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Returning 35 results for 'conflict reality guilds to have realms'.
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Monsters
Van Richten’s Guide to Ravenloft
end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.
Reality-Stealing Hex (Recharge 5–6
);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Reality-Stealing Hex"}. The horror expels a wave of perception-distorting energy. Each creature within 30 feet of the horror must make a DC
Monsters
Van Richten’s Guide to Ravenloft
on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.
Reality-Stealing Hex (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge
","rollAction":"Reality-Stealing Hex"}. The horror expels a wave of perception-distorting energy. Each creature within 30 feet of the horror must make a DC 15 Wisdom saving throw. On a failed save, the
Monsters
Van Richten’s Guide to Ravenloft
failure, the target is petrified until freed by the greater restoration spell or other magic.
Reality-Stealing Hex (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Reality
);{"diceNotation":"5d8","rollType":"damage","rollAction":"Reality-Stealing Hex","rollDamageType":"psychic"} psychic damage and is deafened until the end of its next turn. If the saving throw fails by 5 or
Monsters
Van Richten’s Guide to Ravenloft
magic.
Reality-Stealing Hex (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Reality-Stealing Hex"}. The horror expels a wave of perception-distorting energy. Each creature
within 30 feet of the horror must make a DC 15 Wisdom saving throw. On a failed save, the target takes 22 (5d8);{"diceNotation":"5d8","rollType":"damage","rollAction":"Reality-Stealing Hex
Monsters
Van Richten’s Guide to Ravenloft
. On a failure, the target is petrified until freed by the greater restoration spell or other magic.
Reality-Stealing Hex (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction
":"Reality-Stealing Hex"}. The horror expels a wave of perception-distorting energy. Each creature within 30 feet of the horror must make a DC 15 Wisdom saving throw. On a failed save, the target takes 22
Monsters
Van Richten’s Guide to Ravenloft
.
Star Spawn Emissary
Few understand the full hungry hostility of the multiverse. Star spawn emissaries are the fingers of alien realms, digits that tip the scales of reality toward terror. Heralded by
that area.An emissary’s greater form sheds all pretense of being part of a plane’s reality and openly mocks it. A destructive titan, this form rises in a 25-foot-tall pillar of violent flesh
Classes
Xanathar's Guide to Everything
Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes for a natural
alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are
Classes
Xanathar's Guide to Everything
Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes for a natural
alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are
Monsters
Van Richten’s Guide to Ravenloft
emissaries are the fingers of alien realms, digits that tip the scales of reality toward terror. Heralded by ominous astrological events, these ravenous invaders make worlds ready for unimaginable masters or
distant, greater manifestations of themselves. Employing their malleable forms, emissaries work to undermine perceptions of order, trust, and reality on global scales, readying worlds for sanity
Classes
Tasha’s Cauldron of Everything
The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to
Cyrrollalee
Halfling
Eldath
Forgotten Realms
Gaerdal Ironhand
Gnomish
Paladine
Dragonlance
Rao
Greyhawk
Classes
Tasha’s Cauldron of Everything
The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to
Cyrrollalee
Halfling
Eldath
Forgotten Realms
Gaerdal Ironhand
Gnomish
Paladine
Dragonlance
Rao
Greyhawk
Classes
Sword Coast Adventurer's Guide
, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.
The gods
of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Realms, deities of this domain include Azuth and Mystra, as well as Corellon Larethian
Classes
Tasha’s Cauldron of Everything
. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves’ guilds value them as highly effective information gatherers and
spies.
Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many
Classes
Tasha’s Cauldron of Everything
. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves’ guilds value them as highly effective information gatherers and
spies.
Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many
Backgrounds
Sword Coast Adventurer's Guide
Before you became an adventurer, your life was already full of conflict and excitement, because you made a living tracking down people for pay. Unlike some people who collect bounties, though, you
the doings of thieves’ guilds and street gangs. You might be a “velvet mask” bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that
Monsters
Planescape: Adventures in the Multiverse
the far-flung past and inscrutable future of the multiverse. Many of these rare scholars of the profane seek to manipulate reality on a grand scale, while others unleash horrific experiments on the
while, baernaloths are disturbingly detached, observing their victims’ agony without emotion.A Baernaloth’s Lair
Whether in the hopeless realms of Hades or on the rare occasion they lurk
Backgrounds
Guildmasters’ Guide to Ravnica
fervent desire to share the joy you have experienced with Ravnica. Along with the rest of the conclave, you are committed to resisting the ambitions of the other guilds — with military force if
always straining to peer into another reality that seems to be just beyond my senses.
5
I’m uneasy if I can’t see plants growing or feel soil beneath my feet.
6
Seeing illness
races
To allow one’s mind to touch the planes is the ultimate dream of many an arcane spellcaster, and nowhere has that dream come closer to reality than in the lost city of Ulmyr’s Gate
Ethereal Plane. Instead, their magic tore a gaping rift in the fabric of reality, and in an instant the entire city was tipped into the void between worlds. Ulmyr’s Gate and all its citizens
monsters
Restoration spell or similar magic.Wayward haints are restless spirits stuck between the realms of the living and the dead. Be it a curse or an unresolved conflict from their previous life, a haint can
monsters
against each other, coming into conflict in the worlds they sought to dominate. Over time, the flying polyps abandoned the many worlds they once dwelled on. They departed for the depths of space between
the stars, driven by some unknowable urge to leave the terrestrial realms behind.
Abandoned Domains. The flying polyps once gathered in great cities. They constructed vaults deep within the earth
monsters
survived these horrors. They are capable of walking between the realms of the universe, and they constantly move, spending little time at a location.
These entities occasionally serve a god or a Great
strange refugees from it that sought to unwind time and replace this reality with their own.PoisonDimensional Flurry. A dimensional shambler can spend 3 Dimension Points to gain an extra use of
Tiefling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. The reality is that a tiefling’s bloodline doesn’t affect their personality. They are gifted with magic from the infernal realms but chart their own course in life.
classes
Sword Coast Adventurer's Guide
, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.
The gods
of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Realms, deities of this domain include Azuth and Mystra, as well as Corellon Larethian
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
decide to create a campaign where the conflicts among the ancients, like the Thousand-Year War between giants and dragons in the Forgotten Realms, are not a matter of ancient history but a present reality
doesn’t need to be important in your world, but it might have long-lasting implications. In the Forgotten Realms, giants and dragons sometimes nurse grudges against each other stemming from the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
decide to create a campaign where the conflicts among the ancients, like the Thousand-Year War between giants and dragons in the Forgotten Realms, are not a matter of ancient history but a present reality
doesn’t need to be important in your world, but it might have long-lasting implications. In the Forgotten Realms, giants and dragons sometimes nurse grudges against each other stemming from the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
or to define what could be? The perspective of substance emphasizes physical reality. In this view, math is embodied in the natural forces of the multiverse, waiting to be discovered by those with the
intellectual fortitude to delve into those secrets. Quandrix mages who embrace this view use magic to bring numerical concepts to life, creating or altering physical reality out of mathematical
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
or to define what could be? The perspective of substance emphasizes physical reality. In this view, math is embodied in the natural forces of the multiverse, waiting to be discovered by those with the
intellectual fortitude to delve into those secrets. Quandrix mages who embrace this view use magic to bring numerical concepts to life, creating or altering physical reality out of mathematical
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
History of Ravnica More than ten thousand years ago, a war tore across the world of Ravnica. Ten armies battled for control of the world in a conflict that ended with the creation of a magical
Ravnica. The text of the Guildpact spelled out specific roles for each guild within the infrastructure of Ravnica, allowing the city to grow while the guilds coexisted in relative peace. But the true
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
History of Ravnica More than ten thousand years ago, a war tore across the world of Ravnica. Ten armies battled for control of the world in a conflict that ended with the creation of a magical
Ravnica. The text of the Guildpact spelled out specific roles for each guild within the infrastructure of Ravnica, allowing the city to grow while the guilds coexisted in relative peace. But the true
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
The Material Realms The philosophical and elemental forces of reality converge to create the following planes of existence: Material Plane. Most D&D adventures take place on the Material Plane, which
holds the worlds of settings like Dragonlance, Eberron, the Forgotten Realms, and Greyhawk. There’s also room for any world your group creates. Magic and physical laws shape this plane’s diverse
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
The Material Realms The philosophical and elemental forces of reality converge to create the following planes of existence: Material Plane. Most D&D adventures take place on the Material Plane, which
holds the worlds of settings like Dragonlance, Eberron, the Forgotten Realms, and Greyhawk. There’s also room for any world your group creates. Magic and physical laws shape this plane’s diverse
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->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->Guildmasters' Guide to Ravnica
horncaller can see.
HOWARD LYON
EMMARA TANDRIS
An elf priest, Emmara Tandris is committed to pursuing peace between the guilds with all her heart, even as Trostani hesitates in self-conflict. As a
community, and she has many non-Selesnya friends aside from the Guildpact. One of the most active advocates of cooperation among the guilds, she is relying on personal connections with members of other guilds to help that effort.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
horncaller can see.
HOWARD LYON
EMMARA TANDRIS
An elf priest, Emmara Tandris is committed to pursuing peace between the guilds with all her heart, even as Trostani hesitates in self-conflict. As a
community, and she has many non-Selesnya friends aside from the Guildpact. One of the most active advocates of cooperation among the guilds, she is relying on personal connections with members of other guilds to help that effort.