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Appear as normal plants. Roll naturecraft to spot them. If they attack you while veiled, make an INT save (DC5+lvl of highest present fey). On fail you can't tell any of them apart.
Appear as normal plants. Roll naturecraft to spot them. If they attack you while veiled, make an INT save (DC5+lvl of highest present fey). On fail you can't tell any of them apart.
Can teleport 8 spaces if it starts and ends adjacent to a plant.
- Claws.2d10
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One per safe rest the wearer can transform into the animal whose skin made the robe. Forms include a mastiff, a crab and an alligator. The forms are not effective in combat, and taking damage reverts the user back to their normal form.
Decide the form on acquiring the robe. Cost 400gp
Before you make a d20 roll, declare if you'd like to gamble. The ring magnifies your fate, halving the result if it's odd, and doubling it if it's even.
This idea belongs to "TheDungeonsLoot" on instagram
+2 Armor while wielding.
Ice Spells are cast augmented +1.
Cast 1/encounter:
Misty Step — Range: 6. Teleport instantly within range. Reaction: When attacked, Defend for free and teleport after damage is dealt.
OR:
Frost Shield — Tier 1, 1 Action, Self Reaction: When attacked, Gain 2×KEY temp HP and Defend for free. The ice melts and these temp HP are lost at the start of your next turn.