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Returning 35 results for 'beyond both desire cause realms'.
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Spells
Player’s Handbook
success, it can use its Reaction to move up to its Speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire, though it can’t occupy the same space as a
a panel to 0 Hit Points destroys it and might cause connected panels to collapse at the DM’s discretion.
If you maintain your Concentration on this spell for its full duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.
Spells
Player’s Handbook
repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you
the normal water level is restored.
Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely
Magic Items
Dungeon Master’s Guide
+1 bonus to attack rolls and damage rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by
cause the Moonblade to flash brightly. Each other creature that is within 30 feet of you and not behind Total Cover must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1
Classes
Forgotten Realms: Heroes of Faerûn
knights serving in Cormyr, the Silver Marches, Damara, Chessenta, or other lands across Faerûn. They wander the realms as knights errant, taking the fight against evil beyond their kingdom’s
Monsters
Forgotten Realms: Adventures in Faerûn
dracoliches, magically bound dragons to his service, and learned how to drive dragons across Faerûn into a berserk rage. He considered his intellect beyond morality and became paranoid, resentful, and
megalomaniacal.
Sammaster’s travels brought him into contact with people who revered dragons as icons of primeval might. Masquerading his desire to dominate dragonkind as devotion, Sammaster
Monsters
Forgotten Realms: Adventures in Faerûn
bound dragons to his service, and learned how to drive dragons across Faerûn into a berserk rage. He considered his intellect beyond morality and became paranoid, resentful, and megalomaniacal
.
Sammaster’s travels brought him into contact with people who revered dragons as icons of primeval might. Masquerading his desire to dominate dragonkind as devotion, Sammaster established himself
Monsters
Forgotten Realms: Adventures in Faerûn
minute, it succeeds automatically.Curious and self-confident, young spirit dragons can cause trouble for a region’s other denizens, by either unleashing long-buried evils or misusing scarcely
understood ancient magic.
Spirit Dragons
Spirit dragons, sometimes called song dragons, are powerful dragons whose powers stem from the magic and history of fallen realms. They embody the spirit of
Monsters
Phandelver and Below: The Shattered Obelisk
or thoughts beyond a compulsive desire to destroy all living creatures they encounter.
Ashenwights
When a Humanoid consumed by cruelty and rage dies in an area corrupted by the Far Realm, the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
hopelessness.
Star Spawn
The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms alien to mortal life. Some are so hostile that even a moment
’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these realms: entities that are ever hungering, searching, warring, and sometimes dreaming. These
Monsters
Mordenkainen Presents: Monsters of the Multiverse
much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are
summon these creatures to serve as guards and assassins, two roles at which they excel.
Star Spawn
The Material Plane represents only one small part of the multiverse. Beyond the best-known planes
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some
seer nearby. A hulk appears to have little will of its own and is driven to protect its master.
Star Spawn
The Material Plane represents only one small part of the multiverse. Beyond the best
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some
original cultist’s personality survives the transformation; what emerges is wholly alien.
Star Spawn
The Material Plane represents only one small part of the multiverse. Beyond the best-known
Monsters
Planescape: Adventures in the Multiverse
modrons hold leadership positions, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.
Monsters
Planescape: Adventures in the Multiverse
, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.Lightning, Psychic
Monsters
Mordenkainen Presents: Monsters of the Multiverse
each: arcane gate, detect thoughts, true seeingWarlocks of the Great Old One gain their powers through magical pacts forged with eldritch entities from strange and distant realms of existence. Some
wickedness inspired by bizarre beings from beyond the stars.
Warlocks
Warlocks gain arcane might through magical pacts with mysterious entities. While some use their abilities to serve the sources of their power, others use them to undermine or even destroy these entities.Psychic
Monsters
Mordenkainen Presents: Monsters of the Multiverse
other creatures.
Star Spawn
The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms alien to mortal life. Some are so hostile that
even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these realms: entities that are ever hungering, searching, warring, and sometimes
The Celestial
Legacy
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Classes
Xanathar's Guide to Everything
with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.
Being connected to such power can cause changes in your behavior and beliefs. You might
desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world.
Celestial
Classes
Sword Coast Adventurer's Guide
Purple Dragon knights are warriors who hail from the kingdom of Cormyr. Pledged to protect the crown, they take the fight against evil beyond their kingdom’s borders. They are tasked with
committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a
Magic Items
Acquisitions Incorporated
This delicate and exquisitely crafted clockwork orrery features multiple geared components whose sweeping hands and dials represent the complex interplay of planar and magical realms. Standing two
planes. Eventually, it would impress upon its owner a desire to open portals into the most cursed and dangerous worlds, including the Far Realm.
To prevent the orrery from ever being so used, Lottie
Monsters
Planescape: Adventures in the Multiverse
leadership positions, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.
Monsters
Planescape: Adventures in the Multiverse
leadership positions, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.Psychic
Magic Items
The Book of Many Things
This deck of cards is decorated with geometric shapes that have a protective motif. While you’re holding the deck, you can use an action to shuffle it and cause the cards to deal themselves out
and transform into a shelter made of cards. The shelter can be shaped however you desire, but it must fit in a 40-foot cube centered on a point within 30 feet of you. The shelter has one door and up
Control Water
Legacy
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Spells
Basic Rules (2014)
. As an action on your turn, you can repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area
.
Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the
Spells
Xanathar's Guide to Everything
around the target’s space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth
. Whatever form the illusion takes, the target can’t see or hear anything beyond it and is restrained for the spell’s duration. If the target is moved out of the illusion, makes a melee
Aasimar
Legacy
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Species
Volo's Guide to Monsters
Aasimar are placed in the world to serve as guardians of law and good. Their patrons expect them to strike at evil, lead by example, and further the cause of justice.
From an early age, an aasimar
receives visions and guidance from celestial entities via dreams. These dreams help shape an aasimar, granting a sense of destiny and a desire for righteousness.
Each aasimar can count a specific
Classes
Tasha’s Cauldron of Everything
The Oath of the Watchers binds paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds
battle.
TENETS OF THE WATCHERS
A paladin who assumes the Oath of the Watchers swears to safeguard mortal realms from otherworldly threats.
Vigilance. The threats you face are cunning, powerful, and
Gynosphinx
Legacy
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Monsters
Basic Rules (2014)
spells, using a spell slot as normal.A Sphinx’s Lair
A sphinx presides over an ancient temple, sepulcher, or vault, within which are hidden divine secrets and treasures beyond the reach of
mortals.
Lair Actions
On initiative count 20 (losing initiative ties), the sphinx can take a lair action to cause one of the following magical effects; the sphinx can’t use an effect again until it
Classes
Tasha’s Cauldron of Everything
The Oath of the Watchers binds paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds
battle.
TENETS OF THE WATCHERS
A paladin who assumes the Oath of the Watchers swears to safeguard mortal realms from otherworldly threats.
Vigilance. The threats you face are cunning, powerful, and
Wall of Stone
Legacy
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Spells
Basic Rules (2014)
success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire, though it can't occupy the same space as a creature or
.
The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause
Monsters
Planescape: Adventures in the Multiverse
, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.Lightning, Psychic
Monsters
Spelljammer: Adventures in Space
Disembodied Voice. Up to three times in its life, the zodar can cause a message of up to twenty-five words to issue from the air around it. It speaks only when it has something profoundly important
exist or where they came from, but the most popular hypothesis is that they are the creations of some long-forgotten god. Zodars interact with other sapient creatures in a manner that goes beyond mere
Monsters
Mordenkainen Presents: Monsters of the Multiverse
effect.Wearing fearsome masks, duergar mind masters usually operate as spies, both inside and beyond a duergar stronghold. Their psionically augmented abilities enable them to see through illusions with ease
and shrink down to miniature size to spy on their targets.
Duergar
Duergar are dwarves of the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have been
Path of the Zealot
Legacy
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Classes
Xanathar's Guide to Everything
variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the
, Warrior of the Gods
6th
Fanatical Focus
10th
Zealous Presence
14th
Rage beyond Death
Monsters
Mordenkainen Presents: Monsters of the Multiverse
span of an adult kruthik is roughly seven years.
Adult kruthiks grow spiky protrusions on their legs and can fling these dagger-sized spikes at enemies beyond the reach of their claws.
Kruthiks
kruthiks have died. Slaying a sufficient number of kruthiks in one area might cause the remaining hive members to move elsewhere.
Although they can feed on carrion, kruthiks prefer live prey. They kill
Tabaxi
Legacy
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Species
Volo's Guide to Monsters
of the world beyond their home.
Barterers of Lore
Tabaxi treasure knowledge rather than material things. A chest filled with gold coins might be useful to buy food or a coil of rope, but it’s
mull over the stories and rumors they collected like a miser counting coins.
Although material wealth holds little attraction for the tabaxi, they have an insatiable desire to find and inspect ancient






