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Returning 35 results for 'change 2 creative a multiverse'.
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Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Chapter 2: Creating a Multiverse When adventurers reach higher levels, their path extends to other dimensions of reality: the planes of existence that form the multiverse. The characters might be
called on to rescue a friend from the horrific depths of the Abyss or to sail the shining waters of the River Oceanus. They can hoist a tankard with the friendly giants of Ysgard or face the chaos of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
A Change of Heart At some point as the characters explore Menzoberranzan, Grin Ousstyl confesses that his master Vizeran has not been entirely truthful with the adventurers. (If Grin didn’t accompany
doing, arrange a different battlefield for the demon lord showdown. He refuses to go along with any effort to leave the talisman in Menzoberranzan. If the characters intend to place the dark heart as
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Appendix A: The Multiverse This appendix provides an overview of the multiverse, the overarching reality that encompasses D&D’s countless worlds and adventures. These realms are explored in greater
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
2: Choose a Feat Choose one feat from the Origin category. See the Player’s Handbook for examples of Origin feats.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
2: Choose a Feat Choose one feat from the Origin category. See the Player’s Handbook for examples of Origin feats.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
2. Choose a Class bruenor Every adventurer is a member of a class. Class broadly describes a character’s vocation, what special talents he or she possesses, and the tactics he or she is most likely
to employ when exploring a dungeon, fighting monsters, or engaging in a tense negotiation. The character classes are described in chapter 3, "Classes." Your character receives a number of benefits
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
2. Choose a Class Every adventurer is a member of a class. Class broadly describes a character’s vocation, what special talents he or she possesses, and the tactics he or she is most likely to employ
, which is +2 for a 1st-level character. Your proficiency bonus applies to many of the numbers you’ll be recording on your character sheet:
Attack rolls using weapons you’re proficient with Attack
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Chapter 2: Creating a Character DMITRY BURMAK World-traveling explorers Hank, Bobby, Sheila, Diana, and
Presto stand on the threshold of their next adventure You can make a character for Dungeons
background (such as Sailor or Acolyte), and a species (such as Human or Elf). You also invent the personality and appearance of your character. Once completed, your character serves as your avatar in the D&D multiverse.
Spells
Player’s Handbook
change the conditions again. When the spell ends, the weather gradually returns to normal.
When you change the weather conditions, find a current condition on the following tables and change its
stage by one, up or down. When changing the wind, you can change its direction.
Precipitation
Stage
Condition
1
Clear
2
Light clouds
3
Overcast or ground fog
4
Rain
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
with it. The wand deals an extra 2d12 Necrotic damage on a hit.
Random Properties. The Wand of Orcus has the following random properties:
2 minor beneficial properties
1 major beneficial property
Magic Items
Dungeon Master’s Guide
While wearing this cloak, you can take a Bonus Action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the
cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties.
Spells
Player’s Handbook
away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.
Any creature in the Line must spend 2 feet of movement for every 1 foot it moves
wildly and has a 50 percent chance to extinguish them.
As a Bonus Action on your later turns, you can change the direction in which the Line blasts from you.
Magic Items
Dungeon Master’s Guide
As a Bonus Action, you can transform this walking cane into an ordinary Longsword or change the Longsword back into a walking cane. In either case, you must be holding the item.
Magic Items
Dungeon Master’s Guide
The definitive treatise on all that is good in the multiverse, the Book of Exalted Deeds figures prominently in many religions. Rather than being a scripture devoted to a particular faith, the book
after you spend the requisite amount of time reading and studying the book.
Divine Wisdom. After you spend the requisite amount of time reading and studying the book, your Wisdom increases by 2, to a
Magic Items
Dungeon Master’s Guide
While wearing this pendant, you gain the following benefits.
Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a
successful one.
Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores.
Spells
Player’s Handbook
.
Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed.
Change Appearance. You alter your appearance. You decide
another species, though none of your statistics change. You can’t appear as a creature of a different size, and your basic shape stays the same; if you’re bipedal, you can’t use this
Magic Items
Dungeon Master’s Guide
This item functions as a Pole. While holding it, you can take a Magic action to collapse it into a 1-foot-long rod for ease of storage (the pole’s weight doesn’t change) or cause the 1-foot-long rod to revert to a Pole. The rod elongates only as far as the surrounding space allows.
Magic Items
Dungeon Master’s Guide
by any means while your soul remains imprisoned.
Adjusted Ability Scores. One ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to
multiverse.
A creature attuned to the book for 100 years can unearth a phrase hidden in the original text that, when translated to Celestial and spoken aloud, destroys both the speaker and the book in a
Magic Items
Dungeon Master’s Guide
This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.
The sphere obliterates all matter it passes through and all matter
that passes through it. Artifacts are the exception. Unless an Artifact is susceptible to damage from a Sphere of Annihilation, it passes through the sphere unscathed. Anything else that touches the
Spells
Player’s Handbook
’s actual type. Spells and other magical effects treat the target as if it were a creature of the chosen type.
False Aura (Object). You change the way the target appears to spells and magical
effects that detect magical auras, such as Detect Magic. You can make a nonmagical object appear magical, make a magic item appear nonmagical, or change the object’s aura so that it appears to belong to a school of magic you choose.
Species
Player’s Handbook
every part of the multiverse, bringing the City of Doors’ cosmopolitanism with them.
Human Traits
Creature Type: HumanoidSize: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this speciesSpeed: 30 feet
Found throughout the multiverse, humans are as varied as they are numerous, and they endeavor to achieve as much as they can in the years they are given. Their ambition and resourcefulness are
Equipment
A Dungeoneer’s Pack contains the following items: Backpack, Caltrops, Crowbar, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torch;Torches, and Waterskin.
Equipment
A Basket holds up to 40 pounds within 2 cubic feet.
Spells
Player’s Handbook
A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Spells
Player’s Handbook
A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
Spells
Player’s Handbook
as other spells, that might change the results.
If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.
You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table.
Omens
Spells
Player’s Handbook
be a short phrase or cryptic rhyme. The spell doesn’t account for circumstances that might change the answer, such as the casting of other spells.
If you cast the spell more than once before
This spell puts you in contact with a god or a god’s servants. You ask one question about a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply, which might
Spells
Player’s Handbook
a number of attacks equal to half this spell’s level (round down).
Radiant Bow (Avenger Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 600 ft. Hit: 2d6 + 2 + the
You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose
Spells
Player’s Handbook
the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.
Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats
Backgrounds
Player’s Handbook
odd jobs and services in exchange for access to their libraries. You whiled away many a long evening studying books and scrolls, learning the lore of the multiverse—even the rudiments of magic—and your mind yearns for more.
Ability Scores: Constitution, Intelligence, WisdomFeat: Magic Initiate (Wizard)Skill Proficiencies: Arcana and HistoryTool Proficiency: Calligrapher's SuppliesEquipment: Choose A or B
Spells
Player’s Handbook
You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or
(no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the
Equipment
A Diplomat’s Pack contains the following items: Chest, Fine Clothes, Ink, 5 Ink Pen;Ink Pens, Lamp, 2 Map or Scroll Case;Map or Scroll Cases, 4 flasks of Oil, 5 sheets of Paper, 5 sheets of Parchment, Perfume, and Tinderbox.
Spells
Player’s Handbook
portal is open on only one side (you choose which). Anything entering the open side of a portal exits from the open side of the other portal as if the two were adjacent to each other. As a Bonus Action, you can change the facing of the open sides.
You create linked teleportation portals. Choose two Large, unoccupied spaces on the ground that you can see, one space within range and the other one within 10 feet of you. A circular portal opens in
Spells
Player’s Handbook
and deals an extra 1d4 damage of the chosen type when it hits.
Using a Higher-Level Spell Slot. If you use a level 5–6 spell slot, the bonus to attack rolls increases to +2, and the extra damage
A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. For the duration, the weapon has a +1 bonus to attack rolls
Spells
Player’s Handbook
opaque, such as a bowl or helm, blocks the Darkness.
If any of this spell’s area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.
For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can’t see through it, and nonmagical light can’t illuminate it






