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Returning 35 results for 'been binds devising chapter reflections'.
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classes
Tasha’s Cauldron of Everything
. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
A Swarmkeeper’s swarm and spells are reflections of the
chapter 3 of Tasha's Cauldron of Everything.
Also, remember that the swarm’s appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!
classes
Tasha’s Cauldron of Everything
. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
A Swarmkeeper’s swarm and spells are reflections of the
chapter 3 of Tasha's Cauldron of Everything.
Also, remember that the swarm’s appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!
Monsters
Icewind Dale: Rime of the Frostmaiden
gnolls. Their noses can’t stand the scent of perfumes, and their ears can’t abide words spoken aloud in Celestial. They don’t cast reflections in mirrors unless they want to.
Unlike
create a passage through the glacier unknowingly release the starving gnoll vampire from its icy sepulcher. For more information about Tekeli-li’s lair, the Caves of Hunger, see chapter 6.
Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
The Book of Many Things
worshipers to enact its will beyond the Abyss. The exact nature of the curse that binds Aurnozci to Xulregg is its cult’s most closely guarded secret, fully known only to the faith’s enigmatic
chapter 20 for details about this realm.
The challenge rating of Aurnozci is 23 (50,000 XP) when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties
monsters
chapter 7)—insects that burrow into the skin of the bearer. Those touched by Valaara may undergo a physical metamorphosis and manifest insect traits, but Valaara’s touch can also transform the
limited, a psychic connection that only binds a few people; but in a few cases, this psychic contagion has been virulent and contagious, consuming entire towns.
Valaara’s Minions. The cults of
magic-items
Forgotten Realms: Adventures in Faerûn
A wizard named Damara created this orb while devising a way to become a dragon. Aided by a mysterious magician (actually an aspect of Tiamat in disguise), Damara eventually created an Artifact that
Artifact has the following random properties (see chapter 7 of the Dungeon Master’s Guide):
2 minor beneficial properties
2 minor detrimental properties
Spellcasting. The orb has 6 charges
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Chapter 2: Creating an Archfey Archfey are among the most powerful beings in the Feywild. Consciously or unconsciously, they transform their Feywild homes into reflections of their desires and
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Chapter 2: Creating an Archfey Archfey are among the most powerful beings in the Feywild. Consciously or unconsciously, they transform their Feywild homes into reflections of their desires and
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Chapter 2: Creating an Archfey Archfey are among the most powerful beings in the Feywild. Consciously or unconsciously, they transform their Feywild homes into reflections of their desires and
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Darklord’s monstrousness. The Dark Gifts in chapter 1 serve as examples of the sorts of forms and powers a Darklord might possess. In any case, consider how this transformation embodies the
, in the mouths of serpents, or on metallic cables.
4 The Darklord’s most painful memories visually repeat in reflections around them or amid illusory projections.
5 The Darklord gains an
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Darklord’s monstrousness. The Dark Gifts in chapter 1 serve as examples of the sorts of forms and powers a Darklord might possess. In any case, consider how this transformation embodies the
, in the mouths of serpents, or on metallic cables.
4 The Darklord’s most painful memories visually repeat in reflections around them or amid illusory projections.
5 The Darklord gains an
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Goals The Grim Harrow’s primary purpose is to destroy all copies of the Deck of Many Things. Its members believe destroying the decks will end the doom that binds them to an Undead existence
the Solar Bastion (see chapter 10), as well as rifflers (see chapter 21), strange Fey who are drawn to the decks. Members of the Grim Harrow search for tools that might help them in their mission
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Goals The Grim Harrow’s primary purpose is to destroy all copies of the Deck of Many Things. Its members believe destroying the decks will end the doom that binds them to an Undead existence
the Solar Bastion (see chapter 10), as well as rifflers (see chapter 21), strange Fey who are drawn to the decks. Members of the Grim Harrow search for tools that might help them in their mission
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Goals The Grim Harrow’s primary purpose is to destroy all copies of the Deck of Many Things. Its members believe destroying the decks will end the doom that binds them to an Undead existence
the Solar Bastion (see chapter 10), as well as rifflers (see chapter 21), strange Fey who are drawn to the decks. Members of the Grim Harrow search for tools that might help them in their mission
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Darklord’s monstrousness. The Dark Gifts in chapter 1 serve as examples of the sorts of forms and powers a Darklord might possess. In any case, consider how this transformation embodies the
, in the mouths of serpents, or on metallic cables.
4 The Darklord’s most painful memories visually repeat in reflections around them or amid illusory projections.
5 The Darklord gains an
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
as the Tyrants, House Tarkanan, the Aurum, or the Sharn Watch—or ones of your own devising. If the characters’ inquisitive agency aligns with a dragonmarked house whose operations include inquisitive
work (House Tharashk’s Finders Guild or House Medani’s Warning Guild), you also can incorporate conflicts with rival houses, as described in chapter 5. This section outlines the three conflicts suggested above, the goals of the villainous groups involved, and possible plot arcs tied to them.
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
as the Tyrants, House Tarkanan, the Aurum, or the Sharn Watch—or ones of your own devising. If the characters’ inquisitive agency aligns with a dragonmarked house whose operations include inquisitive
work (House Tharashk’s Finders Guild or House Medani’s Warning Guild), you also can incorporate conflicts with rival houses, as described in chapter 5. This section outlines the three conflicts suggested above, the goals of the villainous groups involved, and possible plot arcs tied to them.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
original deck created by Istus for Asteria and Euryale is so powerful that it has countless lesser reflections throughout the multiverse, including versions with more, fewer, or different cards. The
doesn’t change the game effects of these cards.
Idiot. This card has been renamed Puzzle, inspiring the puzzles, riddles, and traps found in chapter 4.
Vizier. This card has been renamed Sage, inspiring the character options, spells, and magic items in chapter 7.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
original deck created by Istus for Asteria and Euryale is so powerful that it has countless lesser reflections throughout the multiverse, including versions with more, fewer, or different cards. The
doesn’t change the game effects of these cards.
Idiot. This card has been renamed Puzzle, inspiring the puzzles, riddles, and traps found in chapter 4.
Vizier. This card has been renamed Sage, inspiring the character options, spells, and magic items in chapter 7.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
original deck created by Istus for Asteria and Euryale is so powerful that it has countless lesser reflections throughout the multiverse, including versions with more, fewer, or different cards. The
doesn’t change the game effects of these cards.
Idiot. This card has been renamed Puzzle, inspiring the puzzles, riddles, and traps found in chapter 4.
Vizier. This card has been renamed Sage, inspiring the character options, spells, and magic items in chapter 7.
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
as the Tyrants, House Tarkanan, the Aurum, or the Sharn Watch—or ones of your own devising. If the characters’ inquisitive agency aligns with a dragonmarked house whose operations include inquisitive
work (House Tharashk’s Finders Guild or House Medani’s Warning Guild), you also can incorporate conflicts with rival houses, as described in chapter 5. This section outlines the three conflicts suggested above, the goals of the villainous groups involved, and possible plot arcs tied to them.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
the cult. The adventurers are summoned to Waterdeep for a summit that will come to be known as the Council of Waterdeep (see chapter 9 for details). Four council sessions take place over the course of
reference. You can even add more chapters of your own devising, or which expand on ideas the players generate.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the cult. The adventurers are summoned to Waterdeep for a summit that will come to be known as the Council of Waterdeep (see chapter 9 for details). Four council sessions take place over the course of
reference. You can even add more chapters of your own devising, or which expand on ideas the players generate.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
the cult. The adventurers are summoned to Waterdeep for a summit that will come to be known as the Council of Waterdeep (see chapter 9 for details). Four council sessions take place over the course of
reference. You can even add more chapters of your own devising, or which expand on ideas the players generate.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
the cult. The adventurers are summoned to Waterdeep for a summit that will come to be known as the Council of Waterdeep (see chapter 9 for details). Four council sessions take place over the course of
reference. You can even add more chapters of your own devising, or which expand on ideas the players generate.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the cult. The adventurers are summoned to Waterdeep for a summit that will come to be known as the Council of Waterdeep (see chapter 9 for details). Four council sessions take place over the course of
reference. You can even add more chapters of your own devising, or which expand on ideas the players generate.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
the cult. The adventurers are summoned to Waterdeep for a summit that will come to be known as the Council of Waterdeep (see chapter 9 for details). Four council sessions take place over the course of
reference. You can even add more chapters of your own devising, or which expand on ideas the players generate.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
the cult. The adventurers are summoned to Waterdeep for a summit that will come to be known as the Council of Waterdeep (see chapter 9 for details). Four council sessions take place over the course of
reference. You can even add more chapters of your own devising, or which expand on ideas the players generate.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
and bargain for information with your least favorite dead acquaintance or family member.
2 Smuggle the puppy of an Underworld cerberus (see chapter 6) into the mortal world.
3 Find and free
long-dead foe and learn how they’re keeping you from being magically resurrected.
8 Discover a secret from an infamous member of your family who became a typhon (see chapter 6).
9 Save a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the cult. The adventurers are summoned to Waterdeep for a summit that will come to be known as the Council of Waterdeep (see chapter 9 for details). Four council sessions take place over the course of
reference. You can even add more chapters of your own devising, or which expand on ideas the players generate.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
the cult. The adventurers are summoned to Waterdeep for a summit that will come to be known as the Council of Waterdeep (see chapter 9 for details). Four council sessions take place over the course of
reference. You can even add more chapters of your own devising, or which expand on ideas the players generate.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
and bargain for information with your least favorite dead acquaintance or family member.
2 Smuggle the puppy of an Underworld cerberus (see chapter 6) into the mortal world.
3 Find and free
long-dead foe and learn how they’re keeping you from being magically resurrected.
8 Discover a secret from an infamous member of your family who became a typhon (see chapter 6).
9 Save a
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
and bargain for information with your least favorite dead acquaintance or family member.
2 Smuggle the puppy of an Underworld cerberus (see chapter 6) into the mortal world.
3 Find and free
long-dead foe and learn how they’re keeping you from being magically resurrected.
8 Discover a secret from an infamous member of your family who became a typhon (see chapter 6).
9 Save a
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
area 10) are devising a means of escape using a set of superior mason’s tools hidden there, and that these tools can also weaken the eidolon in the Temple of Moloch (see area 25 in chapter 4). They also
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
area 10) are devising a means of escape using a set of superior mason’s tools hidden there, and that these tools can also weaken the eidolon in the Temple of Moloch (see area 25 in chapter 4). They also






