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Returning 35 results for 'breaks both diffusing completes reality'.
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Species
Acquisitions Incorporated
.
Reality is a descent into chaos punctuated by brief flashes of order, whence we arose and so imagine it to be the norm rather than a distant outlier. That-Which-Endures held entropy back for a mere instant
-encompassing power of entropy — the force that unknowingly and uncaringly changes order into chaos, and that breaks matter and time down into its component parts so that all can be rebuilt. Some
Wizard
Legacy
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Classes
Basic Rules (2014)
Clad in the silver robes that denote her station, an elf closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in front of her, she completes her
. 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->Van Richten’s Guide to Ravenloft
” week. As actors refuse to break character, outsiders find the performances changing around them to incorporate their interactions with the community. Ruthless competition for prime roles leads to tragedy, the appearance of tragedy, or individual breaks with reality.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
” week. As actors refuse to break character, outsiders find the performances changing around them to incorporate their interactions with the community. Ruthless competition for prime roles leads to tragedy, the appearance of tragedy, or individual breaks with reality.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
” week. As actors refuse to break character, outsiders find the performances changing around them to incorporate their interactions with the community. Ruthless competition for prime roles leads to tragedy, the appearance of tragedy, or individual breaks with reality.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Every 12 hours, a pebble-sized fragment of the Runestone breaks off and falls to the cavern floor, though the Runestone shows no signs of ever being diminished by shedding these fragments. A broken-off
more intelligence and personality. These fragments might also have other magical properties, at your discretion. Delivering a Runestone fragment to Jalester Silvermane in Waterdeep completes a quest (see “Retrieve a Runestone Fragment”).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Every 12 hours, a pebble-sized fragment of the Runestone breaks off and falls to the cavern floor, though the Runestone shows no signs of ever being diminished by shedding these fragments. A broken-off
more intelligence and personality. These fragments might also have other magical properties, at your discretion. Delivering a Runestone fragment to Jalester Silvermane in Waterdeep completes a quest (see “Retrieve a Runestone Fragment”).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Every 12 hours, a pebble-sized fragment of the Runestone breaks off and falls to the cavern floor, though the Runestone shows no signs of ever being diminished by shedding these fragments. A broken-off
more intelligence and personality. These fragments might also have other magical properties, at your discretion. Delivering a Runestone fragment to Jalester Silvermane in Waterdeep completes a quest (see “Retrieve a Runestone Fragment”).
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
orders the imp to follow the group invisibly after it completes its demolition work and report back when they’ve located the Bleeding Citadel. At that point, Mephistopheles sends an ice devil into Avernus
seismic vibration in a 20-foot radius centered on itself for 1 minute, shaking the ground in that area for the duration. When the effects ends, the shatterstick breaks apart, becoming useless, and all structures within 20 feet of it take 35 (10d6) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
orders the imp to follow the group invisibly after it completes its demolition work and report back when they’ve located the Bleeding Citadel. At that point, Mephistopheles sends an ice devil into Avernus
seismic vibration in a 20-foot radius centered on itself for 1 minute, shaking the ground in that area for the duration. When the effects ends, the shatterstick breaks apart, becoming useless, and all structures within 20 feet of it take 35 (10d6) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
orders the imp to follow the group invisibly after it completes its demolition work and report back when they’ve located the Bleeding Citadel. At that point, Mephistopheles sends an ice devil into Avernus
seismic vibration in a 20-foot radius centered on itself for 1 minute, shaking the ground in that area for the duration. When the effects ends, the shatterstick breaks apart, becoming useless, and all structures within 20 feet of it take 35 (10d6) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
middle. 2nd-Level Characters. If the characters are 2nd level, two stirges clinging to the tunnel ceiling are disturbed if fighting breaks out in this area and join the battle. The stirges ignore the spore
dragon far underground causes the volcanic activity that produces the noxious fumes. What’s more, the dragon’s energy occasionally tears open small rifts in the fabric of reality that lead to the
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
middle. 2nd-Level Characters. If the characters are 2nd level, two stirges clinging to the tunnel ceiling are disturbed if fighting breaks out in this area and join the battle. The stirges ignore the spore
dragon far underground causes the volcanic activity that produces the noxious fumes. What’s more, the dragon’s energy occasionally tears open small rifts in the fabric of reality that lead to the
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
middle. 2nd-Level Characters. If the characters are 2nd level, two stirges clinging to the tunnel ceiling are disturbed if fighting breaks out in this area and join the battle. The stirges ignore the spore
dragon far underground causes the volcanic activity that produces the noxious fumes. What’s more, the dragon’s energy occasionally tears open small rifts in the fabric of reality that lead to the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
changing a battle’s terrain to introduce a new element and give combatants reasons to move around. Perhaps a powerful attack or an explosive spell topples a column, shatters a wall, or breaks up the
energy. Or perhaps a monster’s desperation causes wild magic to warp the fabric of reality. You can use the environmental effects, hazards, and traps in chapter 3 to represent these effects. Change
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
changing a battle’s terrain to introduce a new element and give combatants reasons to move around. Perhaps a powerful attack or an explosive spell topples a column, shatters a wall, or breaks up the
energy. Or perhaps a monster’s desperation causes wild magic to warp the fabric of reality. You can use the environmental effects, hazards, and traps in chapter 3 to represent these effects. Change
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
changing a battle’s terrain to introduce a new element and give combatants reasons to move around. Perhaps a powerful attack or an explosive spell topples a column, shatters a wall, or breaks up the
energy. Or perhaps a monster’s desperation causes wild magic to warp the fabric of reality. You can use the environmental effects, hazards, and traps in chapter 3 to represent these effects. Change
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
have less time to play than you think once late starts, food breaks, and other interruptions are all taken into account. When planning your adventures, account for less time than your full game session
. Undermine Reality Dread and uncertainty are keys to engaging horror adventures. Horrific experiences or supernatural settings undermine assumptions about what can or can’t happen. Have a character
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
have less time to play than you think once late starts, food breaks, and other interruptions are all taken into account. When planning your adventures, account for less time than your full game session
. Undermine Reality Dread and uncertainty are keys to engaging horror adventures. Horrific experiences or supernatural settings undermine assumptions about what can or can’t happen. Have a character
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
have less time to play than you think once late starts, food breaks, and other interruptions are all taken into account. When planning your adventures, account for less time than your full game session
. Undermine Reality Dread and uncertainty are keys to engaging horror adventures. Horrific experiences or supernatural settings undermine assumptions about what can or can’t happen. Have a character
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. If the anarch moves more than 120 feet from the object, the anarch’s concentration breaks. Move Object. The anarch can magically move an object it can see within 150 feet of it by making a Wisdom check
. Githzerai Enlightened Some spiritual githzerai spend long hours in meditation to transcend the limits of their forms and to apprehend the nature of reality. Zerths who complete the next tier of their
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. If the anarch moves more than 120 feet from the object, the anarch’s concentration breaks. Move Object. The anarch can magically move an object it can see within 150 feet of it by making a Wisdom check
. Githzerai Enlightened Some spiritual githzerai spend long hours in meditation to transcend the limits of their forms and to apprehend the nature of reality. Zerths who complete the next tier of their
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. If the anarch moves more than 120 feet from the object, the anarch’s concentration breaks. Move Object. The anarch can magically move an object it can see within 150 feet of it by making a Wisdom check
. Githzerai Enlightened Some spiritual githzerai spend long hours in meditation to transcend the limits of their forms and to apprehend the nature of reality. Zerths who complete the next tier of their
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
character’s maximum hit points decrease by 1 per Hit Die. This reduction ends the next time a character completes a long rest outside the Drowned Forest. Malevolent Fungi. A variety of strange, twisted
fungi grow among the rotting trees of this region. If a fight breaks out, roll a d20. On a 15 or higher, 1d6 violet fungi erupt from where they are hidden around the area among debris and mundane
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
character’s maximum hit points decrease by 1 per Hit Die. This reduction ends the next time a character completes a long rest outside the Drowned Forest. Malevolent Fungi. A variety of strange, twisted
fungi grow among the rotting trees of this region. If a fight breaks out, roll a d20. On a 15 or higher, 1d6 violet fungi erupt from where they are hidden around the area among debris and mundane
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
character’s maximum hit points decrease by 1 per Hit Die. This reduction ends the next time a character completes a long rest outside the Drowned Forest. Malevolent Fungi. A variety of strange, twisted
fungi grow among the rotting trees of this region. If a fight breaks out, roll a d20. On a 15 or higher, 1d6 violet fungi erupt from where they are hidden around the area among debris and mundane
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
the Outer Planes to dwell in the Far Realm. There they transform over eons into abominations or elder evils, seething in a reality with its own laws. All who stay in the Far Realm are eventually twisted
into alien shapes by the realm’s eldritch forces. The Far Realm’s pernicious influence is often subtle, leaking into the Material Plane through thin places in reality or as invasive thoughts that
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
the Outer Planes to dwell in the Far Realm. There they transform over eons into abominations or elder evils, seething in a reality with its own laws. All who stay in the Far Realm are eventually twisted
into alien shapes by the realm’s eldritch forces. The Far Realm’s pernicious influence is often subtle, leaking into the Material Plane through thin places in reality or as invasive thoughts that
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
the Outer Planes to dwell in the Far Realm. There they transform over eons into abominations or elder evils, seething in a reality with its own laws. All who stay in the Far Realm are eventually twisted
into alien shapes by the realm’s eldritch forces. The Far Realm’s pernicious influence is often subtle, leaking into the Material Plane through thin places in reality or as invasive thoughts that
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
far from their grasps.
Confronting this awful reality, a group of nine mind flayer deviants used their arcane magic and psionics to weave a new truth. These nine called themselves the alhoon, and
.
Psychic Infiltrators. When an elder brain infiltrates a mind, it alters the creature’s perception and deceives its senses, causing it to see, hear, touch, taste, or feel reality according to the elder
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
far from their grasps.
Confronting this awful reality, a group of nine mind flayer deviants used their arcane magic and psionics to weave a new truth. These nine called themselves the alhoon, and
.
Psychic Infiltrators. When an elder brain infiltrates a mind, it alters the creature’s perception and deceives its senses, causing it to see, hear, touch, taste, or feel reality according to the elder
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
far from their grasps.
Confronting this awful reality, a group of nine mind flayer deviants used their arcane magic and psionics to weave a new truth. These nine called themselves the alhoon, and
.
Psychic Infiltrators. When an elder brain infiltrates a mind, it alters the creature’s perception and deceives its senses, causing it to see, hear, touch, taste, or feel reality according to the elder
Equipment
reflect, refract, and collide with another producing ongoing effects. Roll another Arcane Anomaly, then once more on Initiative count 20 for the next 1d4 rounds.
03–04
Gravity breaks
each of their turns to end the effect, shaking off the terror and returning to reality.
89–90
Reminiscent of the flames which consumed Drakkenheim in the meteor’s wake, a roaring
Equipment
breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if climbing
end of each of their turns to end the effect, shaking off the terror and returning to reality.
89–90
Reminiscent of the flames which consumed Drakkenheim in the meteor’s wake, a
Equipment
energies reflect, refract, and collide with another producing ongoing effects. Roll another Arcane Anomaly, then once more on Initiative count 20 for the next 1d4 rounds.
03–04
Gravity breaks
end of each of their turns to end the effect, shaking off the terror and returning to reality.
89–90
Reminiscent of the flames which consumed Drakkenheim in the meteor’s wake, a






