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Returning 12 results for 'smith growth'.
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Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
wounds, charm person, sleep
1/day each: calm emotions, lesser restoration, plant growth
Magic Resistance. The alseid has advantage on saving throws against spells and other magical effects
regard oreads with special reverence, as myths tell of cagey smiths befriending these nymphs and convincing them to aid in creating phenomenal works. In some tales, a smith finds an oread and allows it
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
wounds, charm person, sleep
1/day each: calm emotions, lesser restoration, plant growth
Magic Resistance. The alseid has advantage on saving throws against spells and other magical effects
regard oreads with special reverence, as myths tell of cagey smiths befriending these nymphs and convincing them to aid in creating phenomenal works. In some tales, a smith finds an oread and allows it
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
wounds, charm person, sleep
1/day each: calm emotions, lesser restoration, plant growth
Magic Resistance. The alseid has advantage on saving throws against spells and other magical effects
regard oreads with special reverence, as myths tell of cagey smiths befriending these nymphs and convincing them to aid in creating phenomenal works. In some tales, a smith finds an oread and allows it
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
wounds, charm person, sleep
1/day each: calm emotions, lesser restoration, plant growth
Magic Resistance. The alseid has advantage on saving throws against spells and other magical effects
regard oreads with special reverence, as myths tell of cagey smiths befriending these nymphs and convincing them to aid in creating phenomenal works. In some tales, a smith finds an oread and allows it
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
. The armorer and the smith, two fire giants, are occupied in the eastern section of the room when the characters enter. If any of the armor and weapons in the northern section are touched, they collapse
with a clatter that warns the armorer and the smith of trouble. The giants immediately shout and come out fighting. Also in the room, near the forge and bellows in the southwest corner, are five
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
. The armorer and the smith, two fire giants, are occupied in the eastern section of the room when the characters enter. If any of the armor and weapons in the northern section are touched, they collapse
with a clatter that warns the armorer and the smith of trouble. The giants immediately shout and come out fighting. Also in the room, near the forge and bellows in the southwest corner, are five
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
. The armorer and the smith, two fire giants, are occupied in the eastern section of the room when the characters enter. If any of the armor and weapons in the northern section are touched, they collapse
with a clatter that warns the armorer and the smith of trouble. The giants immediately shout and come out fighting. Also in the room, near the forge and bellows in the southwest corner, are five
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
. The armorer and the smith, two fire giants, are occupied in the eastern section of the room when the characters enter. If any of the armor and weapons in the northern section are touched, they collapse
with a clatter that warns the armorer and the smith of trouble. The giants immediately shout and come out fighting. Also in the room, near the forge and bellows in the southwest corner, are five
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, nails, harpoons, knives, fishing weights, and much more all day. Their master smith is an elderly, dark-skinned woman named Mafera (LG female human commoner); her son, Jasker (LG male human commoner
is a sprawling collection of new construction, expansions, and additions. Each generation of the family has added to the building to accommodate the clan’s growth. The family takes in fishers who
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, nails, harpoons, knives, fishing weights, and much more all day. Their master smith is an elderly, dark-skinned woman named Mafera (LG female human commoner); her son, Jasker (LG male human commoner
is a sprawling collection of new construction, expansions, and additions. Each generation of the family has added to the building to accommodate the clan’s growth. The family takes in fishers who
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, nails, harpoons, knives, fishing weights, and much more all day. Their master smith is an elderly, dark-skinned woman named Mafera (LG female human commoner); her son, Jasker (LG male human commoner
is a sprawling collection of new construction, expansions, and additions. Each generation of the family has added to the building to accommodate the clan’s growth. The family takes in fishers who
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, nails, harpoons, knives, fishing weights, and much more all day. Their master smith is an elderly, dark-skinned woman named Mafera (LG female human commoner); her son, Jasker (LG male human commoner
is a sprawling collection of new construction, expansions, and additions. Each generation of the family has added to the building to accommodate the clan’s growth. The family takes in fishers who