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Returning 35 results for 'benign been diffusing create refuse'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
than the enchanter or itself. If multiple eligible creatures are closest, the attacker chooses which one to target.Enchanters know how to magically influence minds. Benign enchanters use this magic to
world searching for esoteric tomes, while others train lesser wizards or collaborate with colleagues to create new spells.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
through the study of arcane texts. Some travel the world searching for esoteric tomes, while others train lesser wizards or collaborate with colleagues to create new spells.Benign Transportation
(Recharge 4–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Benign Transportation"}. The conjurer teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied
monsters
Forgotten Realms: Adventures in Faerûn
power structures to create division and oppression. Although many cultists of Bane are tyrants capable of influencing large groups of lackeys, other cultists prefer to operate from the shadows. These
cultists use their forceful personalities to counsel well-intentioned rulers, turning benign organizations into dictatorships and twisting leaders into tyrants. They tattoo Bane’s symbol on
Magic Items
Princes of the Apocalypse
Drown to create a devastation orb of water (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Drown can’t be used to perform the ritual again
until the next dawn.
Flaw. Drown makes its wielder covetous. While attuned to the weapon, you gain the following flaw: “I demand and deserve the largest share of the spoils, and I refuse to
Monsters
Mythic Odysseys of Theros
they can to maximize the impending devastation.
Honor Among Fey. Hearkening back to some ages-old conflict, oreads refuse to knowingly destroy any land inhabited by another nymph. While they won't work
oread provides the smith with materials drawn from the burning heart of the world, allowing the smith to create an even greater wonder. In more tales, though, a smith pursues an oread, then later the
Monsters
Phandelver and Below: The Shattered Obelisk
a grotesque window into the virulent refuse the otyugh recently consumed.
Mutates
A creature exposed to the strange energy of the Far Realm risks developing mutations. Such a creature undergoes a
fails, though evil forces—such as the mind flayer empire of old—have conducted much research on the topic. For centuries, mind flayers have tried to create armies of mutates to sweep through
Monsters
Spelljammer: Adventures in Space
of what constitutes art. For some, warfare is the highest form of artistic endeavor. Other reigar create art of a more benign nature.
Reigar wander Wildspace and the Astral Sea in search of artistic
inspiration, traveling in symbiotic organic ships that they create (see “Esthetic”). Each reigar possesses a magic item called a talarith, which the reigar created and to which they alone
Monsters
Mordenkainen's Fiendish Folio Volume 1
of druids (possibly in service to Malar or Talos) who cultivated the first of these creatures. However, it remains unknown whether their intent was to create a benign means of breaking down monstrous
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
benign nature. Reigar wander Wildspace and the Astral Sea in search of artistic inspiration, traveling in symbiotic organic ships that they create (see “Esthetic” earlier in this book). Each reigar
glory. Many are driven by artistic pursuits, but each reigar has their own notion of what constitutes art. For some, warfare is the highest form of artistic endeavor. Other reigar create art of a more
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
benign nature. Reigar wander Wildspace and the Astral Sea in search of artistic inspiration, traveling in symbiotic organic ships that they create (see “Esthetic” earlier in this book). Each reigar
glory. Many are driven by artistic pursuits, but each reigar has their own notion of what constitutes art. For some, warfare is the highest form of artistic endeavor. Other reigar create art of a more
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
benign nature. Reigar wander Wildspace and the Astral Sea in search of artistic inspiration, traveling in symbiotic organic ships that they create (see “Esthetic” earlier in this book). Each reigar
glory. Many are driven by artistic pursuits, but each reigar has their own notion of what constitutes art. For some, warfare is the highest form of artistic endeavor. Other reigar create art of a more
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
, some reigar ventured to the Astral Sea and Wildspace in search of glory. Many are driven by artistic pursuits, but each reigar has their own notion of what constitutes art. For some, warfare is the highest form of artistic endeavor. Other reigar create art of a more benign nature.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
, some reigar ventured to the Astral Sea and Wildspace in search of glory. Many are driven by artistic pursuits, but each reigar has their own notion of what constitutes art. For some, warfare is the highest form of artistic endeavor. Other reigar create art of a more benign nature.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
, some reigar ventured to the Astral Sea and Wildspace in search of glory. Many are driven by artistic pursuits, but each reigar has their own notion of what constitutes art. For some, warfare is the highest form of artistic endeavor. Other reigar create art of a more benign nature.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the impossible seem real. Some illusionists — including many gnome wizards — are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their
choice. The cantrip doesn’t count against your number of cantrips known. When you cast minor illusion, you can create both a sound and an image with a single casting of the spell. Malleable Illusions
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the impossible seem real. Some illusionists — including many gnome wizards — are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their
choice. The cantrip doesn’t count against your number of cantrips known. When you cast minor illusion, you can create both a sound and an image with a single casting of the spell. Malleable Illusions
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the impossible seem real. Some illusionists — including many gnome wizards — are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their
choice. The cantrip doesn’t count against your number of cantrips known. When you cast minor illusion, you can create both a sound and an image with a single casting of the spell. Malleable Illusions
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Conjurer Conjurers are specialist wizards who summon creatures from other planes and create materials out of thin air. Some conjurers use their magic to bolster armies or destroy enemies on
elemental*
*Conjuration spell of 1st level or higher
Benign Transportation (Recharges after the Conjurer Casts a Conjuration Spell of 1st Level or Higher). As a bonus action, the conjurer teleports up
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Conjurer Conjurers are specialist wizards who summon creatures from other planes and create materials out of thin air. Some conjurers use their magic to bolster armies or destroy enemies on
elemental*
*Conjuration spell of 1st level or higher
Benign Transportation (Recharges after the Conjurer Casts a Conjuration Spell of 1st Level or Higher). As a bonus action, the conjurer teleports up
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
after 1 hour, when you use this feature again, or if it takes or deals any damage. Benign Transposition Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space
conjuration spell, your concentration can’t be broken as a result of taking damage. Durable Summons Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
after 1 hour, when you use this feature again, or if it takes or deals any damage. Benign Transposition Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space
conjuration spell, your concentration can’t be broken as a result of taking damage. Durable Summons Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Conjurer Conjurers are specialist wizards who summon creatures from other planes and create materials out of thin air. Some conjurers use their magic to bolster armies or destroy enemies on
elemental*
*Conjuration spell of 1st level or higher
Benign Transportation (Recharges after the Conjurer Casts a Conjuration Spell of 1st Level or Higher). As a bonus action, the conjurer teleports up
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
after 1 hour, when you use this feature again, or if it takes or deals any damage. Benign Transposition Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space
conjuration spell, your concentration can’t be broken as a result of taking damage. Durable Summons Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
also have access to a vast array of exotic woods and materials. You can also create a wand, but you’re starting from scratch and creating the tools you need. Essentially, when House Cannith creates magic
items, it’s using factories; while your artificer is the equivalent of the tinkerer working in the garage. You can create magic items, and you can potentially create items that House Cannith can’t
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
also have access to a vast array of exotic woods and materials. You can also create a wand, but you’re starting from scratch and creating the tools you need. Essentially, when House Cannith creates magic
items, it’s using factories; while your artificer is the equivalent of the tinkerer working in the garage. You can create magic items, and you can potentially create items that House Cannith can’t
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
also have access to a vast array of exotic woods and materials. You can also create a wand, but you’re starting from scratch and creating the tools you need. Essentially, when House Cannith creates magic
items, it’s using factories; while your artificer is the equivalent of the tinkerer working in the garage. You can create magic items, and you can potentially create items that House Cannith can’t
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
kingdom’s attention even farther north. The southern coastal regions of Keoland remained a backwater. The crown’s benign neglect allowed piracy and banditry to flourish. Saltmarsh and similar towns kept
to fishing, content to maintain a low profile and avoid governmental entanglements. Decades ago, the pirates who prowled the waters off Saltmarsh grew strong enough to create their own realm, a loose
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
kingdom’s attention even farther north. The southern coastal regions of Keoland remained a backwater. The crown’s benign neglect allowed piracy and banditry to flourish. Saltmarsh and similar towns kept
to fishing, content to maintain a low profile and avoid governmental entanglements. Decades ago, the pirates who prowled the waters off Saltmarsh grew strong enough to create their own realm, a loose
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
sphinx’s test are bound to that test unto death, and only those worthy will survive it. The rest the sphinx destroys. Some sphinxes are high priests of the gods that create them, but most are simply
guardian. Benign deities sometimes grant a sphinx the power to remove supplicants that fail their tests, transporting them away and ensuring that they never encounter the sphinx again. However, those
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
sphinx’s test are bound to that test unto death, and only those worthy will survive it. The rest the sphinx destroys. Some sphinxes are high priests of the gods that create them, but most are simply
guardian. Benign deities sometimes grant a sphinx the power to remove supplicants that fail their tests, transporting them away and ensuring that they never encounter the sphinx again. However, those
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
kingdom’s attention even farther north. The southern coastal regions of Keoland remained a backwater. The crown’s benign neglect allowed piracy and banditry to flourish. Saltmarsh and similar towns kept
to fishing, content to maintain a low profile and avoid governmental entanglements. Decades ago, the pirates who prowled the waters off Saltmarsh grew strong enough to create their own realm, a loose
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
sphinx’s test are bound to that test unto death, and only those worthy will survive it. The rest the sphinx destroys. Some sphinxes are high priests of the gods that create them, but most are simply
guardian. Benign deities sometimes grant a sphinx the power to remove supplicants that fail their tests, transporting them away and ensuring that they never encounter the sphinx again. However, those
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
hexbloods (see chapter 1). Evasive locals refuse to say why.
3 Villagers harvest wings and chrysalises from caged moths, which are powdered and used to make “shift spice”—a pervasive ingredient in
youngsters how to debone live eels and create festive “elver-crowns,” a grim local decoration.
6 With adult approval, youngsters affix hornlike sticks to a terrified animal’s head.
7 A
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
hexbloods (see chapter 1). Evasive locals refuse to say why.
3 Villagers harvest wings and chrysalises from caged moths, which are powdered and used to make “shift spice”—a pervasive ingredient in
youngsters how to debone live eels and create festive “elver-crowns,” a grim local decoration.
6 With adult approval, youngsters affix hornlike sticks to a terrified animal’s head.
7 A
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
hexbloods (see chapter 1). Evasive locals refuse to say why.
3 Villagers harvest wings and chrysalises from caged moths, which are powdered and used to make “shift spice”—a pervasive ingredient in
youngsters how to debone live eels and create festive “elver-crowns,” a grim local decoration.
6 With adult approval, youngsters affix hornlike sticks to a terrified animal’s head.
7 A






