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Returning 35 results for 'basic both draw choose realms'.
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bardic both draw choose realms
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Magic Items
Dungeon Master’s Guide
column of the Deck of Many Things table when randomly determining cards drawn from the deck.
Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any
cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If
Classes
Player’s Handbook
Unearth Forbidden Lore of Ineffable Beings
When you choose this subclass, you might bind yourself to an unspeakable being from the Far Realm or an elder god—a being such as Tharizdun, the
Great Old One might be indifferent to your existence. But the secrets you’ve learned nevertheless allow you to draw strange magic from it.
Backgrounds
Player’s Handbook
Ability Scores: Strength, Dexterity, IntelligenceFeat: CrafterSkill Proficiencies: Investigation and PersuasionTool Proficiency: Choose one kind of Artisan's ToolsEquipment: Choose A
as soon as you were strong enough to carry a bucket. When you were old enough to apprentice, you learned to create basic crafts of your own, as well as how to sweet-talk the occasional demanding customer. Your trade has also given you a keen eye for detail.
Classes
Player’s Handbook
Core Monk Traits
Primary Ability
Dexterity and Wisdom
Hit Point Die
D8 per Monk level
Saving Throw Proficiencies
Strength and Dexterity
Skill Proficiencies
Choose 2
: Acrobatics, Athletics, History, Insight, Religion, or Stealth
Weapon Proficiencies
Simple weapons and Martial weapons that have the Light property
Tool Proficiencies
Choose one type of Artisan
Backgrounds
Player’s Handbook
Ability Scores: Strength, Dexterity, ConstitutionFeat: Savage AttackerSkill Proficiencies: Athletics and IntimidationTool Proficiency: Choose one kind of Gaming SetEquipment: Choose A
precious few memories of life before you took up arms. Battle is in your blood. Sometimes you catch yourself reflexively performing the basic fighting exercises you learned first. Eventually, you put that training to use on the battlefield, protecting the realm by waging war.
Spells
Player’s Handbook
You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one
another species, though none of your statistics change. You can’t appear as a creature of a different size, and your basic shape stays the same; if you’re bipedal, you can’t use this
Classes
Player’s Handbook
Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival
Weapon Proficiencies
Simple and Martial weapons
Armor Training
Light
, Medium, and Heavy armor and Shields
Starting Equipment
Choose A, B, or C: (A) Chain Mail, Greatsword, Flail, 8 Javelin;Javelins, Dungeoneer's Pack, and 4 GP; (B) Studded Leather;Studded Leather
Classes
Player’s Handbook
, Mace, Holy Symbol, Priest's Pack, and 7 GP; or (B) 110 GP
Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity
Core Cleric Traits
Primary Ability
Wisdom
Hit Point Die
D8 per Cleric level
Saving Throw Proficiencies
Wisdom and Charisma
Skill Proficiencies
Choose 2: History, Insight
Spells
Player’s Handbook
Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.
The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it
Restoration spell.
Resistance. You grant up to ten creatures that you can see Resistance to one damage type that you choose. This Resistance is permanent.
Spell Immunity. You grant up to ten
Magic Items
Forgotten Realms: Adventures in Faerûn
When you attune to this pin, choose a Harper persona (see the Forgotten Realms: Heroes of Faerûn for examples), including an alignment and a creature type. While wearing this pin, you register
Classes
Forgotten Realms: Heroes of Faerûn
Brandish the Elemental Splendor of Genies
Paladins sworn to the Oath of the Noble Genies revere the forces of the Elemental Planes. Through taking this oath, Paladins draw power from the four
land teeming with genies.
Paladins who swear this oath often undertake quests that take them all over the Realms and across the multiverse—including the Elemental Planes. These paladins share
Monsters
Forgotten Realms: Adventures in Faerûn
song dragons, are powerful dragons whose powers stem from the magic and history of fallen realms. They embody the spirit of a bygone age, and so as they grow and mature, they develop an erratic control
which it hails. Roll on or choose a result from the Spirit Dragon Origins table to determine which lost realm a spirit dragon is from.
Spirit Dragon Origins
1d6
The Spirit Dragon Traces
Monsters
Forgotten Realms: Adventures in Faerûn
understood ancient magic.
Spirit Dragons
Spirit dragons, sometimes called song dragons, are powerful dragons whose powers stem from the magic and history of fallen realms. They embody the spirit of
dragons are exactly alike; each individual bears features distinct to the empire from which it hails. Roll on or choose a result from the Spirit Dragon Origins table to determine which lost realm a spirit
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a
powers stem from the magic and history of fallen realms. They embody the spirit of a bygone age, and so as they grow and mature, they develop an erratic control over time.
A spirit dragon’s
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a
, are powerful dragons whose powers stem from the magic and history of fallen realms. They embody the spirit of a bygone age, and so as they grow and mature, they develop an erratic control over time.
A
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (3/Day). If Sammaster fails a saving throw, he can choose to succeed instead.
Life Suppression. Creatures within 60 feet of Sammaster can’t regain Hit Points.
Magic
circle of the Cult of the Dragon, from whom he commands obedience.
Sammaster rarely remains in one place for long, as he thinks no one can oversee the Cult of the Dragon activities across the Realms as
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (3/Day). If Sammaster fails a saving throw, he can choose to succeed instead.
Life Suppression. Creatures within 60 feet of Sammaster can’t regain Hit Points.
Magic
the Dragon, from whom he commands obedience.
Sammaster rarely remains in one place for long, as he thinks no one can oversee the Cult of the Dragon activities across the Realms as efficiently as he
Spells
Strixhaven: A Curriculum of Chaos
You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell’s duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number
have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number
Magic Items
Lost Laboratory of Kwalish
draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number
have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number
Seeming
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the
This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a
Magic Items
The Book of Many Things
spellcasting ability (your choice).
Tower. Draw two additional cards beyond your declared number of draws. The magic of these cards doesn’t immediately take effect; instead, choose one of the two
this description. Notably, cards from the Deck of Many More Things are more likely to be beneficial, though about a third of them are still dangerous.
Before you draw a card, you must declare how many
Spells
Elemental Evil Player's Companion
You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren
Monsters
Phandelver and Below: The Shattered Obelisk
Legendary Resistance (2/Day). When Ruxithid fails a saving throw, he can choose to succeed instead.
Mental Fortitude. Ruxithid has advantage on saving throws against the charmed and frightened
gemstone. Unknown to Ruxithid the Chosen, a new group of mind flayer fanatics that draw power from the Far Realm planted it for him to find. The gemstone lets Ruxithid telepathically communicate with the
Alter Self
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an
creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell
Feats
Planescape: Adventures in the Multiverse
You can draw on the forces of the multiverse to survive cosmic extremes and to traverse its infinite realms, granting you these benefits:
Planar Adaptation. When you finish a long rest, you gain
Monsters
Mordenkainen Presents: Monsters of the Multiverse
: 3 (1d6);{"diceNotation":"1d6", "rollType":"damage", "rollAction":"Hooked Spear", "rollDamageType":"piercing"} piercing damage. If the target is Medium or smaller, the derro can choose to deal no
);{"diceNotation":"1d8+2", "rollType":"damage", "rollAction":"Light Crossbow", "rollDamageType":"piercing"} piercing damage.Derro slink through the subterranean realms, seeking places that are safe from
Monsters
Mordenkainen Presents: Monsters of the Multiverse
effective leaders in battle.
Among Lolth’s devotees in the city of Menzoberranzan in the Forgotten Realms, each noble house entrusts the leadership of its military forces to a house captain, who
subterranean world of that god’s malevolence.Battle Command. Choose one creature within 30 feet of the drow that the drow can see. If the chosen creature can see or hear the drow, that creature can use its reaction to make one melee attack or to take the Dodge or Hide action.
Monsters
Princes of the Apocalypse
shunted into the nearest space he last occupied.
Legendary Resistance (2/Day). If Marlos fails a saving throw, he can choose to succeed instead.
Petrifying Gaze. When a creature that can see Marlos&rsquo
concentrating on earthquake.
Marlos’s second option for a lair action is to draw power from the earth node to heal. When he does so, he regains 30 (6d8 + 3);{"diceNotation":"6d8+3","rollType":"roll"} hit points.Acid
Monsters
Bigby Presents: Glory of the Giants
saving throw, it can choose to succeed instead.
Scrying (Requires Storm Rune). The giant can use its crystal ball to cast the scrying spell (save DC 17).
Storm Rune. The giant has a storm rune
them, these storm giants are highly respected. If any giant can draw Annam’s attention to the world, it would likely be a tempest caller.
Tempest callers implant crystal ball;crystal balls
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Legendary Resistance (3/Day). If the archon fails a saving throw, it can choose to succeed instead.
Magic Resistance. The archon has advantage on saving throws against spells and other magical
celestial realms to watch over the boundary of the wilds and protect those who dare to cross it.
Sometimes knights of the realm get the idea that they can expand the borders of their land and keep the
Classes
Tasha’s Cauldron of Everything
You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to
learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world?
Perhaps you were born into a generational cult that venerates the Fathomless and its spawn. Or you
Classes
Tasha’s Cauldron of Everything
over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics’ blessings draw people together and help them shoulder one another’s burdens, and the clerics
Cyrrollalee
Halfling
Eldath
Forgotten Realms
Gaerdal Ironhand
Gnomish
Paladine
Dragonlance
Rao
Greyhawk
Classes
Tasha’s Cauldron of Everything
over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics’ blessings draw people together and help them shoulder one another’s burdens, and the clerics
Cyrrollalee
Halfling
Eldath
Forgotten Realms
Gaerdal Ironhand
Gnomish
Paladine
Dragonlance
Rao
Greyhawk
Classes
Tasha’s Cauldron of Everything
You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to
learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world?
Perhaps you were born into a generational cult that venerates the Fathomless and its spawn. Or you






