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Returning 35 results for 'call worlds remain'.
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Species
Player’s Handbook
, including worlds in the Material Plane.
Elves have pointed ears and lack facial and body hair. They live for around 750 years, and they don’t sleep but instead enter a trance when they need
to rest. In that state, they remain aware of their surroundings while immersing themselves in memories and meditations.
An environment subtly transforms elves after they inhabit it for a millennium or
Magic Items
Dungeon Master’s Guide
Magic action to peer into the orb’s depths. You must then make a DC 15 Charisma saving throw. On a successful save, you control the orb for as long as you remain attuned to it. On a failed save, the
orb imposes the Charmed condition on you for as long as you remain attuned to it.
While you are Charmed by the orb, you can’t voluntarily end your Attunement to it, and the orb casts
Species
Player’s Handbook
Dwarves were raised from the earth in the elder days by a deity of the forge. Called by various names on different worlds—Moradin, Reorx, and others—that god gave dwarves an affinity for
subterranean horrors. Inspired by those tales, dwarves of any culture often sing of valorous deeds—especially of the little overcoming the mighty.
On some worlds in the multiverse, the first settlements
Species
Player’s Handbook
darkness.
Orcs are, on average, tall and broad. They have gray skin, ears that are sharply pointed, and prominent lower canines that resemble small tusks. Orc youths on some worlds are told about their
ancestors’ great travels and travails. Inspired by those tales, many of those orcs wonder when Gruumsh will call on them to match the heroic deeds of old and if they will prove worthy of his favor
Magic Items
Dungeon Master’s Guide
detrimental property
Spells. While the sword is on your person, you can cast the following spells (save DC 18) from it:
Call Lightning
Divine Word
Finger of Death
Once you use the sword to
Initiative rolls.
Blade of Defense. When you take an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor Class instead. The adjusted bonuses remain in
Classes
Player’s Handbook
mightiest spells change one substance into another, call meteors from the sky, or open portals to other worlds.
Most Wizards share a scholarly approach to magic. They examine the theoretical
Monsters
Mordenkainen Presents: Monsters of the Multiverse
spellcasters who call down fireballs and other destructive magic in the defense of the court they serve, whether that court is in the Feywild or the Material Plane. A hobgoblin devastator on the
spread throughout the multiverse, with many of them ending up on the worlds of the Material Plane. Most goblinoids encountered on those worlds are members of families that have been away from the Feywild
Backgrounds
The Wild Beyond the Witchlight
party hard. The carnival has borne you to many fantastic worlds, circling back around to your home world once every eight years, but you know almost nothing about these worlds because you spend all
your time in the carnival. You know the other hands well, but the carnival’s owners—Mister Witch and Mister Light—remain mysterious to you even after all these years.
Maybe you
Magic Items
Bigby Presents: Glory of the Giants
This massive adze is said to have been wielded by All-Father Annam, not as a weapon but as the tool he used to shape the various worlds of the Material Plane eons ago.
Random Properties. The adze
bonus to attack and damage rolls made with it. On a hit, the adze deals an additional 3d12 force damage. It also deals double damage to objects and structures.
Divine Mattock. As an action, you can call
Monsters
Bigby Presents: Glory of the Giants
gazes into flames too deeply may see the Prince of Evil Fire, Imix, gazing back. Giants who fall to Imix’s corruption might leave their homes to join with likeminded cultists, but others remain
within their communities to pursue Imix’s destructive agenda.
A fire giant of Evil Fire forges a set of armor and weapons in flames blessed by Imix. The giant can then call on these magical flames
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
", "rollType":"roll", "rollAction":"Call Rats"} giant rat;giant rats. Each rat appears in an unoccupied space within 30 feet of the ogre that the ogre can see. The rats act as the ogre’s allies, obey its
spoken commands, and take their turns immediately after the ogre’s turn on the same initiative count. The rats remain for 1 hour, until the ogre dies, or until the ogre dismisses them as a bonus action.
Magic Items
The Book of Many Things
curse to you. As long as you remain cursed, you’re unwilling to part with the armor. Taking it off fails to end the curse. While cursed in this way, you feel disconnected from your body
, continuously hearing whispers that call for you to join them. Whenever you finish a long rest while cursed, you must make a DC 11 Charisma saving throw. On a failed save, your soul is drawn from your body and
Monsters
Fizban's Treasury of Dragons
their knowledge of the many worlds of the Material Plane as a source of power—and indeed, a gem dragon who becomes a greatwyrm has access to almost unimaginable power.
Gem greatwyrms&rsquo
’s lair.
SARDIOR’S GREATWYRMS
Five gem greatwyrms call themselves the thanes of Sardior and believe themselves responsible for preserving the memory of their long-lost progenitor. These
Monsters
Fizban's Treasury of Dragons
their knowledge of the many worlds of the Material Plane as a source of power—and indeed, a gem dragon who becomes a greatwyrm has access to almost unimaginable power.
Gem greatwyrms&rsquo
’s lair.
SARDIOR’S GREATWYRMS
Five gem greatwyrms call themselves the thanes of Sardior and believe themselves responsible for preserving the memory of their long-lost progenitor. These
Monsters
Fizban's Treasury of Dragons
their knowledge of the many worlds of the Material Plane as a source of power—and indeed, a gem dragon who becomes a greatwyrm has access to almost unimaginable power.
Gem greatwyrms&rsquo
’s lair.
SARDIOR’S GREATWYRMS
Five gem greatwyrms call themselves the thanes of Sardior and believe themselves responsible for preserving the memory of their long-lost progenitor. These
Classes
Tasha’s Cauldron of Everything
Magic of the book—that’s what many folk call wizardry. The name is apt, given how much time wizards spend poring over tomes and penning theories about the nature of magic. It’s rare
the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries so that wizardry can flourish. And while all wizards value
Monsters
Fizban's Treasury of Dragons
their knowledge of the many worlds of the Material Plane as a source of power—and indeed, a gem dragon who becomes a greatwyrm has access to almost unimaginable power.
Gem greatwyrms&rsquo
’s lair.
SARDIOR’S GREATWYRMS
Five gem greatwyrms call themselves the thanes of Sardior and believe themselves responsible for preserving the memory of their long-lost progenitor. These
Monsters
Fizban's Treasury of Dragons
their knowledge of the many worlds of the Material Plane as a source of power—and indeed, a gem dragon who becomes a greatwyrm has access to almost unimaginable power.
Gem greatwyrms&rsquo
’s lair.
SARDIOR’S GREATWYRMS
Five gem greatwyrms call themselves the thanes of Sardior and believe themselves responsible for preserving the memory of their long-lost progenitor. These
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
also form strong bonds with the elemental powers of Eldraine, allowing the mages to call on forces like the eastern wind or the fiery hearth.
“The high fae are capable of magic that would make
frequently engage in deceptions and other complex games of wits against one another.
Most high fae remain secluded deep within the wilds of Eldraine. They draw power from motes of light found
Backgrounds
Baldur’s Gate: Descent into Avernus
, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not
the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure
Monsters
The Wild Beyond the Witchlight
immediately after hers, and can’t summon other demons. They remain until they die or until Iggwilv dismisses them as an action.
Spellcasting. Iggwilv casts one of the following spells, requiring
path to greatness began when she was adopted by the mother of all witches, Baba Yaga, who named her Natasha. On the worlds of the Material Plane, she was better known as Tasha, the inventor of Tasha's
Classes
Tasha’s Cauldron of Everything
Magic of the book—that’s what many folk call wizardry. The name is apt, given how much time wizards spend poring over tomes and penning theories about the nature of magic. It’s rare
the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries so that wizardry can flourish. And while all wizards value
Monsters
Curse of Strahd
power of magical foresight. In the guise of Madam Eva, she uses this ability to help Strahd. She can send her Vistani out in their wagons to visit other worlds and bring adventurers to Strahd’s
her ability to locate such an individual.
None of Madam Eva’s Vistani kin know her true identity or purpose. They puzzle over her desire to remain in Barovia.
Madam Eva’s Traits
Ideal
Genasi
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
ties to two worlds, yet belonging to neither. Some genasi are born of mortal–genie unions, others have two genasi as parents, and a rare few have a genie further up their family tree, manifesting
, elemental forces hold greater sway than they do on other worlds. As a people touched by elemental power, genasi are viewed as seers, prophets, and chosen ones. The birth of a genasi, whether a slave, a noble
Magic Items
Vecna: Eve of Ruin
people called the vaati, who once ruled many worlds. Seven Wind Dukes wove their power into an artifact called the Rod of Law. The dukes used the rod to imprison Miska on the plane of Pandemonium. As a
destroy the Rod of Seven Parts is to immerse the assembled rod in lava in the Abyss. It must remain in the lava for fifty years before it finally is consumed.
A piece of the rod may be temporarily
Monsters
Fizban's Treasury of Dragons
for adult or ancient dragon turtles. An ancient dragon turtle is a mythic creature akin to a greatwyrm, combining the power of multiple echoes from across the worlds of the Material Plane. Such a
refuse to recognize my rule over these waters suffer my displeasure. (Lawful or Evil)
5
Preservation. I am the ocean’s steward, tending reefs and waters to ensure that they remain unspoiled
Monsters
Quests from the Infinite Staircase
Feywild and worlds of the Material Plane until two dear friends created a wondrous garden and asked the Gardener to tend to it. The Gardener agreed to the request, then pulled the garden from the Material
or the Palace of Spires. On a successful save, the creature’s memories remain intact, but they’re hazy and dreamlike. A Remove Curse or Greater Restoration spell restores the creature
Monsters
Waterdeep: Dungeon of the Mad Mage
;rats, provided that the sun isn't up. While outdoors, Zorak can call 3d6;{"diceNotation":"3d6","rollType":"roll","rollAction":"Children of the Night"} wolf;wolves instead. The called creatures arrive
in 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Children of the Night"} rounds, acting as allies of Zorak and obeying his spoken commands. The beasts remain for 1 hour, until Zorak dies
Monsters
Fizban's Treasury of Dragons
echoes from across the worlds of the Material Plane. Such a creature can be as large as an island— and indeed, legends suggest that many unwitting sailors wrecked at sea have mistaken slumbering
, tending reefs and waters to ensure that they remain unspoiled. (Lawful)
6
Eradication. The peoples of the surface world were a mistake of creation. I will correct that error. (Evil
Species
Acquisitions Incorporated
then passing through the shadow of That-Which-Endures changed them forever. Now the newest race to call Faerûn home, the verdan do their best to find their way in an unfamiliar world
who study this entity claim that it is clearly evil and destructive. Others call it simply a necessary part of the cycle of death and rebirth. In the end, though, That-Which-Endures shows precious
Monsters
The Book of Many Things
Devotion’s Call (1/Day). The medusa can cast the Resurrection spell, requiring no material components and using Wisdom as the spellcasting ability.
Legendary Resistance (4/Day). If the medusa
a surface such as a ceiling with no way to remain there (for example, sufficient handholds), it falls at the end of this movement.
Regional Effects
The region containing a medusa’s lair is
Monsters
Mythic Odysseys of Theros
is a formidable enemy under normal circumstances, but to give characters a truly mythic challenge, you can have her call on her Armor of Spiders. Her use of this trait signals a drastic turn in the
next dawn.
If Arasta dies, the spiders and insects lose their supernatural link to her. The webs remain, but they dissolve within 1d10;{"diceNotation":"1d10","rollType":"roll"} days.Acid
Monsters
Waterdeep: Dungeon of the Mad Mage
of bats;swarms of bats or swarm of rats;rats, provided that the sun isn't up. While outdoors, Keresta can call 3d6;{"diceNotation":"3d6","rollType":"roll","rollAction":"Children of the Night"} giant
commands. The beasts remain for 1 hour, until Keresta dies, or until Keresta dismisses them as a bonus action.Keresta can take 3 legendary actions, choosing from the options below. Only one legendary
Shifter
Legacy
This doesn't reflect the latest rules and lore.
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Species
Eberron: Rising from the Last War
can’t fully change shape, they can temporarily enhance their animalistic features — a state they call shifting. Each shifter walks on the knife’s edge between the wilds and the
shifter might be a massive brute built like a bear. While a shifter’s appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral
Monsters
Fizban's Treasury of Dragons
ancient dragon turtle is a mythic creature akin to a greatwyrm, combining the power of multiple echoes from across the worlds of the Material Plane. Such a creature can be as large as an island— and
suffer my displeasure. (Lawful or Evil)
5
Preservation. I am the ocean’s steward, tending reefs and waters to ensure that they remain unspoiled. (Lawful)
6
Eradication. The peoples of