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                        Returning 35 results for 'can wavering revelation'.
                    
                
                        
                            
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                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     ft. or range 120 ft., one target. Hit: 20 (3d10 + 4);{"diceNotation":"3d10+4", "rollType":"damage", "rollAction":"Arcane Burst", "rollDamageType":"radiant"} radiant damage.
Overwhelming Revelation
                                                
                                            
                                                
                                                     (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Overwhelming Revelation"}. The diviner magically creates a burst of illumination in a 10-foot-radius sphere centered on a point
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     veiled presence fails a saving throw, it can choose to succeed instead.Multiattack. The veiled presence makes two Blade of Judgment attacks and can use Revelation.
Blade of Judgment. Melee or Ranged
                                                
                                            
                                                
                                                    ":"radiant"} radiant damage. If the target is a creature, it must succeed on a DC 22 Charisma saving throw, or on its next turn, it can either move or take an action, but not both.
Revelation. The veiled
                                                
                                            
                                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     turns. The memory web can grapple only one creature at a time.A memory web is a living web that resembles an ordinary web spun by an ettercap, a giant spider, or another oversized arachnid. Memory
                                                
                                            
                                                
                                                     can continue to feed on a corpse’s memories for days after its death.
If a memory web is slain, any memories it consumed over the last day are discharged from its body in a telepathic deluge
                                                
                                            
                                        
                                                    Blur
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
                                                
                                            
                                        
                                                    Sea Hag
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes
                                                
                                            
                                                
                                                    Amphibious. The hag can breathe air and water.
Horrific Appearance. Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw
                                                
                                            
                                        
                                                    Sea Hag (Coven Variant)
                                                    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes
                                                
                                            
                                                
                                                    Amphibious. The hag can breathe air and water.
Horrific Appearance. Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw
                                                
                                            
                                        
                                                    Hermit
                                                    
    
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                                                     Backgrounds
                                                    Player’s Handbook (2014)
                                                    
                                                
                                            
                                                     changed to allow you to end your solitude? You can work with your DM to determine the exact nature of your seclusion, or you can choose or roll on the table below to determine the reason behind your
                                                
                                            
                                                
                                                     significance.
Feature: Discovery
The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your
                                                
                                            
                                        
                                                     Species
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     sensations or visions of the past to come rushing back.
Rather than sleeping, reborn regularly sit and dwell on the past, hoping for some revelation of what came before. Most of the time, these are dark
                                                
                                            
                                                
                                                    ?
4
A memory brings with it the voice of someone once close to you. How do they advise you?
5
You recall enjoying something that you can’t stand doing now. What is it? Why don’t
                                                
                                            
                                        
                                                     Backgrounds
                                                    Sword Coast Adventurer's Guide
                                                    
                                                
                                            
                                                     member of your family, by right of birth, or it could have been left to you by a friend, a mentor, a teacher, or someone else important in your life. The revelation of your inheritance changed your life
                                                
                                            
                                                
                                                     your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret
                                                
                                            
                                        
                                                     Backgrounds
                                                    Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     belonged to a fallen comrade, a folded flag emblazoned with the symbol of your ship or company, a set of traveler’s clothes, and a belt pouch containing 10 gp
FEATURE: STEADY
You can move twice
                                                
                                            
                                                
                                                    , you can automatically find a safe route to land a boat on shore, provided such a route exists.
HARDSHIP ENDURED
Hardship in your past has forged you into an unstoppable living weapon. This
                                                
                                            
                                        
                                                     Backgrounds
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the
                                                
                                            
                                                
                                                     homeless and unfortunate. You know where to go in the Lower City and Outer City for anonymity. In these slums and alley camps, you can get a damp bed and a bad meal, but also a degree of privacy and no
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Blur 2nd-level illusion Casting Time: 1 action Range: Self Components: V Duration: Concentration, up to 1 minute Your body becomes blurred, shifting and wavering to all who can see you. For the
                                                
                                            
                                                
                                                     duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Blur 2nd-level illusion Casting Time: 1 action Range: Self Components: V Duration: Concentration, up to 1 minute Your body becomes blurred, shifting and wavering to all who can see you. For the
                                                
                                            
                                                
                                                     duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     is your spellcasting ability for it. Celestial Revelation. When you reach 3rd level, choose one of the revelation options below. Thereafter, you can use a bonus action to unleash the celestial energy
                                                
                                            
                                                
                                                     walking speed is 30 feet. Celestial Resistance. You have resistance to necrotic damage and radiant damage. Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
                                                    
                                                
                                            
                                                     session with a cliffhanger. The adventure already has one at the end of each chapter, but you can create your own cliffhanger by ending a session with an unexpected threat, twist, or revelation. When
                                                
                                            
                                                
                                                    , keeping the heroes on their toes as they stumble from one cliffhanger to the next.  A space galleon flees a world in peril Here are some things you can do to make Light of Xaryxis feel like the pulpy
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     soul to its destiny in the Underworld. For most people, Athreos embodies the greatest mysteries of existence—the terror and wonder of life’s last moment and the revelation of one’s ultimate fate in
                                                
                                            
                                                
                                                     robes and a collection of golden masks. What little can be seen of his body is unsettling, its gray flesh stretched thin over a barely human skeleton. The River Guide is never without his ancient staff
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     the orchard is saturated with demon ichor, which killed the olive trees. A character who takes a minute to examine the earth and succeeds on a DC 15 Intelligence (Nature) check can determine that the
                                                
                                            
                                                
                                                     orchard was poisoned with demon ichor, he concludes Joster Mareet is responsible but keeps his suspicions to himself. The revelation makes Sythian bitter toward the incubus and poisons their long-term relationship.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     for Floon leads to the revelation that he was caught up in a case of mistaken identity, and the characters are actually looking for two victims. The intended target was Lord Neverember’s estranged son
                                                
                                            
                                                
                                                     tavern has been closed for years, and the residence is haunted by a poltergeist that the characters can lay to rest.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     its description. You could tell the players that they see a merrow or hold up the creature’s picture from the Monster Manual. But that first moment of revelation is the best time to paint a
                                                
                                            
                                                
                                                     here: Don’t dictate a character’s actions in response to what they see. But you can touch on the feelings that the creature provokes, leaving it up to the players to describe how they respond to those
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     options for how a Rogue villain can enter your campaign: Impostor. An acquaintance isn’t who they appear to be. This nefarious individual might be using an assumed identity, or the villain could be a
                                                
                                            
                                                
                                                     card changes, either because of a revelation the villain receives about the character or because the deck reshuffles reality to spin the character’s actions into something harmful. The Rogue card’s
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer Academy
                                                    
                                                
                                            
                                                     uneventful days, except for the revelation that Saerthe is an excellent dragonchess player. Tarto continues your training to keep your edge and stave off boredom. You’ve now memorized each card in the
                                                
                                            
                                                
                                                     Wisdom (Perception) check can see a brief glint suggestive of a metallic vessel moments before it disappears behind the asteroid. If the characters send a message back to Tarto, she has a hunch that the hidden ship is a pirate vessel, since pirates are known to haunt this region of Wildspace.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     revelation, the characters receive a message via a Sending spell from Alustriel offering to provide more help once the characters are ready. If the characters don’t plan to return to Sigil, encourage them to
                                                
                                            
                                                
                                                     against teleportation magic. To reach the cave, the characters must first travel to Vecna’s Grasp. Thanks to their supernatural connection to Vecna, the characters can teleport to Vecna’s Grasp from anywhere in the multiverse.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    Quickling Quicklings rocket through haunting, twisted forests where the unseelie fey hold sway, both in the Feywild and in the world. Racing faster than the eye can track, each appears as little more
                                                
                                            
                                                
                                                     than a blurry wavering in the air. A quickling is a small, slender fey, similar to a miniature elf with sharp, feral features. Its cold, cruel eyes gleam like jewels. Live Fast, Die Young. Quicklings
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     Dragonlance: Shadow of the Dragon Queen.
 Bargaining with Gazaia Gazaia can convey the following points to the party: Corruption of Soth. Not long ago, Gazaia and her tree were verdant and thriving. A
                                                
                                            
                                                
                                                     guilty that she didn’t defend her charge. Regardless of the characters’ reaction to this revelation, learning it counts as a secret for the purposes of the Power of Secrets rules in this book’s
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    .
 Unless the target is surprised or the revelation of the hag’s true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a
                                                
                                            
                                                
                                                    . Although a sea hag can hide her true form under a veil of illusion, the hag is cursed to forever appear ugly. Her illusory form appears haggard at best. Covens. A sea hag that is part of a coven
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    , they can fan that spark to bring light, healing, and heavenly fury. Aasimar can arise among any population of mortals. They resemble their parents, but they live for up to 160 years and have features
                                                
                                            
                                                
                                                     rolled. Once you use this trait, you can’t use it again until you finish a Long Rest. Light Bearer. You know the Light cantrip. Charisma is your spellcasting ability for it. Celestial Revelation. When you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     my Sanctum Numerum, where any problem can be solved. I beseech thee, travelers, what numerical enigmas plague thee?”
 The eleven modrons stationed here act as a mathematical calculator for passengers
                                                
                                            
                                                
                                                     equations for at least 10 minutes can make a DC 25 Intelligence (Arcana) check at the end of that time. If the check fails, the character takes 3 (1d6) psychic damage and suffers a mild headache for the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     Bleeding Citadel — a celestial sanctuary trapped in Avernus. The quest for the sword forms the crux of chapter 4, leading to the revelation that Zariel can be redeemed. The characters’ success doesn’t hinge
                                                
                                            
                                                
                                                     whatever they can to free Elturel and return what’s left of it to Faerûn. To do so, they must scour Avernus for the means to destroy the Companion or break the enormous chains that shackle that city
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                     the bell as the mark of the Cult of Chaos and an omen of future turmoil. If informed about the symbol’s meaning, Fazzir finds the revelation deeply troubling. The mark washes off easily, but its stain
                                                
                                            
                                                
                                                     soldiers, including Captain Andrella, are garrisoned in the gatehouse.
 Gate. The gate features a massive oak double door. During invasions, soldiers can bar the doors with a heavy timber beam from
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     the influence of Labelas Enoreth. Or it is called the Revelation, and Araleth Letheranil is honored for its occurrence. Regardless of its label, this event marks the start of a new phase in an elf’s
                                                
                                            
                                                
                                                     experiences of other lives that are revisited during trance can be examined for lessons to be applied during one’s waking life, signs from the gods, or ways to open an elf’s perspective to other points of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     in sticky, cord-like fibers. The web then drains its victim’s memories, sapping the creature’s life force in the process. A memory web can continue to feed on a corpse’s memories for days after its
                                                
                                            
                                                
                                                     Memories    d4 Memory 
     1  The location of a powerful magic item 
   2  A secret betrayal by a beloved public figure 
   3  The details of an unfinished quest 
   4  A revelation about an impending
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                    
 Multiattack. The veiled presence makes two Blade of Judgment attacks and can use Revelation.
 Blade of Judgment. Melee or Ranged Weapon Attack: +14 to hit, reach 5 ft. or range 60 ft., one target
                                                
                                            
                                                
                                                    , but not both.
 Revelation. The veiled presence reveals a glimpse of its otherworldly nature to a creature it can see within 30 feet of itself. The target must succeed on a DC 22 Wisdom saving throw
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    , and you will see reality through new eyes. The Korranberg
 Chronicle
 Raid Reveals Cult Chaos
 The people of Fairhaven were shocked by the revelation of bizarre cult activity in the center of one of
                                                
                                            
                                                
                                                     cult isn’t a choice, it’s something you fall into due to madness. New cults can spring up anywhere, as seeds of madness take root and spread. Cults of the Dragon Below often appear as antagonists
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    , giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a
                                                
                                            
                                                
                                                     Origins   d6 Origin   1 You were exposed to the Far Realm’s warping influence. You are convinced that a tentacle is now growing on you, but no one else can see it. 2 A psychic wind from the Astral
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     Resistance (3/Day, or 4/Day in Lair). If the demilich fails a saving throw, it can choose to succeed instead.
 Undead Restoration. If the demilich is destroyed, it reforms and regains all its Hit
                                                
                                            
                                                
                                                     creature’s turn, the demilich can expend a use to take one of the following actions. The demilich regains all expended uses at the start of each of its turns.
 Energy Drain. Constitution Saving Throw
                                                
                                            
                                        





