this adventure for a single character of level 3. Ideally, that character should have proficiency in at least two of the following skills: Athletics Deception
History Insight Perception Persuasion Sleight of Hand Stealth The solo character gains the Blessing of the Lone Champion (see the introduction) to compensate for the lack of companions. Key NPCs
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Running for One Character You can run this adventure for a single character of level 3. Ideally, that character should have proficiency in at least two of the following skills: Athletics Deception
History Insight Perception Persuasion Sleight of Hand Stealth The solo character gains the Blessing of the Lone Champion (see the introduction) to compensate for the lack of companions. Key NPCs
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Running the Adventures To run each of these adventures, you need the fifth edition core rulebooks: the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. Spells and equipment mentioned in
adventures in this anthology. Each adventure is designed for four to six characters of a particular level, but you can adjust for larger or smaller groups by changing the number of foes in an encounter and
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
ability check or saving throw or misses an attack roll, it can roll the prophecy die and add the number rolled to the total, potentially changing the outcome. The blessing ends after 1 hour or when 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
ability check or saving throw or misses an attack roll, it can roll the prophecy die and add the number rolled to the total, potentially changing the outcome. The blessing ends after 1 hour or when 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
ability check or saving throw or misses an attack roll, it can roll the prophecy die and add the number rolled to the total, potentially changing the outcome. The blessing ends after 1 hour or when 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->Mythic Odysseys of Theros
Features of the Skola Vale The Skola Vale is a wild place where majestic animals run free, trees, vines, and bushes provide fruit, and Nylea’s magic enhances the land. Plants and animals grow rapidly
Nyxborn legends that appear again and again through the generations, either as threats or the stuff of incredible meals. Satyrs speak of both Kexosrexsos the Braided Lion and Hulp the Pork Bird with
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Features of the Skola Vale The Skola Vale is a wild place where majestic animals run free, trees, vines, and bushes provide fruit, and Nylea’s magic enhances the land. Plants and animals grow rapidly
Nyxborn legends that appear again and again through the generations, either as threats or the stuff of incredible meals. Satyrs speak of both Kexosrexsos the Braided Lion and Hulp the Pork Bird with
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Features of the Skola Vale The Skola Vale is a wild place where majestic animals run free, trees, vines, and bushes provide fruit, and Nylea’s magic enhances the land. Plants and animals grow rapidly
Nyxborn legends that appear again and again through the generations, either as threats or the stuff of incredible meals. Satyrs speak of both Kexosrexsos the Braided Lion and Hulp the Pork Bird with
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Franchise Downtime Even though “The Orrery of the Wanderer” is at an end, the characters should run downtime activities, both as a celebration of their victory (or to lessen the sting of a partial
defeat) and to set the course for the campaign to come. The characters might enjoy changing cosmetic elements of their franchise headquarters to reflect their recent victories, spread their reputation
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Franchise Downtime Even though “The Orrery of the Wanderer” is at an end, the characters should run downtime activities, both as a celebration of their victory (or to lessen the sting of a partial
defeat) and to set the course for the campaign to come. The characters might enjoy changing cosmetic elements of their franchise headquarters to reflect their recent victories, spread their reputation
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Franchise Downtime Even though “The Orrery of the Wanderer” is at an end, the characters should run downtime activities, both as a celebration of their victory (or to lessen the sting of a partial
defeat) and to set the course for the campaign to come. The characters might enjoy changing cosmetic elements of their franchise headquarters to reflect their recent victories, spread their reputation
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Zombie Escape Set the scene by reading the following boxed text aloud: Groans fill the air as moaning humanoid figures covered in dried bird droppings sprint toward you on the road. As these beings
near, their grayish rotting flesh becomes apparent. A pair of red-faced women in heavy armor run behind the undead crying, “Stop those zombies!”
Greater zombies (see appendix A) that escaped from






