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Returning 35 results for 'blessings branch diffusing crushing rules'.
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Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
. Both trees must be at least as large as the treefolk.Multiattack. The treefolk makes two Crushing Vine attacks, two Nightshade Bolt attacks, or one of each.
Crushing Vine. Melee Weapon Attack: +10
;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Crushing Vine"} to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6);{"diceNotation":"3d12+6", "rollType":"damage", "rollAction":"Crushing
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
branch to seal the promise.
“The Kindly Lord does not issue invitations to their court lightly. I suggest you accept.”
—Gwyddion, messenger of Talion
High Fae
Ageless and
operate under inviolable rules of their own: gifts must always be repaid, promises must be honored, and outright lies must never be spoken (though misdirection and riddles are always welcome). To
Species
Spelljammer: Adventures in Space
Hadozees’ progenitors were mammals no bigger than house cats. Hunted by larger natural predators, they took to the trees and evolved wing-like flaps that enabled them to glide from branch to
branch.
Today, hadozees are sapient, bipedal beings eager to leave behind the fearsome predators of their home world and explore other worlds.
In addition to being natural climbers, hadozees have feet
Species
Mordenkainen Presents: Monsters of the Multiverse
birdfolk. Only when they roost on a branch or walk across the ground is their Humanoid nature clear. Standing upright, aarakocra are typically about 5 feet tall, and they have long, narrow legs that
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation
Backgrounds
Sword Coast Adventurer's Guide
Silverwatch or even one of the magic-wielding Spellguard.
Perhaps you hail from Neverwinter and have served as one of its Wintershield watchmen, the newly founded branch of guards who vow to keep safe the
people I served with.
2
Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
3
My honor is my life.
4
I’ll never forget the crushing
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
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
. Both trees must be at least as large as the treefolk.
Actions
Multiattack. The treefolk makes two Crushing Vine attacks, two Nightshade Bolt attacks, or one of each.
Crushing Vine. Melee Weapon
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
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
. Both trees must be at least as large as the treefolk.
Actions
Multiattack. The treefolk makes two Crushing Vine attacks, two Nightshade Bolt attacks, or one of each.
Crushing Vine. Melee Weapon
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
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
. Both trees must be at least as large as the treefolk.
Actions
Multiattack. The treefolk makes two Crushing Vine attacks, two Nightshade Bolt attacks, or one of each.
Crushing Vine. Melee Weapon
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Link to Vecna The characters each gain a metaphysical link to Vecna, which follows the rules for blessings presented in the Dungeon Master’s Guide. Vecna’s Link is the result of feedback from the
again until you finish a long rest.
When the characters acquire this link, remind them about the Power of Secrets rules. Allow them to spend any secrets they’ve gained so far as usual.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Link to Vecna The characters each gain a metaphysical link to Vecna, which follows the rules for blessings presented in the Dungeon Master’s Guide. Vecna’s Link is the result of feedback from the
again until you finish a long rest.
When the characters acquire this link, remind them about the Power of Secrets rules. Allow them to spend any secrets they’ve gained so far as usual.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Embedded in the wall at the end of the westward hallway is an arch gate (see “Gates”). Close inspection reveals the image of a dead tree carved into its keystone. The rules of this gate are as follows
: Touching the arch with a dead twig or branch causes the gate to open for 1 minute. Characters must be 8th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Embedded in the wall at the end of the westward hallway is an arch gate (see “Gates”). Close inspection reveals the image of a dead tree carved into its keystone. The rules of this gate are as follows
: Touching the arch with a dead twig or branch causes the gate to open for 1 minute. Characters must be 8th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Embedded in the wall at the end of the westward hallway is an arch gate (see “Gates”). Close inspection reveals the image of a dead tree carved into its keystone. The rules of this gate are as follows
: Touching the arch with a dead twig or branch causes the gate to open for 1 minute. Characters must be 8th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Link to Vecna The characters each gain a metaphysical link to Vecna, which follows the rules for blessings presented in the Dungeon Master’s Guide. Vecna’s Link is the result of feedback from the
again until you finish a long rest.
When the characters acquire this link, remind them about the Power of Secrets rules. Allow them to spend any secrets they’ve gained so far as usual.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
local branch of House Jorasco. Boromars can be seen at every Skyway gala. But it’s an open secret that they’ve been running crime in Sharn since the first days of the city. They’ve been bribing the Sharn
values tradition and prefers to avoid violence. However, you’ll be expected to respect the hierarchy and follow the rules… and you may be targeted by Daask.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Assassin Vine An assassin vine is an ambulatory plant that collects its fertilizer by grabbing and crushing prey and depositing the carcasses near its roots. It usually stays put unless it needs to
seek out prey. A mature plant consists of a main vine, about 20 feet long. Smaller vines up to 5 feet long branch from the main vine every 6 inches. In late summer, the secondary vines produce bunches
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Assassin Vine An assassin vine is an ambulatory plant that collects its fertilizer by grabbing and crushing prey and depositing the carcasses near its roots. It usually stays put unless it needs to
seek out prey. A mature plant consists of a main vine, about 20 feet long. Smaller vines up to 5 feet long branch from the main vine every 6 inches. In late summer, the secondary vines produce bunches
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Assassin Vine An assassin vine is an ambulatory plant that collects its fertilizer by grabbing and crushing prey and depositing the carcasses near its roots. It usually stays put unless it needs to
seek out prey. A mature plant consists of a main vine, about 20 feet long. Smaller vines up to 5 feet long branch from the main vine every 6 inches. In late summer, the secondary vines produce bunches
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
local branch of House Jorasco. Boromars can be seen at every Skyway gala. But it’s an open secret that they’ve been running crime in Sharn since the first days of the city. They’ve been bribing the Sharn
values tradition and prefers to avoid violence. However, you’ll be expected to respect the hierarchy and follow the rules… and you may be targeted by Daask.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
local branch of House Jorasco. Boromars can be seen at every Skyway gala. But it’s an open secret that they’ve been running crime in Sharn since the first days of the city. They’ve been bribing the Sharn
values tradition and prefers to avoid violence. However, you’ll be expected to respect the hierarchy and follow the rules… and you may be targeted by Daask.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Assassin Vine An assassin vine is an ambulatory plant that collects its fertilizer by grabbing and crushing prey and depositing the carcasses near its roots. It usually stays put unless it needs to
seek out prey. A mature plant consists of a main vine, about 20 feet long. Smaller vines up to 5 feet long branch from the main vine every 6 inches. In late summer, the secondary vines produce bunches
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Assassin Vine An assassin vine is an ambulatory plant that collects its fertilizer by grabbing and crushing prey and depositing the carcasses near its roots. It usually stays put unless it needs to
seek out prey. A mature plant consists of a main vine, about 20 feet long. Smaller vines up to 5 feet long branch from the main vine every 6 inches. In late summer, the secondary vines produce bunches
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Assassin Vine An assassin vine is an ambulatory plant that collects its fertilizer by grabbing and crushing prey and depositing the carcasses near its roots. It usually stays put unless it needs to
seek out prey. A mature plant consists of a main vine, about 20 feet long. Smaller vines up to 5 feet long branch from the main vine every 6 inches. In late summer, the secondary vines produce bunches
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
together to oppose an overreach by a champion of Heliod. Or maybe they’re united by some common plight such as plague or war, as Erebos grants his blessings to those who determinedly face fate. From
Erebos’s most sacred rules—by allowing a lost soul to escape, for example—Erebos could transform into a campaign villain. The characters might then try to atone for their behavior or seek the protection of another god.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
who profess to be in Ephara’s service. Those who become excessively focused on rules and justice could overstep their bounds, using the law to oppress countercultural or nonconforming populations. The
few foes likely to serve the god’s will. Ephara’s urn is a fountain of blessings
(NOAH BRADLEY) Ephara’s Monsters Challenge Creature Source
1/8 Guard MM
1/2 Anvilwrought raptor MOoT
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
who profess to be in Ephara’s service. Those who become excessively focused on rules and justice could overstep their bounds, using the law to oppress countercultural or nonconforming populations. The
few foes likely to serve the god’s will. Ephara’s urn is a fountain of blessings
(NOAH BRADLEY) Ephara’s Monsters Challenge Creature Source
1/8 Guard MM
1/2 Anvilwrought raptor MOoT
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
together to oppose an overreach by a champion of Heliod. Or maybe they’re united by some common plight such as plague or war, as Erebos grants his blessings to those who determinedly face fate. From
Erebos’s most sacred rules—by allowing a lost soul to escape, for example—Erebos could transform into a campaign villain. The characters might then try to atone for their behavior or seek the protection of another god.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
who profess to be in Ephara’s service. Those who become excessively focused on rules and justice could overstep their bounds, using the law to oppress countercultural or nonconforming populations. The
few foes likely to serve the god’s will. Ephara’s urn is a fountain of blessings
(NOAH BRADLEY) Ephara’s Monsters Challenge Creature Source
1/8 Guard MM
1/2 Anvilwrought raptor MOoT
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
together to oppose an overreach by a champion of Heliod. Or maybe they’re united by some common plight such as plague or war, as Erebos grants his blessings to those who determinedly face fate. From
Erebos’s most sacred rules—by allowing a lost soul to escape, for example—Erebos could transform into a campaign villain. The characters might then try to atone for their behavior or seek the protection of another god.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
image of a dead tree carved into its keystone. Its rules are as follows: Touching the arch with a dead twig or branch causes the gate to open for 1 minute. Characters must be 6th level or higher to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Council. Also, the Boromars have close ties by marriage to the local branch of House Jorasco, and clan members can be seen at every Skyway gala. The Boromar Clan specializes in gambling, theft, and
associate of the clan, you’ll be expected to respect the hierarchy and follow the rules, and you might be targeted by Daask just as if you were a Boromar yourself. If you have a contact in the Boromar Clan
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
rarity of each one. The table also indicates whether an item requires attunement. All the items use the magic items rules in the Dungeon Master’s Guide. Magic Items Rarity Item Attunement Common
Bell Branch Yes Rare Devotee’s Censer Yes Rare Duplicitous Manuscript Yes Rare Elemental Essence Shard Yes Rare Far Realm Shard Yes Rare Fulminating Treatise Yes Rare Heart Weaver’s Primer Yes Rare
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Council. Also, the Boromars have close ties by marriage to the local branch of House Jorasco, and clan members can be seen at every Skyway gala. The Boromar Clan specializes in gambling, theft, and
associate of the clan, you’ll be expected to respect the hierarchy and follow the rules, and you might be targeted by Daask just as if you were a Boromar yourself. If you have a contact in the Boromar Clan
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
rarity of each one. The table also indicates whether an item requires attunement. All the items use the magic items rules in the Dungeon Master’s Guide. Magic Items Rarity Item Attunement Common
Bell Branch Yes Rare Devotee’s Censer Yes Rare Duplicitous Manuscript Yes Rare Elemental Essence Shard Yes Rare Far Realm Shard Yes Rare Fulminating Treatise Yes Rare Heart Weaver’s Primer Yes Rare






