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Returning 35 results for 'can remaining guild to have realm'.
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Magic Items
Dungeon Master’s Guide
This amulet is fashioned from a shard of resilient material originating from an otherworldly realm. While you are wearing it, you gain the following benefits.
Spellcasting Focus. You can use the
amulet as a Spellcasting Focus for your Warlock spells.
Unknown Spell. As a Magic action, you can try to cast a cantrip that you don’t know. The cantrip must be on the Warlock spell list and have
Spells
Player’s Handbook
You open a gateway to the Far Realm, a region infested with unspeakable horrors. A 20-foot-radius Sphere of Darkness appears, centered on a point with range and lasting for the duration. The Sphere
is Difficult Terrain, and it is filled with strange whispers and slurping noises, which can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully
Spells
Player’s Handbook
a Magic action followed by a 1-minute transformation.
If a target is in cloud form and flying when the effect ends, the target descends 60 feet per round for 1 minute until it lands, which it does safely. If it can’t land after 1 minute, it falls the remaining distance.
can hover; it has Immunity to the Prone condition; and it has Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic
Classes
Player’s Handbook
Channel Cosmic Forces of Order
The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it—a plane of existence shaped entirely by clockwork
March. Whatever its origin within you, the power of order can seem strange to others, but for you, it’s part of a vast and glorious system.
Magic Items
Dungeon Master’s Guide
tome are filled with indecipherable scrawls. The remaining pages are blank.
While attuned to this item, you can use it as a Spellbook and an Arcane Focus. In addition, while holding the tome, you can
take a Bonus Action to cast a spell you have written in this tome, without expending a spell slot or using any Verbal or Somatic components. Once used, this property of the tome can’t be used
Classes
Player’s Handbook
Wield Unnatural Psionic Power
An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you
, or you were exposed to the Far Realm’s warping influence. Alternatively, you were implanted with a mind flayer tadpole, but your transformation into a mind flayer never occurred; now the tadpole’s psionic power is yours. However you acquired this power, your mind is aflame with it.
Monsters
Monster Manual
Restoration"} days, reviving with all its Hit Points in the Far Realm or another location chosen by the DM.
Legendary Resistance (3/Day, or 4/Day in Lair). If the aboleth fails a saving throw, it can choose
Amphibious. The aboleth can breathe air and water.
Eldritch Restoration. If destroyed, the aboleth gains a new body in 5d10;{"diceNotation":"5d10", "rollType":"roll", "rollAction":"Eldritch
Spells
Player’s Handbook
as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. If something can see the sensor, it appears as a luminous orb about the size of your fist
You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the
Magic Items
Dungeon Master’s Guide
as normal. For example, you can use 3 levels stored in the rod as a level 3 spell slot.
A newly found rod typically has 1d10 levels of spell energy stored in it. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
While holding this rod, you can take a Reaction to absorb a spell that is targeting only you and doesn’t create an area of effect. The absorbed spell’s effect is canceled, and the spell
Spells
Player’s Handbook
. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours.
Until the spell ends, you can take a
Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing
Spells
Player’s Handbook
You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of
the spell and as a Bonus Action on your later turns, you can move the hand up to 60 feet and then cause one of the following effects:
Clenched Fist. The hand strikes a target within 5 feet of it
Classes
Player’s Handbook
the influence of these beings can be felt. In no time, each Warlock is drawn into a binding pact with a powerful patron. Drawing on the ancient knowledge of beings such as angels, archfey, demons
, devils, hags, and alien entities of the Far Realm, Warlocks piece together arcane secrets to bolster their own power.
Warlocks view their patrons as resources, as means to the end of achieving magical
Magic Items
Dungeon Master’s Guide
Emanation is filled with Dim Light. Any Undead that starts its turn in that area takes 1d6 Radiant damage.
Fire Opal Flames. As long as the helm has at least one fire opal, you can take a Magic action
.
Ruby Resistance. As long as the helm has at least one ruby, you have Resistance to Fire damage.
Spells. You can cast one of the following spells (save DC 18), using one of the helm’s gems of the
Magic Items
Dungeon Master’s Guide
some fell goal.
The wand is topped with a skull that once belonged to a human hero slain by Orcus. The wand can magically change in size to better conform to the grip of its user. All Holy Water
. On a failed save, the creature dies and, if it is a Humanoid, turns into a Zombie.
Magic Weapon. You can wield the wand as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made
Magic Items
Dungeon Master’s Guide
it longs to be more than mere reference material.
Abyssal Lore. You can reference the Demonomicon whenever you make an Intelligence check to discern information about demons or a Wisdom (Survival
) check related to the Abyss. When you do so, you gain Advantage on the check.
Containment. The first ten pages of the Demonomicon are blank. As a Magic action while holding the book, you can target a
Spells
Player’s Handbook
Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.
The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it
this way, you don’t need to meet any requirements to cast that spell, including costly components. The spell simply takes effect.
Alternatively, you can create one of the following effects of
Magic Items
Guildmasters’ Guide to Ravnica
guild’s recognition and favor.
A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13
This ring, adorned with the symbol of a guild, allows you to cast one spell closely associated with that guild, as shown in the Guild Signet Spells table. A guild signet is sometimes
Magic Items
Dungeon Master’s Guide
you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.
Once a card is drawn, it disappears. Unless the card is the Fool or
97–00
97–00
Void
Each card’s effect is described below.
Balance. You can increase one of your ability scores by 2, to a maximum of 22, provided you also decrease another
Monsters
Baldur’s Gate: Descent into Avernus
Cunning Action. On each of her turns in combat, Nine-Fingers can use a bonus action to take the Dash, Disengage, or Hide action.
Dagger Thrower. Nine-Fingers adds double her proficiency bonus to the
be able to see the attacker.The current leader of the Guild, Nine-Fingers Keene, disdains flashy garb and illusion magic. She appears to the world as she is: an unassuming woman of middling age and
Monsters
Guildmasters’ Guide to Ravnica
Chameleon Skin. The hybrid has advantage on Dexterity (Stealth) checks made to hide.
Spider Climb. The hybrid can climb difficult surfaces, including upside down on ceilings, without needing to make
soldiers to help defend the guild. These hybrids (also called guardians, after the name of the project) are created from human, vedalken, and elf guild members who volunteer to be transformed.
Monsters
Guildmasters’ Guide to Ravnica
Amphibious. The hybrid can breathe air and water.Multiattack. The hybrid makes two claw attacks.
Claw. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Claw"} to hit
created soldiers to help defend the guild. These hybrids (also called guardians, after the name of the project) are created from human, vedalken, and elf guild members who volunteer to be transformed.
Monsters
Baldur’s Gate: Descent into Avernus
headquarters. In addition to hosting regular public forums in her shop, Rael tacitly oversees the Garden of Whispers, a maze of wood-and-paper screens where people from across the city can buy and sell secrets with Guild agents and each other, speaking through the barriers so as to maintain anonymity.
Cunning Action. On each of her turns in combat, Rilsa can use a bonus action to take the Dash, Disengage, or Hide action.
Focus. If Rilsa damages a creature with a weapon attack, she gains advantage
Monsters
The Book of Many Things
multiverse from the Far Realm. They drift through reality like living voids, remaining unseen while searching for souls to consume. When they strike, breath drinkers consume a victim’s personality
Incorporeal Movement. The breath drinker can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction
Monsters
Guildmasters’ Guide to Ravnica
Multiattack. The hybrid makes two javelin attacks. It can replace one javelin attack with Spit Acid.
Javelin. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit
that the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created soldiers to help defend the guild. These hybrids (also called guardians, after the
Monsters
The Book of Many Things
few words. He shares leadership of the guild with Boss Delour and has a knack for planning heists. Guild members consider him a brutal but fair leader. Some perceptive guild members—like Kathra
way he’d never experienced before. When the three of them created the Moonstalkers guild, Augustus relished his new life of crime. But over time, his passion has faded. The riches they gathered
Backgrounds
Baldur’s Gate: Descent into Avernus
might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your DM to determine the nature of your guild. You can select your guild business
adventuring and trade together.
Feature: Guild Membership
As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will
Monsters
The Book of Many Things
him dangerous. He can smile and shake someone’s hand while simultaneously plotting to ruin that person.
Expanding the guild’s activities beyond thievery was Delour’s idea. He
more complex challenges the guild can take on as it grows in power. His only real fear is exposure; the bigger and more active the Moonstalkers become, the more likely they are to attract the attention
Monsters
Waterdeep: Dungeon of the Mad Mage
Indomitable (2/Day). Derrion rerolls a failed saving throw.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, Derrion can regain 20 hit points.Multiattack. Derrion makes three
":"Greatsword","rollDamageType":"slashing"} slashing damage if Derrion has more than half of his total hit points remaining.
Shortbow. Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType
Monsters
Guildmasters’ Guide to Ravnica
guardians that ride flying creatures called gloamwings. They are fearsome agents of House Dimir, protecting the territory and interests of that guild — particularly the neighborhood of Nightveil, from which
the specters get their name. Their work can include driving off people who accidentally wander too close to a secret rooftop meeting, killing those who knowingly infiltrate Dimir property, and
Monsters
Phandelver and Below: The Shattered Obelisk
metamorphosis as the powers of the Far Realm rewrite the fundamentals of the creature’s existence.
Any creature can become a mutate and transform to exhibit physical characteristics associated
or Tentacle attacks. It can replace one of these attacks with Chitin Slam.
Bite. Melee Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft., one
Monsters
Phandelver and Below: The Shattered Obelisk
risks developing mutations. Such a creature undergoes a metamorphosis as the powers of the Far Realm rewrite the fundamentals of the creature’s existence.
Any creature can become a mutate and
influence of the Far Realm affects Humanoids, the resulting creature might be a thing of nightmares. Multitudinous webbed wings sprout haphazardly along this mutate’s body. Its skin becomes clammy and
Magic Items
Guildmasters’ Guide to Ravnica
Associated with a particular guild, a guild keyrune is a ceremonial, stylized key, about 1 foot long, made from carved stone. Not a literal key, the item is a badge of authority that gives its bearer
access to privileged places in its guild’s headquarters and outposts. At the DM’s discretion, a character might be given a keyrune upon attaining a renown score of 25 in their guild
Monsters
Phandelver and Below: The Shattered Obelisk
metamorphosis as the powers of the Far Realm rewrite the fundamentals of the creature’s existence.
Any creature can become a mutate and transform to exhibit physical characteristics associated
poisoned condition for 1 minute. While poisoned in this way, a creature can’t regain hit points.
Tail. Melee Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Tail"} to
Spells
Xanathar's Guide to Everything
Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you
four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius.
At
Monsters
Waterdeep: Dragon Heist
Indomitable (2/Day). Hrabbaz can reroll a saving throw that he fails. He must use the new roll.
Relentless Endurance (Recharges after a Long Rest). When Hrabbaz is reduced to 0 hit points but not
);{"diceNotation":"1d6","rollType":"damage","rollAction":"Morningstar","rollDamageType":"piercing"} piercing damage if Hrabbaz has more than half his hit points remaining.