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Nimble TTRPG
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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.
Awaken 2 nearby trees into tree minions each round.
- • Charming.
DC14 WILL save or charmed for 1 round. Then:
- • Claws.
2d10+10,. advantage against charmed creatures
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Harpoon of Returning
1d6+DEX Piercing (Range 8, Returning). Returning When this weapon is thrown within its range, it appears in your hand immediately after the attack.
1d6+INT psychic, on a miss the wielder receives 1+INT psychic damage.
Light, Vicious
This magical sword that never shuts up has been both boon and bane for many a would-be adventurer.
ACTION. STR save or Wound. Gain 2 at random, lasting 10 minutes:
- Carapace. (+5 Defense)
- Elytra. (Fly at half speed)
- Legs. (+2 arms)
- Mandibles. (1d8+STR, On hit: Grapple)
This pungent potion is made from 100% organic beetles