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Returning 35 results for 'blessings bottom diffusing court rolling'.
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Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
interfere with the goings-on of the faerie court. Instead, treefolk serve as guardians and shepherds of their wild groves, dispensing wisdom and blessings to travelers who wander under their branches
Orc
Legacy
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Species
Mordenkainen Presents: Monsters of the Multiverse
order from the encroachments of Fiends and other extraplanar threats. Gruumsh’s blessings have made orcs tireless guardians and mighty allies wherever they are found, even when they turn their
three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s
Species
Mordenkainen Presents: Monsters of the Multiverse
court of the Queen of Air and Darkness, one of the Feywild’s archfey. Goblins thrived in her dangerous domain thanks to a special boon from her—a supernatural knack for finding the weak
scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Heavenly Blessings—might be irreplaceable. Secretary Wei has sent agents to scour the land for imperial troves containing potions of longevity, hoping to find more of the lost ingredient. Recently, this
search unearthed ancient court documents mentioning a secret cache belonging to the Mountain Cloud Empress, a mysterious figure of the long-fallen Yun dynasty. Secretary Wei gave orders to begin
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Heavenly Blessings—might be irreplaceable. Secretary Wei has sent agents to scour the land for imperial troves containing potions of longevity, hoping to find more of the lost ingredient. Recently, this
search unearthed ancient court documents mentioning a secret cache belonging to the Mountain Cloud Empress, a mysterious figure of the long-fallen Yun dynasty. Secretary Wei gave orders to begin
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Heavenly Blessings—might be irreplaceable. Secretary Wei has sent agents to scour the land for imperial troves containing potions of longevity, hoping to find more of the lost ingredient. Recently, this
search unearthed ancient court documents mentioning a secret cache belonging to the Mountain Cloud Empress, a mysterious figure of the long-fallen Yun dynasty. Secretary Wei gave orders to begin
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Shadow 10th Hidden Paths 14th Walker in Dreams Balm of the Summer Court At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from
I dreamed, they would be bigger dreams than yours, though, because my head is bigger.
Circle of Dreams Features Druid Level Feature 2nd Balm of the Summer Court 6th Hearth of Moonlight and
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Shadow 10th Hidden Paths 14th Walker in Dreams Balm of the Summer Court At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from
I dreamed, they would be bigger dreams than yours, though, because my head is bigger.
Circle of Dreams Features Druid Level Feature 2nd Balm of the Summer Court 6th Hearth of Moonlight and
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Shadow 10th Hidden Paths 14th Walker in Dreams Balm of the Summer Court At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from
I dreamed, they would be bigger dreams than yours, though, because my head is bigger.
Circle of Dreams Features Druid Level Feature 2nd Balm of the Summer Court 6th Hearth of Moonlight and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
teleport trap in this room lie unharmed at the bottom of the pit. Teleport Trap This trap fills the alcove. A creature teleported by this trap arrives at a location determined by rolling a d20 and consulting
Dexterity check. Catching an ember causes it to vanish and triggers a random magical effect, determined by rolling a d6 and consulting the Magic Embers table. Any creature that gains a benefit also
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
teleport trap in this room lie unharmed at the bottom of the pit. Teleport Trap This trap fills the alcove. A creature teleported by this trap arrives at a location determined by rolling a d20 and consulting
Dexterity check. Catching an ember causes it to vanish and triggers a random magical effect, determined by rolling a d6 and consulting the Magic Embers table. Any creature that gains a benefit also
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
teleport trap in this room lie unharmed at the bottom of the pit. Teleport Trap This trap fills the alcove. A creature teleported by this trap arrives at a location determined by rolling a d20 and consulting
Dexterity check. Catching an ember causes it to vanish and triggers a random magical effect, determined by rolling a d6 and consulting the Magic Embers table. Any creature that gains a benefit also
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
forested wilds. Though many treefolk rival members of the high fae in age, they rarely interfere with the goings-on of the faerie court. Instead, treefolk serve as guardians and shepherds of their wild
groves, dispensing wisdom and blessings to travelers who wander under their branches. Treefolk Large Plant (Druid), Any Alignment
Armor Class 17 (natural armor)
Hit Points 171 (18d10 + 72)
Speed
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
forested wilds. Though many treefolk rival members of the high fae in age, they rarely interfere with the goings-on of the faerie court. Instead, treefolk serve as guardians and shepherds of their wild
groves, dispensing wisdom and blessings to travelers who wander under their branches. Treefolk Large Plant (Druid), Any Alignment
Armor Class 17 (natural armor)
Hit Points 171 (18d10 + 72)
Speed
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport Destination 1–10 The teleport trap in area 19 11–18 The teleport trap in area 22a 19–20
addition, Halaster has cast a glyph of warding spell at the bottom of the pit, set to trigger a cloudkill spell (save DC 22) when a creature lands on the floor of the pit. The poisonous fog created by the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
sinkhole, which plunges 100 feet into darkness. (At the bottom of the sinkhole lies a moldering beholder corpse.)
Elevated Tunnel. A 10-foot-diameter tunnel in the west wall can be reached by
“Treasure” below). The gas spores carry the memories of the beholder that birthed them. A creature that inhales the spores inherits a random beholder memory, determined by rolling on the Beholder
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
forested wilds. Though many treefolk rival members of the high fae in age, they rarely interfere with the goings-on of the faerie court. Instead, treefolk serve as guardians and shepherds of their wild
groves, dispensing wisdom and blessings to travelers who wander under their branches. Treefolk Large Plant (Druid), Any Alignment
Armor Class 17 (natural armor)
Hit Points 171 (18d10 + 72)
Speed
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport Destination 1–10 The teleport trap in area 19 11–18 The teleport trap in area 22a 19–20
addition, Halaster has cast a glyph of warding spell at the bottom of the pit, set to trigger a cloudkill spell (save DC 22) when a creature lands on the floor of the pit. The poisonous fog created by the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
sinkhole, which plunges 100 feet into darkness. (At the bottom of the sinkhole lies a moldering beholder corpse.)
Elevated Tunnel. A 10-foot-diameter tunnel in the west wall can be reached by
“Treasure” below). The gas spores carry the memories of the beholder that birthed them. A creature that inhales the spores inherits a random beholder memory, determined by rolling on the Beholder
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport Destination 1–10 The teleport trap in area 19 11–18 The teleport trap in area 22a 19–20
addition, Halaster has cast a glyph of warding spell at the bottom of the pit, set to trigger a cloudkill spell (save DC 22) when a creature lands on the floor of the pit. The poisonous fog created by the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
sinkhole, which plunges 100 feet into darkness. (At the bottom of the sinkhole lies a moldering beholder corpse.)
Elevated Tunnel. A 10-foot-diameter tunnel in the west wall can be reached by
“Treasure” below). The gas spores carry the memories of the beholder that birthed them. A creature that inhales the spores inherits a random beholder memory, determined by rolling on the Beholder
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creature teleported by this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport Destination 1–8 The teleport trap in area 1 9–20 The teleport
senses from piercing the vault. 36c. Obsidian Vault The lead door that once secured this room is bent inward at the bottom, creating a 3-foot-high triangular hole through which Medium and smaller creatures
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creature teleported by this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport Destination 1–8 The teleport trap in area 1 9–20 The teleport
senses from piercing the vault. 36c. Obsidian Vault The lead door that once secured this room is bent inward at the bottom, creating a 3-foot-high triangular hole through which Medium and smaller creatures
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creature teleported by this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport Destination 1–8 The teleport trap in area 1 9–20 The teleport
senses from piercing the vault. 36c. Obsidian Vault The lead door that once secured this room is bent inward at the bottom, creating a 3-foot-high triangular hole through which Medium and smaller creatures
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
ride on the lake. All four are dressed in soiled garb typical of members of the Soggy Court. In croaking Sylvan, they say, “Welcome to Downfall, travelers.” If the characters don’t attack immediately
their way across the stepping stones (area D3), through the balloon factory (area D4), and across the bridge of chattering heads (area D5) to the gazebo where Gullop XIX holds court (area D6). If the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
ride on the lake. All four are dressed in soiled garb typical of members of the Soggy Court. In croaking Sylvan, they say, “Welcome to Downfall, travelers.” If the characters don’t attack immediately
their way across the stepping stones (area D3), through the balloon factory (area D4), and across the bridge of chattering heads (area D5) to the gazebo where Gullop XIX holds court (area D6). If the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
ride on the lake. All four are dressed in soiled garb typical of members of the Soggy Court. In croaking Sylvan, they say, “Welcome to Downfall, travelers.” If the characters don’t attack immediately
their way across the stepping stones (area D3), through the balloon factory (area D4), and across the bridge of chattering heads (area D5) to the gazebo where Gullop XIX holds court (area D6). If the
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Feywild denizen Entering a forbidden place Appearing in a fey court without an invitation You can determine the curse’s effect by rolling on the Fey Curses table. Fey Curses d8 Curse 1 Your ears
resistant to all magic except a wish spell. A creature can also remove such a curse on itself by learning and performing a specific task or ritual, determined by rolling on the Ending the Curse table
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Feywild denizen Entering a forbidden place Appearing in a fey court without an invitation You can determine the curse’s effect by rolling on the Fey Curses table. Fey Curses d8 Curse 1 Your ears
resistant to all magic except a wish spell. A creature can also remove such a curse on itself by learning and performing a specific task or ritual, determined by rolling on the Ending the Curse table
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Ecstasy Gate Destination: Blessed Fields of Elysium Primary Citizens: Guardinals and Humanoids Rulers: The Lightcaller and the Nightwhisperer The rolling hills of Ecstasy, the City of Plinths, rise
Ecstasy from waking nightmares that seek to corrupt the town in its lightless hours. When danger isn’t imminent, the Nightwhisperer hears matters from sleepless citizens in their nocturnal court. The
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Feywild denizen Entering a forbidden place Appearing in a fey court without an invitation You can determine the curse’s effect by rolling on the Fey Curses table. Fey Curses d8 Curse 1 Your ears
resistant to all magic except a wish spell. A creature can also remove such a curse on itself by learning and performing a specific task or ritual, determined by rolling on the Ending the Curse table
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
healers will roam the streets offering free examinations and blessings. If you’re new to Sharn, have no fear! This isn’t the outbreak of disease it appears to be; it’s how Sharn observes the Lady’s Day
, Godsgate was the temple district. It had shrines and statues dedicated to the Sovereigns, a proud church of the Silver Flame, even a monument to the Undying Court. But as Sharn grew and prospered
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Ecstasy Gate Destination: Blessed Fields of Elysium Primary Citizens: Guardinals and Humanoids Rulers: The Lightcaller and the Nightwhisperer The rolling hills of Ecstasy, the City of Plinths, rise
Ecstasy from waking nightmares that seek to corrupt the town in its lightless hours. When danger isn’t imminent, the Nightwhisperer hears matters from sleepless citizens in their nocturnal court. The
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Ecstasy Gate Destination: Blessed Fields of Elysium Primary Citizens: Guardinals and Humanoids Rulers: The Lightcaller and the Nightwhisperer The rolling hills of Ecstasy, the City of Plinths, rise
Ecstasy from waking nightmares that seek to corrupt the town in its lightless hours. When danger isn’t imminent, the Nightwhisperer hears matters from sleepless citizens in their nocturnal court. The
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. The galeb duhr then animate and acknowledge the characters with a grave nod, before settling down in their boulder guise around the menhir. Gurnik delivers his promised blessings when the characters
Pudding Court. The debris can be cleared with a few days of work. However, if the characters want to use this passage as an entry point to attack the Pudding King, they can use a volatile concoction






