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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.
- Claws.
2d10+4. On hit: teleport itself or the hero to a tree within 6
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ACTION. Consume to regain 1d4+2 HP.
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SECRET. On a 1: damage instead (it was a baby Mimic!)
SECRET. On Long Rest: Spawn a d4 minion for each Candy? remaining (or a for every 2). The real candy is eaten.
Short Sword blessed by the Blood God. Thirsts for blood - any blood!
1d6+STR or DEX damage. Crits on 5+. If the attack misses, a new free attack must be rolled against one adjacent creature (enemy or friendly) Rushed attack rules apply.
1d8+STR slashing. While held: resistance to Fire and Cold.
(2 charges). On Hit: bonus INT d6 Fire or Cold damage. Then choose:
- Deal bonus dice against a second target in reach 6 (ignoring defense)
- Keep one of the bonus dice as if you had cast Omenrime. ()
Recharge 1 by heating the blade in a forge and then dousing it in ice.
The fires of ingenuity, edged in ice