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Returning 26 results for 'builds based diffusing currents receiver'.
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Species
Eberron: Rising from the Last War
My house built the modern world. Orien may drive the lightning rail, but it’s Cannith who builds the cars and lays the stones it travels on. Cannith makes the everbright lanterns hold the
. The House of Making builds the tools the other houses rely upon, and it has always been the unspoken leader of the Twelve.
The Last War was a time of great opportunity for Cannith. Every nation wanted
Monsters
Mythic Odysseys of Theros
":"cold"} cold damage.Triton masters of waves sculpt storms and change the tides, bending the sea to their will. Drawing forth living currents and the icy cold of the deep, these mages make the ocean their
into conflict. In such cases, tritons prove skilled at sabotaging ocean-going vessels, employing water-based magic, and otherwise whipping up the fury of the sea. Few dare insult tritons in their home
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Chapter 6: The Final Enemy This adventure builds on the events of two previous adventures, The Sinister Secret of Saltmarsh and Danger at Dunwater. The following section provides a summary of those
adventures for characters who did not participate in the missions. The Final Enemy is designed for four to six characters of 7th level. If you want to use story-based character advancement (see
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Chapter 6: The Final Enemy This adventure builds on the events of two previous adventures, The Sinister Secret of Saltmarsh and Danger at Dunwater. The following section provides a summary of those
adventures for characters who did not participate in the missions. The Final Enemy is designed for four to six characters of 7th level. If you want to use story-based character advancement (see
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Chapter 6: The Final Enemy This adventure builds on the events of two previous adventures, The Sinister Secret of Saltmarsh and Danger at Dunwater. The following section provides a summary of those
adventures for characters who did not participate in the missions. The Final Enemy is designed for four to six characters of 7th level. If you want to use story-based character advancement (see
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
streamlined forms of production to quickly produce common goods. Even independent artisans often learn their trade at Cannith academies and adhere to Cannith standards. The House of Making builds the
mundane arms and armor. The war raised the house up, and then tore it down. House Cannith was based in Cyre, and the Mourning destroyed the house leadership and key facilities. Now three barons jockey
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
streamlined forms of production to quickly produce common goods. Even independent artisans often learn their trade at Cannith academies and adhere to Cannith standards. The House of Making builds the
mundane arms and armor. The war raised the house up, and then tore it down. House Cannith was based in Cyre, and the Mourning destroyed the house leadership and key facilities. Now three barons jockey
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Cannith standards. The House of Making builds the tools the other houses rely upon, and it has always been the unspoken leader of the Twelve. The Last War was a time of opportunity for Cannith. Every nation
wanted weapons and warforged, along with mundane arms and armor. The war raised the house up and then tore it down. House Cannith was based in Cyre, and the Mourning destroyed the house leadership
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Cannith standards. The House of Making builds the tools the other houses rely upon, and it has always been the unspoken leader of the Twelve. The Last War was a time of opportunity for Cannith. Every nation
wanted weapons and warforged, along with mundane arms and armor. The war raised the house up and then tore it down. House Cannith was based in Cyre, and the Mourning destroyed the house leadership
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Cannith standards. The House of Making builds the tools the other houses rely upon, and it has always been the unspoken leader of the Twelve. The Last War was a time of opportunity for Cannith. Every nation
wanted weapons and warforged, along with mundane arms and armor. The war raised the house up and then tore it down. House Cannith was based in Cyre, and the Mourning destroyed the house leadership
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
streamlined forms of production to quickly produce common goods. Even independent artisans often learn their trade at Cannith academies and adhere to Cannith standards. The House of Making builds the
mundane arms and armor. The war raised the house up, and then tore it down. House Cannith was based in Cyre, and the Mourning destroyed the house leadership and key facilities. Now three barons jockey
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
...” It’s based on the idea that an actor takes whatever the other actors give and builds on that. A similar principle applies as you run sessions for your players. As often as possible, weave what the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
...” It’s based on the idea that an actor takes whatever the other actors give and builds on that. A similar principle applies as you run sessions for your players. As often as possible, weave what the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
...” It’s based on the idea that an actor takes whatever the other actors give and builds on that. A similar principle applies as you run sessions for your players. As often as possible, weave what the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
of the surface and the deep come into conflict. In such cases, tritons prove skilled at sabotaging ocean-going vessels, employing water-based magic, and otherwise whipping up the fury of the sea. Few
damage.
Triton Master of Waves Triton masters of waves sculpt storms and change the tides, bending the sea to their will. Drawing forth living currents and the icy cold of the deep, these mages
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
of the surface and the deep come into conflict. In such cases, tritons prove skilled at sabotaging ocean-going vessels, employing water-based magic, and otherwise whipping up the fury of the sea. Few
damage.
Triton Master of Waves Triton masters of waves sculpt storms and change the tides, bending the sea to their will. Drawing forth living currents and the icy cold of the deep, these mages
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
of the surface and the deep come into conflict. In such cases, tritons prove skilled at sabotaging ocean-going vessels, employing water-based magic, and otherwise whipping up the fury of the sea. Few
damage.
Triton Master of Waves Triton masters of waves sculpt storms and change the tides, bending the sea to their will. Drawing forth living currents and the icy cold of the deep, these mages
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
against those who despoil nature. Others seek mystical unity with nature by attuning themselves to the ebb and flow of the tides, following the rush of currents and waves and listening to the
special Reaction based on whether you rolled an even or an odd number on the die: Weal (Even). Whenever a creature you can see within 30 feet of you is about to make a D20 Test, you can take a Reaction
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
resistance to a type of damage based on the color of dragon that invested it with power (choose or roll a d10): 1–2, acid (black); 3–4, cold (white); 5–6, fire (red); 7–8, lightning (blue); 9–10, poison (green
, builds improvised weapons in the hope of gaining some new advantage in combat. An inventor captures bugs, scoops up exotic dungeon slimes, and claims the best stolen goods as ingredients in its
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
resistance to a type of damage based on the color of dragon that invested it with power (choose or roll a d10): 1–2, acid (black); 3–4, cold (white); 5–6, fire (red); 7–8, lightning (blue); 9–10, poison (green
, builds improvised weapons in the hope of gaining some new advantage in combat. An inventor captures bugs, scoops up exotic dungeon slimes, and claims the best stolen goods as ingredients in its
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
resistance to a type of damage based on the color of dragon that invested it with power (choose or roll a d10): 1–2, acid (black); 3–4, cold (white); 5–6, fire (red); 7–8, lightning (blue); 9–10, poison (green
, builds improvised weapons in the hope of gaining some new advantage in combat. An inventor captures bugs, scoops up exotic dungeon slimes, and claims the best stolen goods as ingredients in its
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
against those who despoil nature. Others seek mystical unity with nature by attuning themselves to the ebb and flow of the tides, following the rush of currents and waves and listening to the
special Reaction based on whether you rolled an even or an odd number on the die: Weal (Even). Whenever a creature you can see within 30 feet of you is about to make a D20 Test, you can take a Reaction
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
against those who despoil nature. Others seek mystical unity with nature by attuning themselves to the ebb and flow of the tides, following the rush of currents and waves and listening to the
special Reaction based on whether you rolled an even or an odd number on the die: Weal (Even). Whenever a creature you can see within 30 feet of you is about to make a D20 Test, you can take a Reaction
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
pool requires DC 10 Strength (Athletics) checks due to the swirling currents. Any creature that fails such a check is swept into the stream. The stream is 4 feet deep, cold, and swift. Any creature
whether the adventurers are friends or foes, based on their response to its question and the gear they wear. If the characters look like air cultists and reply that they serve elemental air or the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
pool requires DC 10 Strength (Athletics) checks due to the swirling currents. Any creature that fails such a check is swept into the stream. The stream is 4 feet deep, cold, and swift. Any creature
whether the adventurers are friends or foes, based on their response to its question and the gear they wear. If the characters look like air cultists and reply that they serve elemental air or the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
pool requires DC 10 Strength (Athletics) checks due to the swirling currents. Any creature that fails such a check is swept into the stream. The stream is 4 feet deep, cold, and swift. Any creature
whether the adventurers are friends or foes, based on their response to its question and the gear they wear. If the characters look like air cultists and reply that they serve elemental air or the






