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Returning 35 results for 'plants allows and his crafting'.
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plant allows and his creating
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places allows and his creating
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Monsters
Spelljammer: Adventures in Space
Evasion. When the chwinga is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only
’s Guide.
Charm of Air Bubbles
This charm allows you to cast the air bubble spell (see the Astral Adventurer’s Guide) as an action. Once used three times, this charm goes away.
Charm of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
invisible with it.Soulblades are duergar combatants whose mastery of psionics allows them to manifest blades of psychic energy to slice apart their foes.
Duergar
Duergar are dwarves of the deep
manifests as mirth. They bring an emotional intensity to their lives, whether they’re exploring neighboring tunnels, defending their homes, engaging with their families, or crafting bold new works
Monsters
Storm King's Thunder
require some sort of blood sacrifice, and their effects are usually transformative. For example, some Black Raven shamans know a ritual that allows them to hatch giant ravens from normal raven eggs, and
: enhance ability (cat’s grace only), jump
Sky Pony: gust of wind, witch bolt
Thunderbeast: enhance ability (bull’s strength only), pass without trace
Tree Ghost: barkskin, speak with plants
Backgrounds
Guildmasters’ Guide to Ravnica
messenger, calm emotions, warding bond
3rd
plant growth, speak with plants
4th
aura of life, conjure minor elementals
5th
awaken, commune with nature
spells.
Suggested Characteristics
Most members of the Selesnya Conclave are true believers — the tight-knit community allows little room for the cynical or disillusioned. They are spiritual
Species
Eberron: Rising from the Last War
.
—Lady Elara d’Thuranni, shadow dancer
The Mark of Shadow lets an elf weave illusions, crafting magic to distract or delight. It also allows its bearer to sculpt shadows, making it easy to
Monsters
Divine Contention
Claugiyliamatar drives them out.
Claugiyliamatar rarely meddles in the affairs of small folk. Even so, her collection of crystal balls allows her to stay abreast of events happening in the world.
Ebondeath
plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon’s path.
Rodents and birds within 1 mile of the
Monsters
Storm King's Thunder
folk. Even so, her collection of crystal balls allows her to stay abreast of events happening in the world.The forest-loving green dragons sometimes compete for territory with black dragons in marshy
evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither
Monsters
Fizban's Treasury of Dragons
, replenishes the soil, and allows the forest to regrow even healthier than before. To this end, topaz dragons use their power to reduce crumbling structures and diseased plants to dust, clearing the way
Monsters
Fizban's Treasury of Dragons
fire clears dead wood, replenishes the soil, and allows the forest to regrow even healthier than before. To this end, topaz dragons use their power to reduce crumbling structures and diseased plants to
Backgrounds
Guildmasters’ Guide to Ravnica
construction and architecture — primarily in crafting the infrastructure that allows Ravnicans to enjoy running water, levitating platforms, and other magical and technological wonders.
You have a
Magic Items
Keys from the Golden Vault
abide the book’s presence. Ordinary plants wither in its presence, animals are unwilling to approach it, and the book gradually destroys whatever it touches. Even stone cracks and turns to
Vile Darkness allows pages to be torn from it, but any evil lore contained on those pages finds its way back into the book eventually, usually when a new author adds pages to the tome.
If a solar tears
Monsters
Fizban's Treasury of Dragons
creation and growth, much as a forest fire clears dead wood, replenishes the soil, and allows the forest to regrow even healthier than before. To this end, topaz dragons use their power to reduce
crumbling structures and diseased plants to dust, clearing the way for new growth and construction.
Despite being competent swimmers and making their lairs on seacoasts and in brackish marshes, topaz
Monsters
Fizban's Treasury of Dragons
, much as a forest fire clears dead wood, replenishes the soil, and allows the forest to regrow even healthier than before. To this end, topaz dragons use their power to reduce crumbling structures and
diseased plants to dust, clearing the way for new growth and construction.
Despite being competent swimmers and making their lairs on seacoasts and in brackish marshes, topaz dragons hate the water
Magic Items
The Book of Many Things
cards you intend to draw and then draw them randomly. Unless a card allows you to draw additional cards, any cards drawn exceeding this number have no effect.
As soon as you draw a card, its magic
Speak with Plants without using a spell slot; you must finish a long rest before you can cast it this way again. If you have spell slots of 3rd level or higher, you can cast this spell using them. Use
monsters
;encourage” the cult to become more aggressive toward outsiders.
Corrupting Influence. The presence of a dark young shifts and warps the natural world. The plants in a 5-mile radius centered on
searching allows a traveler to uncover the pathways, but such trails are maze-like and designed to lead intruders toward dangerous monsters or away from the cult’s lair. A DC 25 Wisdom (Survival
monsters
.
Corrupting Influence. The presence of a dark young shifts and warps the natural world. The plants in a 5-mile radius centered on its lair grow thick and verdant, creating natural barriers to dissuade explorers
-cultists on sight. In game terms, treat the area as Difficult Terrain. A DC 20 Wisdom (Survival) check and 1d4 hours of searching allows a traveler to uncover the pathways, but such trails are maze
magic-items
Crafted from the dried leaves of magical plants and imbued with their dust, this amulet is decorated with a singular dried flower and then encased in sap. The pendant glows softly with the light of
springtime and smells of floral fields in bloom.
Your Wisdom score is 19 while you wear this magic amulet. It has no effect on you if your Wisdom is 19 or higher without it.
Crafting. Creating an
Book of Vile Darkness
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
abide the book’s presence. Ordinary plants wither in its presence, animals are unwilling to approach it, and the book gradually destroys whatever it touches. Even stone cracks and turns to
the Book. The Book of Vile Darkness allows pages to be torn from it, but any evil lore contained on those pages finds its way back into the book eventually, usually when a new author adds pages to the
Elf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is
they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some
magic-items
This spear is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Spear, +2 requires a Very Rare Workshop
magic-items
This trident is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
lasts for one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Trident. +1 requires a Rare Workshop
magic-items
This war pick is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
lasts for one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s War Pick, +2 requires a Very Rare
magic-items
This warhammer is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
spell lasts for one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Warhammer, +1 requires a Rare
magic-items
This warhammer is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
spell lasts for one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Warhammer, +2 requires a Very
magic-items
This whip is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Whip, +3 requires a Legendary Workshop and
magic-items
This battleaxe is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
spell lasts for one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Battleaxe, +2 requires a Very
magic-items
This blowgun is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
lasts for one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Blowgun, +2 requires a Very Rare
magic-items
This dart is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Dart, +3 requires a Legendary Workshop and
magic-items
This flail is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Flail, +3 requires a Legendary Workshop
magic-items
This hand crossbow is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels
. Additionally, the spell lasts for one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Hand Crossbow, +2
magic-items
This heavy crossbow is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon
. Additionally, the spell lasts for one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Heavy Crossbow
magic-items
This longbow is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
lasts for one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Longbow, +2 requires a Very Rare
magic-items
This maul is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Maul, +3 requires a Legendary Workshop and
magic-items
This morningstar is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels
, the spell lasts for one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Morningstar, +2 requires
magic-items
This morningstar is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels
, the spell lasts for one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Morningstar, +3 requires