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Returning 35 results for 'becomes boggarts diffusing could really'.
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Monsters
Fizban's Treasury of Dragons
":"5d8", "rollType":"damage", "rollAction":"Singularity Breath", "rollDamageType":"force"} force damage, and its speed becomes 0 until the start of the dragon’s next turn. On a successful save
… or than any of your selves do, really.
7
It is not my place to interfere. I merely seek to observe, learn, and understand.
8
With a true understanding of metaphysics, anything is
Monsters
Fizban's Treasury of Dragons
", "rollDamageType":"force"} force damage, and its speed becomes 0 until the start of the dragon’s next turn. On a successful save, the creature takes half as much damage, and its speed isn’t
. Direct and personal experience is the most valuable form of knowledge.
6
I see a far more kaleidoscopic reality than you do … or than any of your selves do, really.
7
It is not my place
Monsters
Fizban's Treasury of Dragons
creature takes 63 (14d8);{"diceNotation":"14d8", "rollType":"damage", "rollAction":"Singularity Breath", "rollDamageType":"force"} force damage, and its speed becomes 0 until the start of the dragon’s
your selves do, really.
7
It is not my place to interfere. I merely seek to observe, learn, and understand.
8
With a true understanding of metaphysics, anything is possible—including
Monsters
Fizban's Treasury of Dragons
creature takes 45 (10d8);{"diceNotation":"10d8", "rollType":"damage", "rollAction":"Singularity Breath", "rollDamageType":"force"} force damage, and its speed becomes 0 until the start of the dragon’s
you do … or than any of your selves do, really.
7
It is not my place to interfere. I merely seek to observe, learn, and understand.
8
With a true understanding of metaphysics
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
emotion, making its manifestation all the more terrible. Whether the impetus for the fury comes entirely from within or from forging a link with a spirit animal, a raging barbarian becomes able to perform
all others; see the following sections for some ideas. Rawr! I’m really angry! Funny, I don’t feel any stronger. Maybe because I’m always angry, I’m always in top condition. Stands to reason.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
enjoy themselves. It demands no payment but insists on joining those who bathe. Florrb likes being in its natural element, but the longer the mephit remains in the mud, the more dour it becomes. A
successful DC 10 Wisdom (Insight) check reveals that the mud mephit seems to be waiting for something to happen. Florrb doesn’t want others to know what’s really going on and reveals the cause of its anxiety only if magically compelled to do so.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
emotion, making its manifestation all the more terrible. Whether the impetus for the fury comes entirely from within or from forging a link with a spirit animal, a raging barbarian becomes able to perform
all others; see the following sections for some ideas. Rawr! I’m really angry! Funny, I don’t feel any stronger. Maybe because I’m always angry, I’m always in top condition. Stands to reason.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
enjoy themselves. It demands no payment but insists on joining those who bathe. Florrb likes being in its natural element, but the longer the mephit remains in the mud, the more dour it becomes. A
successful DC 10 Wisdom (Insight) check reveals that the mud mephit seems to be waiting for something to happen. Florrb doesn’t want others to know what’s really going on and reveals the cause of its anxiety only if magically compelled to do so.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
emotion, making its manifestation all the more terrible. Whether the impetus for the fury comes entirely from within or from forging a link with a spirit animal, a raging barbarian becomes able to perform
all others; see the following sections for some ideas. Rawr! I’m really angry! Funny, I don’t feel any stronger. Maybe because I’m always angry, I’m always in top condition. Stands to reason.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
enjoy themselves. It demands no payment but insists on joining those who bathe. Florrb likes being in its natural element, but the longer the mephit remains in the mud, the more dour it becomes. A
successful DC 10 Wisdom (Insight) check reveals that the mud mephit seems to be waiting for something to happen. Florrb doesn’t want others to know what’s really going on and reveals the cause of its anxiety only if magically compelled to do so.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
creatures into thinking they’re breathing? In the Astral Sea, one can never be certain. All that really matters is that a creature can survive indefinitely in the Astral Sea, never aging and never feeling
directional awareness. In other words, a creature can get to where it wants to go by thinking of its destination, at which point it becomes aware of the most direct route to that location. The
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
creatures into thinking they’re breathing? In the Astral Sea, one can never be certain. All that really matters is that a creature can survive indefinitely in the Astral Sea, never aging and never feeling
directional awareness. In other words, a creature can get to where it wants to go by thinking of its destination, at which point it becomes aware of the most direct route to that location. The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
viewer’s reflection. The mirror functions only once per character; after a character has this vision, the mirror becomes a normal mirror for that individual. A creature that touches the red mirror for
, the mirror, which is really an ochre jelly of unusual color, comes out of the frame and falls upon the character. Behind this false mirror is a door, which can be opened once the jelly is removed
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
viewer’s reflection. The mirror functions only once per character; after a character has this vision, the mirror becomes a normal mirror for that individual. A creature that touches the red mirror for
, the mirror, which is really an ochre jelly of unusual color, comes out of the frame and falls upon the character. Behind this false mirror is a door, which can be opened once the jelly is removed
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
creatures into thinking they’re breathing? In the Astral Sea, one can never be certain. All that really matters is that a creature can survive indefinitely in the Astral Sea, never aging and never feeling
directional awareness. In other words, a creature can get to where it wants to go by thinking of its destination, at which point it becomes aware of the most direct route to that location. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
break the psyche of a character who uses or becomes attuned to them.
Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw. If your game includes the Sanity score (see
character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage. 21–30 The character becomes incapacitated and spends the duration screaming, laughing, or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
break the psyche of a character who uses or becomes attuned to them.
Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw. If your game includes the Sanity score (see
character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage. 21–30 The character becomes incapacitated and spends the duration screaming, laughing, or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
break the psyche of a character who uses or becomes attuned to them.
Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw. If your game includes the Sanity score (see
character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage. 21–30 The character becomes incapacitated and spends the duration screaming, laughing, or
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
viewer’s reflection. The mirror functions only once per character; after a character has this vision, the mirror becomes a normal mirror for that individual. A creature that touches the red mirror for
, the mirror, which is really an ochre jelly of unusual color, comes out of the frame and falls upon the character. Behind this false mirror is a door, which can be opened once the jelly is removed
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Madness table that lasts until cured. Short-Term Madness d100 Effect (lasts 1d10 minutes) 01-20 The character retreats into his or her mind and becomes paralyzed. The effect ends if the character
takes any damage. 21-30 The character becomes incapacitated and spends the duration screaming, laughing, or weeping. 31-40 The character becomes frightened and must use his or her action and movement
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Madness table that lasts until cured. Short-Term Madness d100 Effect (lasts 1d10 minutes) 01-20 The character retreats into his or her mind and becomes paralyzed. The effect ends if the character
takes any damage. 21-30 The character becomes incapacitated and spends the duration screaming, laughing, or weeping. 31-40 The character becomes frightened and must use his or her action and movement
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Madness table that lasts until cured. Short-Term Madness d100 Effect (lasts 1d10 minutes) 01-20 The character retreats into his or her mind and becomes paralyzed. The effect ends if the character
takes any damage. 21-30 The character becomes incapacitated and spends the duration screaming, laughing, or weeping. 31-40 The character becomes frightened and must use his or her action and movement
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
no one leaves Curst. Really, you just need the right friends to get out, and you all look like you’re in the friend-making mood.”
Valder introduces himself and asks if the characters want to join
him and his son for tea and a chat about the gate-town’s signature wall. If the characters agree, proceed with “Meeting Fellik.” If the characters are suspicious, he becomes more forthright, telling
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
no one leaves Curst. Really, you just need the right friends to get out, and you all look like you’re in the friend-making mood.”
Valder introduces himself and asks if the characters want to join
him and his son for tea and a chat about the gate-town’s signature wall. If the characters agree, proceed with “Meeting Fellik.” If the characters are suspicious, he becomes more forthright, telling
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
no one leaves Curst. Really, you just need the right friends to get out, and you all look like you’re in the friend-making mood.”
Valder introduces himself and asks if the characters want to join
him and his son for tea and a chat about the gate-town’s signature wall. If the characters agree, proceed with “Meeting Fellik.” If the characters are suspicious, he becomes more forthright, telling
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Nobility While you might encounter dwarf diplomats from Gauntlgrym, satraps of Amn, duchesses of Tethyr, or thanes of the Northlanders in Waterdeep, the nobles you really need to know about are the
ultimate city of such delights, and before long, the alien thing becomes familiar to you, and the stranger becomes your friend.
The people of Waterdeep are among the greatest of its splendors. Fashion
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Nobility While you might encounter dwarf diplomats from Gauntlgrym, satraps of Amn, duchesses of Tethyr, or thanes of the Northlanders in Waterdeep, the nobles you really need to know about are the
ultimate city of such delights, and before long, the alien thing becomes familiar to you, and the stranger becomes your friend.
The people of Waterdeep are among the greatest of its splendors. Fashion
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Nobility While you might encounter dwarf diplomats from Gauntlgrym, satraps of Amn, duchesses of Tethyr, or thanes of the Northlanders in Waterdeep, the nobles you really need to know about are the
ultimate city of such delights, and before long, the alien thing becomes familiar to you, and the stranger becomes your friend.
The people of Waterdeep are among the greatest of its splendors. Fashion
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
to you lately.
Eldritch Occultant Starting at rank 2, your occultant abacus becomes an uncommon magic item that can track lives both eliminated and saved. While holding your occultant abacus
dawn seven days later. I don’t really understand occultants, and to be honest, they scare the Abyss out of me.
— Jim Darkmagic
Why Be an Occultant? d8 Reason
1 You believe in karmic
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
to you lately.
Eldritch Occultant Starting at rank 2, your occultant abacus becomes an uncommon magic item that can track lives both eliminated and saved. While holding your occultant abacus
dawn seven days later. I don’t really understand occultants, and to be honest, they scare the Abyss out of me.
— Jim Darkmagic
Why Be an Occultant? d8 Reason
1 You believe in karmic
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
to you lately.
Eldritch Occultant Starting at rank 2, your occultant abacus becomes an uncommon magic item that can track lives both eliminated and saved. While holding your occultant abacus
dawn seven days later. I don’t really understand occultants, and to be honest, they scare the Abyss out of me.
— Jim Darkmagic
Why Be an Occultant? d8 Reason
1 You believe in karmic
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, your whisper jar becomes an uncommon magic item that can tap into the broader lore of Acquisitions Incorporated. As a bonus action, you ask the jar for information on a specific subject and make a DC 15
additional power and becomes a rare magic item. As an action, you can cause the jar to function as a wand of enemy detection, whereupon it whispers the direction to foes within range. This property of the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, your whisper jar becomes an uncommon magic item that can tap into the broader lore of Acquisitions Incorporated. As a bonus action, you ask the jar for information on a specific subject and make a DC 15
additional power and becomes a rare magic item. As an action, you can cause the jar to function as a wand of enemy detection, whereupon it whispers the direction to foes within range. This property of the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, your whisper jar becomes an uncommon magic item that can tap into the broader lore of Acquisitions Incorporated. As a bonus action, you ask the jar for information on a specific subject and make a DC 15
additional power and becomes a rare magic item. As an action, you can cause the jar to function as a wand of enemy detection, whereupon it whispers the direction to foes within range. This property of the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
into the character’s ear. If characters don’t mistreat Snapjaw and don’t kill any more lizardfolk than they need to, he becomes a reliable ally for as long as they work against the cult and the
circumstance. Day 2 From the campsite on, the trip to Castle Naerytar must be made by canoe. Snapjaw can guide the characters. A guide isn’t really necessary, because the course is marked with symbols scratched into tree trunks and totems hung from branches.






