Oberon rules the Seelie Court with his partner, Titania. He is the king of nature, wild places, and animals. This charming, handsome fey is taller than most fey, but he has no wings. Down to Earth. Unlike Titania, Oberon is very relatable and is revered by all good and neutral fey.
He spends a great deal of time away from his throne with the common fey.
The Flanking Rule: Why Many DMs Hate It and Why I’ll Still Use It
Court Rival. Constant Companions. Oberon is usually accompanied by the royal stag and his loyal owl. The king often uses the scrying spell to see through the eyes of his owl familiar. Subscribe to the Open Gaming Newsletter! Toggle navigation. Oberon can innately cast the following spells, requiring no components. Oberon has advantage on saving throws against spells and other magical effects. Magic Weapons.
Speak with Beasts and Plants. Oberon can communicate with beasts and plants as if they shared a language. Actions Multiattack. Oberon makes three attacks with his sword. The target must finish a short or long rest to regain these hit points.
He can summon 1d4 unicorns. They appear in unoccupied spaces within 60 feet of him. About Oberon rules the Seelie Court with his partner, Titania.
Section Copyright Notice. Become a Patron!I never realized when I began writing this blog just how big a hot-button issue flanking is. But after getting some negative feedback to my advocacy of the flanking rule including one Reddit poster who went so far as to say that as far as he was concerned, it invalidated everything else I say!
If you regularly use miniatures, flanking gives combatants a simple way to gain advantage on attack rolls against a common enemy. A Large or larger creature is flanking as long as at least one square or hex of its space qualifies for flanking.
Flanking on Squares. Flanking on Hexes. On hexes, count around the enemy from one creature to its ally.
Against a Medium or smaller creature, the allies flank if there are 2 hexes between them. Against a Large creature, the allies flank if there are 4 hexes between them. Against a Huge creature, they must have 5 hexes between them.
Against a Gargantuan creature, they must have at least 6 hexes between them. In sum, we can infer that the flanking rule is meant to reflect the increased difficulty of defending actively against attacks that are coming from two opposing directions, and thus the increased ease of doing damage with those attacks.
I know my players would agree! I can see how such a thing could happen. First, it assumes that the enemies in question have the intelligence to understand flanking themselves—most likely, a case of meta-knowledge creeping in. Fourth, it assumes they can all get to their positions in the line. As a simple example, take the kobold, which has the Pack Tactics feature, giving it advantage on attack rolls when a non-incapacitated ally is within 5 feet of its target.
Sure, kobolds could get in the conga line for flanking advantage. But using Pack Tactics is easier. This segues into another objection to flanking, which is that it devalues other methods of gaining advantage by having no downside.Free Resources on Roll All rights reserved.
25 Creative Wedding Rituals That Symbolize Unity
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Roll20 for iPad. Community Toggle Dropdown. Searches must be at least 3 characters. As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged Attack against a target creature, treating the holy water as an Improvised Weapon. If the target is a fiend or Undeadit takes 2d6 radiant damage.
A Cleric or Paladin may create holy water by performing a Special ritual.The topic of the Polymorph spell came up being overpowered and was being restricted from use by some DMs. A spell being restricted from a campaign? Polymorph is a 4th level transmutation spell that is usable by wizards, druids, and bards when they reach level 7.
For Wizards it also usable for free without expending a spell slot when a Wizard of reaches level 10 of the School of Transmutation.
Seems reasonable for a Wizard in the school of transmutation to have that power. Polymorph 4th-level transmutation Casting Time: 1 action Range: 60 feet Components:V,S,M a caterpillar cocoon Duration: Concentration, up to 1 hour — This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw. It retains its alignment and personality.
When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. So at level 7 you can transform anything into a beast form.
Even a bad guy, but I would look for enemies with low wisdom. So what creatures are beast? Change yourself or your ally into The Tyrannosaurus Rex!!! Holy Cow! I wanna be a T-Rex!!!! The tyrannosaurus makes two attacks: one with its bite and one with its tail. If the target is a Medium or smaller creature, it is grappled escape DC That DC could easily be 16 or even 27 at max damage from the Trex bite damage which means you lose concentration and revert back to normal form.
Role-playing Games Stack Exchange is a question and answer site for gamemasters and players of tabletop, paper-and-pencil role-playing games. It only takes a minute to sign up. A cleric or paladin may create holy water by performing a special ritual.
The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.
This very closely matches one of the uses of the Ceremony spell:. Do clerics and paladins actually need to have access to the Ceremony spell in order to bless water into Holy Water, or can they always do it provided that they have the five pounds of silver powder, 60 minutes, and 1st level spell slot? One method, outlined in the PHB under the description for holy water, is not a spell but a special ritual. Yes, they are very similar, but that does not mean we can assume they are the same thing.Handbooker Helper: Spell Components
Nowhere does either ability reference the other or link them in any way save similar wording. In lieu of official errata or clarification saying that they are the same method the only way to treat this RAW is as two different ways to create holy water. Jeremy Crawford also supports this reading:.
The description of holy water tells you how to make it. If another method for creating it appears, that's merely another option. Sign up to join this community. The best answers are voted up and rise to the top. Home Questions Tags Users Unanswered. Is Ceremony required to make holy water? Ask Question. Asked 1 year, 11 months ago. Active 1 year, 10 months ago. Viewed 8k times. This very closely matches one of the uses of the Ceremony spell: 1 hour Ritual Components V S M 25gp of powdered silver; consumed Bless Water: You touch one vial of water and cause it to become holy water.
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Jeremy Crawford also supports this reading: The description of holy water tells you how to make it. Ceremony damaged my calm. To know the RAW is that I can completely ignore its aberrant presence brings me back to center. Also, it would appear that by spending 1 hour 10 minutes, a cleric can cast Ceremony as a ritual and it will not consume a spell slot. Sign up or log in Sign up using Google. Sign up using Facebook. Sign up using Email and Password.School transmutation ; Level cleric 1.
Range touch or medium ft. You harness divine power to create one of four different ceremonies—a funeral, holiday fete, marriage, or naming—and can also create two domain-based ceremonies. Each ceremony provides a boon to two living, touched subjects for 1 hour per caster levelrepresenting the divine gifts granted by your deity as well as the normal morale-boosting benefits of participating in an officiated ceremony.
Bonuses granted by these boons are sacred bonuses if you channel positive energy or profane bonuses if you channel negative energy. Bonuses in this section are referred to simply as sacred bonuses for ease of reading.
Only subjects whose alignments are within one step of your deity can be affected by this spell. If you are using the downtime system you may use additional resources to augment the effect of a particular ceremony.
You may spend 10 Goods, Labor, or Influence or 2 Magic to create a larger ceremony and grant an additional boon that lasts for 1 day per caster level up to a maximum of 5 days. The type of capital spent should reflect the preparation required for the specific ceremony. Augmented boons affect the creatures touched as well as a number of intelligent, properly aligned creatures within medium range equal to your caster level up to a maximum of 10 creaturesgranting all subjects the benefits of the original boon as well as the benefits of an augmented boon, representing the divine gifts granted to these witnesses by your god.
Unless otherwise stated, use-activated abilities are supernatural abilities and abilities that emulate the effects of a spell are spell-like abilities ; in either case, abilities granted by a boon are generally usable only once or until the duration of the spell ends, whichever comes first.
Constant or passive effects and bonuses granted by this spell can be dispelled as normal, using your caster level to do so. In addition to these four ceremonies, each cleric gains two more ceremonies according to her domain.
The names of domain ceremonies and their relevant boons are listed below. Unless otherwise noted, each of the following ceremonies requires at least two willing subjects.
Air : Celebration of Storms. The subject can use feather fall once. Animal : Ritual of Beasts. The subject can use speak with animals once this effect lasts 3 rounds.Nilbogs were goblins possessed by trickster spirits, the result of a condition known as nilbogism. A possessed goblin was a prankster and impish creature, capable of affecting the behavior of those surrounding it and of sowing chaos among its allies and enemies alike.
When struck by any harmful attack, a nilbog would instead heal. Moreover, any attempt to harm a nilbog risked the attacker falling victim to nilbogism, becoming compelled to praise the nilbog instead of attacking it. A nilbog would, however, refrain from using its powers if it received constant praise and respect from other members of the group.
Nilbogs were more likely to appear in locations where goblins were particularly mistreated  or, in rare cases, where heavy use of magic distorted space and time. For that reason, most goblinoid armies included a position of "jester", usually assigned to the most obnoxious goblin. The jester was offered freedom to behave however it wished and to go anywhere it wanted. For that reason, the position of jester was highly sought after by goblins.
Some magic items existed that were either inspired by the nilbogs' inversion of reality or actually required them for their creation. Magic arrows known as nilbog arrows created an illusion of damage when hitting a target, but instead had curative powers. The goblins believed that the nilbog spirits were fragments of a trickster deity in the goblin pantheon.
This god remained nameless so that Maglubiyet did not find and destroy it as he had done with the other goblin deities.
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Volo's Guide to Monsters. Wizards of the Coastp. Fiend Folio. TSR Hobbiespp. Wizards of the Coastpp. Polyhedron 47 TSR, Inc. Encyclopedia Magica Volume I. TSR, Inc. February Encyclopedia Magica Volume II. Categories :. Cancel Save.