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Returning 35 results for 'before blessing draw change recent'.
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Monsters
Phandelver and Below: The Shattered Obelisk
themselves the Sawplees: a simplification of the word for “goblin” in the illithids’ dialect of Deep Speech.
In recent weeks, the Sawplee goblins’ leader found a mysterious
gemstone. Unknown to Ruxithid the Chosen, a new group of mind flayer fanatics that draw power from the Far Realm planted it for him to find. The gemstone lets Ruxithid telepathically communicate with the
monsters
conflicting desires and visions.
Denizens of Dolurrh. Melds are born in Dolurrh, and prowl the endless caverns searching for scraps of memory. This hunger can draw them to Eberron through manifest zones
personality within a meld to exert temporary control; this might cause the meld to pursue a particular individual or draw it to a specific location. When a meld kills a living creature and consumes its
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number
have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number
Magic Items
Lost Laboratory of Kwalish
draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number
have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number
races
Guildmasters’ Guide to Ravnica
The Simic Combine uses magic to fuse different life forms together. In recent years, the Simic Combine has extended this research to humanoid subjects, magically transferring the traits of various
called Simic hybrids, though they sometimes refer to themselves as guardians.
Extensive Adaptation
A hybrid’s biological enhancements can change its appearance drastically, though most hybrids
races
following such an inundation, lotol are more than keen to help. Lotol with innate aqueous adaptations can prove a blessing to washed-out villages and offset the enmity villagers may feel towards this
in fear. Lotol believe that their ability to generate electric currents through their skin is a blessing from the great Chionthan.
Adaptive and Atypical
To call lotol adaptive is an understatement
classes
Player’s Handbook
challenge to the accepted order among both gods and mortals. They embody the forces of change and social upheaval, and they’re patrons of thieves, scoundrels, gamblers, rebels, and liberators
. Religious orders that operate in secret, especially those that seek to undermine oppressive governments or hierarchies, also draw on the power of the Trickery Domain.
Magic Items
Mythic Odysseys of Theros
cold damage.
Blessing of the Deep. If you are a worshiper of Thassa, you gain all the following benefits for which you have the required piety:
Piety 10+. You can breathe underwater, and you gain a
Guide for details on randomly determined properties.
Command the Deep. The bident holds the power to command the waves and its creatures. As an action, you can change the condition of the sea
classes
Tasha’s Cauldron of Everything
Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian.
Such
ability to partially change shape.
3
A fey spirit gifted you with the ability to adopt different bestial aspects.
4
An ancient animal spirit dwells within you, allowing you to walk this path.
Monsters
Van Richten’s Guide to Ravenloft
Fiendish Blessing. The AC of Isolde includes her Charisma bonus.
Innate Spellcasting. Isolde’s spellcasting ability is Charisma (spell save DC 14). Isolde can innately cast the following
. Eladrin crave change, yet Isolde felt like she was frozen in time. She wished to leave the fey carnival and pursue other dreams, but Zybilna wouldn’t hear of it and secretly used wish spells to make
classes
Tasha’s Cauldron of Everything
Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian.
Such
ability to partially change shape.
3
A fey spirit gifted you with the ability to adopt different bestial aspects.
4
An ancient animal spirit dwells within you, allowing you to walk this path.
Monsters
Sleeping Dragon’s Wake
a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.
Change Shape. Lhammaruntosz magically polymorphs into a humanoid or beast that has a challenge
Bahamut, which the dragon can use to commune with the deity.
In recent decades Lhammaruntosz has retreated inside the shrine, becoming reclusive due to a attack by a disguised demon which has driven her
races
Acquisitions Incorporated
discoveries is that their physical forms change as they age, signifying that the mutative power of That-Which-Endures is not done with them. The first verdan emerged from the Underdark as creatures of goblin
bred by empathy that helps them eventually sort out those who are sincere from those who are not.
Verdan Names
The oldest verdan names spring from goblinoid traditions, but more recent names reflect
Monsters
Fizban's Treasury of Dragons
conflict with bronze dragons when their coastal territories overlap, and they can nurture an inexplicably intense hatred of these metallic dragons. They can also draw the ire of druids and other nature
":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
1
Solitude. My own company obviates the need for others in my life, whether they are dragons or lesser creatures. (Any)
2
Change
Monsters
Mordenkainen Presents: Monsters of the Multiverse
good fortune. They consider seeing a ki-rin fly overhead a blessing and events that happen on such a day especially auspicious. If a ki-rin alights during a ceremony such as a birth announcement or a
change in weather to persist.
Pure Waters. Water flows pure within 3 miles of a ki-rin’s lair. Any purposeful corruption of the water lasts for no longer than 3 minutes.
Realm of Respite. Curses
Backgrounds
Sword Coast Adventurer's Guide
: In recent years, the Zhentarim have become more visible in the world at large, as the group works to improve its reputation among the common people. The faction draws employees and associates
try to help those in need, no matter what the personal cost. (Good)
3
Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic)
4
Power. I hope
Backgrounds
Guildmasters’ Guide to Ravnica
to draw your anger or ridicule. You can get away with minor criminal offenses, such as refusing to pay for food at a restaurant or breaking down a door at a local shop, if no legal authorities witness
I’m secretly hoping that I can change the cult from the inside, using my influence to help rein in the wanton violence.
4
I own something that Rakdos once touched (it’s seared
Monsters
Fizban's Treasury of Dragons
their coastal territories overlap, and they can nurture an inexplicably intense hatred of these metallic dragons. They can also draw the ire of druids and other nature protectors who don’t
","rollAction":"Ideal"}
Ideal
1
Solitude. My own company obviates the need for others in my life, whether they are dragons or lesser creatures. (Any)
2
Change. Consistency is stagnation
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Training Time To change your subclass, your DM might require you to spend time devoted to the transition, as you study the ways of the new specialization. This transition requires a number of days
required to receive blood, a blessing, or both from an ancient dragon. If you return to a subclass that you previously held, you forgo the gold cost, and the time required for the transition is halved.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Training Time To change your subclass, your DM might require you to spend time devoted to the transition, as you study the ways of the new specialization. This transition requires a number of days
required to receive blood, a blessing, or both from an ancient dragon. If you return to a subclass that you previously held, you forgo the gold cost, and the time required for the transition is halved.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Training Time To change your subclass, your DM might require you to spend time devoted to the transition, as you study the ways of the new specialization. This transition requires a number of days
required to receive blood, a blessing, or both from an ancient dragon. If you return to a subclass that you previously held, you forgo the gold cost, and the time required for the transition is halved.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
record of faithful service. 2 Reliable. You are reliable contributors to the house, and can count on it for help in difficult situations. 3 Oddballs. You don’t quite fit in, and tend to draw strange
assignments or those that other operatives pass up. 4 Outcast. You have made some mistakes in the recent past, and your status in the house is tenuous at best.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
record of faithful service. 2 Reliable. You are reliable contributors to the house, and can count on it for help in difficult situations. 3 Oddballs. You don’t quite fit in, and tend to draw strange
assignments or those that other operatives pass up. 4 Outcast. You have made some mistakes in the recent past, and your status in the house is tenuous at best.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
record of faithful service. 2 Reliable. You are reliable contributors to the house, and can count on it for help in difficult situations. 3 Oddballs. You don’t quite fit in, and tend to draw strange
assignments or those that other operatives pass up. 4 Outcast. You have made some mistakes in the recent past, and your status in the house is tenuous at best.
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Level 20: Soul of Artifice You have developed a mystical connection to your magic items, which you can draw on for aid. You gain the following benefits. Cheat Death. If you’re reduced to 0 Hit Points
but not killed outright, you can disintegrate any number of Uncommon or Rare magic items created by your Replicate Magic Item feature. If you do so, your Hit Points instead change to a number equal
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Level 20: Soul of Artifice You have developed a mystical connection to your magic items, which you can draw on for aid. You gain the following benefits. Cheat Death. If you’re reduced to 0 Hit Points
but not killed outright, you can disintegrate any number of Uncommon or Rare magic items created by your Replicate Magic Item feature. If you do so, your Hit Points instead change to a number equal
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Level 20: Soul of Artifice You have developed a mystical connection to your magic items, which you can draw on for aid. You gain the following benefits. Cheat Death. If you’re reduced to 0 Hit Points
but not killed outright, you can disintegrate any number of Uncommon or Rare magic items created by your Replicate Magic Item feature. If you do so, your Hit Points instead change to a number equal
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Verdan Names The oldest verdan names spring from goblinoid traditions, but more recent names reflect the character of the different cultures these folk have encountered since coming out into the
sunlight. When a group of verdan live near dwarves, they might take on more dwarven-sounding names, only to change those names when they wander into a human area. A verdan is also not hesitant to change
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Verdan Names The oldest verdan names spring from goblinoid traditions, but more recent names reflect the character of the different cultures these folk have encountered since coming out into the
sunlight. When a group of verdan live near dwarves, they might take on more dwarven-sounding names, only to change those names when they wander into a human area. A verdan is also not hesitant to change
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Verdan Names The oldest verdan names spring from goblinoid traditions, but more recent names reflect the character of the different cultures these folk have encountered since coming out into the
sunlight. When a group of verdan live near dwarves, they might take on more dwarven-sounding names, only to change those names when they wander into a human area. A verdan is also not hesitant to change
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
or that support the campaign’s theme. The number and effects of the cards provided in the Dungeon Master’s Guide are suggestions you can change as necessary. The deck has had many variations over D
&D’s history, so when you change it, you’re in good company! Here are examples of customized decks that reinforce a campaign’s tone, appeal to particular kinds of players, or avoid specific dangers
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
or that support the campaign’s theme. The number and effects of the cards provided in the Dungeon Master’s Guide are suggestions you can change as necessary. The deck has had many variations over D
&D’s history, so when you change it, you’re in good company! Here are examples of customized decks that reinforce a campaign’s tone, appeal to particular kinds of players, or avoid specific dangers
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
or that support the campaign’s theme. The number and effects of the cards provided in the Dungeon Master’s Guide are suggestions you can change as necessary. The deck has had many variations over D
&D’s history, so when you change it, you’re in good company! Here are examples of customized decks that reinforce a campaign’s tone, appeal to particular kinds of players, or avoid specific dangers
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
adventure hooks that might attract characters to the enclave or give them a reason to draw on its magic. The adventure hooks also suggest specific creatures or encounter tables appearing in the “Encounters
a hostile giant is the driving force behind an adventure seed, how does the adventure change if that giant is indifferent or even friendly to the characters?
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
god should never guarantee success or victory, nor should a god’s interference portend immediate defeat. Gods can act to change the balance of an encounter or offer an avenue of escape, but they count
on mortal heroes to act like heroes. With those principles in mind, you might have gods intervene in dire situations in one of these ways: Blessings. A god might bestow a Blessing (see “Supernatural