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Returning 35 results for 'concept real ground to her reborn'.
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Spells
Player’s Handbook
A Large, quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature’s appearance, and it is equipped with a saddle, bit
Magic Items
Dungeon Master’s Guide
magic of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of yourself. An
real creature of its kind, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can take a Magic action to move it anywhere within 30 feet of its
Monsters
Acquisitions Incorporated
on a side and no more than 10 pounds, in his hand or on the ground in an unoccupied space he can see within 10 feet of him. The object is visibly magical, radiating dim light out to 5 feet. It
follows him as chief arcanist (and occasional arsonist) for Acquisitions Incorporated. And although his skills as an adventurer and real wizard remain highly sought after, Jim looks forward to a well
Magic Items
The Book of Many Things
yourself. When the card hits the ground, the card permanently transforms into the item or set of items depicted on its face. An altered deck of real-world playing cards can simulate the deck, as shown on the Deck of Miscellany table.
each card bears an illustration of a different item or set of items. As an action, you can draw a card of your choice from the deck and throw it to the ground in an unoccupied space within 5 feet of
Magic Items
Dragonlance: Shadow of the Dragon Queen
harmlessly floats to the ground. Once the mirror has been deactivated, it can’t be activated again until the next dawn.
If a non-Construct creature other than you sees its reflection in the activated
memories aren’t real, but rather idealized versions of those occurrences. Nearby observers can glimpse flashes of these memories if looking indirectly at the mirror.
Monsters
Fizban's Treasury of Dragons
not guarantee victory. Planning and tactics do. (Lawful)
6
Companionship. Sure, my hoard brings me great joy. But the real treasures are the guests who stop by to see it. (Good
become a young sapphire dragon;young sapphire dragon's feeding ground.
5
A young sapphire dragon and a hobgoblin warlord have become friends. The hobgoblin visits regularly to trade war stories
Adult Copper Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
valuable ores, art objects, and other oddities it has collected over its lifetime. Worthless items are put on display in open caves to tantalize treasure seekers and distract them from where the real
treasure is hidden.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
The dragon chooses a point on the ground that
Phantom Steed
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and
Ancient Copper Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
seekers and distract them from where the real treasure is hidden.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects
:
The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to
Deck of Illusions
Legacy
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Magic Items
Basic Rules (2014)
random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.
An
illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Character Names Part of your campaign style has to do with naming characters. It’s a good idea to establish some ground rules with your players at the start of a new campaign. In a group consisting
each other in flavor or concept, and they should also match the flavor of your campaign world — so should the nonplayer characters’ names and place names you create. Travok and Kairon don’t want to undertake a quest for Lord Cupcake, visit Gumdrop Island, or take down a crazy wizard named Ray.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Character Names Part of your campaign style has to do with naming characters. It’s a good idea to establish some ground rules with your players at the start of a new campaign. In a group consisting
each other in flavor or concept, and they should also match the flavor of your campaign world — so should the nonplayer characters’ names and place names you create. Travok and Kairon don’t want to undertake a quest for Lord Cupcake, visit Gumdrop Island, or take down a crazy wizard named Ray.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
-reaching power of global corporations allied with political power doesn’t just inform our own real world — it molds it. Bringing that concept of powerful corporations working with or against nobility to
villain is the head of Evil Incorporated, just begging for some market volatility. Money, as they say, makes the world go around. And as is true in real life, so it goes in the fantasy realm. The far
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
-reaching power of global corporations allied with political power doesn’t just inform our own real world — it molds it. Bringing that concept of powerful corporations working with or against nobility to
villain is the head of Evil Incorporated, just begging for some market volatility. Money, as they say, makes the world go around. And as is true in real life, so it goes in the fantasy realm. The far
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Phantom Steed 3rd-level illusion (ritual) Casting Time: 1 minute Range: 30 feet Components: V, S Duration: 1 hour A Large quasi-real, horselike creature appears on the ground in an unoccupied space
Goblin
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
Ahh, the Sly Fox. Soft beds, warm turnip pie — such pleasant memories. Alas, the tavern’s no more. Goblinoids plundered her stores and burnt her to the ground. Those heathens have no
new leader can act as the real boss. If the creature brushes aside such manipulation, the tribe falls into line behind the new tyrant—better to abide the new rule than conspire against it and be
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Phantom Steed Level 3 Illusion (Wizard) NIKKI DAWES Phantom Steed Casting Time: 1 minute or Ritual
Range: 30 feet
Components: V, S
Duration: 1 hour
A Large, quasi-real, horselike creature
appears on the ground in an unoccupied space of your choice within range. You decide the creature’s appearance, and it is equipped with a saddle, bit, and bridle. Any of the equipment created by the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Phantom Steed 3rd-level illusion (ritual) Casting Time: 1 minute Range: 30 feet Components: V, S Duration: 1 hour A Large quasi-real, horselike creature appears on the ground in an unoccupied space
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Phantom Steed 3rd-level illusion (ritual) Casting Time: 1 minute Range: 30 feet Components: V, S Duration: 1 hour A Large quasi-real, horselike creature appears on the ground in an unoccupied space
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Phantom Steed 3rd-level illusion (ritual) Casting Time: 1 minute Range: 30 feet Components: V, S Duration: 1 hour A Large quasi-real, horselike creature appears on the ground in an unoccupied space
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Phantom Steed Level 3 Illusion (Wizard) Casting Time: 1 minute or Ritual
Range: 30 feet
Components: V, S
Duration: 1 hour
A Large, quasi-real, horselike creature appears on the ground in an
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Phantom Steed Level 3 Illusion (Wizard) Casting Time: 1 minute or Ritual
Range: 30 feet
Components: V, S
Duration: 1 hour
A Large, quasi-real, horselike creature appears on the ground in an
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
masters of their environment. They show the same building talent in their traps and snares. Inside, longhouses are roomy and well ventilated. The ground is covered with reed mats, and the interior is
dry and airy. Gear hangs from pegs on the walls to keep it off the ground. Lizardfolk are especially careful with their new, steel weapons, which rust quickly when exposed to dampness. They fill small
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
. When the card hits the ground, the card permanently transforms into the item or set of items depicted on its face. An altered deck of real-world playing cards can simulate the deck, as shown on the Deck of Miscellany table.
bears an illustration of a different item or set of items. As an action, you can draw a card of your choice from the deck and throw it to the ground in an unoccupied space within 5 feet of yourself
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
masters of their environment. They show the same building talent in their traps and snares. Inside, longhouses are roomy and well ventilated. The ground is covered with reed mats, and the interior is
dry and airy. Gear hangs from pegs on the walls to keep it off the ground. Lizardfolk are especially careful with their new, steel weapons, which rust quickly when exposed to dampness. They fill small
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
. When the card hits the ground, the card permanently transforms into the item or set of items depicted on its face. An altered deck of real-world playing cards can simulate the deck, as shown on the Deck of Miscellany table.
bears an illustration of a different item or set of items. As an action, you can draw a card of your choice from the deck and throw it to the ground in an unoccupied space within 5 feet of yourself
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
lack of emotional bonding means they have no concept of marriage or permanent family relationships. Their eggs are placed in a common tribal hatchery with no effort to keep track of who each one
found in any sort of terrain that can support tunneling. In a swamp or along a coastline where digging into the soft ground is problematic, kobolds entrench themselves in dense woods, hills, or large
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
denizens. The forests are real and nourished by magic, and Halaster regularly repopulates them with birds, insects, rodents, and larger mammals. The main caverns have 100-foot-high ceilings hidden by
illusions that can’t be dispelled. These illusions begin 30 feet above ground and create the impression of open sky where high walls and ceilings should be. The illusions flawlessly duplicate the sun
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
denizens. The forests are real and nourished by magic, and Halaster regularly repopulates them with birds, insects, rodents, and larger mammals. The main caverns have 100-foot-high ceilings hidden by
illusions that can’t be dispelled. These illusions begin 30 feet above ground and create the impression of open sky where high walls and ceilings should be. The illusions flawlessly duplicate the sun
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a
point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a
point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
chrysalises develop, bulge, and pop is called the Scabbery. Not simply a disgusting moniker, the Scabbery’s name is also a reference to the way that demons reborn here emerge harder, stronger, and crueler than
’ unexplored corners, so even powerful demons don’t linger in these tunnels. Whitemarsh. Vile offal drips from the bottom of the Firehive and collects on the ground below. This boggy wetland has become a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a
point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a
point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
chrysalises develop, bulge, and pop is called the Scabbery. Not simply a disgusting moniker, the Scabbery’s name is also a reference to the way that demons reborn here emerge harder, stronger, and crueler than
’ unexplored corners, so even powerful demons don’t linger in these tunnels. Whitemarsh. Vile offal drips from the bottom of the Firehive and collects on the ground below. This boggy wetland has become a