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False Fey Forest: Deceptive veil.

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.

Lvl 1/3 fey plant
False Fey Forest: Deceptive veil.

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.

Grasping Roots.

All adjacent spaces are difficult terrain

  • Slam.
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If you mine with this for 1 hour, roll a d10.

  • 1-5 = Coal
  • 6-9 = Iron
  • 10 = Gold

Guaranteed to find ores in under 1 hour.

This magical arrow/bolt can be fired from a ranged weapon to teleport the target to the nearest stream within Reach: 8 on a hit.

Rare Greataxe

2-handed, 2d6+STR slashing.

Spells cast while holding out the greataxe add +2 to their DC.

1/ENC, on hit: Slowed, then STR save with your DC, if successful the Condition ends at the end of their turn, if failed they make another save next turn and if failed again, Petrified.

When you attune to it, make a DC 20 WIL save: if you fail, it inflicts 1 Wound that can't go away until you level up and retry.