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Returning 28 results for 'before blink diffusing counting remain'.
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Backgrounds
The Wild Beyond the Witchlight
your time in the carnival. You know the other hands well, but the carnival’s owners—Mister Witch and Mister Light—remain mysterious to you even after all these years.
Maybe you
hand
3
Performer (such as an acrobat, a clown, or a musician)
4
Retired performer
5
Seasoned animal trainer
6
Old blink dog
7
Cheery sprite
8
Harmless, magical wisp
Tabaxi
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
lazy, but when Linene came around looking for a missing broach, she was out the door before I could blink an eye.
— Toblen Stonehill, innkeeper
Hailing from a strange and distant land
tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.
Wandering Outcasts
Most tabaxi remain in their distant
Monsters
Fizban's Treasury of Dragons
worst of them are pompous and ill behaved, but even those remain gentle by nature and curious about all things—especially travelers from faraway places.
Moonstone dragons can project themselves
Feywild.
5
A young moonstone dragon has joined a pack of blink dog;blink dogs for a year and a day. The dragon pretends to be a blink dog and refuses to admit otherwise until this time with the pack
Species
Mordenkainen Presents: Monsters of the Multiverse
Eladrin are elves of the Feywild, a realm of perilous beauty and boundless magic. Using that magic, eladrin can step from one place to another in the blink of an eye, and each eladrin resonates with
emotions captured in the Feywild in the form of seasons—affinities that affect the eladrin’s mood and appearance. An eladrin’s season can change, though some remain in one season
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until
, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Eladrin Eladrin are elves of the Feywild, a realm of perilous beauty and boundless magic. Using that magic, eladrin can step from one place to another in the blink of an eye, and each eladrin
resonates with emotions captured in the Feywild in the form of seasons—affinities that affect the eladrin’s mood and appearance. An eladrin’s season can change, though some remain in one season forever
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Tsien Chiang’s stoic jiangshi ministers. The people undertake endless, repetitive tasks—such as scrubbing the city’s coinage or counting the seconds. Those who fail to keep up are reassigned to
exhaustion can try to wake up after every 6 hours they spend within the dream; to awaken, they must succeed on a DC 10 Wisdom saving throw. Those who fail remain within the dream for another 6 hours
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
you spend all your time in the carnival. You know the other hands well, but the carnival’s owners—Mister Witch and Mister Light—remain mysterious to you even after all these years. Maybe you joined
performer 5 Seasoned animal trainer 6 Old blink dog 7 Cheery sprite 8 Harmless, magical wisp of light (no stat block required) that has a flying speed of 30 feet, can hover, and sheds bright light in
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spells
1st charm person, disguise self 3rd mirror image, pass without trace 5th blink, dispel magic 7th dimension door, polymorph 9th dominate person, modify memory Blessing of the Trickster
within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
emotions, phantasmal force 3rd blink, plant growth 4th dominate beast, greater invisibility 5th dominate person, seeming Fey Presence Starting at 1st level, your patron bestows upon you the ability to
to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. Once you use this feature, you can’t use it again until you finish a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
goblins and ogres, and they are trying to remain as quiet as possible for reasons that might not be readily apparent to the characters. Directly below this cavern is another similarly sized cavern
fluttering bats. At the start of each of the bats’ turns, roll a d6. On a roll of 1–5, the bats remain agitated. On a roll of 6, the bats return to the lower cavern and are no longer agitated. The
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
ingredients into the final dish. Unless fewer than four characters are participating in the event, these assistants won’t help to prepare the beans or the prawns. Sid leads the audience in counting down
Market’s vendors. If the challenge took longer than 6 rounds, Sid’s crew and the audience remain in high spirits as they eat the delicious shrimp cakes, but the characters gain no renown. As Sid thanks the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
this excursion remain with the mounts, protecting them while waiting for the characters to return. Metallic Dragons Characters who befriended a metallic dragon earlier in the adventure might be able to
place of one Medium character. The dragon can be further bribed into joining the assault on Lyn Armaal, though it expects to receive as its reward the castle itself and all the treasure in it (not counting the conch of teleportation that the characters need to continue their mission).
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
staring eyes that twitch and blink. Two corridors lead from this room in opposite directions.
When anyone moves toward one of the passages leading from this room, the eyes all shift to stare at that
creature it sees other than mind flayers, and it fights to the death. To mind flayers, Golcuus is obsequious and begs to be restored to its former state. Treasure. Some of Golcuus’s art and tools remain
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
mistakes or counting down the days until they can exact vengeance on those who wronged them. Cracked, dried-up soil pervades the town and its rusted structures, rising as clouds of dust with every
gate-towns come knocking on their doors, residents feign ignorance or offer up false clues to throw off the nose of justice. Residents remain smugly aloof, fending off bounty hunters like bad suitors
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any divination magic, but a wish spell
you. This enmity lasts until either you or the devil dies. Fool. You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until
this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
now frozen and will remain so until the Everlasting Rime ends. On clear nights, moonlight shines through an opening in the ceiling and illuminates the pool. The minerals in the ice have turned it a
natural form, Maud has sickly grayish-purple flesh, bulging eyes that seldom blink, and stringy black hair interwoven with fingerbones. If her disguise is pierced or the characters threaten her, Maud
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
terrible creatures can be lulled into silence in two cases. They remain quiet when they stalk their prey, unleashing their shrieks only when they are about to attack. They also still their cries in the
cast the following spells, requiring no material components:
At will: blight, blink, chaos bolt,* darkness, detect magic, fly, shield
3/day each: circle of death, enervation,* phantasmal killer
Equipment
affected by the Blink spell for 1 minute. Instead of vanishing into the Ethereal Plane, the creature vanishes into a sliver of time in its past or possible future.
11–12
A prismatic burst of
webbing which acts like the Web spell. The webs and eldritch crawlers remain until destroyed, or until the crawlers successfully obtain suitable prey.
49–50
A powerful magnetic force
Equipment
the Blink spell for 1 minute. Instead of vanishing into the Ethereal Plane, the creature vanishes into a sliver of time in its past or possible future.
11–12
A prismatic burst of energy
webbing which acts like the Web spell. The webs and eldritch crawlers remain until destroyed, or until the crawlers successfully obtain suitable prey.
49–50
A powerful magnetic force takes
Equipment
the Blink spell for 1 minute. Instead of vanishing into the Ethereal Plane, the creature vanishes into a sliver of time in its past or possible future.
11–12
A prismatic burst of energy
webbing which acts like the Web spell. The webs and eldritch crawlers remain until destroyed, or until the crawlers successfully obtain suitable prey.
49–50
A powerful magnetic force takes root
Equipment
affected by the Blink spell for 1 minute. Instead of vanishing into the Ethereal Plane, the creature vanishes into a sliver of time in its past or possible future.
11–12
A prismatic burst of
with webbing which acts like the Web spell. The webs and eldritch crawlers remain until destroyed, or until the crawlers successfully obtain suitable prey.
49–50
A powerful magnetic force
Equipment
by the Blink spell for 1 minute. Instead of vanishing into the Ethereal Plane, the creature vanishes into a sliver of time in its past or possible future.
11–12
A prismatic burst of energy
webbing which acts like the Web spell. The webs and eldritch crawlers remain until destroyed, or until the crawlers successfully obtain suitable prey.
49–50
A powerful magnetic force takes
Equipment
is affected by the Blink spell for 1 minute. Instead of vanishing into the Ethereal Plane, the creature vanishes into a sliver of time in its past or possible future.
11–12
A prismatic
appears with webbing which acts like the Web spell. The webs and eldritch crawlers remain until destroyed, or until the crawlers successfully obtain suitable prey.
49–50
A powerful magnetic
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, fauna, structures, and inhabitants might remain unaffected, the land’s innate character takes on new qualities. A supernatural region is permeated by a preternatural force in an area as large or small as
worlds, the biomass of insects radically outweighs that of higher organisms. Mass migrations and deadly insect species can imperil larger creatures, but most insects remain nothing more than an annoyance
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
middle of the room is full of hot, glowing coals. A large sleeping pallet of furs is arranged to the south. A hulking minotaur sits on the pallet, counting coins in an iron coffer, while a strange one
coinage or other valuables remain, but the characters can scrounge up cloaks, surcoats, or robes sufficient to create five air cultist disguises, four earth cultist disguises, and one fire cultist
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
crystallized desire to remain hidden from her enemies. P48f. Characters can reach this chamber by climbing a short staircase from area P48g. An enameled black coffer rests on a pedestal of living
Jewel Creature Black Spymaster Hushknife, a darkling elder (see appendix C) Blue Allegra, a quickling (see appendix C) Green Frogspittle, a green hag Red Sinch the Ruthless, a redcap (see appendix C) White Winky, a one-eyed blink dog






