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Returning 35 results for 'blessing blur diffusing con reality'.
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blessings baldur diffusing con reality
Magic Items
Dungeon Master’s Guide
Fates card can end this curse.
Fates. Reality’s fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card’s magic as soon as
magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. If you have a Bastion (see the Dungeon Master’s
Monsters
Strixhaven: A Curriculum of Chaos
mathematical patterns in nature or engaging in speculative dives into topological formulas that bend reality, their studies blur the line between abstract numerical theory and natural reality.
Quandrix
Scholars
The scholars of Quandrix College focus on the mathematical principles that govern reality. Through these formulas, they can manipulate properties of matter and space, as well as abstract and conceptual space such as the mind, probability, and the flow of magic itself.
Monsters
Strixhaven: A Curriculum of Chaos
students are extrapolating mathematical patterns in nature or engaging in speculative dives into topological formulas that bend reality, their studies blur the line between abstract numerical theory and
natural reality.
Quandrix Scholars
The scholars of Quandrix College focus on the mathematical principles that govern reality. Through these formulas, they can manipulate properties of matter and
Monsters
The Book of Many Things
":"1d12+3", "rollType":"damage", "rollAction":"Radiant Strike", "rollDamageType":"radiant"} radiant damage.
Prophetic Blessing. The living portent magically infuses the power of its prophecy into another
", "rollAction":"Prophetic Blessing"}, and it gains a prophecy die, a d8. Once during each of the creature’s turns, when it fails an ability check or saving throw or misses an attack roll, it can
classes
Xanathar's Guide to Everything
gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.
Circle of Dreams Features
Druid Level
Feature
3rd
Balm of the Summer Court
6th
Hearth of Moonlight and Shadow
10th
Hidden Paths
14th
Walker in Dreams
classes
Xanathar's Guide to Everything
gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.
Circle of Dreams Features
Druid Level
Feature
2nd
Balm of the Summer Court
6th
Hearth of Moonlight and Shadow
10th
Hidden Paths
14th
Walker in Dreams
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears
summoner Speed 60 ft., fly 60 ft. (hover)
STR
DEX
CON
INT
WIS
CHA
16 (+3)
16 (+3)
16 (+3)
16 (+3)
16 (+3)
16 (+3)
Damage Immunities necrotic, poison
Condition
classes
Basic Rules (2014)
apparent flukes. Some sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s
chaos of Limbo, or a glimpse into the inner workings of reality.
Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Githzerai Enlightened Githzerai never stop training. They spend long hours in meditation to transcend the limits of their forms and to apprehend the nature of reality. Zerths who complete the next
.
STR
14(+2)
DEX
19(+4)
CON
16(+3)
INT
17(+3)
WIS
19(+4)
CHA
13(+1 )
Saving Throws Str +6, Dex +8, Int +7, Wis +8
Skills Arcana +7, Insight +8
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Githzerai Enlightened Githzerai never stop training. They spend long hours in meditation to transcend the limits of their forms and to apprehend the nature of reality. Zerths who complete the next
.
STR
14(+2)
DEX
19(+4)
CON
16(+3)
INT
17(+3)
WIS
19(+4)
CHA
13(+1 )
Saving Throws Str +6, Dex +8, Int +7, Wis +8
Skills Arcana +7, Insight +8
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Githzerai Enlightened Githzerai never stop training. They spend long hours in meditation to transcend the limits of their forms and to apprehend the nature of reality. Zerths who complete the next
.
STR
14(+2)
DEX
19(+4)
CON
16(+3)
INT
17(+3)
WIS
19(+4)
CHA
13(+1 )
Saving Throws Str +6, Dex +8, Int +7, Wis +8
Skills Arcana +7, Insight +8
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
: 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
.
Living Portent Small or Medium Celestial, Typically Lawful Neutral
Armor Class 15 (natural armor)
Hit Points 65 (10d8 + 20)
Speed 30 ft., fly 30 ft. (hover)
STR
14 (+2)
DEX
16 (+3)
CON
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
: 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
.
Living Portent Small or Medium Celestial, Typically Lawful Neutral
Armor Class 15 (natural armor)
Hit Points 65 (10d8 + 20)
Speed 30 ft., fly 30 ft. (hover)
STR
14 (+2)
DEX
16 (+3)
CON
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
: 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
.
Living Portent Small or Medium Celestial, Typically Lawful Neutral
Armor Class 15 (natural armor)
Hit Points 65 (10d8 + 20)
Speed 30 ft., fly 30 ft. (hover)
STR
14 (+2)
DEX
16 (+3)
CON
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s birth, or a taste of the water from
the inner workings of reality. Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s birth, or a taste of the water from
the inner workings of reality. Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s birth, or a taste of the water from
the inner workings of reality. Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s birth, or a taste of the water from
the inner workings of reality. Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s birth, or a taste of the water from
the inner workings of reality. Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s birth, or a taste of the water from
the inner workings of reality. Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
)
DEX
16 (+3)
CON
12 (+1)
INT
12 (+1)
WIS
14 (+2)
CHA
11 (+0)
Skills Perception +4
Senses passive Perception 14
Languages Auran, Common
Challenge 1 (200 XP
)
Innate Spellcasting. The eblis’s innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:
1/day each: blur
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
)
DEX
16 (+3)
CON
12 (+1)
INT
12 (+1)
WIS
14 (+2)
CHA
11 (+0)
Skills Perception +4
Senses passive Perception 14
Languages Auran, Common
Challenge 1 (200 XP
)
Innate Spellcasting. The eblis’s innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:
1/day each: blur
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Kith’rak
Medium humanoid (gith), lawful evil
Armor Class 18 (plate)
Hit Points 180 (24d8 + 72)
Speed 30 ft.
STR
18(+4)
DEX
16(+3)
CON
17(+3)
INT
16(+3)
WIS
15(+2
)
CHA
17(+3)
Saving Throws Con +7, Int +7, Wis +6
Skills Intimidation +7, Perception +6
Senses passive Perception 16
Languages Gith
Challenge 12 (8,400 XP)
Innate Spellcasting
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
)
DEX
16 (+3)
CON
12 (+1)
INT
12 (+1)
WIS
14 (+2)
CHA
11 (+0)
Skills Perception +4
Senses passive Perception 14
Languages Auran, Common
Challenge 1 (200 XP
)
Innate Spellcasting. The eblis’s innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:
1/day each: blur
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR
15 (+2)
DEX
11 (+0)
CON
14 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
16 (+3)
Skills Deception +5, Religion
): expeditious retreat, magic missile, shield
2nd level (3 slots): blur, hold person
3rd level (2 slots): sleet storm
Actions
Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
14 (+2)
CON
12 (+1)
INT
15 (+2)
WIS
13 (+1)
CHA
11 (+0)
Skills Arcana +4
Senses passive Perception 11
Languages Common, Thayan
Challenge 2 (450 XP)
Doomvault Devotion
): burning hands, detect magic, mage armor, shield
2nd level (3 slots): blur, scorching ray
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
overlords of all mephits. Steam Mephit
Small elemental, neutral evil
Armor Class 10
Hit Points 21 (6d6)
Speed 30 ft., fly 30 ft.
STR
5 (−3)
DEX
11 (+0)
CON
10 (+0)
INT
damage.
Innate Spellcasting (1/Day). The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma.
Actions
Claws. Melee Weapon Attack: +2 to hit
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
.
STR
17(+3)
DEX
15(+2)
CON
14(+2)
INT
16(+3)
WIS
15(+2)
CHA
16(+3)
Saving Throws Con +6, Int +7, Wis +6
Skills Insight +6, Perception +6, Stealth +6
following wizard spells prepared:
Cantrips (at will): blade ward, light, message, true strike
1st level (4 slots): expeditious retreat, magic missile, sleep, thunderwave
2nd level (3 slots): blur
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR
15 (+2)
DEX
11 (+0)
CON
14 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
16 (+3)
Skills Deception +5, Religion
): expeditious retreat, magic missile, shield
2nd level (3 slots): blur, hold person
3rd level (2 slots): sleet storm
Actions
Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR
15 (+2)
DEX
11 (+0)
CON
14 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
16 (+3)
Skills Deception +5, Religion
): expeditious retreat, magic missile, shield
2nd level (3 slots): blur, hold person
3rd level (2 slots): sleet storm
Actions
Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Kith’rak
Medium humanoid (gith), lawful evil
Armor Class 18 (plate)
Hit Points 180 (24d8 + 72)
Speed 30 ft.
STR
18(+4)
DEX
16(+3)
CON
17(+3)
INT
16(+3)
WIS
15(+2
)
CHA
17(+3)
Saving Throws Con +7, Int +7, Wis +6
Skills Intimidation +7, Perception +6
Senses passive Perception 16
Languages Gith
Challenge 12 (8,400 XP)
Innate Spellcasting
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
STR
17(+3)
DEX
15(+2)
CON
14(+2)
INT
16(+3)
WIS
15(+2)
CHA
16(+3)
Saving Throws Con +6, Int +7, Wis +6
Skills Insight +6, Perception +6, Stealth +6
following wizard spells prepared:
Cantrips (at will): blade ward, light, message, true strike
1st level (4 slots): expeditious retreat, magic missile, sleep, thunderwave
2nd level (3 slots): blur
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
overlords of all mephits. Steam Mephit
Small elemental, neutral evil
Armor Class 10
Hit Points 21 (6d6)
Speed 30 ft., fly 30 ft.
STR
5 (−3)
DEX
11 (+0)
CON
10 (+0)
INT
damage.
Innate Spellcasting (1/Day). The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma.
Actions
Claws. Melee Weapon Attack: +2 to hit
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
overlords of all mephits. Steam Mephit
Small elemental, neutral evil
Armor Class 10
Hit Points 21 (6d6)
Speed 30 ft., fly 30 ft.
STR
5 (−3)
DEX
11 (+0)
CON
10 (+0)
INT
damage.
Innate Spellcasting (1/Day). The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma.
Actions
Claws. Melee Weapon Attack: +2 to hit
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
.
STR
17(+3)
DEX
15(+2)
CON
14(+2)
INT
16(+3)
WIS
15(+2)
CHA
16(+3)
Saving Throws Con +6, Int +7, Wis +6
Skills Insight +6, Perception +6, Stealth +6
following wizard spells prepared:
Cantrips (at will): blade ward, light, message, true strike
1st level (4 slots): expeditious retreat, magic missile, sleep, thunderwave
2nd level (3 slots): blur






