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Returning 35 results for 'conflicts reality guide to have replaced'.
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Magic Items
Dungeon Master’s Guide
Fates card can end this curse.
Fates. Reality’s fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card’s magic as soon as
magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. If you have a Bastion (see the Dungeon Master’s
Graz'zt
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
Zelatar, found within his Abyssal domain of Azzatar. Graz’zt’s maddening influence radiates outward in a tangible ripple, warping reality around him. Given enough time in a single location
frequent conflicts and coupling, mirroring the behavior that occurs during their mating seasons.
If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23
Monsters
Mordenkainen Presents: Monsters of the Multiverse
demonic nature of the alkilith, making what should be a dire warning appear strange but otherwise innocuous. Wherever alkiliths take root, they weaken the fabric of reality, creating a portal through
becomes a portal to that plane (see “Planar Portals” in the Dungeon Master’s Guide).
Alkiliths spring from cast-off bits of the hideous, shuddering body of Juiblex. They gradually become
Monsters
Eberron: Rising from the Last War
, if available, to move as far as its speed allows away from Belashyrra.
Rend Reality (Costs 3 Actions). Belashyrra rips at the bonds of reality in its immediate area. Each creature within 10 feet of
Belashyrra must succeed on a DC 22 Constitution saving throw or take 19 (3d12);{"diceNotation":"3d12","rollType":"damage","rollAction":"Rend Reality","rollDamageType":"force"} force damage and gain
Fraz-Urb'luu
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
’s Guide for more on madness.
Madness of Fraz-Urb’luu
d100
Flaw (lasts until cured)
01–20
“I never let anyone know the truth about my actions or
elaborate fantasies that have no bearing on reality. When I return my focus to the world, I have a hard time remembering that it was just a daydream.”
61–80
“I convince myself that
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Argent Palace, a grandiose structure in the city of Zelatar, found within his abyssal domain of Azzagrat. Graz’zt’s demonic influence radiates outward in a tangible ripple, warping reality
:
Agitated Beasts. Wild beasts within 6 miles of the lair break into frequent conflicts and coupling, mirroring the behavior that occurs during their mating seasons.
Beguiling Realm. Within 6 miles of
Magic Items
Vecna: Eve of Ruin
(see the Dungeon Master’s Guide for options):
1 minor beneficial property
1 major beneficial property
1 minor detrimental property
Perfect Disguise. While attuned to the crown, you can
chosen creature’s appearance exactly, including its voice. Your size and speed are replaced by the chosen creature’s. You otherwise retain your own game statistics. While in this new form
Monsters
Quests from the Infinite Staircase
creature to take his place.
If the creature accepts, it is transformed into a noble djinni. The creature’s game statistics are replaced by those of Nafas (including this trait), though it
typically reserves the Wish spell for creatures he deems worthy of its gifts, he isn’t above leveraging that power against formidable threats, rewriting reality to forcibly tilt the scales in his
Zuggtmoy
Legacy
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Monsters
Out of the Abyss
madness, which is a character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness.
Madness of Zuggtmoy
d100
Flaw (lasts until cured)
01–20
.”
41–60
“I see an altered version of reality, with my mind convincing itself that things are true even in the face of overwhelming evidence to the contrary.”
61–80
Magic Items
The Book of Many Things
*
65
Warrior
66
Well
67–00
Roll again
*Found in the Deck of Many Things as depicted in the Dungeon Master’s Guide
Aberration. You gain telepathy within a range of 90
feet.
Beast. You immediately transform into a random Beast with a CR of 5 or lower. Your game statistics—including your ability scores, hit points, and possible actions—are replaced by the
Monsters
Mordenkainen's Fiendish Folio Volume 1
;symbol (death only), weird* Spell from Xanathar’s Guide to EverythingMultiattack. Ygorl makes three attacks: two with its scythe, and one with its Entropic Touch.
Scythe. Melee Weapon Attack: +14
of eternity. It has no sense of empathy or compassion, driven only to unmake so that the resulting base elements of reality can fuel the multiverse’s endless cycles of creation and destruction
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Monster Lore (p.5) The third paragraph has been replaced with the following: “The lore in this chapter represents the perspective of Volo and is mostly limited to the Forgotten Realms. In the Realms
and elsewhere in the D&D multiverse, reality is more varied than the idiosyncratic views presented here. DM, use the material that inspires you and leave the rest.”
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Character Alignment Some common misconceptions about alignment can cause conflicts between players and DMs. The following sections can help you navigate how player characters interact with alignment
evil-aligned adventurers coexist in the same party, they’re likely to have disagreements as the campaign unfolds. Many players enjoy roleplaying such conflicts, but see “Ensuring Fun for All” in
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
What Is Planescape? Planescape is the D&D multiverse and so much more. Beyond the Great Wheel cosmology (detailed in the Dungeon Master’s Guide), Planescape focuses on reality-bending adventures and
in Planescape campaigns often focus on the following themes: Backstage of Reality. Planescape adventures provide glimpses of the daily lives of unfathomable beings—like gods, angels, and demons—and how
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Unicorn Unicorns on Theros are closely tied to the mysteries of Nyx. They often appear in the dreams of those doing the work of goodly gods. In such dreams, they might guide the weary to solace, the
forlorn to joy, and the heroic to their destiny. In the waking world, they often provide the same aid, sometimes appearing to step from dreams into reality. Those who follow unicorns might find the treasures of lost heroes, hallowed ruins, or grand omens from the gods.
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
detail in the Dungeon Master’s Guide, along with other planes like the Far Realm, Negative Plane, and Positive Plane. COUPLEOFKOOKS
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Horrors and Madness Horrors on Ravnica are terror and madness personified. You can represent this reality by using the madness rules in the Dungeon Master’s Guide. Whenever a character fails a saving
Guide, with the severity depending on how many of the saving throws that character failed during the encounter, as shown on the Madness Severity table. Madness Severity Failed Saves Madness 1 Short-term 2–3 Long-term 4+ Indefinite
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
The Maze Engine Deep within the Labyrinth lies the Maze Engine — a mechanical, magically powered device capable of altering reality. Modrons refer to the device as an Orderer because it was designed
chapter 2, “Creating a Multiverse,” in the Dungeon Master’s Guide). It’s a 20-foot-diameter sphere built of 1-foot-wide bands of magically hardened and shaped bronze, engraved with arcane symbols. Gaps
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Sapphire Dragon Treasures Sapphire dragons covet items of martial significance above other treasure. Weapons and armor from epic conflicts are usually the centerpieces of a sapphire dragon’s hoard
dragon failed to protect
2 A dragonchess set with the white knights replaced by the symbols of a war god; the board is set up for the start of a new game, and the dragon has been waiting decades for
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
political intrigue, tenuous alliances, and brutal conflicts. Consider these ways to make the Last War a present reality in your campaign: The players create new characters who live during a specific phase of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, traps, puzzles, and conflicts. When you design an adventure, you call the shots. You do things exactly the way you want to. Fundamentally, adventures are stories. An adventure shares many of the
interaction, and combat into a unified whole that meets the needs of your players and your campaign. But it’s more than that. The basic elements of good storytelling should guide you throughout this process, so your players experience the adventure as a story and not a disjointed series of encounters.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
their way here. Alternatively, three of the party’s companions can guide them to Neverlight Grove. Stool, the characters’ fellow prisoner from chapter 1, is a myconid sprout from the grove, captured by
the drow before Zuggtmoy began exerting her influence over the myconids here. Although not knowledgeable about the Underdark, Stool has an innate sense of where its home lies and can guide the party
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Planes of Existence Eberron is part of the Great Wheel of the multiverse, as described in the Player’s Handbook and the Dungeon Master’s Guide. At the same time, it is fundamentally apart from the
altered reality. As such, venturing beneath the surface of Eberron can lead you to a network of caverns and passages, and if you find the right passage, it can take you to fantastic and deadly places inhabited by fiends, aberrations, and other children of Khyber. Planes of Existence View Larger Version
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Lich Deathless Master of Magic Habitat: Any; Treasure: Arcana Viko Menezes An ancient lich and her ghast gravecaller attendants warp reality with forbidden magic Some nefarious magic-users carry out
into an insidious inferno that burns a mage hollow until only the desire for more magical power remains.
—Rudolph van Richten,
Van Richten’s Guide to Liches
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
in a tangible ripple, warping reality around him. Given enough time in a single location, Graz’zt can twist it with his madness. Graz’zt’s lair is a den of ostentation and hedonism. It is adorned with
conflicts and coupling, mirroring the behavior that occurs during their mating seasons. If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
in a tangible ripple, warping reality around him. Given enough time in a single location, Graz’zt can twist it with his madness. Graz’zt’s lair is a den of ostentation and hedonism. It is adorned with
frequent conflicts and coupling, mirroring the behavior that occurs during their mating seasons. If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
launched an assault on the sea elf city of Myth Nantar! Outrageous!
During these conflicts, each of you have assisted the Turmish in driving these foul undead creatures away, and in this endeavor you
strangeness remains unknown. The Turmish and Thayans are too busy with their conflicts to notice, and so it is up to you brave heroes to travel into the darkening and discover what evil has come to reside so
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
cultists hasten to gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide the blazing star spawn into the world. The cultists who blaspheme reality by
Compendium
- Sources->Dungeons & Dragons->Monster Manual
table to inspire a druid’s magical practices. Druid Traditions 1d6 The Druid Is... 1 An avenger who strikes against destructive civilizations and those who abuse nature. 2 A guide who aids
manufactured disasters. 5 Part of a loose organization that adheres to timeless rituals and guards natural secrets. 6 A warden who minds the underpinnings of reality and protects against extraplanar
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, Vendri supports them. Use her suggestions and orders to guide the characters toward infiltrating the flying citadel once they have the help of Clystran’s dragonnels—a plan that becomes reality in the “Dragonnel Reinforcements” section.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
or villain might be replaced by cascading catastrophes like those brought about by a meteor strike or volcanic eruption. Regardless of a hero’s power, the best-timed critical hit or the most powerful
breaks down. There are no inns to sleep in, healers are few or overtaxed, and anarchy rises as governments crumble. Environmental hazards, such as those in the Dungeon Master’s Guide, might be extreme
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, which is a character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness. Madness of Fraz-Urb’luu d100 Flaw (lasts until cured) 01–20 “I never let anyone know the truth
have no bearing on reality. When I return my focus to the world, I have a hard time remembering that it was just a daydream.” 61–80 “I convince myself that things are true, even in the face of
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
The Dark Powers Unfathomable, hidden forces manipulate life, death, and reality within Ravenloft. These mysterious, deathless beings are the architects of the Domains of Dread, and have secreted
entities, discourse regarding the Dark Powers remains the province of soothsayers, obsessed scholars, and otherworldly beings. Anyone who spreads tales of sinister forces manipulating reality is
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
replaced by a council of three prominent citizens, elected every two years. However, the recent abdication of one councilor and the town’s growing size have prompted the townsfolk to decide that it’s
and potential conflicts of interest. The characters can become involved in the mayoral debate if the players wish. If they don’t, wrap it up and let the characters interact with the townsfolk as they
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
let a falsehood told in front of her go unpunished. Whether she actually intervenes is unclear, but conflicts that play out this way are often resolved peacefully, without a need for the justice system
god’s largest and grandest place of worship on Theros. It is kept in perfect repair, and worn or damaged pieces of the structure are quickly replaced. During an enormous earthquake, many of the structures