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Returning 28 results for 'blend beating diffusing conjures reality'.
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Monsters
Planescape: Adventures in the Multiverse
action)Members of the Mind’s Eye believe the power to transcend the multiverse lies in every individual. Matter smiths harness this innate power to reshape reality in Sigil’s Great Foundry
itself. The target must succeed on a DC 13 Dexterity saving throw or have the restrained condition until the end of its next turn.
3–4: Magic Shield. The matter smith conjures a floating, spectral
Monsters
The Book of Many Things
the living portents impact the earth, they carve great craters, yet miraculously, none who live in the impact zone are harmed. These beings of light then assume Humanoid forms to blend in with the
encounter.
Variant: Servants of Living Stars
Some stars in the sky are Elder Evils, alien beings of godlike power from the reality-defying Far Realm.
A living portent can be a fragment of these beings
Backgrounds
Sword Coast Adventurer's Guide
endeavor. Faerûn has a wide variety of knightly orders, all of which have a similar outlook concerning their actions and responsibilities.
Though the term “knight” conjures ideas
. The reality of the dangers they faced eventually sank in, as did Lurue’s tenets. Over time the small group grew and spread, gaining a following in places as far as Cormyr. The Knights of the
Wizard
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call
. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Mind’s Eye Matter Smith Members of the Mind’s Eye believe the power to transcend the multiverse lies in every individual. Matter smiths harness this innate power to reshape reality in Sigil’s Great
. The matter smith conjures a floating, spectral shield that grants the matter smith a +5 bonus to its AC until the shield disappears at the start of the matter smith’s next turn. The first time a
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Mind’s Eye Matter Smith Members of the Mind’s Eye believe the power to transcend the multiverse lies in every individual. Matter smiths harness this innate power to reshape reality in Sigil’s Great
. The matter smith conjures a floating, spectral shield that grants the matter smith a +5 bonus to its AC until the shield disappears at the start of the matter smith’s next turn. The first time a
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Mind’s Eye Matter Smith Members of the Mind’s Eye believe the power to transcend the multiverse lies in every individual. Matter smiths harness this innate power to reshape reality in Sigil’s Great
. The matter smith conjures a floating, spectral shield that grants the matter smith a +5 bonus to its AC until the shield disappears at the start of the matter smith’s next turn. The first time a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, and you will see reality through new eyes. The Korranberg
Chronicle
Raid Reveals Cult Chaos
The people of Fairhaven were shocked by the revelation of bizarre cult activity in the center of one of
discovered a beating heart that filled an entire room, pumping blood through veins in the walls of the building. According to Allis, the staff claimed to be “creating the heart of Galifar,” apparently
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, and you will see reality through new eyes. The Korranberg
Chronicle
Raid Reveals Cult Chaos
The people of Fairhaven were shocked by the revelation of bizarre cult activity in the center of one of
discovered a beating heart that filled an entire room, pumping blood through veins in the walls of the building. According to Allis, the staff claimed to be “creating the heart of Galifar,” apparently
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, and you will see reality through new eyes. The Korranberg
Chronicle
Raid Reveals Cult Chaos
The people of Fairhaven were shocked by the revelation of bizarre cult activity in the center of one of
discovered a beating heart that filled an entire room, pumping blood through veins in the walls of the building. According to Allis, the staff claimed to be “creating the heart of Galifar,” apparently
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
portents impact the earth, they carve great craters, yet miraculously, none who live in the impact zone are harmed. These beings of light then assume Humanoid forms to blend in with the inhabitants of the
: Servants of Living Stars
Some stars in the sky are Elder Evils, alien beings of godlike power from the reality-defying Far Realm. A living portent can be a fragment of these beings’ will. These
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
portents impact the earth, they carve great craters, yet miraculously, none who live in the impact zone are harmed. These beings of light then assume Humanoid forms to blend in with the inhabitants of the
: Servants of Living Stars
Some stars in the sky are Elder Evils, alien beings of godlike power from the reality-defying Far Realm. A living portent can be a fragment of these beings’ will. These
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
portents impact the earth, they carve great craters, yet miraculously, none who live in the impact zone are harmed. These beings of light then assume Humanoid forms to blend in with the inhabitants of the
: Servants of Living Stars
Some stars in the sky are Elder Evils, alien beings of godlike power from the reality-defying Far Realm. A living portent can be a fragment of these beings’ will. These
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
bonus action on its first turn in combat, each helmed horror drops its glass lance (which shatters on the floor) and conjures a longsword-sized blade of fire, which appears in its free hand. The helmed
the tile can hear the heart beating. As an action, a character in the middle of the room can try to lift the stone tile, doing so with a successful DC 10 Strength (Athletics) check. The check is made
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
bonus action on its first turn in combat, each helmed horror drops its glass lance (which shatters on the floor) and conjures a longsword-sized blade of fire, which appears in its free hand. The helmed
the tile can hear the heart beating. As an action, a character in the middle of the room can try to lift the stone tile, doing so with a successful DC 10 Strength (Athletics) check. The check is made
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
bonus action on its first turn in combat, each helmed horror drops its glass lance (which shatters on the floor) and conjures a longsword-sized blade of fire, which appears in its free hand. The helmed
the tile can hear the heart beating. As an action, a character in the middle of the room can try to lift the stone tile, doing so with a successful DC 10 Strength (Athletics) check. The check is made
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
emaciated frames. Cultists summon these creatures to serve as guards and assassins, two roles at which they excel. The cultists who blaspheme reality by calling out to Elder Evils often speak of a Far Realm
grasp the seer’s strange staff formed of a blend of flesh, bone, and star stuff. A star spawn seer is almost always accompanied by one or more star spawn hulks (also in this book). Not only is a hulk a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
emaciated frames. Cultists summon these creatures to serve as guards and assassins, two roles at which they excel. The cultists who blaspheme reality by calling out to Elder Evils often speak of a Far Realm
grasp the seer’s strange staff formed of a blend of flesh, bone, and star stuff. A star spawn seer is almost always accompanied by one or more star spawn hulks (also in this book). Not only is a hulk a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
emaciated frames. Cultists summon these creatures to serve as guards and assassins, two roles at which they excel. The cultists who blaspheme reality by calling out to Elder Evils often speak of a Far Realm
grasp the seer’s strange staff formed of a blend of flesh, bone, and star stuff. A star spawn seer is almost always accompanied by one or more star spawn hulks (also in this book). Not only is a hulk a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
any other creature that enters the room. Hidden Tower. Touching the miniature tower while it is inside this chamber conjures a glowing doorway to a demiplane. The doorway is 8 feet tall, 4 feet wide
, and 5 feet away from the pedestal. If a character steps through the doorway, the fabric of reality warps and bends around them as they arrive in the demiplane: a cluttered den 40 feet long and 20
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
any other creature that enters the room. Hidden Tower. Touching the miniature tower while it is inside this chamber conjures a glowing doorway to a demiplane. The doorway is 8 feet tall, 4 feet wide
, and 5 feet away from the pedestal. If a character steps through the doorway, the fabric of reality warps and bends around them as they arrive in the demiplane: a cluttered den 40 feet long and 20
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
any other creature that enters the room. Hidden Tower. Touching the miniature tower while it is inside this chamber conjures a glowing doorway to a demiplane. The doorway is 8 feet tall, 4 feet wide
, and 5 feet away from the pedestal. If a character steps through the doorway, the fabric of reality warps and bends around them as they arrive in the demiplane: a cluttered den 40 feet long and 20
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
six yellow musk zombies (see appendix D) lurking among the trees and plants. The zombies blend in with their surroundings, and any character with a passive Wisdom (Perception) score lower than 12 is
the city has fallen and she’s in exile. Both situations coexist in her hallucinatory reality.) Black Orchid. Characters in search of a black orchid for Asharra’s ritual (see “Kir Sabal”) find one here
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
six yellow musk zombies (see appendix D) lurking among the trees and plants. The zombies blend in with their surroundings, and any character with a passive Wisdom (Perception) score lower than 12 is
the city has fallen and she’s in exile. Both situations coexist in her hallucinatory reality.) Black Orchid. Characters in search of a black orchid for Asharra’s ritual (see “Kir Sabal”) find one here
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
six yellow musk zombies (see appendix D) lurking among the trees and plants. The zombies blend in with their surroundings, and any character with a passive Wisdom (Perception) score lower than 12 is
the city has fallen and she’s in exile. Both situations coexist in her hallucinatory reality.) Black Orchid. Characters in search of a black orchid for Asharra’s ritual (see “Kir Sabal”) find one here
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
of Sails often conjures romantic images of a magnificent port metropolis, majestic merchant galleons with bright sails, and dashing swashbucklers who greet their enemies with a playful wink and a tip
of the hat. In reality, Luskan is anything but that. It’s a dirty dive with filthy streets, squat buildings, ramshackle docks, creaky old longships, and crass pirates thinly disguised as sea traders
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
of Sails often conjures romantic images of a magnificent port metropolis, majestic merchant galleons with bright sails, and dashing swashbucklers who greet their enemies with a playful wink and a tip
of the hat. In reality, Luskan is anything but that. It’s a dirty dive with filthy streets, squat buildings, ramshackle docks, creaky old longships, and crass pirates thinly disguised as sea traders
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
of Sails often conjures romantic images of a magnificent port metropolis, majestic merchant galleons with bright sails, and dashing swashbucklers who greet their enemies with a playful wink and a tip
of the hat. In reality, Luskan is anything but that. It’s a dirty dive with filthy streets, squat buildings, ramshackle docks, creaky old longships, and crass pirates thinly disguised as sea traders






