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Returning 35 results for 'branches binding diffusing cracks rules'.
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Classes
Player’s Handbook
the influence of these beings can be felt. In no time, each Warlock is drawn into a binding pact with a powerful patron. Drawing on the ancient knowledge of beings such as angels, archfey, demons
level 1 features, which are listed in the Warlock Features table. See the multiclassing rules to determine your available spell slots.
Warlock Features
Level
Proficiency Bonus
Class Features
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
fae kindguards are in direct service to Talion, the Kindly Lord. Nine times nine have these high fae sworn a binding oath to protect the Kindly Lord, each time pricking their hand on a hawthorn
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
Monsters
Princes of the Apocalypse
freezing cold; thunder rolls and lightning cracks; powerful gales bear heavy creatures and objects aloft and hurl them with incredible force; cyclones touch down randomly, obliterating whatever they
touch.
Gale force winds tear across the landscape in a 5-mile radius, whisking away small or light objects, dismantling roofs and fences, tearing branches from trees, and making flight impossible
Species
Mordenkainen Presents: Monsters of the Multiverse
winds.
Air genasi’s skin tones include many shades of blue, along with the full range of human skin tones, with bluish or ashen casts. Sometimes their skin is marked by lines that seem like cracks
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
Species
Mordenkainen Presents: Monsters of the Multiverse
of stone and earth or a human skin tone with glittering sparkles like gem dust. Some earth genasi have lines marking their skin like cracks, either showing glimmering gemlike veins or a dim, yellowish
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.
Ability Score Increases
When
Species
Mordenkainen Presents: Monsters of the Multiverse
lines tracing over their bodies like cracks. Fire genasi hair can resemble threads of fire or sooty smoke.
Genasi
Tracing their ancestry to the genies of the Elemental Planes, each genasi can tap into
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.
Ability Score Increases
When
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Material Plane, and its winding branches are as broad and meandering as river deltas. Thousands of chambers, tunnels, and halls—all claimed by the cult of Aurnozci—riddle the tree’s rotten interior. Huge
but also keeping the fire in check. Firehive. Aurnozci’s nest hangs from one of Gorewood’s strongest, knobbiest branches, secured by a hundred-foot-thick cord of Aurnozci’s iron-hard silk. The nest
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Material Plane, and its winding branches are as broad and meandering as river deltas. Thousands of chambers, tunnels, and halls—all claimed by the cult of Aurnozci—riddle the tree’s rotten interior. Huge
but also keeping the fire in check. Firehive. Aurnozci’s nest hangs from one of Gorewood’s strongest, knobbiest branches, secured by a hundred-foot-thick cord of Aurnozci’s iron-hard silk. The nest
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Material Plane, and its winding branches are as broad and meandering as river deltas. Thousands of chambers, tunnels, and halls—all claimed by the cult of Aurnozci—riddle the tree’s rotten interior. Huge
but also keeping the fire in check. Firehive. Aurnozci’s nest hangs from one of Gorewood’s strongest, knobbiest branches, secured by a hundred-foot-thick cord of Aurnozci’s iron-hard silk. The nest
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Zikzokrishka Obtains the Nether Scroll If Zikzokrishka makes a deal or defeats the party, she rips the sapphire from the golem’s chest, killing it. She then rushes to the sarcophagus and cracks the
aspects of the Nether Scroll of Azumar, turning the sky over Anauroch black and ushering in a reign of terror and darkness over the desert. She rules the southern part of Anauroch from her lair with cruelty
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Zikzokrishka Obtains the Nether Scroll If Zikzokrishka makes a deal or defeats the party, she rips the sapphire from the golem’s chest, killing it. She then rushes to the sarcophagus and cracks the
aspects of the Nether Scroll of Azumar, turning the sky over Anauroch black and ushering in a reign of terror and darkness over the desert. She rules the southern part of Anauroch from her lair with cruelty
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Zikzokrishka Obtains the Nether Scroll If Zikzokrishka makes a deal or defeats the party, she rips the sapphire from the golem’s chest, killing it. She then rushes to the sarcophagus and cracks the
aspects of the Nether Scroll of Azumar, turning the sky over Anauroch black and ushering in a reign of terror and darkness over the desert. She rules the southern part of Anauroch from her lair with cruelty
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Mummies Deathless Ancients with Ageless Ambitions Habitat: Desert, Swamp; Treasure: Relics Mysterious rites and mighty faith can tie spirits to their corpses, binding them to their remains for all
curse can be healed only by the Remove Curse spell or similar magic. Rule 7: Before opening a sarcophagus, light a torch.
—X the Mystic’s
Rules of Dungeon Survival
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Mummies Deathless Ancients with Ageless Ambitions Habitat: Desert, Swamp; Treasure: Relics Mysterious rites and mighty faith can tie spirits to their corpses, binding them to their remains for all
curse can be healed only by the Remove Curse spell or similar magic. Rule 7: Before opening a sarcophagus, light a torch.
—X the Mystic’s
Rules of Dungeon Survival
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Mummies Deathless Ancients with Ageless Ambitions Habitat: Desert, Swamp; Treasure: Relics Mysterious rites and mighty faith can tie spirits to their corpses, binding them to their remains for all
curse can be healed only by the Remove Curse spell or similar magic. Rule 7: Before opening a sarcophagus, light a torch.
—X the Mystic’s
Rules of Dungeon Survival
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
than 20 pounds of weight are placed on it, activating the pressure plate underneath and causing jets of poisonous gas to spout from the cracks between the tiles. Any creature above the trapped floor
disable a trap with a successful DC 15 Dexterity check using thieves’ tools. If a character fails to disable the trap, the tile’s trap can no longer be disabled. Characters can attempt to jump over trapped tiles, using the jump rules in the Player’s Handbook.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
than 20 pounds of weight are placed on it, activating the pressure plate underneath and causing jets of poisonous gas to spout from the cracks between the tiles. Any creature above the trapped floor
disable a trap with a successful DC 15 Dexterity check using thieves’ tools. If a character fails to disable the trap, the tile’s trap can no longer be disabled. Characters can attempt to jump over trapped tiles, using the jump rules in the Player’s Handbook.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
than 20 pounds of weight are placed on it, activating the pressure plate underneath and causing jets of poisonous gas to spout from the cracks between the tiles. Any creature above the trapped floor
disable a trap with a successful DC 15 Dexterity check using thieves’ tools. If a character fails to disable the trap, the tile’s trap can no longer be disabled. Characters can attempt to jump over trapped tiles, using the jump rules in the Player’s Handbook.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Warlock is drawn into a binding pact with a powerful patron. Drawing on the ancient knowledge of beings such as angels, archfey, demons, devils, hags, and alien entities of the Far Realm, Warlocks
from the Core Warlock Traits table: Hit Point Die and training with Light armor. Gain the Warlock’s level 1 features, which are listed in the Warlock Features table. See the multiclassing rules in “Creating a Character” to determine your available spell slots.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Warlock is drawn into a binding pact with a powerful patron. Drawing on the ancient knowledge of beings such as angels, archfey, demons, devils, hags, and alien entities of the Far Realm, Warlocks
from the Core Warlock Traits table: Hit Point Die and training with Light armor. Gain the Warlock’s level 1 features, which are listed in the Warlock Features table. See the multiclassing rules in “Creating a Character” to determine your available spell slots.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Warlock is drawn into a binding pact with a powerful patron. Drawing on the ancient knowledge of beings such as angels, archfey, demons, devils, hags, and alien entities of the Far Realm, Warlocks
from the Core Warlock Traits table: Hit Point Die and training with Light armor. Gain the Warlock’s level 1 features, which are listed in the Warlock Features table. See the multiclassing rules in “Creating a Character” to determine your available spell slots.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Zilargo Capital: Trolanport Hallmarks: Alchemy, education, elemental binding, entertainment, gnomes, precious stones At first glance, the homeland of the gnomes appears to be a paradise. City streets
you play by the rules of the game, the Trust ignores you. Outsiders find this casual acceptance of preemptive assassination to be terrifying, but the Zil genuinely trust the Trust. Zil gnomes live
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
where the influence of these beings can be felt. In no time, each Warlock is drawn into a binding pact with a powerful patron. Drawing on the ancient knowledge of beings such as angels, archfey
in the Warlock Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Zilargo Capital: Trolanport Hallmarks: Alchemy, education, elemental binding, entertainment, gnomes, precious stones At first glance, the homeland of the gnomes appears to be a paradise. City streets
you play by the rules of the game, the Trust ignores you. Outsiders find this casual acceptance of preemptive assassination to be terrifying, but the Zil genuinely trust the Trust. Zil gnomes live
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Zilargo Capital: Korranberg Noted for Gnomes, alchemy, education, elemental binding, entertainment, precious stones Zilargo is the homeland of the gnomes, and at first glance it appears to be a
quite happy with it. Their streets are safe, and as long as you play by the rules of the game, the Trust won’t target you. Outsiders find this casual acceptance of preemptive assassination to be
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
where the influence of these beings can be felt. In no time, each Warlock is drawn into a binding pact with a powerful patron. Drawing on the ancient knowledge of beings such as angels, archfey
in the Warlock Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
where the influence of these beings can be felt. In no time, each Warlock is drawn into a binding pact with a powerful patron. Drawing on the ancient knowledge of beings such as angels, archfey
in the Warlock Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Zilargo Capital: Trolanport Hallmarks: Alchemy, education, elemental binding, entertainment, gnomes, precious stones At first glance, the homeland of the gnomes appears to be a paradise. City streets
you play by the rules of the game, the Trust ignores you. Outsiders find this casual acceptance of preemptive assassination to be terrifying, but the Zil genuinely trust the Trust. Zil gnomes live
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Zilargo Capital: Korranberg Noted for Gnomes, alchemy, education, elemental binding, entertainment, precious stones Zilargo is the homeland of the gnomes, and at first glance it appears to be a
quite happy with it. Their streets are safe, and as long as you play by the rules of the game, the Trust won’t target you. Outsiders find this casual acceptance of preemptive assassination to be
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Zilargo Capital: Korranberg Noted for Gnomes, alchemy, education, elemental binding, entertainment, precious stones Zilargo is the homeland of the gnomes, and at first glance it appears to be a
quite happy with it. Their streets are safe, and as long as you play by the rules of the game, the Trust won’t target you. Outsiders find this casual acceptance of preemptive assassination to be
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
bedchamber, read: This palatial bedchamber is eerily quiet and still. Cracks have formed in the blue plaster walls, set into which are colorful coral branches and seashells. Pillars carved to resemble
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
hewn walls, looking like gleaming cracks in the stone.
Tapestry. A huge tapestry depicting a dwarven kingdom under a mountain hangs from an iron rail and spans the south wall. The tapestry is so old
(see “Gates”). Its rules are as follows: The gate opens for 1 minute when an invisible creature stands directly in front of the mirror. Characters must be 11th level or higher to pass through this
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
bedchamber, read: This palatial bedchamber is eerily quiet and still. Cracks have formed in the blue plaster walls, set into which are colorful coral branches and seashells. Pillars carved to resemble
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
bedchamber, read: This palatial bedchamber is eerily quiet and still. Cracks have formed in the blue plaster walls, set into which are colorful coral branches and seashells. Pillars carved to resemble
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
11. Throne Room During the day, sunlight slips through cracks in the ceiling and a window in the west wall, dimly illuminating the area. On clear nights, moonlight does the same. The sound of
white coral branches and mosaics in the form of sharks made of decorative stones and shells. Pillars carved to look like thick strands of kelp support the cracked, thirty-foot-high domed ceiling. Two






