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Returning 35 results for 'broad being diffusing check reality'.
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Magic Items
Divine Contention
A fiery red crystal the size of a human palm.
Once per day as a bonus action, a villain can activate the ruinstone to undo one deed they have performed. The possibilities here are broad, but in
artifact has a terrible side effect: someone known to the wielder is also erased from reality. After the villain uses the ruinstone, roll a d20: on a 5-20, one of their allies disintegrates, on an 1-4
Monsters
Van Richten’s Guide to Ravenloft
failure, the target is petrified until freed by the greater restoration spell or other magic.
Reality-Stealing Hex (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Reality
);{"diceNotation":"5d8","rollType":"damage","rollAction":"Reality-Stealing Hex","rollDamageType":"psychic"} psychic damage and is deafened until the end of its next turn. If the saving throw fails by 5 or
Monsters
Van Richten’s Guide to Ravenloft
end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.
Reality-Stealing Hex (Recharge 5–6
);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Reality-Stealing Hex"}. The horror expels a wave of perception-distorting energy. Each creature within 30 feet of the horror must make a DC
Monsters
Van Richten’s Guide to Ravenloft
on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.
Reality-Stealing Hex (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge
","rollAction":"Reality-Stealing Hex"}. The horror expels a wave of perception-distorting energy. Each creature within 30 feet of the horror must make a DC 15 Wisdom saving throw. On a failed save, the
Monsters
Van Richten’s Guide to Ravenloft
magic.
Reality-Stealing Hex (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Reality-Stealing Hex"}. The horror expels a wave of perception-distorting energy. Each creature
within 30 feet of the horror must make a DC 15 Wisdom saving throw. On a failed save, the target takes 22 (5d8);{"diceNotation":"5d8","rollType":"damage","rollAction":"Reality-Stealing Hex
Monsters
Van Richten’s Guide to Ravenloft
. On a failure, the target is petrified until freed by the greater restoration spell or other magic.
Reality-Stealing Hex (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction
":"Reality-Stealing Hex"}. The horror expels a wave of perception-distorting energy. Each creature within 30 feet of the horror must make a DC 15 Wisdom saving throw. On a failed save, the target takes 22
Monsters
Mythic Odysseys of Theros
inside the amphora, the target is restrained inside. As an action, the restrained creature can make a DC 14 Dexterity (Acrobatics) check, escaping from the amphora on a success. The effect also ends if the
horns crudely painted on them to make them look like minotaurs. The broad-mouthed amphora is large enough to hold roughly 55 gallons of wine.
He claims that he was a great king who was cursed by Mogis
Monsters
Mordenkainen Presents: Monsters of the Multiverse
combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the alkilith move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern
saving throw, or it hears a faint buzzing in its head for a moment and has disadvantage on its next attack roll, saving throw, or ability check.
If the saving throw against Foment Confusion fails by 5
Phantasmal Force
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Player’s Handbook (2014)
.
The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.
The target can use its action to examine the phantasm with an Intelligence (Investigation) check
against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
While a target is affected by the spell, the target treats the phantasm as if it
Monsters
The Book of Many Things
", "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
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
Beholder
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.
An eye opens on a solid surface within 60 feet of the beholder. One random eye ray of the beholder shoots from that eye at a target of the
within 1 mile of the beholder’s lair sometimes feel as if they’re being watched when they aren’t.
When the beholder sleeps, minor warps in reality occur within 1 mile of its lair and
Tiefling
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the Infernal language, passed down through generations, that
tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. The reality is that a tiefling’s bloodline doesn’t affect their personality. They are gifted with magic from the infernal realms but chart their own course in life.
Magic Items
Acquisitions Incorporated
.
Class-Based Living Loot Satchel
Class
Satchel
Barbarian
Broad belt with a dozen hanging pockets
Bard
Lute case
Cleric
Hollowed-out holy tome
Druid
Made from natural
transfer any amount of your franchise funds back to your satchel with a successful DC 15 Dexterity (Sleight of Hand) check.
Secret Satchel
As a rank 3 hoardsperson, your living loot satchel gets an
Monsters
Mordenkainen Presents: Monsters of the Multiverse
long to delirium. As a result, all followers of the Prince of Demons break with reality sooner or later.Demogorgon’s Lair
Demogorgon makes his lair in a palace called Abysm, found on a layer
normally docile. Within that area, any ability check involving Animal Handling has disadvantage.
Venomous Beasts. The area within 6 miles of the lair becomes overpopulated with poisonous snake
Monsters
Out of the Abyss
starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.
An
the beholder sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed
Monsters
Planescape: Adventures in the Multiverse
can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sunlight Hypersensitivity. The darkweaver takes 10 radiant damage when it starts its turn
from across the planes experience reality. For them, the act of eating is an experience to be drawn out and savored, with every meal considered in all its facets. Whether its fare is a demon, an
Monsters
Mordenkainen Presents: Monsters of the Multiverse
feet of him. If the spell is 3rd level or lower, the spell fails and has no effect. If the spell is 4th level or higher, Graz’zt makes a Charisma check against a DC of 10 + the spell’s
Argent Palace, a grandiose structure in the city of Zelatar, found within his abyssal domain of Azzagrat. Graz’zt’s demonic influence radiates outward in a tangible ripple, warping reality
Monsters
Quests from the Infinite Staircase
with it.
A creature restrained by the vortex, or another creature that can reach it, can use its action to make a DC 22 Strength check. On a successful check, the restrained creature is no longer
typically reserves the Wish spell for creatures he deems worthy of its gifts, he isn’t above leveraging that power against formidable threats, rewriting reality to forcibly tilt the scales in his
Species
Sword Coast Adventurer's Guide
three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the Infernal language, passed down through generations, that
watch might follow a tiefling around for a while, and demagogues blame tieflings for strange happenings. The reality, though, is that a tiefling’s bloodline doesn’t affect his or her
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Tiefling Names
Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the Infernal
tend to be suspicious of tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. The reality is that a tiefling’s bloodline
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Tiefling Names
Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the Infernal
tend to be suspicious of tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. The reality is that a tiefling’s bloodline
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Tiefling Names
Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the Infernal
tend to be suspicious of tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. The reality is that a tiefling’s bloodline
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
, unmoving sentry. Characters who observe the towers through a spyglass or succeed on a DC 15 Wisdom (Perception) check note that the “sentry” appears to be a mannequin wearing a broad-brimmed sun hat. The
glistening rope ascending twenty feet to a broad, winged kite.
Characters approaching from the south get a clear look at the watchtowers (shown on map 6.2). The smaller, central tower has a lone
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
, unmoving sentry. Characters who observe the towers through a spyglass or succeed on a DC 15 Wisdom (Perception) check note that the “sentry” appears to be a mannequin wearing a broad-brimmed sun hat. The
glistening rope ascending twenty feet to a broad, winged kite.
Characters approaching from the south get a clear look at the watchtowers (shown on map 6.2). The smaller, central tower has a lone
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
, unmoving sentry. Characters who observe the towers through a spyglass or succeed on a DC 15 Wisdom (Perception) check note that the “sentry” appears to be a mannequin wearing a broad-brimmed sun hat. The
glistening rope ascending twenty feet to a broad, winged kite.
Characters approaching from the south get a clear look at the watchtowers (shown on map 6.2). The smaller, central tower has a lone
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
character attempts, and describes the three broad categories of activity in the game: exploration, interaction, and combat.
Part 3 is all about magic. It covers the nature of magic in the worlds of D
that characters can become associated with. Appendix D explores the multitude of worlds and alternate dimensions of reality, called the planes of existence. Finally, players can use the character
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
character attempts, and describes the three broad categories of activity in the game: exploration, interaction, and combat.
Part 3 is all about magic. It covers the nature of magic in the worlds of D
that characters can become associated with. Appendix D explores the multitude of worlds and alternate dimensions of reality, called the planes of existence. Finally, players can use the character
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
character attempts, and describes the three broad categories of activity in the game: exploration, interaction, and combat.
Part 3 is all about magic. It covers the nature of magic in the worlds of D
that characters can become associated with. Appendix D explores the multitude of worlds and alternate dimensions of reality, called the planes of existence. Finally, players can use the character
Monsters
Fizban's Treasury of Dragons
experience a thing is to truly understand it. Direct and personal experience is the most valuable form of knowledge.
6
I see a far more kaleidoscopic reality than you do … or than any of
surrounding a legendary amethyst dragon’s lair is altered by the dragon’s magic, creating one or more of the following effects:
Background Check. Once per day, the dragon can cast the legend
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
much climbing as crawling. At the end of this time, the adventurers emerge onto a shelf 15 feet up the wall of a broad, straight tunnel some 20 feet high. A curious procession of creatures marches along
successful DC 15 Charisma (Persuasion) check. They have advantage on the check if the party includes one or more modrons. Once convinced of the characters’ friendly intentions, the tridrone tells
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
much climbing as crawling. At the end of this time, the adventurers emerge onto a shelf 15 feet up the wall of a broad, straight tunnel some 20 feet high. A curious procession of creatures marches along
successful DC 15 Charisma (Persuasion) check. They have advantage on the check if the party includes one or more modrons. Once convinced of the characters’ friendly intentions, the tridrone tells
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
much climbing as crawling. At the end of this time, the adventurers emerge onto a shelf 15 feet up the wall of a broad, straight tunnel some 20 feet high. A curious procession of creatures marches along
successful DC 15 Charisma (Persuasion) check. They have advantage on the check if the party includes one or more modrons. Once convinced of the characters’ friendly intentions, the tridrone tells
Monsters
Fizban's Treasury of Dragons
foundations of creation.
5
To experience a thing is to truly understand it. Direct and personal experience is the most valuable form of knowledge.
6
I see a far more kaleidoscopic reality than
dragon’s magic, creating one or more of the following effects:
Background Check. Once per day, the dragon can cast the legend lore spell, requiring no spell components, naming any person, place, or
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Refugees at the Shore As the survivors of Vogler pull their ships ashore, the reality of their situation sets in, and minor troubles begin confounding the refugees. Roll on the Survivor Camp
) check. 2 An older refugee slipped in the shallow water and sprained an ankle. A character can provide relief by succeeding on a DC 12 Wisdom (Medicine) check, expending one use of a healer’s kit, or
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Refugees at the Shore As the survivors of Vogler pull their ships ashore, the reality of their situation sets in, and minor troubles begin confounding the refugees. Roll on the Survivor Camp
) check. 2 An older refugee slipped in the shallow water and sprained an ankle. A character can provide relief by succeeding on a DC 12 Wisdom (Medicine) check, expending one use of a healer’s kit, or






