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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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This wand spawns a single Ooze Minion (1d6).
Recharge: Submerge in dirty water for 10 minutes.
(1/safe rest) For the entire encounter you may hold a weapon in your mouth. Treat it as a normal weapon and you may tri-wield with it (1/round attack with advantage 2)
This technique can be learned by studying the scroll (upon which the scroll magically dissapears) or taught to you by a master of the technique.
Applicable to: Weapons with a long handle
Action: Leap 2 spaces in any direction, dealing 1d6 Slashing damage do every adjacent creature before and after jumping. Then, attack a creature in reach with a normal weapon attack.
Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a safe rest, the particular Ash of War, and a special whetblade to change the Ashes of War infused into the weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share uses. You cannot apply Ashes of War to magic equipment.