Table: Random Weather is an appropriate weather table for general use, and can be used as a basis for a local weather tables. Terms on that table are defined as follows. Treat as rain see Precipitation, belowbut conceals as fog. Can create floods see above. A downpour lasts for 2d4 hours. Wind speeds are over 50 mph see Table: Wind Effects.
In addition, blizzards are accompanied by heavy snow 1d3 feetand hurricanes are accompanied by downpours see above.
Magic Item Prices
Windstorms last for 1d6 hours. Blizzards last for 1d3 days. Hurricanes can last for up to a week, but their major impact on characters will come in a tohour period when the center of the storm moves through their area. Most precipitation lasts for 2d4 hours. By contrast, hail lasts for only 1d20 minutes but usually accompanies 1d4 hours of rain.
Wind speeds are severe 30 to 50 mph and visibility is cut by three-quarters. Storms last for 2d hours. See Storms, below, for more details. Wind speeds are moderate to strong 10 to 30 mph ; see Table: Wind Effects on the following page. Bad weather frequently slows or halts travel and makes it virtually impossible to navigate from one spot to another.
Torrential downpours and blizzards obscure vision as effectively as a dense fog. Most precipitation is rain, but in cold conditions it can manifest as snow, sleet, or hail. Rain reduces visibility ranges by half, resulting in a -4 penalty on Spot and Search checks. It has the same effect on flames, ranged weapon attacks, and Listen checks as severe wind. Falling snow has the same effects on visibility, ranged weapon attacks, and skill checks as rain, and it costs 2 squares of movement to enter a snow-covered square.
A day of snowfall leaves 1d6 inches of snow on the ground. Heavy snow has the same effects as normal snowfall, but also restricts visibility as fog does see Fog, below.Curious, thoughtful, and analytical, the merfolk of Zendikar are natural scholars and explorers.
In the past, merfolk society was organized around their belief in three deities. But in the wake of the reappearance of the Eldrazi, the merfolk have realized that their faith was a web of lies, built on a corrupted memory of the Eldrazi titans handed down from generation to generation. In peaceful times, the merfolk might have fought over the ultimate meaning of this revelation. But faced with the danger presented by the Eldrazi broods, the merfolk have largely set aside their differences and joined together in a united force.
Merfolk are an amphibious race, born and at home in the water but comfortable on dry land. Humanoid in form, they have skin of ivory, silver, russet, blue, or deep purple.
Long fins extend from the backs of their forearms and calves, and their fingers and toes are webbed. The hairlike growths on their heads are either thick and bristly like the needles of a sea urchin, or long and wavy, resembling fine seaweed. In either case, these growths typically range in color from red to warm brown to black. Male merfolk have similar growths extending down from their cheekbones.
Merfolk wear little clothing unless they are armored for battle. Even then, they drape themselves with nets and a minimum of cloth, wearing armor crafted of large, bleached seashells and augmented with leather.
Saber (5e Equipment)
The merfolk race is divided into three creeds, founded on the principles of Emeria windUla waterand Cosi the trickster. Members of both those creeds regard the Cosi creed with suspicion and some degree of fear, and Cosi-creed adherents tend to keep their affiliation secret. Merfolk mature at the same rate humans do and reach adulthood around the age of They live considerably longer than humans, though, often reaching well over years. Most merfolk are neutral, though merfolk of the Emeria and Cosi creeds have chaotic leanings.
Merfolk are about the same size and build as humans. Your size is Medium. Your base walking speed is 30 feet. You also have a swimming speed of 30 feet. You can speak, read, and write Common, Merfolk, and one extra language of your choice. They are evasive and intentionally enigmatic in their interactions with others, and are often described as manipulative and deceptive. You have proficiency in the Deception and Persuasion skills. You know one cantrip of your choice from the druid spell list.Sortable and rebalanced list based on Sane Magic Item Prices.
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Summoning Fate/Stay Night’s Saber in D&D 5th Edition!
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Their contribution stands as a beacon of hope for all adventurers! Username: Password: Forgot? Magic Item Prices Name. One step! Subscribe to updates! Get Premium. Quaal's Feather Token Anchor. Potion of Water Breathing. Potion of Fire Breath. Keoghtom's Ointment Per dose.
Dust of Dryness 1 pellet. Dust of Disappearance. Potion of Diminution. Potion of Animal Friendship. Scroll of Protection. Potion of Mind Reading. Potion of Invisibility. Nolzur's Marvelous Pigments.
Potion of Greater Healing.Fighting for the Holy Grail, no meaningless bloodshed, to minimize sacrifices… one person taking up the mission of fate instead of armies of men competing here! This is what we Servants should do.
Are you my Master? Also, spoilers abound! Wielding her Noble Phantasm, the legendary blade Excalibur, Saber is an unstoppable force on the battlefield, mowing down enemies with blinding speed. The magical strength of dragons flows through her veins, and she is immensely strong in single combat.
To those who have the pledge of her blade, Saber is the ultimate defender and a world class Servant. Just like last week, 20 levels is a bit on the low side for representing Saber accurately. Her magical circuits in Realta Nua are represented by a dragon. Even her surname is Pendragon! In short, the iconography of the dragon follows Saber everywhere. If your GM is willing to overlook the scales and tails, Dragonborn can be a strong choice. Making sure Saber has the right mix of abilities to best represent her will require us to bounce around a bit.
First stop: Paladin! A no-brainer, really. Saber is first among the Knights of the Round, oathbound and brimming with magical energy.
Next, Saber is a wellspring of power, portrayed perfectly by multiclassing into Sorcerer. That eaves us with 3 levels to pump into Fighter! A duelist of legendary might, Saber is a Champion in every sense of the word. Her blows are staggering, and mixing in these Fighter levels will round her out into the most capable offensive machine she can be.
After being born into the dark age of war following the downfall of the Roman Empire, Artoria was left by her father, Uther Pendragon, in the care of the wizard Merlin after he discarded her for being born female.
Ensuring that Artoria was raised as the child of a common, lowly knight, Merlin was confident that she would become the long awaited king. When the day drew close for men to test themselves for royal blood by drawing Caliburn, the Sword in the Stone, Merlin cautioned Artoria before she attempted it. If she drew the sword, she would cease to be human.
Instead, she would become something separate from humanity. On that day when she drew forth the sword, she passed from humanity into legend.
However, starting off as a Paladin gives her an additional 2x skills. She can leap incredible heights and fight for days without rest.
Getting that 1d10 as opposed to a 1d8 makes up for the lack of a shield, and having a hand free for spellcasting is important. If your GM is a kind soul, and gives you enough stat boosters to bring Saber up to her maximum power, feel free to utilize some feats to make her even more kingly! Sword Burst- A flurry of blade strikes that punish those who stray too close. Message- Saber can communicate with her Master over a great distance silently, though this is more for flavor. Compelled Duel- Often, Saber will single out a strong foe and draw their attention away from an ally.
Beacon of Hope- When Saber arrives on the field of battle, all know that the tides of battle have turned! Keep this handy to just flex on low level mages. So glad to hear that you enjoyed it, stay tuned and let me know if that build works out for you!
Your email address will not be published. Notify me of follow-up comments by email.Light enough to carry to the high alpine and strong enough to stay there as long as you want, the WindSaber is a go-anywhere, do-everything alpine tent for core mountain folk. The WebTruss is made up of sleeves into which you insert the tent poles. Unlike traditional pole sleeves that are sewn into the tent body, the WebTruss is detachable, allowing the poles to be completely set up before attaching the tent body.
The result is a tent that sets up very easily in high-wind conditions unlike a tent with traditional pole sleevesbut with far better stability than modern clip-style tents. The interior of the WindSaber is shaped to maximize usable space and has more pockets than you can shake a stick at. Plenty of o-rings provide internal guyline compatibility as well as ample places to hang things.
It provides easy access to your gear without compromising floor space or requiring you to open your tent to the elements.
Crack open the top of the door, and you have a nice cross breeze that keeps condensation to a minimum. Please contact us if you have questions about CPAI shipping restrictions. Click here for setup instructions.
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If you'd like to be updated when we have an arrival date, please fill out our contact form and we'll be in touch.You summon a spirit that assumes the form of a loyal, majestic mount.
Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber—toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend your choice instead of its normal creature type.
Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it te1epathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.
The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re—summons the bonded mount, with all its hit points restored and any conditions removed.
As an action, you can release a mount from its bond, causing it to disappear permanently. Whenever the mount disappears, it leaves behind any objects it was wearing or carrying. A Paladinspell. Create and save your own spellbooks, sign up now! Home Spells Find Greater Steed. Remove the adds.In the autumnal deep forest, the wind stirs fallen leaves into swirling patterns—but some are not what they seem.
The whipping winds tear at the skin of hapless travelers before resolving into fierce, weasel-like creatures with long, sickle-shaped claws.
Claws to Rip Flesh. Appearing as human-sized upright mustelids, these white and blue, furry fey of the deep forest are jealous of mortal intruders and can exact a heavy price from the incautious explorer.
The claws on each front foot are extended like curved blades that inflict deep, scything wounds. Wind Riders.How to Play Gilgamesh from Fate in D\u0026D 5e! - Nerd Immersion
Wind weasels have an affinity for the element of air. By running in a tight circle, a wind weasel can generate—and become one with—a swirling vortex of abrasive wind. The weasel uses the whirlwind to surprise and slash at its foes—or to flee if the fight proves unequal. Seasonally Affected. During spring and summer, wind weasels are largely passive and spend most of their time in wind form, drifting lazily around the woodlands.
Though largely beings of the wilds, wind weasels are known to associate with shadow fey and may sometimes be found as guards on the fringes of fey courts or deep woodland groves.
Creature Codex. Toggle navigation. It can move through a space as narrow as 1 inch wide without squeezing. Flyby Whirlwind Form Only. Until it attacks or uses Whirling Leaves, the wind weasel is indistinguishable from a natural dust devil unless a creature succeeds on a DC 15 Intelligence Investigation check. The wind weasel can use its action to polymorph into a whirlwind. It can revert back to its true form as a bonus action.
It statistics are the same in each form. It reverts to its true form if it dies. While a whirlwind, it has a flying speed of 60 feet, immunity to the grappled, petrified, restrained, and prone conditions, and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. Windy Speed Whirlwind Form Only.