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Returning 35 results for 'before blow deciding can realm'.
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Magic Items
Dungeon Master’s Guide
This horn has 4 charges and regains 1d4 expended charges daily at dawn. As a Magic action, you can blow the horn while expending 1 charge. One creature of your choice hears the horn’s blare, provided that creature is within 600 feet of the horn. No other creature hears the horn.
Magic Items
Dungeon Master’s Guide
This amulet is fashioned from a shard of resilient material originating from an otherworldly realm. While you are wearing it, you gain the following benefits.
Spellcasting Focus. You can use the
amulet as a Spellcasting Focus for your Warlock spells.
Unknown Spell. As a Magic action, you can try to cast a cantrip that you don’t know. The cantrip must be on the Warlock spell list and have
Spells
Player’s Handbook
You open a gateway to the Far Realm, a region infested with unspeakable horrors. A 20-foot-radius Sphere of Darkness appears, centered on a point with range and lasting for the duration. The Sphere
is Difficult Terrain, and it is filled with strange whispers and slurping noises, which can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully
Classes
Player’s Handbook
Channel Cosmic Forces of Order
The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it—a plane of existence shaped entirely by clockwork
March. Whatever its origin within you, the power of order can seem strange to others, but for you, it’s part of a vast and glorious system.
Magic Items
Dungeon Master’s Guide
You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and
, it can’t be used again until 7 days have passed.
Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many spirits it
Classes
Player’s Handbook
Wield Unnatural Psionic Power
An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you
, or you were exposed to the Far Realm’s warping influence. Alternatively, you were implanted with a mind flayer tadpole, but your transformation into a mind flayer never occurred; now the tadpole’s psionic power is yours. However you acquired this power, your mind is aflame with it.
Magic Items
Dungeon Master’s Guide
guardian to attack its enemies or to guard the wielder against attack. If an attack threatens to injure the wearer, the construct can magically absorb the blow into its own body, even at a distance.
Every shield guardian has an amulet magically linked to it. A shield guardian can have only one corresponding amulet, and if that amulet is destroyed, the shield guardian is incapacitated until a
Magic Items
Dungeon Master’s Guide
You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a DC 15 Constitution saving throw. On a
Monsters
Monster Manual
Restoration"} days, reviving with all its Hit Points in the Far Realm or another location chosen by the DM.
Legendary Resistance (3/Day, or 4/Day in Lair). If the aboleth fails a saving throw, it can choose
Amphibious. The aboleth can breathe air and water.
Eldritch Restoration. If destroyed, the aboleth gains a new body in 5d10;{"diceNotation":"5d10", "rollType":"roll", "rollAction":"Eldritch
Classes
Player’s Handbook
the influence of these beings can be felt. In no time, each Warlock is drawn into a binding pact with a powerful patron. Drawing on the ancient knowledge of beings such as angels, archfey, demons
, devils, hags, and alien entities of the Far Realm, Warlocks piece together arcane secrets to bolster their own power.
Warlocks view their patrons as resources, as means to the end of achieving magical
Magic Items
Dungeon Master’s Guide
its creator.
The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder’s hand when it wants to communicate something it has sensed. It can communicate
time you throw the weapon, it flies back to your hand after the attack.
81-85
The Moonblade scores a Critical Hit on a roll of 19 or 20 on the d20.
86-95
You can take a Bonus Action to
Monsters
Forgotten Realms: Adventures in Faerûn
by this breath in a 15-foot Cone. Failure: The target’s Speed is halved, it can’t take Reactions, and it can take either an action or a Bonus Action on its turn, not both. It repeats the
over time.
A spirit dragon’s primary motivation is to unearth and study the ruins of the ancient realm from which it arose. Spirit dragons share an innate intellectual curiosity, and many have
Monsters
Lorwyn: First Light
takes great slumbers bordering on hibernation. These giants sleep for so long that they fuse with the surrounding earth, imbuing them with the land’s ambient wild magic. The giants can mold and
wield this wild magic to devastating effect.
Giants
The giants of the realm of Lorwyn-Shadowmoor are wise, ancient beings wandering their homeland in search of wondrous things or simply a place to
Monsters
Forgotten Realms: Adventures in Faerûn
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Time-Warping Breath.
Rend. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction
: Half damage.
Time-Warping Breath. Wisdom Saving Throw: DC 15, each creature that isn’t currently affected by this breath in a 30-foot Cone. Failure: The target’s Speed is halved, it can
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a
is halved, it can’t take Reactions, and it can take either an action or a Bonus Action on its turn, not both. It repeats the save at the end of each of its turns, ending the effect on itself on
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a
. Wisdom Saving Throw: DC 18, each creature that isn’t currently affected by this breath in a 60-foot Cone. Failure: The target’s Speed is halved, it can’t take Reactions, and it can
Monsters
Lorwyn: First Light
; doublespeakers can use them to stab or throw at foes.
Merrow
Merrow are primarily water-dwelling people who exploit the realm of Lorwyn-Shadowmoor’s land-dwelling species. They resemble
Amphibious. The merrow can breathe air and water.
Mimicry. The merrow can mimic voices and animal sounds. A creature that hears the mimicries can tell they are imitations with a successful DC 15
Monsters
Lorwyn: First Light
mountains. They sometimes lend their brawn to smaller species who have something interesting to offer in return.
Giants
The giants of the realm of Lorwyn-Shadowmoor are wise, ancient beings wandering
disinterested in the squabbles of boggarts, kithkin, elves, and others. At worst, giants might be wrathful toward smaller folk, seeing them as invasive pests to be squashed.
When a giant in the realm of
Monsters
Lorwyn: First Light
Bloodied Wild Magic. While Bloodied, the noggle has a Fly Speed of 30 feet and it can choose for any damage it deals to be Force damage.Multiattack. The noggle makes two attacks, using Noggling Stick
":"Befuddling Ray"} from the next saving throw it makes before the end of the noggle's next turn.Some noggles have a powerful connection to the strange magic that suffuses the realm of Lorwyn-Shadowmoor
Monsters
Lorwyn: First Light
Amphibious. The merrow can breathe air and water.Multiattack. The merrow makes three attacks, using Coral Scepter and Poisoned Longbow in any combination.
Coral Scepter. Melee Attack Roll: +7
Longbow", "rollDamageType":"Poison"} Poison damage.
Invective. Wisdom Saving Throw: DC 15, up to three creatures the merrow can see within 60 feet. Failure: 14 (4d6);{"diceNotation":"4d6", "rollType
Monsters
Lorwyn: First Light
Magic Resistance. The incarnation has Advantage on saving throws against spells and other magical effects.Multiattack. The incarnation makes two Vine attacks and uses Radiant Blast. It can replace
of nature are beyond the ken of most mortal beings—untamable, primal, and awe inspiring.
In the realm of Lorwyn-Shadowmoor, these beings take the forms of chimeric behemoths that combine the
Monsters
Lorwyn: First Light
Ephemeral Movement. The incarnation can move through other creatures and objects as if they were Difficult Terrain, and its movement doesn’t provoke Opportunity Attack;Opportunity Attacks. It
—untamable, primal, and awe inspiring.
In the realm of Lorwyn-Shadowmoor, these beings take the forms of chimeric behemoths that combine the features of three or more creatures. In Lorwyn
Species
Eberron: Forge of the Artificer
With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face may reveal an aspect of
in the fey realm.
In their true form, changelings appear faded, their features almost devoid of detail. It is rare to see one in that form, for a typical changeling alters their shape the way others
Magic Items
Forgotten Realms: Adventures in Faerûn
the curse to you. Only a Wish spell or the will of Myrkul can remove this curse. As long as you remain cursed, the following properties apply to you:
Bound. You are unwilling to part with the crown
instantly complete this transformation.
Cone of Undeath. You can take a Magic action to unleash a wave of unholy light in a 60-foot Cone. Each creature in the Cone makes a DC 18 Constitution saving throw
Monsters
Planescape: Adventures in the Multiverse
", "rollAction":"Unarmed Strike", "rollDamageType":"bludgeoning"} bludgeoning damage.The instinct can take up to three reactions per round but only one per turn.
Deflect Blow. In response to being hit by a
melee attack roll, the instinct partially deflects the blow. The damage the instinct takes from the attack is reduced by 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Deflect Blow"}.Elite
Equipment
Combat
Utility
Whimsy
0
20
0
A lamp lit with Ota Lantern Oil can give one glimpses of the Spirit Realm. The oil is a special blend known only to members of the insular Ota
Clan, but some of its ingredients are said to be sourced from the Spirit Realm itself. The Ota Clan sells only very small batches of their lantern oil at exorbitant prices from their village shop, but they have been known to trade for other rare and unique items.
Monsters
Vecna: Eve of Ruin
", "rollAction":"Absorb Blow"}.
“Citadel spiders aren’t smart, but for sheer battlefield power and versatility, they can’t be beat.”
—Camlash, Balor General of Lolth
Legendary Resistance (3/Day). If the spider fails a saving throw, it can choose to succeed instead.
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without
Equipment
Hunter’s Armor is a favorite of monster hunters across the length and breadth of Etharis. Any type of armor can be constructed as Hunter’s Armor by paying the listed extra cost. This
reinforces the most vital areas with adamantine and mithral threads to turn devastating hits into normal wounds.
If a blow would cause a Grievous Wound, roll a d20. On an 11 or higher, the blow does not deliver a Grievous Wound.
Horn of Silent Alarm
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Xanathar's Guide to Everything
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.
Horn of Blasting
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC
Magic Items
Descent into the Lost Caverns of Tsojcanth
You can use an action to blow this horn to cast one of the following spells from it: Arms of Hadar, Fog Cloud, Gust of Wind, or Web. If the spell requires a saving throw, the spell save DC is 13
.
Once the horn has been used to cast a spell, it can’t be used to cast that spell again until the next dawn.
Monsters
Phandelver and Below: The Shattered Obelisk
metamorphosis as the powers of the Far Realm rewrite the fundamentals of the creature’s existence.
Any creature can become a mutate and transform to exhibit physical characteristics associated
or Tentacle attacks. It can replace one of these attacks with Chitin Slam.
Bite. Melee Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft., one
Monsters
Phandelver and Below: The Shattered Obelisk
risks developing mutations. Such a creature undergoes a metamorphosis as the powers of the Far Realm rewrite the fundamentals of the creature’s existence.
Any creature can become a mutate and
influence of the Far Realm affects Humanoids, the resulting creature might be a thing of nightmares. Multitudinous webbed wings sprout haphazardly along this mutate’s body. Its skin becomes clammy and
Monsters
Phandelver and Below: The Shattered Obelisk
metamorphosis as the powers of the Far Realm rewrite the fundamentals of the creature’s existence.
Any creature can become a mutate and transform to exhibit physical characteristics associated
poisoned condition for 1 minute. While poisoned in this way, a creature can’t regain hit points.
Tail. Melee Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Tail"} to
Monsters
Planescape: Adventures in the Multiverse
Instinctive Reflexes. The conduit has advantage on initiative rolls, and it can’t have disadvantage on attack rolls.
Unarmored Defense. While the conduit is wearing no armor and wielding no
. If the target is a creature, the conduit can choose one of the following additional effects (up to once per turn each):
Incapacitate. The target must succeed on a DC 15 Constitution saving throw or






