Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'branches blending diffusing cellar rage'.
Other Suggestions:
branches blessing diffusing clear ranger
branches blessing diffusing clear rage
branches binding diffusing clear rage
branches blessing diffusing cellar ranger
branches blessing diffusing clear rare
classes
Player’s Handbook
Trace the Roots and Branches of the Multiverse
Barbarians who follow the Path of the World Tree connect with the cosmic tree Yggdrasil through their Rage. This tree grows among the Outer Planes
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
vanish. Level 6: Branches of the Tree Whenever a creature you can see starts its turn within 30 feet of you while your Rage is active, you can take a Reaction to summon spectral branches of the World
of the Wild Heart, Path of the World Tree, and Path of the Zealot subclasses. Path of the Berserker NATHANIEL HIMAWAN Path of the Berserker Subclass Channel Rage into Violent Fury Barbarians who
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
vanish. Level 6: Branches of the Tree Whenever a creature you can see starts its turn within 30 feet of you while your Rage is active, you can take a Reaction to summon spectral branches of the World
of the Wild Heart, Path of the World Tree, and Path of the Zealot subclasses. Path of the Berserker NATHANIEL HIMAWAN Path of the Berserker Subclass Channel Rage into Violent Fury Barbarians who
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
vanish. Level 6: Branches of the Tree Whenever a creature you can see starts its turn within 30 feet of you while your Rage is active, you can take a Reaction to summon spectral branches of the World
of the Wild Heart, Path of the World Tree, and Path of the Zealot subclasses. Path of the Berserker NATHANIEL HIMAWAN Path of the Berserker Subclass Channel Rage into Violent Fury Barbarians who
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Areas of the Cellar Complex The following locations are keyed to map 4.7. The complex has three distinct sections: the sewer tunnels (areas B1–B3), the southern cellars (areas B4–B9), and the
chapter 8 of the Dungeon Master’s Guide). Where the tunnel branches, a stone bridge spans the sewage pouring out of an eastern artery. There’s no walkway in this arterial passage that leads to areas
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Areas of the Cellar Complex The following locations are keyed to map 4.7. The complex has three distinct sections: the sewer tunnels (areas B1–B3), the southern cellars (areas B4–B9), and the
chapter 8 of the Dungeon Master’s Guide). Where the tunnel branches, a stone bridge spans the sewage pouring out of an eastern artery. There’s no walkway in this arterial passage that leads to areas
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Areas of the Cellar Complex The following locations are keyed to map 4.7. The complex has three distinct sections: the sewer tunnels (areas B1–B3), the southern cellars (areas B4–B9), and the
chapter 8 of the Dungeon Master’s Guide). Where the tunnel branches, a stone bridge spans the sewage pouring out of an eastern artery. There’s no walkway in this arterial passage that leads to areas
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
branches, play games along the shore, and celebrate with good food. However, these gatherings sometimes turn ugly, with fights breaking out due to muggings and territorial disputes arising among
. Although the site is rumored to be filled with treasures, only the most reckless thieves consider breaking in, for countless gwishin rage there each night, their screams echoing for miles.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
branches, play games along the shore, and celebrate with good food. However, these gatherings sometimes turn ugly, with fights breaking out due to muggings and territorial disputes arising among
. Although the site is rumored to be filled with treasures, only the most reckless thieves consider breaking in, for countless gwishin rage there each night, their screams echoing for miles.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
branches, play games along the shore, and celebrate with good food. However, these gatherings sometimes turn ugly, with fights breaking out due to muggings and territorial disputes arising among
. Although the site is rumored to be filled with treasures, only the most reckless thieves consider breaking in, for countless gwishin rage there each night, their screams echoing for miles.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
balcony (area C25a). 91–00 She’s weeping before Osvaldo in the attic (area C24). Lord Victoro Cassalanter Victoro Cassalanter reacts with fiery rage to the sight of uninvited guests. He demands to
visiting — and that they are excited to explore, now that they have friends to accompany them. These locations are as follows: Their father’s office (area C6) The attic (area C24) The wine cellar area
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
balcony (area C25a). 91–00 She’s weeping before Osvaldo in the attic (area C24). Lord Victoro Cassalanter Victoro Cassalanter reacts with fiery rage to the sight of uninvited guests. He demands to
visiting — and that they are excited to explore, now that they have friends to accompany them. These locations are as follows: Their father’s office (area C6) The attic (area C24) The wine cellar area
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
balcony (area C25a). 91–00 She’s weeping before Osvaldo in the attic (area C24). Lord Victoro Cassalanter Victoro Cassalanter reacts with fiery rage to the sight of uninvited guests. He demands to
visiting — and that they are excited to explore, now that they have friends to accompany them. These locations are as follows: Their father’s office (area C6) The attic (area C24) The wine cellar area
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
diverse, with branches in several districts of Ravnica. The fear and awe inspired by Borborygmos unifies its diverse membership. The Ravnican populace regards the symbol of the Burning Tree clan as the
Scab clan display scars and body modifications, which they view as expressions of the powerful rage they harbor within themselves. The clan has grown in influence by engulfing or destroying several
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
diverse, with branches in several districts of Ravnica. The fear and awe inspired by Borborygmos unifies its diverse membership. The Ravnican populace regards the symbol of the Burning Tree clan as the
Scab clan display scars and body modifications, which they view as expressions of the powerful rage they harbor within themselves. The clan has grown in influence by engulfing or destroying several
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
diverse, with branches in several districts of Ravnica. The fear and awe inspired by Borborygmos unifies its diverse membership. The Ravnican populace regards the symbol of the Burning Tree clan as the
Scab clan display scars and body modifications, which they view as expressions of the powerful rage they harbor within themselves. The clan has grown in influence by engulfing or destroying several
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
with their branches. Characters who stray from the path are met by 1d6 additional awakened trees. These trees don’t attack but join in coaxing the characters up the hill. At the top of the hill, the
lead down into what feels like a cellar. It’s chilly in here, and you detect a subtle scent of iron in the air. From a distant spot within the chamber, sputtering candles illuminate a multitude of keys
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
with their branches. Characters who stray from the path are met by 1d6 additional awakened trees. These trees don’t attack but join in coaxing the characters up the hill. At the top of the hill, the
lead down into what feels like a cellar. It’s chilly in here, and you detect a subtle scent of iron in the air. From a distant spot within the chamber, sputtering candles illuminate a multitude of keys
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
with their branches. Characters who stray from the path are met by 1d6 additional awakened trees. These trees don’t attack but join in coaxing the characters up the hill. At the top of the hill, the
lead down into what feels like a cellar. It’s chilly in here, and you detect a subtle scent of iron in the air. From a distant spot within the chamber, sputtering candles illuminate a multitude of keys
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
staff from doing the same. He carries a key for the storage closets in the cellar (area P18) but doesn’t recall anything important being stored in them. P4: Ballroom A jaunty waltz draws you into this
snowflake in the bottom middle of the frame causes the secret door to swing outward on hidden hinges, revealing a staircase to the storage cellar (area P18). A character who examines the painting or
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
staff from doing the same. He carries a key for the storage closets in the cellar (area P18) but doesn’t recall anything important being stored in them. P4: Ballroom A jaunty waltz draws you into this
snowflake in the bottom middle of the frame causes the secret door to swing outward on hidden hinges, revealing a staircase to the storage cellar (area P18). A character who examines the painting or
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
staff from doing the same. He carries a key for the storage closets in the cellar (area P18) but doesn’t recall anything important being stored in them. P4: Ballroom A jaunty waltz draws you into this
snowflake in the bottom middle of the frame causes the secret door to swing outward on hidden hinges, revealing a staircase to the storage cellar (area P18). A character who examines the painting or
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
becoming a brain in a jar (see appendix C). The three wizards have been driven mad by their undead existence. Dispelling the illusion drives them into a furious rage. Visitors who ruin the ball in any
. Staff 3 is made of translucent purple glass, which splits into three branches at the top that circle around one another to form a hollow spiral with an orb of lighter purple glass tucked inside it
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
becoming a brain in a jar (see appendix C). The three wizards have been driven mad by their undead existence. Dispelling the illusion drives them into a furious rage. Visitors who ruin the ball in any
. Staff 3 is made of translucent purple glass, which splits into three branches at the top that circle around one another to form a hollow spiral with an orb of lighter purple glass tucked inside it
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
becoming a brain in a jar (see appendix C). The three wizards have been driven mad by their undead existence. Dispelling the illusion drives them into a furious rage. Visitors who ruin the ball in any
. Staff 3 is made of translucent purple glass, which splits into three branches at the top that circle around one another to form a hollow spiral with an orb of lighter purple glass tucked inside it
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
of icy brambles. Carcasses worn by time lie partially buried in the sleet and ice. A skeletal, black-barked tree looms over the gloomy orchard. Its branches bear a single fruit.
Bodies undergo a
remains blank on each of the characters’ death certificates: their cause of death. M10: Hallway The stairway in this musty hallway ascends to a cellar door at the edge of the Mortuary’s grounds near
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
of icy brambles. Carcasses worn by time lie partially buried in the sleet and ice. A skeletal, black-barked tree looms over the gloomy orchard. Its branches bear a single fruit.
Bodies undergo a
remains blank on each of the characters’ death certificates: their cause of death. M10: Hallway The stairway in this musty hallway ascends to a cellar door at the edge of the Mortuary’s grounds near
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
of icy brambles. Carcasses worn by time lie partially buried in the sleet and ice. A skeletal, black-barked tree looms over the gloomy orchard. Its branches bear a single fruit.
Bodies undergo a
remains blank on each of the characters’ death certificates: their cause of death. M10: Hallway The stairway in this musty hallway ascends to a cellar door at the edge of the Mortuary’s grounds near
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
character trying to disable the trap must make a DC 15 Dexterity (Sleight of Hand) check, disabling the trap on a success and triggering the trap on a failure. G28: Cellar This room lies at the bottom of
a wooden staircase that climbs 15 feet to area G6. The cellar is unlit. This dank cellar reeks of soured wine. Wooden trunks line the south wall, and a chamber to the east contains stacks of barrels
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
character trying to disable the trap must make a DC 15 Dexterity (Sleight of Hand) check, disabling the trap on a success and triggering the trap on a failure. G28: Cellar This room lies at the bottom of
a wooden staircase that climbs 15 feet to area G6. The cellar is unlit. This dank cellar reeks of soured wine. Wooden trunks line the south wall, and a chamber to the east contains stacks of barrels
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
character trying to disable the trap must make a DC 15 Dexterity (Sleight of Hand) check, disabling the trap on a success and triggering the trap on a failure. G28: Cellar This room lies at the bottom of
a wooden staircase that climbs 15 feet to area G6. The cellar is unlit. This dank cellar reeks of soured wine. Wooden trunks line the south wall, and a chamber to the east contains stacks of barrels
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
and a successful DC 15 Dexterity check. The door can be forced open by someone who succeeds on a DC 25 Strength (Athletics) check. 25. Wine Cellar A padlocked door identical to the one at area 24 blocks
entry to the wine cellar. Inside, in addition to several large barrels, and various kegs, thirteen casks of exceptional wine, holding 5 gallons each, are stored here. Each of the casks has a bung
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
and a successful DC 15 Dexterity check. The door can be forced open by someone who succeeds on a DC 25 Strength (Athletics) check. 25. Wine Cellar A padlocked door identical to the one at area 24 blocks
entry to the wine cellar. Inside, in addition to several large barrels, and various kegs, thirteen casks of exceptional wine, holding 5 gallons each, are stored here. Each of the casks has a bung
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
and a successful DC 15 Dexterity check. The door can be forced open by someone who succeeds on a DC 25 Strength (Athletics) check. 25. Wine Cellar A padlocked door identical to the one at area 24 blocks
entry to the wine cellar. Inside, in addition to several large barrels, and various kegs, thirteen casks of exceptional wine, holding 5 gallons each, are stored here. Each of the casks has a bung
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
. Secret Doors. The passage to the south branches in a Y shape. The southwest branch connects to area 5, and the southeast one leads to a secret door cleverly constructed to blend into the natural rock
black robe looks up from her work, her face twisted in an expression of rage.
Creatures. Burdug the shaman, an orc Eye of Gruumsh, has commandeered a chamber as her private domain. She lives here with






