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Returning 35 results for 'been beyond define causing replicate'.
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Magic Items
Dungeon Master’s Guide
rejects you but also places a curse on you, causing you to make D20 Test;D20 Tests with Disadvantage for 24 hours or until the curse is ended by a Remove Curse spell or similar magic. If you’re
+1 bonus to attack rolls and damage rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by
Telekinesis
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no
contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic
Monsters
Mordenkainen's Fiendish Folio Volume 1
effect of the hex when it does so. It can then ignore the effect of the hex until the end of its turn.Mites are vexing fey creatures that delight in causing minor havoc and playing irritating pranks
only to replicate in others the emotions that created them.
Nettlesome Pranksters. Mites prefer to live underground, seeking out dungeons and cave warrens where they dig a network of hidden burrows
Monsters
Eberron: Rising from the Last War
undertaking quests or making bargains with a dusk hag in exchange for its prophecies and visions of the future. But the information gained from a dusk hag often has a way of causing more pain than joy. Like
all hags, dusk hags enjoy causing strife to those who bargain with them, and find ways to twist and turn promises to their own advantage. The Dusk Hag Prophecies table provides examples of the sort of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
-shaping they provide.
Variant: Flesh Warping
Creatures that encounter a sibriex can be twisted beyond recognition. Whenever a creature fails a saving throw against the sibriex’s Warp Creature
feet.
91–95
The target’s body becomes unusually brittle, causing the target to have vulnerability to bludgeoning, piercing, and slashing damage.
96–00
The target grows
Monsters
Icewind Dale: Rime of the Frostmaiden
, define her.
Lesser gods in the D&D multiverse are extremely powerful and arrogant, but also fallible and blind to their own flaws. It’s appropriate for Auril to act as though she’s
, Auril is reborn at full strength during the next winter solstice, with divine power far beyond what is reflected in the stat blocks presented here.
After finishing a long rest, Auril regains any of
Monsters
Icewind Dale: Rime of the Frostmaiden
demystifying her in the eyes of your players. Let her actions, not her words, define her.
Lesser gods in the D&D multiverse are extremely powerful and arrogant, but also fallible and blind to their
form, Auril dies. As long as she has mortal followers who worship her, however, Auril is reborn at full strength during the next winter solstice, with divine power far beyond what is reflected in the
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you.
Comet. If you single
1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.
Jester. You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.
Key. A
Demilich (Variant)
Legacy
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Monsters
Monster Manual (2014)
their quest for power beyond the mortal world. As their patron did, they secure their remains within well-guarded vaults, using soul gems to maintain their phylacteries and destroy the adventurers who
its existence.
Few liches seek to become demiliches, for it means an end to the existence they hoped to preserve by becoming undead. However, time can erode the lich’s reason and memory, causing
Monsters
Icewind Dale: Rime of the Frostmaiden
. The less she talks, the less risk you have of unintentionally demystifying her in the eyes of your players. Let her actions, not her words, define her.
Lesser gods in the D&D multiverse are
solstice, with divine power far beyond what is reflected in the stat blocks presented here.
After finishing a long rest, Auril regains any of her forms that were destroyed, provided at least one
Magic Items
Lost Laboratory of Kwalish
spades
Rogue
Two of spades
Balance
Joker (with TM)
Fool
Joker (without TM)
Jester
Balance. Your mind suffers a wrenching alteration, causing your alignment to change for
already been claimed, you gain an equivalent hoard.
Idiot. Reduce your Intelligence by 1d4 + 1 (to a minimum score of 1) for the duration of the adventure. You can draw one additional card beyond
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Chapter 4: Personality and Background Characters are defined by much more than their race and class. They’re individuals with their own stories, interests, connections, and capabilities beyond those
that class and race define. This chapter expounds on the details that distinguish characters from one another, including the basics of name and physical description, the rules of backgrounds and languages, and the finer points of personality and alignment.
Monsters
Curse of Strahd
(Costs 2 Actions). Strahd makes one bite attack.With his mind sharp and his heart dark, Strahd von Zarovich is a formidable foe. Courage and lives beyond measure have been lost to him. Reread chapter 1
attacks at the most advantageous moment and from the most advantageous position.
Strahd knows when he’s in over his head. If he begins taking more damage than he can regenerate, he moves beyond
Monsters
Fizban's Treasury of Dragons
or wars and won’t rest until my hoard contains that conflict’s most significant artifacts.
2
I am constantly aware of a call from beyond this world. I must prepare to answer that call
population, but the galeb duhr are causing trouble for local miners.
4
Two Lolth cultist;cultists seek a magical relic that attracts giant spider;giant spiders, but the relic’s resting place has
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chapter 4: Personality and Background Characters are defined by much more than their race and class. They’re individuals with their own stories, interests, connections, and capabilities beyond those
that class and race define. This section expounds on the details that distinguish characters from one another, including the basics of name and physical description, the rules of backgrounds and languages, and the finer points of personality and alignment.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Chapter 4: Personality and Background Characters are defined by much more than their race and class. They’re individuals with their own stories, interests, connections, and capabilities beyond those
that class and race define. This chapter expounds on the details that distinguish characters from one another, including the basics of name and physical description, the rules of backgrounds and languages, and the finer points of personality and alignment.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chapter 4: Personality and Background Characters are defined by much more than their race and class. They’re individuals with their own stories, interests, connections, and capabilities beyond those
that class and race define. This section expounds on the details that distinguish characters from one another, including the basics of name and physical description, the rules of backgrounds and languages, and the finer points of personality and alignment.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chapter 4: Personality and Background Characters are defined by much more than their race and class. They’re individuals with their own stories, interests, connections, and capabilities beyond those
that class and race define. This section expounds on the details that distinguish characters from one another, including the basics of name and physical description, the rules of backgrounds and languages, and the finer points of personality and alignment.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Chapter 4: Personality and Background Characters are defined by much more than their race and class. They’re individuals with their own stories, interests, connections, and capabilities beyond those
that class and race define. This chapter expounds on the details that distinguish characters from one another, including the basics of name and physical description, the rules of backgrounds and languages, and the finer points of personality and alignment.
Magic Items
Waterdeep: Dragon Heist
staff’s charges as a bonus action, causing the target to expend one spell slot of the highest spell level it can cast without casting a spell. If the target has already expended all its spell
the staff’s wishes, the staff ceases to function until it finds a worthy inheritor — someone whose loyalty to Waterdeep is beyond reproach.
Spirit Trap. When the Blackstaff dies, the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
32. Jhesiyra’s Warning This room is furnished identically to area 27 (except for the presence of Rantantar’s wand), perhaps causing characters to think they have reentered that room somehow. As one
or more characters cross this room and head toward the door to area 33, Jhesiyra (see “Jhesiyra Kestellharp”) sends each of them the following telepathic warning in a language they know: “The Mad Mage waits for you beyond the next door. Prepare yourselves!”
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
32. Jhesiyra’s Warning This room is furnished identically to area 27 (except for the presence of Rantantar’s wand), perhaps causing characters to think they have reentered that room somehow. As one
or more characters cross this room and head toward the door to area 33, Jhesiyra (see “Jhesiyra Kestellharp”) sends each of them the following telepathic warning in a language they know: “The Mad Mage waits for you beyond the next door. Prepare yourselves!”
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
32. Jhesiyra’s Warning This room is furnished identically to area 27 (except for the presence of Rantantar’s wand), perhaps causing characters to think they have reentered that room somehow. As one
or more characters cross this room and head toward the door to area 33, Jhesiyra (see “Jhesiyra Kestellharp”) sends each of them the following telepathic warning in a language they know: “The Mad Mage waits for you beyond the next door. Prepare yourselves!”
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
have something to lose beyond hit points, vulnerabilities not reflected in game statistics: fear of a tarnished reputation, a threat to a friend or lover, a favorite business destroyed or taken over
such details). A DM who introduces an old buddy who served with the player characters during the war could describe the person and then ask each player to define a connection to them. Present each
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
have something to lose beyond hit points, vulnerabilities not reflected in game statistics: fear of a tarnished reputation, a threat to a friend or lover, a favorite business destroyed or taken over
such details). A DM who introduces an old buddy who served with the player characters during the war could describe the person and then ask each player to define a connection to them. Present each
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
have something to lose beyond hit points, vulnerabilities not reflected in game statistics: fear of a tarnished reputation, a threat to a friend or lover, a favorite business destroyed or taken over
such details). A DM who introduces an old buddy who served with the player characters during the war could describe the person and then ask each player to define a connection to them. Present each
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Corrupt Beyond Redemption Darklords aren’t misunderstood souls condemned through no fault of their own. If a person’s potential for evil is particularly great, the Dark Powers might indirectly
other details. Those Harmed. The people the Darklord harmed need to feel real. Give them names. Imbue them with agency, and don’t define them as victims or props. The people who survived the Darklord’s
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Corrupt Beyond Redemption Darklords aren’t misunderstood souls condemned through no fault of their own. If a person’s potential for evil is particularly great, the Dark Powers might indirectly
other details. Those Harmed. The people the Darklord harmed need to feel real. Give them names. Imbue them with agency, and don’t define them as victims or props. The people who survived the Darklord’s
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Corrupt Beyond Redemption Darklords aren’t misunderstood souls condemned through no fault of their own. If a person’s potential for evil is particularly great, the Dark Powers might indirectly
other details. Those Harmed. The people the Darklord harmed need to feel real. Give them names. Imbue them with agency, and don’t define them as victims or props. The people who survived the Darklord’s
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
in the city proper or beyond it, are the fundamental configurations that define Ravnica. They are informally divided into various quarters, neighborhoods, and the like. Some of these areas extend
when guild conflicts run hot, Ravnicans respect the sanctity of the Promenade as neutral ground. Beyond the core are an uncounted number of other districts, which originated as outlying cities that
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
in the city proper or beyond it, are the fundamental configurations that define Ravnica. They are informally divided into various quarters, neighborhoods, and the like. Some of these areas extend
when guild conflicts run hot, Ravnicans respect the sanctity of the Promenade as neutral ground. Beyond the core are an uncounted number of other districts, which originated as outlying cities that
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
in the city proper or beyond it, are the fundamental configurations that define Ravnica. They are informally divided into various quarters, neighborhoods, and the like. Some of these areas extend
when guild conflicts run hot, Ravnicans respect the sanctity of the Promenade as neutral ground. Beyond the core are an uncounted number of other districts, which originated as outlying cities that
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below
, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below
, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below
, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent






