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Returning 35 results for 'bottom bit diffusing consumes rangers'.
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Monsters
Fizban's Treasury of Dragons
in the retelling of stories. Each new teller adds a bit of themself to the spell. (Any)
4
Nurture. Rearing a child is our best chance to make sure our own stories are passed on. (Any)
5
treasures in a smaller chamber just above the great hall on the map.
Watery Caves. Near the bottom portion of the map, the vaults give way to natural stone caves; these caves slope down to a subterranean
Monsters
Fizban's Treasury of Dragons
retelling of stories. Each new teller adds a bit of themself to the spell. (Any)
4
Nurture. Rearing a child is our best chance to make sure our own stories are passed on. (Any)
5
Inquisitiveness
find a way through.
Treasury. The dragon stores the finest treasures in a smaller chamber just above the great hall on the map.
Watery Caves. Near the bottom portion of the map, the vaults give way
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Magic Mouth 2nd-level illusion (ritual) Casting Time: 1 minute Range: 30 feet Components: V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes) Duration
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Magic Mouth 2nd-level illusion (ritual) Casting Time: 1 minute Range: 30 feet Components: V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes) Duration
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Magic Mouth 2nd-level illusion (ritual) Casting Time: 1 minute Range: 30 feet Components: V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes) Duration
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Magic Mouth 2nd-level illusion (ritual) Casting Time: 1 minute Range: 30 feet Components: V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes) Duration
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Magic Mouth 2nd-level illusion (ritual) Casting Time: 1 minute Range: 30 feet Components: V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes) Duration
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Magic Mouth 2nd-level illusion (ritual) Casting Time: 1 minute Range: 30 feet Components: V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes) Duration
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
any character who consumes more than a mouthful must succeed on a DC 12 Constitution saving throw or have the poisoned condition for 10 minutes. Treasure. A small chest tucked in the bottom of the basin
Eatery Three long troughs filled with burbling purple sludge fill from a pool at the bottom of a steep passage. A delicious, sweet smell emanates from the viscous fluid. Three enormous, beaked
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
any character who consumes more than a mouthful must succeed on a DC 12 Constitution saving throw or have the poisoned condition for 10 minutes. Treasure. A small chest tucked in the bottom of the basin
Eatery Three long troughs filled with burbling purple sludge fill from a pool at the bottom of a steep passage. A delicious, sweet smell emanates from the viscous fluid. Three enormous, beaked
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
any character who consumes more than a mouthful must succeed on a DC 12 Constitution saving throw or have the poisoned condition for 10 minutes. Treasure. A small chest tucked in the bottom of the basin
Eatery Three long troughs filled with burbling purple sludge fill from a pool at the bottom of a steep passage. A delicious, sweet smell emanates from the viscous fluid. Three enormous, beaked
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
weight in performance bonuses. Sign of Success Every rogue has a story about that one big score. With enough ales and a bit of prompting, you can easily be convinced to tell the tale, highlighting all
Rangers, whose cover is that they have nothing to do with rangers or the undead
6 The Loyalists, ironically known for breaking contracts at an alarming rate
7 The Robust Vultures, who
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
weight in performance bonuses. Sign of Success Every rogue has a story about that one big score. With enough ales and a bit of prompting, you can easily be convinced to tell the tale, highlighting all
Rangers, whose cover is that they have nothing to do with rangers or the undead
6 The Loyalists, ironically known for breaking contracts at an alarming rate
7 The Robust Vultures, who
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
weight in performance bonuses. Sign of Success Every rogue has a story about that one big score. With enough ales and a bit of prompting, you can easily be convinced to tell the tale, highlighting all
Rangers, whose cover is that they have nothing to do with rangers or the undead
6 The Loyalists, ironically known for breaking contracts at an alarming rate
7 The Robust Vultures, who
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, permeating every bit of matter and present in every manifestation of energy throughout the multiverse.
Mortals can’t directly shape this raw magic. Instead, they make use of a fabric of magic, a
use arcane magic. The spells of clerics, druids, paladins, and rangers are called divine magic. These spellcasters’ access to the Weave is mediated by divine power—gods, the divine forces of nature, or
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, permeating every bit of matter and present in every manifestation of energy throughout the multiverse.
Mortals can’t directly shape this raw magic. Instead, they make use of a fabric of magic, a
use arcane magic. The spells of clerics, druids, paladins, and rangers are called divine magic. These spellcasters’ access to the Weave is mediated by divine power—gods, the divine forces of nature, or
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
to inquisitive characters. They converse more freely with rangers, but to most strangers they merely nod, point, shake their heads, scowl, and utter one- or two-word answers. If characters converse
(Perception) check after the first hour. A successful roll means the character realizes that while quite a bit of material has been left behind, it’s all trash: cracked pottery, rusty knives, soiled
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
to inquisitive characters. They converse more freely with rangers, but to most strangers they merely nod, point, shake their heads, scowl, and utter one- or two-word answers. If characters converse
(Perception) check after the first hour. A successful roll means the character realizes that while quite a bit of material has been left behind, it’s all trash: cracked pottery, rusty knives, soiled
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
to inquisitive characters. They converse more freely with rangers, but to most strangers they merely nod, point, shake their heads, scowl, and utter one- or two-word answers. If characters converse
(Perception) check after the first hour. A successful roll means the character realizes that while quite a bit of material has been left behind, it’s all trash: cracked pottery, rusty knives, soiled
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, permeating every bit of matter and present in every manifestation of energy throughout the multiverse.
Mortals can’t directly shape this raw magic. Instead, they make use of a fabric of magic, a
use arcane magic. The spells of clerics, druids, paladins, and rangers are called divine magic. These spellcasters’ access to the Weave is mediated by divine power—gods, the divine forces of nature, or
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
to inquisitive characters. They converse more freely with rangers, but to most strangers they merely nod, point, shake their heads, scowl, and utter one- or two-word answers. If characters converse
(Perception) check after the first hour. A successful roll means the character realizes that while quite a bit of material has been left behind, it’s all trash: cracked pottery, rusty knives, soiled
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
to inquisitive characters. They converse more freely with rangers, but to most strangers they merely nod, point, shake their heads, scowl, and utter one- or two-word answers. If characters converse
(Perception) check after the first hour. A successful roll means the character realizes that while quite a bit of material has been left behind, it’s all trash: cracked pottery, rusty knives, soiled
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
to inquisitive characters. They converse more freely with rangers, but to most strangers they merely nod, point, shake their heads, scowl, and utter one- or two-word answers. If characters converse
(Perception) check after the first hour. A successful roll means the character realizes that while quite a bit of material has been left behind, it’s all trash: cracked pottery, rusty knives, soiled
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
its bottom. To the southeast, 25 feet below the surface of the lake, a 20-foot-wide underwater passageway leads to Chuth’s lair in area 10. If the characters did not alert Chuth to their approach, a
themselves. If Neronvain is reduced to 54 hit points or fewer, he summons Chuth to his side and consumes a potion of healing. If Chuth is reduced to 78 hit points, he likewise seeks out Neronvain in the fight. The two then fall back to area 10 through the pool.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
column of stone rising from its bottom. To the southeast, 25 feet below the surface of the lake, a 20-foot-wide underwater passageway leads to Chuth’s lair in area 10. If the characters did not alert
cannot free themselves. If Neronvain is reduced to 54 hit points, he summons Chuth to his side and consumes a potion of healing. If Chuth is reduced to 78 hit points, he likewise seeks out Neronvain in the fight. The two then fall back to area 10 through the pool.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
its bottom. To the southeast, 25 feet below the surface of the lake, a 20-foot-wide underwater passageway leads to Chuth’s lair in area 10. If the characters did not alert Chuth to their approach, a
themselves. If Neronvain is reduced to 54 hit points or fewer, he summons Chuth to his side and consumes a potion of healing. If Chuth is reduced to 78 hit points, he likewise seeks out Neronvain in the fight. The two then fall back to area 10 through the pool.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
its bottom. To the southeast, 25 feet below the surface of the lake, a 20-foot-wide underwater passageway leads to Chuth’s lair in area 10. If the characters did not alert Chuth to their approach, a
themselves. If Neronvain is reduced to 54 hit points or fewer, he summons Chuth to his side and consumes a potion of healing. If Chuth is reduced to 78 hit points, he likewise seeks out Neronvain in the fight. The two then fall back to area 10 through the pool.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
column of stone rising from its bottom. To the southeast, 25 feet below the surface of the lake, a 20-foot-wide underwater passageway leads to Chuth’s lair in area 10. If the characters did not alert
cannot free themselves. If Neronvain is reduced to 54 hit points, he summons Chuth to his side and consumes a potion of healing. If Chuth is reduced to 78 hit points, he likewise seeks out Neronvain in the fight. The two then fall back to area 10 through the pool.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
column of stone rising from its bottom. To the southeast, 25 feet below the surface of the lake, a 20-foot-wide underwater passageway leads to Chuth’s lair in area 10. If the characters did not alert
cannot free themselves. If Neronvain is reduced to 54 hit points, he summons Chuth to his side and consumes a potion of healing. If Chuth is reduced to 78 hit points, he likewise seeks out Neronvain in the fight. The two then fall back to area 10 through the pool.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
capture the whole soul to bring back to the Raven Queen. Sediment of Memory. Shadar-kai are very interested in the magical silt at the bottom of the River Styx that holds the memories and identities
might also bring a bit of the sediment as a gift to the Raven Queen. What she would give in return is never known ahead of time, but her boons come in many wondrous forms: the restoration of a lost soul, the rediscovery of a missing memory, or a glimpse into the forgotten knowledge of the ancients.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
capture the whole soul to bring back to the Raven Queen. Sediment of Memory. Shadar-kai are very interested in the magical silt at the bottom of the River Styx that holds the memories and identities
might also bring a bit of the sediment as a gift to the Raven Queen. What she would give in return is never known ahead of time, but her boons come in many wondrous forms: the restoration of a lost soul, the rediscovery of a missing memory, or a glimpse into the forgotten knowledge of the ancients.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
capture the whole soul to bring back to the Raven Queen. Sediment of Memory. Shadar-kai are very interested in the magical silt at the bottom of the River Styx that holds the memories and identities
might also bring a bit of the sediment as a gift to the Raven Queen. What she would give in return is never known ahead of time, but her boons come in many wondrous forms: the restoration of a lost soul, the rediscovery of a missing memory, or a glimpse into the forgotten knowledge of the ancients.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
homes in Quandrix. Some fighters, monks, rangers, and rogues study here, using Quandrix principles to train their minds. Suggested Characteristics. With subjects ranging from the physical and tangible to
table in the Player’s Handbook, for your starting trinket. Quandrix Trinkets d6 Trinket 1 A small succulent in a dodecahedral clay pot 2 A blue knit hat that looks a bit like a bottle folding in on
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
homes in Quandrix. Some fighters, monks, rangers, and rogues study here, using Quandrix principles to train their minds. Suggested Characteristics. With subjects ranging from the physical and tangible to
table in the Player’s Handbook, for your starting trinket. Quandrix Trinkets d6 Trinket 1 A small succulent in a dodecahedral clay pot 2 A blue knit hat that looks a bit like a bottle folding in on
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
homes in Quandrix. Some fighters, monks, rangers, and rogues study here, using Quandrix principles to train their minds. Suggested Characteristics. With subjects ranging from the physical and tangible to
table in the Player’s Handbook, for your starting trinket. Quandrix Trinkets d6 Trinket 1 A small succulent in a dodecahedral clay pot 2 A blue knit hat that looks a bit like a bottle folding in on






