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Returning 35 results for 'before bad diffusing change resist'.
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Spells
Player’s Handbook
Omen
For Results That Will Be...
Weal
Good
Woe
Bad
Weal and woe
Good and bad
Indifference
Neither good nor bad
The spell doesn’t account for circumstances, such
as other spells, that might change the results.
If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.
Spells
Player’s Handbook
experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its
creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM
Augury
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
results
Nothing, for results that aren't especially good or bad
The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional
course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:
Weal, for good results
Woe, for bad results
Weal and woe, for both good and bad
Equipment
Mixed omen that has both good and bad results
No omen for a result that isn’t especially good or bad
The omen doesn’t take into account any possible circumstances that might change
and search it for an omen about the results of a specific course of action that you plan to take within the next 30 minutes. The GM chooses from the following possible outcomes:
Good omen
Bad omen
Urchin
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Player’s Handbook (2014)
I eat like a pig and have bad manners.
6
I think anyone who’s nice to me is hiding evil intent.
7
I don’t like to bathe.
8
I bluntly say what other people are hinting at
. (Lawful)
3
Change. The low are lifted up, and the high and mighty are brought down. Change is the nature of things. (Chaotic)
4
Retribution. The rich need to be shown what life and death
Modify Memory
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the
inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The GM might deem a
Backgrounds
Baldur’s Gate: Descent into Avernus
a pig and have bad manners.
6
I think anyone who’s nice to me is hiding evil intent.
7
I don’t like to bathe.
8
I bluntly say what other people are hinting at or hiding
)
3
Change. The low are lifted up, and the high and mighty are brought down. Change is the nature of things. (Chaotic)
4
Retribution. The rich need to be shown what life and death are like in
Backgrounds
Guildmasters’ Guide to Ravnica
adaptations of life.
7
I can’t resist prying into anything forbidden, since it must be terribly interesting.
8
I employ a highly technical vocabulary to avoid imprecision and ambiguity
in my communication.
Ideals
d6
Ideal
1
Guild. My guild is all that really matters. (Any)
2
Change. All life is meant to progress toward perfection, and
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
.
Personality. “Nice set of teeth you got there. Be a shame if something bad happened to ’em.”
Ideal. “No challenge is too big to overcome. As Papa Bartho always says, the bigger they are, the harder
they fall.”
Bond. “Nothing’s more important than friendship. That’s why I’ll never leave a friend behind.”
Flaw. “I can’t resist punching tall folk in the groin. I call it the Halfling Hello.”
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
.
Personality. “Nice set of teeth you got there. Be a shame if something bad happened to ’em.”
Ideal. “No challenge is too big to overcome. As Papa Bartho always says, the bigger they are, the harder
they fall.”
Bond. “Nothing’s more important than friendship. That’s why I’ll never leave a friend behind.”
Flaw. “I can’t resist punching tall folk in the groin. I call it the Halfling Hello.”
Compendium
- Sources->Dungeons & Dragons->Divine Contention
.
Personality. “Nice set of teeth you got there. Be a shame if something bad happened to ’em.”
Ideal. “No challenge is too big to overcome. As Papa Bartho always says, the bigger they are, the harder
they fall.”
Bond. “Nothing’s more important than friendship. That’s why I’ll never leave a friend behind.”
Flaw. “I can’t resist punching tall folk in the groin. I call it the Halfling Hello.”
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
.
Personality. “Nice set of teeth you got there. Be a shame if something bad happened to ’em.”
Ideal. “No challenge is too big to overcome. As Papa Bartho always says, the bigger they are, the harder
they fall.”
Bond. “Nothing’s more important than friendship. That’s why I’ll never leave a friend behind.”
Flaw. “I can’t resist punching tall folk in the groin. I call it the Halfling Hello.”
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Omens table. Omens Omen For Results That Will Be... Weal Good Woe Bad Weal and woe Good and bad Indifference Neither good nor bad The spell doesn’t account for circumstances, such as other
spells, that might change the results. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Omens table. Omens Omen For Results That Will Be... Weal Good Woe Bad Weal and woe Good and bad Indifference Neither good nor bad The spell doesn’t account for circumstances, such as other
spells, that might change the results. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Saving Throws In contrast to an ability check, a saving throw is an instant response to an effect and is almost never made by choice. A saving throw makes the most sense when something bad threatens
a character and the character has a chance to avoid or resist it. Most of the time, a saving throw comes into play when an effect—such as a spell, monster ability, or trap—calls for it, telling you
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, for results that aren’t especially good or bad The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or
action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens: Weal, for good results Woe, for bad results Weal and woe, for both good and bad results Nothing
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, for results that aren’t especially good or bad The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or
action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens: Weal, for good results Woe, for bad results Weal and woe, for both good and bad results Nothing
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
.
Personality. “Yes, I eat like a pig and have bad manners, but those are my only flaws, I swear. I’m darn near perfect otherwise.”
Ideal. “The low are lifted up, and the high and mighty are brought down
. Change is the nature of things.”
Bond. “I like gold. I like its color, its texture, its majestic gleam.”
Flaw. “It’s not stealing if I need it more than someone else.”
Compendium
- Sources->Dungeons & Dragons->Divine Contention
.
Personality. “Yes, I eat like a pig and have bad manners, but those are my only flaws, I swear. I’m darn near perfect otherwise.”
Ideal. “The low are lifted up, and the high and mighty are brought down
. Change is the nature of things.”
Bond. “I like gold. I like its color, its texture, its majestic gleam.”
Flaw. “It’s not stealing if I need it more than someone else.”
compendium
- Sources->Dungeons & Dragons->One-Shot Wonders: Holiday Adventure Pack
Regions The citizens of Mirabilis share much, including a common language, but different regions also have their own unique identities. Villages in the Jabali Tundra are often cut off due to bad
safety and security, more adventurous souls are often drawn to coastal towns, unable to resist the siren’s call of exploration and new experiences offered by life at sea. The southernmost region of
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
. “Yes, I eat like a pig and have bad manners, but those are my only flaws, I swear. I’m darn near perfect otherwise.”
Ideal. “The low are lifted up, and the high and mighty are brought down. Change is
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
tough opponents. Foul Frithoff in The Sinister Secret of Saltmarsh is the bosun who protects the cargo aboard the smugglers’ ship. Ever since a bad accident, he has worn a hook at the end of one arm in
)
Challenge 1/2 (100 XP)
Cargo Hauler. The bosun has advantage on Strength checks.
Sea Legs. The bosun has advantage on ability checks and saving throws to resist being knocked prone.
Actions
Light
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
.
Personality. “Yes, I eat like a pig and have bad manners, but those are my only flaws, I swear. I’m darn near perfect otherwise.”
Ideal. “The low are lifted up, and the high and mighty are brought down
. Change is the nature of things.”
Bond. “I like gold. I like its color, its texture, its majestic gleam.”
Flaw. “It’s not stealing if I need it more than someone else.”
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Good Wolf, Bad Wolf When the characters first approach the outskirts of Dougan’s Hole or shortly after they first leave town, they encounter two winter wolves named Koran and Kanan. Here’s how the
encounter plays out: Koran acts as the “good” wolf while his brother plays the “bad” wolf. This act has worked before on the dim-witted locals; the wolves assume the characters will be fooled just as
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
. Conversely, a bad guide can easily get an adventuring party into trouble. Use the Feywild Guide Names, Feywild Guide Identities, and Feywild Guide Quirks tables to create Fey guides on the fly
scout stat block, but change its size to Small) 2 Gloomy wood elf druid (use the druid stat block) 3 Flamboyant pixie 4 Happy-go-lucky satyr 5 Ultra-competitive sprite 6 Overly cautious treant sapling
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Heightened Spell When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving
throw made against the spell. Quickened Spell When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Werewolf Changed by the Ferocity of the Wolf Habitat: Forest, Hill; Treasure: Any Werewolves change from their humanoid forms into fierce wolves or wolf-humanoid hybrids. Werewolves can shape-shift
voluntarily, but many can’t resist transforming during the nights of a full moon. Werewolf Medium or Small Monstrosity (Lycanthrope), Chaotic Evil
AC 15 Initiative +4 (14)
HP 71 (11d8 + 22)
Speed
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. Heightened Spell When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving
throw made against the spell. Quickened Spell When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its memory of the event’s details, or create a memory of some other
as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature. A Remove Curse or Greater
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its memory of the event’s details, or create a memory of some other
as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature. A Remove Curse or Greater
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. You must
implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
characters, “From time to time, the great stones change position when no one is watching. That is how they talk to us. They show us signs of coming danger and warn us when we make bad choices.” The old
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
to make players much more careful about what they say, which can dampen the atmosphere and discourage humor.
Other DMs let players change their minds freely. This creates a more relaxed mood at the
table, which might slow the pace of the game.
A common compromise is to rule that players can retract or change anything their characters did up until the point they learn the consequences of their
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
experience. Elder elves look for signs of this change in young elves and try to guide them through it. Most elven cultures mark the Drawing of the Veil with a ceremony of pride or celebration, as a way of
adult elf learns how to control the memories that bubble up during trance, choosing to recall experiences from its waking life that enhance its training or give it solace in bad times. This is the stage
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
air envelope around a body or ship can be fresh, foul, or deadly. Air can change from one quality to another over time. Fresh air is completely breathable. Under normal circumstances, the air envelope
is humid and smells bad. Any creature that breathes foul air becomes poisoned until it breathes fresh air again. The air aboard a ship with a normal crew complement degrades from fresh to foul on day






