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Returning 35 results for 'breaks brawler diffusing charges ranger'.
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Fight Side by Side with a Brawler’s Best Friend
Pugilists know what it's like to be an underdog, so it's no surprise some form a battleforged bond with a canine companion. They’re used
to being disappointed by friends that walk on two legs but a friend on four is as loyal as they come. When a fight breaks out, this duo’s bite is even worse than its bark.
Magic Items
Candlekeep Mysteries
staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges.
This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.
Altered Outcome. The staff has 6 charges. As a bonus action, you
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges. Watchful Helm Wondrous item, very rare (requires attunement) While you
as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staff’s charges to give
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges. Watchful Helm Wondrous item, very rare (requires attunement) While you
as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staff’s charges to give
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges. Watchful Helm Wondrous item, very rare (requires attunement) While you
as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staff’s charges to give
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
“Underground Lake” at the end of this chapter for more information. Manipulating Time Having a mechanical guide spend 1 charge in this area causes the thessalkraken to reveal itself as it breaks the surface
of the water seeking food. Spending 2 charges also causes 1d4 lizardfolk renders to arrive, ready to brave the waters in search of gems. The lizardfolk take the appearance of the characters as a sign of offering, and attempt to force them into the water as sacrifices for their demigod.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
“Underground Lake” at the end of this chapter for more information. Manipulating Time Having a mechanical guide spend 1 charge in this area causes the thessalkraken to reveal itself as it breaks the surface
of the water seeking food. Spending 2 charges also causes 1d4 lizardfolk renders to arrive, ready to brave the waters in search of gems. The lizardfolk take the appearance of the characters as a sign of offering, and attempt to force them into the water as sacrifices for their demigod.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
“Underground Lake” at the end of this chapter for more information. Manipulating Time Having a mechanical guide spend 1 charge in this area causes the thessalkraken to reveal itself as it breaks the surface
of the water seeking food. Spending 2 charges also causes 1d4 lizardfolk renders to arrive, ready to brave the waters in search of gems. The lizardfolk take the appearance of the characters as a sign of offering, and attempt to force them into the water as sacrifices for their demigod.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
painstaking process in the narrow space takes 5 minutes, and if the check fails by 5 or more, the sphere breaks at the end of the attempt. Sleep Gas. If the glass sphere breaks, it releases green, swirling
wind. When the attuned wielder uses an action to say the correct words of power, which are engraved in Olman on the axe blade, one of these spells can be cast. The axe has 12 charges and regains 1d6
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Kruphix’s Champions Alignment: Usually neutral Suggested Classes: Bard, cleric, druid, monk, ranger, wizard Suggested Cleric Domains: Knowledge, Trickery Suggested Backgrounds: Hermit, outlander
divine squabbles. Kruphix’s Favor Kruphix’s champions are less his agents than his charges, and he is loath to release them. Even those who leave his service often find themselves unwittingly aiding his
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Kruphix’s Champions Alignment: Usually neutral Suggested Classes: Bard, cleric, druid, monk, ranger, wizard Suggested Cleric Domains: Knowledge, Trickery Suggested Backgrounds: Hermit, outlander
divine squabbles. Kruphix’s Favor Kruphix’s champions are less his agents than his charges, and he is loath to release them. Even those who leave his service often find themselves unwittingly aiding his
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Kruphix’s Champions Alignment: Usually neutral Suggested Classes: Bard, cleric, druid, monk, ranger, wizard Suggested Cleric Domains: Knowledge, Trickery Suggested Backgrounds: Hermit, outlander
divine squabbles. Kruphix’s Favor Kruphix’s champions are less his agents than his charges, and he is loath to release them. Even those who leave his service often find themselves unwittingly aiding his
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
painstaking process in the narrow space takes 5 minutes, and if the check fails by 5 or more, the sphere breaks at the end of the attempt. Sleep Gas. If the glass sphere breaks, it releases green, swirling
wind. When the attuned wielder uses an action to say the correct words of power, which are engraved in Olman on the axe blade, one of these spells can be cast. The axe has 12 charges and regains 1d6
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
painstaking process in the narrow space takes 5 minutes, and if the check fails by 5 or more, the sphere breaks at the end of the attempt. Sleep Gas. If the glass sphere breaks, it releases green, swirling
wind. When the attuned wielder uses an action to say the correct words of power, which are engraved in Olman on the axe blade, one of these spells can be cast. The axe has 12 charges and regains 1d6
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
or fog. A force pike uses an energy cell (see area M10), expending one charge for each successful attack. If claimed as treasure, a pike’s cell holds 2d10 remaining charges. If you prefer not to have
their own, Lean Meimbaol from area M1 arrives to personally escort them to the abbey. If combat breaks out, the monks all reveal their true natures, and attempt to overwhelm and capture the characters
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
or fog. A force pike uses an energy cell (see area M10), expending one charge for each successful attack. If claimed as treasure, a pike’s cell holds 2d10 remaining charges. If you prefer not to have
their own, Lean Meimbaol from area M1 arrives to personally escort them to the abbey. If combat breaks out, the monks all reveal their true natures, and attempt to overwhelm and capture the characters
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
or fog. A force pike uses an energy cell (see area M10), expending one charge for each successful attack. If claimed as treasure, a pike’s cell holds 2d10 remaining charges. If you prefer not to have
their own, Lean Meimbaol from area M1 arrives to personally escort them to the abbey. If combat breaks out, the monks all reveal their true natures, and attempt to overwhelm and capture the characters
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
their habitats. The Dreadwood Long a home of horrid monsters and vicious raiders, the Dreadwood hides within its borders a multitude of terrors. Keoland maintains ranger patrols that sweep through the
as lightly wooded as those of any other forest and extend five to ten miles into the woods. This part of the forest is as safe as any other woodland, thanks to frequent ranger and elf patrols that keep
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
their habitats. The Dreadwood Long a home of horrid monsters and vicious raiders, the Dreadwood hides within its borders a multitude of terrors. Keoland maintains ranger patrols that sweep through the
as lightly wooded as those of any other forest and extend five to ten miles into the woods. This part of the forest is as safe as any other woodland, thanks to frequent ranger and elf patrols that keep
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
their habitats. The Dreadwood Long a home of horrid monsters and vicious raiders, the Dreadwood hides within its borders a multitude of terrors. Keoland maintains ranger patrols that sweep through the
as lightly wooded as those of any other forest and extend five to ten miles into the woods. This part of the forest is as safe as any other woodland, thanks to frequent ranger and elf patrols that keep
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. The goblin riding the worg is Snubsuk, the courtyard warden. His job is to lock and unlock the main gate at area K2. The worg charges toward intruders, causing Snubsuk to tumble off the worg’s back and
of it, the whole thing snaps off and tumbles down the mountainside. Any creature on the walkway when it breaks off must make a DC 16 Dexterity saving throw. On a successful save, the creature leaps
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. The goblin riding the worg is Snubsuk, the courtyard warden. His job is to lock and unlock the main gate at area K2. The worg charges toward intruders, causing Snubsuk to tumble off the worg’s back and
of it, the whole thing snaps off and tumbles down the mountainside. Any creature on the walkway when it breaks off must make a DC 16 Dexterity saving throw. On a successful save, the creature leaps
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. The goblin riding the worg is Snubsuk, the courtyard warden. His job is to lock and unlock the main gate at area K2. The worg charges toward intruders, causing Snubsuk to tumble off the worg’s back and
of it, the whole thing snaps off and tumbles down the mountainside. Any creature on the walkway when it breaks off must make a DC 16 Dexterity saving throw. On a successful save, the creature leaps
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
plans to visit an old friend — a ranger named Quinn Nardrosz who lives in Jalanthar. If she’s friendly toward the characters, she invites them to join her, saying she could use the company. If the
attract new clients, and while the Happy Cow breaks even, it’s not a big moneymaker, and right now the Hardcheese moneylending business is on the ropes. The Black Network has agents in Daggerford handing
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
plans to visit an old friend — a ranger named Quinn Nardrosz who lives in Jalanthar. If she’s friendly toward the characters, she invites them to join her, saying she could use the company. If the
attract new clients, and while the Happy Cow breaks even, it’s not a big moneymaker, and right now the Hardcheese moneylending business is on the ropes. The Black Network has agents in Daggerford handing
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
plans to visit an old friend — a ranger named Quinn Nardrosz who lives in Jalanthar. If she’s friendly toward the characters, she invites them to join her, saying she could use the company. If the
attract new clients, and while the Happy Cow breaks even, it’s not a big moneymaker, and right now the Hardcheese moneylending business is on the ropes. The Black Network has agents in Daggerford handing
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Dragonshard Pool Effects table to determine what happens to the item. An item can be affected by the pool only once; subsequent exposures have no effect. The pool has 4 charges. It expends 1 charge each time an
item is dipped into it. The pool regains all expended charges daily at dawn. Dragonshard Pool Effects d6 Effect 1–2 The item is destroyed. 3–4 The item gains a cosmetic defect such as
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Dragonshard Pool Effects table to determine what happens to the item. An item can be affected by the pool only once; subsequent exposures have no effect. The pool has 4 charges. It expends 1 charge each time an
item is dipped into it. The pool regains all expended charges daily at dawn. Dragonshard Pool Effects d6 Effect 1–2 The item is destroyed. 3–4 The item gains a cosmetic defect such as
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Dragonshard Pool Effects table to determine what happens to the item. An item can be affected by the pool only once; subsequent exposures have no effect. The pool has 4 charges. It expends 1 charge each time an
item is dipped into it. The pool regains all expended charges daily at dawn. Dragonshard Pool Effects d6 Effect 1–2 The item is destroyed. 3–4 The item gains a cosmetic defect such as
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
roaring alight with blazing red fire, charges toward you with a piercing screech.
The iron drill is a fiendish auger (see appendix A), a remnant of the ancient duergar mining operation. It attacks
sanctum slides open. The lock and doors remain open for 10 minutes, after which they seal again. If the characters can’t deal psychic damage to the lock, they can attempt to convince a goblin psi brawler or
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
roaring alight with blazing red fire, charges toward you with a piercing screech.
The iron drill is a fiendish auger (see appendix A), a remnant of the ancient duergar mining operation. It attacks
sanctum slides open. The lock and doors remain open for 10 minutes, after which they seal again. If the characters can’t deal psychic damage to the lock, they can attempt to convince a goblin psi brawler or
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
roaring alight with blazing red fire, charges toward you with a piercing screech.
The iron drill is a fiendish auger (see appendix A), a remnant of the ancient duergar mining operation. It attacks
sanctum slides open. The lock and doors remain open for 10 minutes, after which they seal again. If the characters can’t deal psychic damage to the lock, they can attempt to convince a goblin psi brawler or
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
painted to channel primal magic. A Druid or Ranger can use such an object as a Spellcasting Focus. Druidic Focuses Focus Weight Cost Sprig of mistletoe — 1 GP Wooden staff (also a Quarterstaff
next turn. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet). A creature can use its action to make a DC 13 Strength
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Tinderbox. Druidic Focus (Varies) A Druidic Focus takes one of the forms in the Druidic Focuses table and is carved, tied with ribbon, or painted to channel primal magic. A Druid or Ranger can use such
plate must succeed on a DC 13 Dexterity saving throw or take 1d4 Piercing damage and have its Speed reduced to 0 until the start of its next turn. Thereafter, until the creature breaks free of the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
painted to channel primal magic. A Druid or Ranger can use such an object as a Spellcasting Focus. Druidic Focuses Focus Weight Cost Sprig of mistletoe — 1 GP Wooden staff (also a Quarterstaff
next turn. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet). A creature can use its action to make a DC 13 Strength






