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Returning 35 results for 'confusion realms grace to have reborn'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
no material components and using Charisma as the spellcasting ability (spell save DC 11):
At will: dancing lights, darkness
1/day each: confusion, faerie fireA draegloth is a demon created by an elf
mouth full of sharp teeth.
Among the drow noble houses of Menzoberranzan in the Forgotten Realms, a high priestess’s successful creation of a draegloth is seen as a sign of Lolth’s favor
Monsters
Eberron: Rising from the Last War
missile, shield, sleep
2nd level (3 slots): blur, detect thoughts, mirror image
3rd level (3 slots): animate dead, counterspell, fireball, fly, lightning bolt
4th level (3 slots): blight, confusion
Death.
Trapped in Undeath. When Minara restored Erandis as a lich, she hid her daughter’s phylactery, weaving enchantments into it that cause Erandis to be reborn in a random safe haven after she
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
letting the thermals hold them aloft. In battle, they prove dynamic and acrobatic fliers, moving with remarkable speed and grace, diving to lash opponents with weapons or talons before turning and flying
. The eldest acts as leader with the support of a shaman.
AARAKOCRA IN THE FORGOTTEN REALMS
Never well established in Faerûn, aarakocra have only four major colonies: in the Star Mounts
Half-Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
marked by an easy grace—an elvish grace, Flint would have said; yet the man’s body had the thickness and tight muscles of a human, while the facial hair was definitely humankind’s. All
friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as
Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
.
— Margaret Weis & Tracy Hickman, Dragons of Autumn Twilight
Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of
magic, art and artistry, music and poetry, and the good things of the world.
Slender and Graceful
With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
marked by an easy grace — an elvish grace, Flint would have said; yet the man’s body had the thickness and tight muscles of a human, while the facial hair was definitely humankind’s. All the dwarf
. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
marked by an easy grace — an elvish grace, Flint would have said; yet the man’s body had the thickness and tight muscles of a human, while the facial hair was definitely humankind’s. All the dwarf
. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
marked by an easy grace — an elvish grace, Flint would have said; yet the man’s body had the thickness and tight muscles of a human, while the facial hair was definitely humankind’s. All the dwarf
. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
marked by an easy grace — an elvish grace, Flint would have said; yet the man’s body had the thickness and tight muscles of a human, while the facial hair was definitely humankind’s. All the dwarf
. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
to live their lives at a slower pace than smaller folk. They often speak slowly and avoid rushing into decisions. Adding potential confusion to their interactions with smaller races, giants are often
comically out of touch with happenings in the wider world, keeping a store of knowledge about Humanoid realms and peoples that was already outdated when they learned it as children. The Ancient
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
to live their lives at a slower pace than smaller folk. They often speak slowly and avoid rushing into decisions. Adding potential confusion to their interactions with smaller races, giants are often
comically out of touch with happenings in the wider world, keeping a store of knowledge about Humanoid realms and peoples that was already outdated when they learned it as children. The Ancient
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, and the relatively small stature of present-day humans is a mark of their degeneracy. Others imagine remote realms—cloud castles or lost continents—where Brobdingnagian people dwell, set apart from
live apart in remote steadings, undersea palaces, subterranean realms, and flying citadels. Bigby Presents: Glory of the Giants explores giants’ role in D&D and their realms across the worlds. It delves
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, and the relatively small stature of present-day humans is a mark of their degeneracy. Others imagine remote realms—cloud castles or lost continents—where Brobdingnagian people dwell, set apart from
live apart in remote steadings, undersea palaces, subterranean realms, and flying citadels. Bigby Presents: Glory of the Giants explores giants’ role in D&D and their realms across the worlds. It delves
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Spring Eladrin Their hearts filled with joy, spring eladrin cavort through their sylvan realms, their songs and laughter filling the air. These playful eladrin beguile other creatures to fill them
innately cast the following spells, requiring no material components:
At will: charm person, Tasha’s hideous laughter
3/day each: confusion, enthrall, suggestion
1/day each: hallucinatory terrain
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Spring Eladrin Their hearts filled with joy, spring eladrin cavort through their sylvan realms, their songs and laughter filling the air. These playful eladrin beguile other creatures to fill them
innately cast the following spells, requiring no material components:
At will: charm person, Tasha’s hideous laughter
3/day each: confusion, enthrall, suggestion
1/day each: hallucinatory terrain
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Patrons in the Realms The gods are far from the only forces at work in the Realms, and ambitious warlocks have many potential patrons able to offer them arcane power. The Archfey In the vast
wilderness of the Realms one can still find connections to the Feywild. These are fey crossings, places of mysterious natural beauty in the world that have a near-perfect mirror in the Feywild. You can pass
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Patrons in the Realms The gods are far from the only forces at work in the Realms, and ambitious warlocks have many potential patrons able to offer them arcane power. The Archfey In the vast
wilderness of the Realms one can still find connections to the Feywild. These are fey crossings, places of mysterious natural beauty in the world that have a near-perfect mirror in the Feywild. You can pass
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
plane to plane. A being of consummate mutability and infinite grace, Corellon was a god like no other — able to take the form of a chuckling stream, a teasing breeze, an incandescent beam, a cavorting
creator’s disappointment. Then the soul emerges from Arvandor, to be reborn into a lissome, graceful body that lives for an incredibly long time — evidence that their creator holds a love for them that, deep down, is boundless.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
plane to plane. A being of consummate mutability and infinite grace, Corellon was a god like no other — able to take the form of a chuckling stream, a teasing breeze, an incandescent beam, a cavorting
creator’s disappointment. Then the soul emerges from Arvandor, to be reborn into a lissome, graceful body that lives for an incredibly long time — evidence that their creator holds a love for them that, deep down, is boundless.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
realms yet adrift in the Astral Plane. Though no one has discovered such a place, it is beyond dispute that an empire as vast as the illithids’ built great cities and other edifices. Most sages, however
, command, comprehend languages, sanctuary
2nd level (3 slots): crown of madness, phantasmal force, see invisibility
3rd level (3 slots): clairvoyance, fear, meld into stone
4th level (3 slots): confusion, stone shape
5th level (2 slots): scrying, telekinesis
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Dragonbait Dragonbait is a champion of good and a saurial — a race that originated on a distant world and whose members have long lives. Very few saurials dwell in the Forgotten Realms, and no
communicate emotions. To be understood by most speaking creatures, he must “shout” a scent. Dragonbait’s known scents include: brimstone (confusion), roses (sadness), lemon (pleasure or joy), baked
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
red eyes, a doglike snout, and a mouth full of sharp teeth. Among the drow noble houses of Menzoberranzan in the Forgotten Realms, a high priestess’s successful creation of a draegloth is seen as a sign
(2d10 + 5) slashing damage.
Spellcasting. The draegloth casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 11):
At will: dancing lights, darkness
1/day each: confusion, faerie fire
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
red eyes, a doglike snout, and a mouth full of sharp teeth. Among the drow noble houses of Menzoberranzan in the Forgotten Realms, a high priestess’s successful creation of a draegloth is seen as a sign
(2d10 + 5) slashing damage.
Spellcasting. The draegloth casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 11):
At will: dancing lights, darkness
1/day each: confusion, faerie fire
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Dragonbait Dragonbait is a champion of good and a saurial — a race that originated on a distant world and whose members have long lives. Very few saurials dwell in the Forgotten Realms, and no
communicate emotions. To be understood by most speaking creatures, he must “shout” a scent. Dragonbait’s known scents include: brimstone (confusion), roses (sadness), lemon (pleasure or joy), baked
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
realms yet adrift in the Astral Plane. Though no one has discovered such a place, it is beyond dispute that an empire as vast as the illithids’ built great cities and other edifices. Most sages, however
, command, comprehend languages, sanctuary
2nd level (3 slots): crown of madness, phantasmal force, see invisibility
3rd level (3 slots): clairvoyance, fear, meld into stone
4th level (3 slots): confusion, stone shape
5th level (2 slots): scrying, telekinesis
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
accumulates changes to its form due to interaction with the energies of the Abyss. These long-lived demons often become demon lords, beings of such power that they can hold sway over entire realms within the
seemingly obliterated in a battle (perhaps to be reborn in another location). For this reason, imposing a sense of order on the relationship between the Abyss’s layers is a fool’s errand. All that can be
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
accumulates changes to its form due to interaction with the energies of the Abyss. These long-lived demons often become demon lords, beings of such power that they can hold sway over entire realms within the
seemingly obliterated in a battle (perhaps to be reborn in another location). For this reason, imposing a sense of order on the relationship between the Abyss’s layers is a fool’s errand. All that can be
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Unicorn Unicorns dwell in enchanted forests. Unrelated to the horses it resembles, a unicorn is a celestial creature that wanders sylvan realms, its white form glimmering like starlight. A unicorn’s
stays by the champion, its horn shining brightly to drive back the night. However, if the gods’ champion falls from grace or turns from the cause of righteousness and good, the unicorn departs, never to return.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Unicorn Unicorns dwell in enchanted forests. Unrelated to the horses it resembles, a unicorn is a celestial creature that wanders sylvan realms, its white form glimmering like starlight. A unicorn’s
stays by the champion, its horn shining brightly to drive back the night. However, if the gods’ champion falls from grace or turns from the cause of righteousness and good, the unicorn departs, never to return.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
prying eyes. TENDAYS AND THE ROLL OF YEARS
In the Forgotten Realms setting, a week is ten days long and is referred to as a tenday. There are three tendays per month, and twelve months in a year. For
more information on the calendar of the Forgotten Realms, see “The Calendar of Harptos” sidebar in chapter 1 of the Dungeon Master’s Guide.
This adventure isn’t set at a specific time but is assumed
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
prying eyes. TENDAYS AND THE ROLL OF YEARS
In the Forgotten Realms setting, a week is ten days long and is referred to as a tenday. There are three tendays per month, and twelve months in a year. For
more information on the calendar of the Forgotten Realms, see “The Calendar of Harptos” sidebar in chapter 1 of the Dungeon Master’s Guide.
This adventure isn’t set at a specific time but is assumed
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Undeath. When Minara restored Erandis as a lich, she hid her daughter’s phylactery, weaving enchantments into it that cause Erandis to be reborn in a random safe haven after she is destroyed. Thus, even
(3 slots): animate dead, counterspell, fireball, fly, lightning bolt
4th level (3 slots): blight, confusion, polymorph
5th level (3 slots): cloudkill, cone of cold, hold monster, scrying
6th
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Undeath. When Minara restored Erandis as a lich, she hid her daughter’s phylactery, weaving enchantments into it that cause Erandis to be reborn in a random safe haven after she is destroyed. Thus, even
(3 slots): animate dead, counterspell, fireball, fly, lightning bolt
4th level (3 slots): blight, confusion, polymorph
5th level (3 slots): cloudkill, cone of cold, hold monster, scrying
6th
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
on the same creature again. Devil’s Sight You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. Dreadful Word Prerequisite: 7th level You can cast confusion once
, whenever you take the Attack action on your turn. Visions of Distant Realms Prerequisite: 15th level You can cast arcane eye at will, without expending a spell slot. Voice of the Chain Master
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
on the same creature again. Devil’s Sight You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. Dreadful Word Prerequisite: 7th level You can cast confusion once
, whenever you take the Attack action on your turn. Visions of Distant Realms Prerequisite: 15th level You can cast arcane eye at will, without expending a spell slot. Voice of the Chain Master