The Secret Ingredient: Uncovering the Unique Components of Mountain Magic Soil Pep

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Mountain Magic Soil Pep is a unique and potent soil booster that is derived from the rich and fertile soils found in the mountains. This soil pep is specially formulated to provide optimal nutrition and support the healthy growth of plants, flowers, and vegetables. One of the key features of Mountain Magic Soil Pep is its ability to improve soil structure. This is achieved through the inclusion of organic matter, such as decomposed leaves, compost, and other organic materials. These ingredients help to enhance the soil's ability to retain moisture, improve aeration, and promote the growth of beneficial microorganisms. Mountain Magic Soil Pep is also rich in essential nutrients that plants need for healthy growth.



Blood Curse

As a bonus action, you can make one creature "Marked". Marked creatures cannot cast any magical spells, lose any magical resistances, and are weak to all damage done by spells regardless of damage immunities or resistances.

Amplify. All creatures within 30ft. of that marked creature also suffer the same effects.

Blood Curse of the Anxious [ ]

As a bonus action, you magnify the adrenaline in the body of a creature within 30 feet of you, making them susceptible to forceful influence. Until the end of your next turn, all creatures have advantage on Charisma (Intimidation) checks directed at the target creature.

Amplify. The next Wisdom saving throw the target has to make before this curse ends has disadvantage. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.

Blood Curse of Banishing [ ]

Prerequisite: 15th level, Order of the Fiendbutcherer As a bonus action, you can force a creature to make a Charisma save (DC=10 + Your proficiency bonus + Your Wisdom score). On a failed save, they are bannished to: (a) their home realm, or (b) one plane of your choice. They are bannished there for one minute.

Amplify. You can force the Charisma save to have disadvantage. In addition to this, the banishment is permanent.

Blood Curse of Binding [ ]

As a bonus action, you can attempt to bind a creature you can see within 30 feet of you that is no more than one size larger than you. The target must succeed on a Strength saving throw or have their speed be reduced to 0 and they can’t use reactions until the end of your next turn.

Amplify. This curse lasts for 1 minute and can affect a creature regardless of their size category. At the end of each of its turns, the cursed creature can make another Strength saving throw. On a success, this curse ends.

Blood Curse of Bloated Agony [ ]

As a bonus action, you curse a creature that you can see within 30 feet of you to painfully swell until the end of your next turn. For the duration of this curse, the creature has disadvantage on Strength and Dexterity ability checks, and suffers 1d8 necrotic damage if it makes more than one melee or ranged attack during its turn.

Amplify. This curse lasts for 1 minute. At the end of each of its turns, the cursed creature can make a Constitution saving throw. On a success, this curse ends.

Blood Curse of Corrosion [ ]

Prerequisite: 15th level, Order of the Mutant As a bonus action, a creature within 30 feet of you must make a Constitution saving throw or become poisoned. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the curse ends.

Amplify. The cursed creature suffers 4d6 necrotic damage, and suffers this damage again every time it fails its Constitution saving throw to end this curse at the end of its turn.

Blood Curse of the Exorcist [ ]

Prerequisite: 15th level, Order of the Ghostslayer As a bonus action, you can choose one creature you can see within 30 feet of you that is charmed, frightened, or possessed. The target creature is no longer charmed, frightened, or possessed.

Amplify. The creature that charmed, frightened, or possessed the target of your curse suffers 3d6 psychic damage and must make a Wisdom saving throw or be stunned until the end of your next turn.

Blood Curse of Exposure [ ]

When a creature you can see within 30 feet is hit with an attack or spell, you can use your reaction to temporarily weaken their resilience against it. Until the end of the turn, the target loses their resistance to the damage types of the triggering attack or spell.

Amplify. The target instead loses invulnerability to the damage types of the triggering attack or spell, having resistance to them until the end of the turn.

Blood Curse of the Eyeless [ ]

When a creature you can see within 30 feet of you makes an attack roll, you can use your reaction to roll one hemocraft die and subtract the number rolled from the creature’s attack roll. You can choose to use this feature after the creature’s roll, but before the DM determines whether the attack roll succeeds. The creature is immune if it is immune to blindness.

Amplify. You apply this curse to all of the creature’s attack rolls until the end of the turn. You roll a new hemocraft die for each affected attack.

Blood Curse of the Fallen Puppet [ ]

When a creature you can see within 30 feet drops to 0 hit points, you can use your reaction to make that creature immediately make a single weapon attack against a target of your choice within its attack range.

Amplify. You can first move the cursed creature up to half their speed, and you grant a bonus to the cursed creature’s attack roll equal to your Intelligence modifier (minimum of 1).

Blood Curse of the Howl [ ]

Prerequisite: 18th level, Order of the Lycan As an action, you unleash a blood-curdling howl. Each creature within 30 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. If they fail their saving throw by 5 or more, they are stunned while frightened in this way. A creature that succeeds on this saving throw is immune to this blood curse for the next 24 hours. You can choose any number of creatures you can see to be unaffected by this howl.

Amplify. The range of this curse increases to 60 feet.

Blood Curse of the Marked [ ]

As a bonus action, you can mark a creature within 30 feet of you. Until the end of your turn, whenever you deal rite damage to the target, you deal an additional hemocraft die of rite damage.

Amplify. The next attack roll you make against the target before the end of your turn has advantage.

Blood Curse of the Muddled Mind [ ]

As a bonus action, you curse a creature that you can see within 30 feet of you that is concentrating on a spell. That creature has disadvantage on the next Constitution saving throw it must make to maintain concentration before the end of your next turn.

Amplify. The cursed creature has disadvantage on all Constitution saving throws made to maintain concentration of spells until the end of your next turn.

Blood Curse of the Slayer [ ]

Prerequisite: 15th level, Order of the Giantkiller As a bonus action, All creatures that are within 60ft. of you and are of the size large or larger becomes weak to one type of damage of your choice. This type cannot be one they are already weak to, or are immune to.

Amplify. In addition to this, the type can be whatever the creature is immune to, and you can pick an additional damage type.

Blood Curse of the Souleater [ ]

Prerequisite: 18th level, Order of the Profane Soul When a creature that isn’t a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your reaction to usher their soul to your patron in exchange for power. Until the end of your next turn, your weapon attacks have advantage.

Amplify. In addition, you regain an expended warlock spell slot. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.

Blood Curse of the Eyeless

When a creature you can see within 30 feet of you makes an attack roll, you can use your reaction to roll one hemocraft die and subtract the number rolled from the creature’s attack roll. You can choose to use this feature after the creature’s roll, but before the DM determines whether the attack roll succeeds. The creature is immune if it is immune to blindness. Amplify. You apply this curse to all of the creature’s attack rolls until the end of the turn. You roll a new hemocraft die for each affected attack.

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by 3 Armored Kittens · v.0.9423.0083 - Marianna Trench © 2017 - 2023 [en] | Anvil Time: 19:30, Jan 16 2024

Can a Blood Hunter / Bard use Blood Curse of the Eyeless and Cutting Words on the same attack roll?

I've seen a reactionary curse that says you roll your hemocraft die to reduce an attack roll that you can see. Since this and the Lore Bard's use of Bardic Inspiration work mechanically the same via Cutting Words and uses a resource, could/should it be used in the same reaction to reduce a roll?

When a creature you can see within 30 feet of you makes an attack roll, you can use your reaction to roll one hemocraft die and subtract the number rolled from the creature’s attack roll. You can choose to use this feature after the creature’s roll, but before the DM determines whether the attack roll succeeds. The creature is immune if it is immune to blindness. Amplify. You apply this curse to all of the creature’s attack rolls until the end of the turn. You roll a new hemocraft die for each affected attack.

From DnD beyond Follow 4,947 4 4 gold badges 32 32 silver badges 80 80 bronze badges asked Sep 27, 2020 at 19:48 Propofthedead Propofthedead 235 1 1 silver badge 12 12 bronze badges \$\endgroup\$

\$\begingroup\$ Have you got the text for reactionary curse? I assume that uses a reaction? \$\endgroup\$

Sep 27, 2020 at 19:53

\$\begingroup\$ Can you please let us know which source you're using for the Blood Hunter? \$\endgroup\$

Sep 27, 2020 at 21:04

\$\begingroup\$ Are you asking about a blood hunter/bard multiclass using both Cutting Words and reactionary curse against a single roll or are you asking about a bard and a blood hunter working together to apply both to a single attack roll? \$\endgroup\$

Mountain Magic Soil Pep is also rich in essential nutrients that plants need for healthy growth. It contains a balanced blend of nitrogen, phosphorus, and potassium, as well as other trace elements like calcium and magnesium. These nutrients are essential for plant development, root growth, and the production of flowers and fruits.

Mountsin magic soil pep

Using Mountain Magic Soil Pep can help plants establish stronger root systems, which in turn leads to improved nutrient uptake and overall plant health. The enhanced soil structure also encourages better water absorption, reducing the need for frequent watering and helping plants withstand periods of drought. Another advantage of Mountain Magic Soil Pep is its ability to enhance soil fertility. The organic matter and nutrients provided by this soil booster promote beneficial microbial activity, which helps break down organic matter and release essential nutrients for plant uptake. This leads to improved soil fertility over time and allows for the cultivation of healthy and productive plants. Mountain Magic Soil Pep is easy to use and can be applied to a wide range of plants, including flowers, vegetables, fruits, and even trees. It can be used as a top dressing or incorporated into the soil during planting or transplanting. Regular application of this soil booster can result in vibrant and thriving plants with increased resistance to disease and pests. In conclusion, Mountain Magic Soil Pep is a powerful soil booster derived from mountain soils. Its unique formulation improves soil structure, enhances fertility, and provides essential nutrients for healthy plant growth. By using this soil pep, gardeners can enjoy the benefits of lush, productive gardens with vibrant and healthy plants..

Reviews for "The Green Thumb's Guide to Mountain Magic Soil Pep: Tips for Growing Beautiful and Healthy Plants"

1. John - 1 out of 5 stars - I was really disappointed with Mountain Magic Soil Pep. I followed the instructions carefully but my plants showed no improvement at all. The soil seemed to be of poor quality and lacked essential nutrients. Additionally, the smell was quite unpleasant. I would not recommend this product to anyone.
2. Sarah - 2 out of 5 stars - I had high hopes for Mountain Magic Soil Pep, but it did not live up to its claims. Despite adding it to my garden as instructed, my plants did not thrive and even started to wilt. I suspect that the soil pep may have contained some harmful chemicals as it negatively affected the health of my plants. I would advise others to look for alternative products.
3. Ryan - 2 out of 5 stars - Mountain Magic Soil Pep did not deliver the results it promised. I used it on my potted plants, but they remained lackluster and showed no significant growth. The texture of the soil pep was also inconsistent, with some clumps remaining even after mixing thoroughly. Overall, I found it to be a waste of money and would not buy it again.
4. Emma - 3 out of 5 stars - I was not impressed with Mountain Magic Soil Pep. While it did improve the soil condition to some extent, I expected better results considering the price. Furthermore, the packaging was not sturdy, and the contents leaked during delivery. I believe there are better options available on the market that provide better value for money.
5. David - 2 out of 5 stars - Mountain Magic Soil Pep did not work for me. I applied it as directed, but my plants did not respond positively. The soil pep seemed to have minimal impact on their growth and overall health. I was disappointed with the lack of effectiveness, especially considering the claims made by the manufacturer. I would not recommend this product to others looking for soil improvement solutions.

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