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Returning 35 results for 'been base diffusing contact realities'.
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Magic Items
Storm King's Thunder
into contact with the ground, the castle lands gently.
The castle, if it is moving, comes to a gradual stop.
The castle makes a slow, 90-degree turn clockwise or counterclockwise (turning a northerly
view into a westerly view, for example). The castle can turn while it is moving in a straight line.
Any creature touching the orb knows the altitude of the base of the castle above the ground or water below it.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
its turn if it is in contact with the ground. If the wood woad takes fire damage, this trait doesn’t function at the start of the wood woad’s next turn. The wood woad dies only if it
roots. After three days, a sprout emerges from the ground at the base of the tree and swiftly grows into a bipedal form.
This new body, armored in tough bark and bearing a gnarled club and shield, is
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of existence lie realms alien to mortal life. Some are so hostile that even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these realms
inextricably bound to their home realities, and others simply can’t find any way out.
The creatures known as star spawn are the heralds, servants, and soldiers of the Elder Evils, capable of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these realms: entities that are ever hungering, searching, warring, and sometimes dreaming. These
unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can’t find any way
Monsters
Mordenkainen Presents: Monsters of the Multiverse
-known planes of existence lie realms alien to mortal life. Some are so hostile that even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these
are inextricably bound to their home realities, and others simply can’t find any way out.
The creatures known as star spawn are the heralds, servants, and soldiers of the Elder Evils, capable
Monsters
Mordenkainen Presents: Monsters of the Multiverse
planes of existence lie realms alien to mortal life. Some are so hostile that even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these
are inextricably bound to their home realities, and others simply can’t find any way out.
The creatures known as star spawn are the heralds, servants, and soldiers of the Elder Evils, capable
Backgrounds
Guildmasters’ Guide to Ravnica
stronger than members of other guilds, isolated as they are from the realities of life and death.
RYAN PANCOAST
Contacts
To the extent that the Golgari Swarm acts like a single organism
meaningful connections with others.
Roll twice on the Golgari Contacts table (for an ally and a rival) and once on the Non-Golgari Contacts table.
Golgari Contacts
d8
Contact
1
One
Warlock
Legacy
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Classes
Basic Rules (2014)
, while poring over tomes of forbidden lore, a brilliant student’s mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void. Once a pact is made, a
pact, and how did you make contact with your patron? Were you seduced into summoning a devil, or did you seek out the ritual that would allow you to make contact with an alien elder god? Did you search
Monsters
Mordenkainen Presents: Monsters of the Multiverse
even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these realms: entities that are ever hungering, searching, warring, and sometimes
Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can’t
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
moment’s contact with such a place is enough to plunge a mortal mind into madness. Yet beings do exist that are native to these realms: beings that are eternally hungering, searching, warring, sometimes
are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can’t find any way
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Outcome: Dark Alliance Characters who forge a friendly relationship with the Knights of the Black Sword can use the Caer as a base of operations, coming and going for as long as this dark alliance
lasts. The northeast guard tower is set aside for them to stay in. Avarice tries to minimize her contact with the party during this time; meanwhile, her gargoyles take shifts atop the southwest guard tower, from where they can watch the characters come and go.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Outcome: Dark Alliance Characters who forge a friendly relationship with the Knights of the Black Sword can use the Caer as a base of operations, coming and going for as long as this dark alliance
lasts. The northeast guard tower is set aside for them to stay in. Avarice tries to minimize her contact with the party during this time; meanwhile, her gargoyles take shifts atop the southwest guard tower, from where they can watch the characters come and go.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Outcome: Dark Alliance Characters who forge a friendly relationship with the Knights of the Black Sword can use the Caer as a base of operations, coming and going for as long as this dark alliance
lasts. The northeast guard tower is set aside for them to stay in. Avarice tries to minimize her contact with the party during this time; meanwhile, her gargoyles take shifts atop the southwest guard tower, from where they can watch the characters come and go.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
moment’s contact with such a place is enough to plunge a mortal mind into madness. Yet beings do exist that are native to these realms: beings that are eternally hungering, searching, warring, sometimes
are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can’t find any way
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
moment’s contact with such a place is enough to plunge a mortal mind into madness. Yet beings do exist that are native to these realms: beings that are eternally hungering, searching, warring, sometimes
are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can’t find any way
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
a foothold in the Underdark. This presence grew into a power base that serves the Black Network well, and which is now being made available to the characters. Upon arrival, however, the characters
outpost’s various factions against one another. The characters must navigate and overcome the madness dominating Mantol-Derith in order to find their Zhentarim contact, Ghazrim DuLoc. He has the means
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
direction. If this movement brings the castle into contact with the ground, the castle lands gently. The castle, if it is moving, comes to a gradual stop. The castle makes a slow, 90-degree turn
clockwise or counterclockwise (turning a northerly view into a westerly view, for example). The castle can turn while it is moving in a straight line. Any creature touching the orb knows the altitude of the base of the castle above the ground or water below it.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
a foothold in the Underdark. This presence grew into a power base that serves the Black Network well, and which is now being made available to the characters. Upon arrival, however, the characters
outpost’s various factions against one another. The characters must navigate and overcome the madness dominating Mantol-Derith in order to find their Zhentarim contact, Ghazrim DuLoc. He has the means
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
a foothold in the Underdark. This presence grew into a power base that serves the Black Network well, and which is now being made available to the characters. Upon arrival, however, the characters
outpost’s various factions against one another. The characters must navigate and overcome the madness dominating Mantol-Derith in order to find their Zhentarim contact, Ghazrim DuLoc. He has the means
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
direction. If this movement brings the castle into contact with the ground, the castle lands gently. The castle, if it is moving, comes to a gradual stop. The castle makes a slow, 90-degree turn
clockwise or counterclockwise (turning a northerly view into a westerly view, for example). The castle can turn while it is moving in a straight line. Any creature touching the orb knows the altitude of the base of the castle above the ground or water below it.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
direction. If this movement brings the castle into contact with the ground, the castle lands gently. The castle, if it is moving, comes to a gradual stop. The castle makes a slow, 90-degree turn
clockwise or counterclockwise (turning a northerly view into a westerly view, for example). The castle can turn while it is moving in a straight line. Any creature touching the orb knows the altitude of the base of the castle above the ground or water below it.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to alcoves in the north, west, and south walls. At the back of each alcove is a wooden statue with coins piled around its base.
Altar and Extradimensional Rift A detect magic spell reveals auras of
conjuration magic around the altar and the moaning rift above it. If the altar comes in contact with bright light, four cloakers fly out of the rift and attack all other creatures in the room. Once
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to alcoves in the north, west, and south walls. At the back of each alcove is a wooden statue with coins piled around its base.
Altar and Extradimensional Rift A detect magic spell reveals auras of
conjuration magic around the altar and the moaning rift above it. If the altar comes in contact with bright light, four cloakers fly out of the rift and attack all other creatures in the room. Once
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to alcoves in the north, west, and south walls. At the back of each alcove is a wooden statue with coins piled around its base.
Altar and Extradimensional Rift A detect magic spell reveals auras of
conjuration magic around the altar and the moaning rift above it. If the altar comes in contact with bright light, four cloakers fly out of the rift and attack all other creatures in the room. Once
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the Ring of Siberys is intact, and contact between Eberron and the worlds and planes beyond its cosmology is impossible. This is the default assumption of this book. On the other hand, you might want
disrupted the Ring of Siberys, or perhaps a disruption of the Ring of Siberys actually caused the Mourning! If contact between Eberron and the wider multiverse is recent and limited, consider the implications
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the Ring of Siberys is intact, and contact between Eberron and the worlds and planes beyond its cosmology is impossible. This is the default assumption of this book. On the other hand, you might want
disrupted the Ring of Siberys, or perhaps a disruption of the Ring of Siberys actually caused the Mourning! If contact between Eberron and the wider multiverse is recent and limited, consider the implications
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the Ring of Siberys is intact, and contact between Eberron and the worlds and planes beyond its cosmology is impossible. This is the default assumption of this book. On the other hand, you might want
disrupted the Ring of Siberys, or perhaps a disruption of the Ring of Siberys actually caused the Mourning! If contact between Eberron and the wider multiverse is recent and limited, consider the implications
Delerium Fragment
Legacy
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Equipment
Hazards
When a humanoid creature touches delerium without protective gear (such as gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must
Constitution saving throw or take 8d6 radiant damage and become blinded for 1 round. The smell of ozone fills the area, and wood transforms into glass.
6
Echoes of possible realities are briefly
Delerium Chip
Legacy
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Equipment
Hazards
When a humanoid creature touches delerium without protective gear (such as gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must
Constitution saving throw or take 8d6 radiant damage and become blinded for 1 round. The smell of ozone fills the area, and wood transforms into glass.
6
Echoes of possible realities are briefly
Delerium Geode
Legacy
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Equipment
Hazards
When a humanoid creature touches delerium without protective gear (such as gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must
Constitution saving throw or take 8d6 radiant damage and become blinded for 1 round. The smell of ozone fills the area, and wood transforms into glass.
6
Echoes of possible realities are briefly
Delerium Massive Cluster
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Equipment
Hazards
When a humanoid creature touches delerium without protective gear (such as gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must
Constitution saving throw or take 8d6 radiant damage and become blinded for 1 round. The smell of ozone fills the area, and wood transforms into glass.
6
Echoes of possible realities are briefly
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
using it as a base to kidnap local travelers and sell them into bondage. In this version of the adventure, the characters find navigational charts and logs aboard the Sea Ghost that implicate its crew
to their list of enemies. Isle of the Abbey With hostility toward the Sea Princes running high, Eliander sponsors an expedition to clear Abbey Isle and establish a base there. Its location makes it an
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
using it as a base to kidnap local travelers and sell them into bondage. In this version of the adventure, the characters find navigational charts and logs aboard the Sea Ghost that implicate its crew
to their list of enemies. Isle of the Abbey With hostility toward the Sea Princes running high, Eliander sponsors an expedition to clear Abbey Isle and establish a base there. Its location makes it an
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
using it as a base to kidnap local travelers and sell them into bondage. In this version of the adventure, the characters find navigational charts and logs aboard the Sea Ghost that implicate its crew
to their list of enemies. Isle of the Abbey With hostility toward the Sea Princes running high, Eliander sponsors an expedition to clear Abbey Isle and establish a base there. Its location makes it an
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
are in the process of bringing in their equipment for what they expect to be multiple days of exploration and study. They’ve identified the parlor (area 3) as the base for their investigation. If the
exploration the house. The other stays in the parlor to prepare to contact the house’s spirits (see the “Séances” section). In the case of Rudolph van Richten, he remains in the parlor while the






