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Returning 35 results for 'blend building diffusing change reflections'.
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Classes
Tasha’s Cauldron of Everything
. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
A Swarmkeeper’s swarm and spells are reflections of the
into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don’t change the effects of spells, but they are
Monsters
Mordenkainen Presents: Monsters of the Multiverse
change the color and texture of its tough, outward-facing side to help it blend in with its surroundings, while its soft, inward-facing side clings to the floor, wall, or ceiling in its hunting
digesting it. Only a scattering of bones, metal, treasure, and other indigestible bits is left behind.
A trapper’s ability to alter the color and texture of its outer side enables it to blend in with
Classes
Tasha’s Cauldron of Everything
. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
A Swarmkeeper’s swarm and spells are reflections of the
into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don’t change the effects of spells, but they are
Tortle
Legacy
This doesn't reflect the latest rules and lore.
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Species
The Tortle Package
watch a frog croaking on a lily pad, or to stand in a crowded human marketplace.
Tortles like to learn new skills. They craft their own tools and weapons, and they are good at building structures and
put to use when building forts to contain their offspring.
Although they spend a considerable portion of their lives in isolation, tortles are social creatures that like to form meaningful
Eladrin
Legacy
This doesn't reflect the latest rules and lore.
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Species
Mordenkainen’s Tome of Foes
finishing a long rest, any eladrin can change their season. An eladrin might choose the season that is present in the world or perhaps the season that most closely matches the eladrin’s current
emotional state. For example, an eladrin might shift to autumn if filled with contentment, another eladrin could change to winter if plunged into sorrow, still another might be bursting with joy and become an
Yuan-ti Malison (Type 3)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
;t transformed. It doesn’t change form if it dies.
Innate Spellcasting (Yuan-ti Form Only). The yuan-ti’s innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can
":"damage","rollAction":"Longbow","rollDamageType":"piercing"} piercing damage.A malison is a hideous blend of human and serpentine features. Three different types of malisons are known to exist, and other
Monsters
Fizban's Treasury of Dragons
":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
1
Solitude. My own company obviates the need for others in my life, whether they are dragons or lesser creatures. (Any)
2
Change
, but the dragon is too proud to ask for help getting home.
6
A topaz dragon is building a tableau of desiccated creatures and has grown obsessed with catching one treasure hunter who escaped the
Monsters
Fizban's Treasury of Dragons
","rollAction":"Ideal"}
Ideal
1
Solitude. My own company obviates the need for others in my life, whether they are dragons or lesser creatures. (Any)
2
Change. Consistency is stagnation
to ask for help getting home.
6
A topaz dragon is building a tableau of desiccated creatures and has grown obsessed with catching one treasure hunter who escaped the dragon’s clutches
Backgrounds
Guildmasters’ Guide to Ravnica
in my communication.
Ideals
d6
Ideal
1
Guild. My guild is all that really matters. (Any)
2
Change. All life is meant to progress toward perfection, and
1
I helped create a krasis that I love like a pet and would carry with me everywhere … except it’s the size of a building, and it might eat me.
2
In my laboratory, I
Monsters
Fizban's Treasury of Dragons
the Crystal Dragon Wyrmling;wyrmlings to blend in to rocky terrain in the face of danger. As they age, their scales turn snow white, then slowly fade to transparency. The oldest crystal dragons have
winter wolf;winter wolves loyal to a frost giant, intent on convincing the wolves to change their evil ways.
4
A lonely werebear enjoys long conversations with a young crystal dragon but doesn
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
original deck created by Istus for Asteria and Euryale is so powerful that it has countless lesser reflections throughout the multiverse, including versions with more, fewer, or different cards. The
doesn’t change the game effects of these cards.
Idiot. This card has been renamed Puzzle, inspiring the puzzles, riddles, and traps found in chapter 4.
Vizier. This card has been renamed Sage, inspiring the character options, spells, and magic items in chapter 7.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the DM change the pitch or tempo of narration in different situations? Player Participation. Did the players participate in the world-building or make decisions that seemed to send the adventure in an
change over the course of the session? Turns of Phrase. Were there any words or bits of narration you really liked? (If so, jot them down.) World-building. What elements of the DM’s world or the adventure grabbed your attention?
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the DM change the pitch or tempo of narration in different situations? Player Participation. Did the players participate in the world-building or make decisions that seemed to send the adventure in an
change over the course of the session? Turns of Phrase. Were there any words or bits of narration you really liked? (If so, jot them down.) World-building. What elements of the DM’s world or the adventure grabbed your attention?
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the DM change the pitch or tempo of narration in different situations? Player Participation. Did the players participate in the world-building or make decisions that seemed to send the adventure in an
change over the course of the session? Turns of Phrase. Were there any words or bits of narration you really liked? (If so, jot them down.) World-building. What elements of the DM’s world or the adventure grabbed your attention?
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the DM change the pitch or tempo of narration in different situations? Player Participation. Did the players participate in the world-building or make decisions that seemed to send the adventure in an
change over the course of the session? Turns of Phrase. Were there any words or bits of narration you really liked? (If so, jot them down.) World-building. What elements of the DM’s world or the adventure grabbed your attention?
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
original deck created by Istus for Asteria and Euryale is so powerful that it has countless lesser reflections throughout the multiverse, including versions with more, fewer, or different cards. The
doesn’t change the game effects of these cards.
Idiot. This card has been renamed Puzzle, inspiring the puzzles, riddles, and traps found in chapter 4.
Vizier. This card has been renamed Sage, inspiring the character options, spells, and magic items in chapter 7.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
original deck created by Istus for Asteria and Euryale is so powerful that it has countless lesser reflections throughout the multiverse, including versions with more, fewer, or different cards. The
doesn’t change the game effects of these cards.
Idiot. This card has been renamed Puzzle, inspiring the puzzles, riddles, and traps found in chapter 4.
Vizier. This card has been renamed Sage, inspiring the character options, spells, and magic items in chapter 7.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the DM change the pitch or tempo of narration in different situations? Player Participation. Did the players participate in the world-building or make decisions that seemed to send the adventure in an
change over the course of the session? Turns of Phrase. Were there any words or bits of narration you really liked? (If so, jot them down.) World-building. What elements of the DM’s world or the adventure grabbed your attention?
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the DM change the pitch or tempo of narration in different situations? Player Participation. Did the players participate in the world-building or make decisions that seemed to send the adventure in an
change over the course of the session? Turns of Phrase. Were there any words or bits of narration you really liked? (If so, jot them down.) World-building. What elements of the DM’s world or the adventure grabbed your attention?
Ancient Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Fizban's Treasury of Dragons
.
Change Shape. The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0
, they use local settlements—and any competent visitors—as pawns in their struggle.
4
An ancient deep dragon has put the folk of a city to work building the dragon a metropolis to rule
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Trapper A trapper is a manta-like creature that lurks in subterranean and natural environments. It can change the color and texture of its tough, outward-facing side to help it blend in with its
outer side to match its surroundings. It can blend in with any surface made of stone, earth, or wood, masking its presence to any but the most rigorous scrutiny. It can’t change its texture to that of
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Trapper A trapper is a manta-like creature that usually lurks in subterranean environments. It can change the color and texture of its tough, outward-facing side to help it blend in with its
trapper’s ability to alter the color and texture of its outer side enables it to blend in with any surface made of stone, earth, or wood, masking its presence to any but the most rigorous scrutiny. It
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Trapper A trapper is a manta-like creature that usually lurks in subterranean environments. It can change the color and texture of its tough, outward-facing side to help it blend in with its
trapper’s ability to alter the color and texture of its outer side enables it to blend in with any surface made of stone, earth, or wood, masking its presence to any but the most rigorous scrutiny. It
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Trapper A trapper is a manta-like creature that lurks in subterranean and natural environments. It can change the color and texture of its tough, outward-facing side to help it blend in with its
outer side to match its surroundings. It can blend in with any surface made of stone, earth, or wood, masking its presence to any but the most rigorous scrutiny. It can’t change its texture to that of
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Trapper A trapper is a manta-like creature that usually lurks in subterranean environments. It can change the color and texture of its tough, outward-facing side to help it blend in with its
trapper’s ability to alter the color and texture of its outer side enables it to blend in with any surface made of stone, earth, or wood, masking its presence to any but the most rigorous scrutiny. It
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
whether you have ties to one of the orc tribes or the integrated clans. The Clans blend the traditions of human and orc, building towns and working with steel. They still rely on skilled hunters, and
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
whether you have ties to one of the orc tribes or the integrated clans. The Clans blend the traditions of human and orc, building towns and working with steel. They still rely on skilled hunters, and
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
whether you have ties to one of the orc tribes or the integrated clans. The Clans blend the traditions of human and orc, building towns and working with steel. They still rely on skilled hunters, and
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Trapper A trapper is a manta-like creature that lurks in subterranean and natural environments. It can change the color and texture of its tough, outward-facing side to help it blend in with its
outer side to match its surroundings. It can blend in with any surface made of stone, earth, or wood, masking its presence to any but the most rigorous scrutiny. It can’t change its texture to that of
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Seeds of Fear table offers some examples. These can change over time as characters grow, overcome old fears, and discover new uncertainties. Work with players to determine when their Seeds of Fear might
change. A character never has more than three Seeds of Fear; if you gain a new seed and already have three, choose which of your old fears is replaced by the new one. Seeds of Fear d12 Seed
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Seeds of Fear table offers some examples. These can change over time as characters grow, overcome old fears, and discover new uncertainties. Work with players to determine when their Seeds of Fear might
change. A character never has more than three Seeds of Fear; if you gain a new seed and already have three, choose which of your old fears is replaced by the new one. Seeds of Fear d12 Seed
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Seeds of Fear table offers some examples. These can change over time as characters grow, overcome old fears, and discover new uncertainties. Work with players to determine when their Seeds of Fear might
change. A character never has more than three Seeds of Fear; if you gain a new seed and already have three, choose which of your old fears is replaced by the new one. Seeds of Fear d12 Seed
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Sovereign Host, or the Dragon Below, superstitions inform your path. Clan or Tribe? The people of the Shadow Marches are split into two distinct cultures. The clans blend the traditions of human and orc
, building towns and working with steel. If you were raised in one of the clans, the ways of civilization aren’t that strange to you; you’ve seen the city of Zarash’ak and worked with House Tharashk. By
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Sovereign Host, or the Dragon Below, superstitions inform your path. Clan or Tribe? The people of the Shadow Marches are split into two distinct cultures. The clans blend the traditions of human and orc
, building towns and working with steel. If you were raised in one of the clans, the ways of civilization aren’t that strange to you; you’ve seen the city of Zarash’ak and worked with House Tharashk. By
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Sovereign Host, or the Dragon Below, superstitions inform your path. Clan or Tribe? The people of the Shadow Marches are split into two distinct cultures. The clans blend the traditions of human and orc
, building towns and working with steel. If you were raised in one of the clans, the ways of civilization aren’t that strange to you; you’ve seen the city of Zarash’ak and worked with House Tharashk. By






