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                        Returning 35 results for 'druid injury are body'.
                    
                
                        
                            
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                                        druids injured are body
                                    
                                
                                    
                                        druid injured are body
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                    "} bludgeoning damage.
Roleplaying Information
A druid of the Emerald Enclave awakened the tree Lifferlas with a spell. Goldenfields is his home, its people his friends. Children like to carve their names and
                                                
                                            
                                                
                                                     initials into his body and hang from his boughs, and he’s happy with that.
Ideal: “I exist to protect the people and plants of Goldenfields.”
Bond: “Children are wonderful. I
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     everlasting guardian.
The ritual to create a wood woad is a primeval secret passed down through generations of forest-dwelling societies and druid circles. Performing the ritual isn’t necessarily an
                                                
                                            
                                                
                                                    . Any hollow or crook will do, but often a special cavity is carved out of the trunk. The tree is bathed and watered with the blood of the sacrificed victim, and the body is buried among the tree’s
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    This gleaming brass shield bears a relief of the legendary medusa druid Euryale.
While wielding this shield, you gain the following benefits:
Blessing of Euryale. You have resistance to poison
                                                
                                            
                                                
                                                     eyes to glow brightly. Choose one creature you can see within 30 feet of you. The creature must succeed on a DC 20 Constitution saving throw, or it has the restrained condition as its body turns to stone
                                                
                                            
                                        
                                                     Magic Items
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                    ;s saintliness passed partly into her bones as the rest of her body decomposed. Her remaining thighbone is imbued with power that inflicts grievous injury on the undead.
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , insatiable thirst for blood remains.
Indistinguishable from fog aside from the charnel reek it exudes, a vampiric mist descends on a creature and causes the blood in the creature’s body to ooze
                                                
                                            
                                                
                                                     droplets wherever it goes.
Like sharks in water, vampiric mists can scent blood from up to a mile away. Any injury, no matter how small, might catch their attention and draw them toward their victims
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                     spellcasting ability is Wisdom (spell save DC 16, +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). He has the following druid spells prepared (an
                                                
                                            
                                                
                                                     stand and move on liquid surfaces as if they were solid ground.
Watery Fall. When Gar drops to 0 hit points, his body collapses into a pool of inky water that rapidly disperses. Anything he was wearing
                                                
                                            
                                        
                                                     Monsters
                                                    Divine Contention
                                                    
                                                
                                            
                                                    ":"Spellcasting"} to hit with spell attacks). She has the following druid spells prepared:
Cantrips (at will): druidcraft, mending, produce flame
1st level (4 slots): cure wounds, detect magic, entangle
                                                
                                            
                                                
                                                     is possessing the body of ClaugiyliamatarThe forest-loving green dragons sometimes compete for territory with black dragons in marshy woods and with white dragons in subarctic taiga. However, a forest
                                                
                                            
                                        
                                                    Deep Dragon Wyrmling
                                                    
    
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                                                     monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     wings are attached to their front legs and can fold in close to the body, allowing deep dragons to easily maneuver through relatively narrow tunnels.
Deep dragons often hoard secrets, delighting in
                                                
                                            
                                                
                                                     Dragon Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I will not risk injury at the hands of weaker creatures—especially while I can
                                                
                                            
                                        
                                                     Species
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     unusual crown, often called an eldercross or a witch’s turn. This living, garland-like part of a hexblood’s body extends from their temples and wraps behind the head, serving as a visible
                                                
                                            
                                                
                                                     changed you and forced you from your home.
6
A slighted druid transformed you and bound you to live only so long as a sacred tree bears fruit.
Hexbloods in the Domains of Dread
When
                                                
                                            
                                        
                                                    Gnome
                                                    
    
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                                                     Species
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    , enjoying every moment of invention, exploration, investigation, creation, and play.
Vibrant Expression
A gnome’s energy and enthusiasm for living shines through every inch of his or her tiny body
                                                
                                            
                                                
                                                    , sometimes to the great annoyance of their adventuring companions.
ALWAYS APPRECIATIVE
It’s rare for a gnome to be hostile or malicious unless he or she has suffered a grievous injury. Gnomes
                                                
                                            
                                        
                                                     Backgrounds
                                                    Sword Coast Adventurer's Guide
                                                    
                                                
                                            
                                                     you normally would when you forage there.
Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe, often including members of druid circles, tribes of
                                                
                                            
                                                
                                                     in my life, even when they are far from me.
2
An injury to the unspoiled wilderness of my home is an injury to me.
3
I will bring terrible wrath down on the evildoers who destroyed my
                                                
                                            
                                        
                                                     Monsters
                                                    Locathah Rising
                                                    
                                                
                                            
                                                     spellcasting ability is Wisdom (spell save DC 18, +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). He has the following druid spells prepared:
Cantrips
                                                
                                            
                                                
                                                    
*Circle spells don’t count against spells prepared.
Water Walk. Gar can stand and move on liquid surfaces as if they were solid ground.
Watery Fall. When Gar drops to 0 hit points, his body
                                                
                                            
                                        
                                                    Young Deep Dragon
                                                    
    
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                                                     monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     skin, especially around the head and neck. Their wings are attached to their front legs and can fold in close to the body, allowing deep dragons to easily maneuver through relatively narrow tunnels
                                                
                                            
                                                
                                                     help select spells for a spellcasting dragon.
Deep Dragon Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I will not risk injury at the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                    , and other parts of the body. Injury. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered
                                                
                                            
                                                
                                                     Ingested 150 gp Burnt othur fumes Inhaled 500 gp Carrion crawler mucus Contact 200 gp Drow poison Injury 200 gp Essence of ether Inhaled 300 gp Malice Inhaled 250 gp Midnight tears Ingested 1,500 gp
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     among the other trees nearby — one of which has intentionally and harmlessly fallen across the druid, allowing her to feign injury and draw the characters to her. She guesses correctly that the group
                                                
                                            
                                                
                                                    Into the Forest Neronvain’s stronghold lies thirty miles from Altand through dense, fog-filled forest. As they seek the wyrmspeaker and his dragon, the characters meet an old druid and must deal with
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     among the other trees nearby—one of which has harmlessly fallen across the druid, allowing her to feign injury and draw the characters to her. She guesses correctly that the group are seeking the dragon
                                                
                                            
                                                
                                                    Into the Forest Neronvain’s stronghold lies thirty miles from Altand through dense, fog-filled forest. As they seek the wyrmspeaker and his dragon, the characters meet an old druid and must deal with
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     determine the nature of the injury, roll on the Lingering Injuries table. This table assumes a typical humanoid physiology, but you can adapt the results for creatures with different body types.  Lingering
                                                
                                            
                                                
                                                    Injuries Damage normally leaves no lingering effects. This option introduces the potential for long-term injuries. It’s up to you to decide when to check for a lingering injury. A creature might
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    , tear ducts, and other parts of the body. Injury. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    , and other parts of the body. Injury. Injury poison can be applied as a Bonus Action to a weapon, a piece of ammunition, or similar object. The poison remains potent until delivered through a wound or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice & Errata
                                                    
                                                
                                            
                                                    . Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
 Injury. Injury poison can be applied to weapons, ammunition, trap
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body. Injury. Injury poison
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Regenerate Level 7 Transmutation (Bard, Cleric, Druid) Casting Time: 1 minute
 Range: Touch
 Components: V, S, M (a prayer wheel)
 Duration: 1 hour
 A creature you touch regains 4d8 + 15 Hit
                                                
                                            
                                                
                                                     Points. For the duration, the target regains 1 Hit Point at the start of each of its turns, and any severed body parts regrow after 2 minutes.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Regenerate Level 7 Transmutation (Bard, Cleric, Druid) Casting Time: 1 minute
 Range: Touch
 Components: V, S, M (a prayer wheel)
 Duration: 1 hour
 A creature you touch regains 4d8 + 15 Hit
                                                
                                            
                                                
                                                     Points. For the duration, the target regains 1 Hit Point at the start of each of its turns, and any severed body parts regrow after 2 minutes.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     her remains linger there yet. The essence of Markovia’s saintliness passed partly into her bones as the rest of her body decomposed. Her remaining thighbone is imbued with power that inflicts grievous injury on the undead.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Quick Build You can make a druid quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the hermit background.  The Druid
                                                
                                            
                                                
                                                    
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 2nd
 +2
 Wild Shape, Druid Circle
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 +2
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 4th
 +2
 Wild Shape Improvement
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     supernatural feats of strength and endurance. The outburst is temporary, but while it lasts, it takes over body and mind, driving the barbarian on despite peril and injury, until the last enemy falls
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     magic to a creature. Once inscribed on a creature’s body, damage or injury doesn’t impair the tattoo’s function, even if the tattoo is defaced. When applying a magic tattoo, a creature can customize the
                                                
                                            
                                        
                                                    Adult Deep Dragon
                                                    
    
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                                                     monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     attached to their front legs and can fold in close to the body, allowing deep dragons to easily maneuver through relatively narrow tunnels.
Deep dragons often hoard secrets, delighting in knowledge
                                                
                                            
                                                
                                                     Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I will not risk injury at the hands of weaker creatures—especially while I can turn
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Reincarnate Level 5 Necromancy (Druid) Casting Time: 1 hour
 Range: Touch
 Components: V, S, M (rare oils worth 1,000+ GP, which the spell consumes)
 Duration: Instantaneous
 You touch a dead
                                                
                                            
                                                
                                                     Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the table below to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Reincarnate Level 5 Necromancy (Druid) Casting Time: 1 hour
 Range: Touch
 Components: V, S, M (rare oils worth 1,000+ GP, which the spell consumes)
 Duration: Instantaneous
 You touch a dead
                                                
                                            
                                                
                                                     Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the table below to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Revivify Level 3 Necromancy (Cleric, Druid, Paladin, Ranger) Casting Time: Action
 Range: Touch
 Components: V, S, M (a diamond worth 300+ GP, which the spell consumes)
 Duration: Instantaneous
                                                
                                            
                                                
                                                    
 You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can’t revive a creature that has died of old age, nor does it restore any missing body parts.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Revivify Level 3 Necromancy (Cleric, Druid, Paladin, Ranger) Casting Time: Action
 Range: Touch
 Components: V, S, M (a diamond worth 300+ GP, which the spell consumes)
 Duration: Instantaneous
                                                
                                            
                                                
                                                    
 You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can’t revive a creature that has died of old age, nor does it restore any missing body parts.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Creating a Druid When making a druid, consider why your character has such a close bond with nature. Perhaps your character lives in a society where the Old Faith still thrives, or was raised by a
                                                
                                            
                                                
                                                     druid after being abandoned in the depths of a forest. Perhaps your character had a dramatic encounter with the spirits of nature, coming face to face with a giant eagle or dire wolf and surviving the
                                                
                                            
                                        
                                                    Ancient Deep Dragon
                                                    
    
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                                                     monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     attached to their front legs and can fold in close to the body, allowing deep dragons to easily maneuver through relatively narrow tunnels.
Deep dragons often hoard secrets, delighting in knowledge of
                                                
                                            
                                                
                                                     Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I will not risk injury at the hands of weaker creatures—especially while I can turn
                                                
                                            
                                        
                                                    Orc
                                                    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    , injury, or age) often join these cults instead of facing daily humiliation, exile, or death.
Serving as the bridge between the two parts of the tribe are the priestesses of Luthic, the orc goddess who
                                                
                                            
                                                
                                                     while learning to fight, to survive in the wild, and to fear the gods.
The children that can’t endure the rigors of a life of combat are culled from the main body of the tribe, taken into the
                                                
                                            
                                        






