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Returning 18 results for 'confusion reflections guiding to have reflect'.
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confession reflections gaining to have respect
confusion reflections giving to have reflect
conclusion reflecting gaining to have reflect
conclusion reflecting giving to have reflect
confusing reflection guiding to have reflected
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Sinister Reflections A Darklord’s memories, desires, mistakes, and evil deeds shape the domain’s twisted lands, inhabitants, and features. You need not create these in a vacuum, though. When creating
’ characters can be a source of inspiration for a Darklord. Consider a Darklord a sinister reflections of those characters. If you explore this connection, have your players create characters then
Compendium
- Sources->Dungeons & Dragons->Rrakkma
beginning of each turn or suffer the effects of confusion that round. The chart has been modified from the one in the Player’s Handbook to more accurately reflect the effects of the Far Realm. Please use
Far Realm Confusion Experiencing the Far Realm is not for the weak of mind. EVERY round the adventurers are in the Far Realm, they must each make a successful DC 15 Wisdom saving throw at the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
always with you. The Sovereign Onatar guides the hand of every smith who knows how to listen for his voice, and Dol Arrah and Dol Dorn are active on every battlefield, guiding every soldier. This
outlook means that religion is driven by faith, as opposed to the concrete actions of deities. The faithful believe that their triumphs reflect the assistance of a divine influence. They don’t expect a god
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Flumph Colors A flumph’s extremities change color to reflect its mood. The Flumph Colors and Emotions table summarizes common flumph colors and the human emotions to which they most closely
correspond. Flumph Colors and Emotions Color Emotion Blue, Dark Sadness Blue, Light Happiness Green Curiosity Magenta Unknown* Orange Confusion Pink Amusement Purple Fear Red Anger Teal Serenity Yellow
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Types of Officers If you’d like to explore running a ship, it needs officers to oversee its operations — officers who fill six different roles. Some roles aboard a ship reflect the need for trained
. Of these, though, captain is the only role that must be filled for the ship to function. A ship needs a single person to issue orders and respond to threats, otherwise a ship risks chaos and confusion
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
.
—Tales of the Fae
Faerie borrowers are tiny thieves who steal whatever they can lay their hands on to cause confusion and consternation. A faerie borrower stands less than six inches tall, with
godparent) and sometimes to harm. In the wilds of Eldraine, faerie pathlighters often serve as protectors for the lost, the glow of their guiding lanterns leading weary travelers to respite. A faerie
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
onlookers in their youth; the images grow steadily older, until the mirrors deep within the hall reflect onlookers in their twilight years. As the characters scrutinize their reflections, ask the players
using his prestidigitation cantrip, which he can cast without the verbal component. Inside the Hall of Illusions Tall mirrors line the interior walls of the tent. The mirrors near the entrance reflect
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
companies of mortal soldiers from above or fly ahead of roc-mounted skyknights. They don’t shy away from the blood, pain, and confusion of combat; rather, they immerse themselves in the shifting tides
, requiring no material components:
3/day each: compelled duel, guiding bolt (as a 5th-level spell)
1/day each: daylight, fireball (as a 6th-level spell)
Magic Resistance. The angel has advantage on
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
reflections. Creatures, objects, and energy reflect, refract, duplicate, or are transported elsewhere. Such locations arise from the intrusion of a theorized Plane of Mirrors upon the Material Plane, or
creature gains insight as if it had cast the contact other plane spell. On a failure, the creature is affected as if it failed a saving throw against the confusion spell. This effect ends at the end of the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
sits in the middle of a ruined and abandoned village. Anyone who looks into the water sees brief reflections of the long-dead villagers going about their lives in harmony and joy. 2 In the middle of the
monsters to reflect this phenomenon. Most warforged were unaffected by the Mourning, and the race as a whole seems immune to many of the lingering effects that plague the Mournland. As such, the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
listed spells prepared.
Trickery Domain Spells Cleric Level Prepared Spells 3 Charm Person, Disguise Self, Invisibility, Pass without Trace 5 Hypnotic Pattern, Nondetection 7 Confusion, Dimension
listed spells prepared.
War Domain Spells Cleric Level Prepared Spells 3 Guiding Bolt, Magic Weapon, Shield of Faith, Spiritual Weapon 5 Crusader’s Mantle, Spirit Guardians 7 Fire Shield, Freedom of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
have the listed spells prepared.
Celestial Spells Warlock Level Spells
3 Aid, Cure Wounds, Guiding Bolt, Lesser Restoration, Light, Sacred Flame
5 Daylight, Revivify
7 Guardian
, Hunger of Hadar
7 Confusion, Summon Aberration
9 Modify Memory, Telekinesis
Level 3: Psychic Spells When you cast a Warlock spell that deals damage, you can change its damage type to
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
level specified in the Oath of Glory Spells table, you thereafter always have the listed spells prepared.
Oath of Glory Spells Paladin Level Spells 3 Guiding Bolt, Heroism 5 Enhance Ability
, antlers, or flowers—to reflect their commitment to preserving life and light. These paladins share the following tenets:
Kindle the light of hope. Shelter life. Delight in art and laughter
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
those within like fun-house mirrors. A door to the west shows the Gem card, while a door to the east displays the Sun card.
Though they reflect like mirrors, the shimmering fields aren’t physical
objects and can’t be broken. Reflections. Reflections in this room take on a life of their own, taunting the creatures who cast them. A creature that converses with its own reflection must succeed on a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
matters, for no matter how much heartache and confusion the stories contain, they end with affairs of the heart properly sorted out and everyone in love with the person, or persons, they were fated to
priests of Labelas. These individuals are elves well past their prime but who have not yet begun to withdraw into themselves. Their duties involve guiding elves who have recently experienced
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Perception 9
Languages Common
Challenge 1/8 (25 XP)
Guiding Wind (Recharges after a Short or Long Rest). As a bonus action, the initiate gains advantage on the next ranged attack roll it makes before
): nondetection, sending, tongues
4th level (2 slots): confusion, dimension door
Actions
Multiattack. Windharrow makes two melee attacks.
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
following cleric spells prepared:
Cantrips (at will): fire bolt, light, sacred flame, spare the dying
1st level (4 slots): guiding bolt, healing word, heroism, shield of faith
2nd level (3 slots
grasp
1st level (4 slots): guiding bolt, shield, thunderwave, witch bolt
2nd level (3 slots): blur, levitate
3rd level (2 slots): lightning bolt
Actions
Longsword. Melee Weapon Attack: +5
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
they catch your reflection.
This chamber was once used by the priests of the temple for meditation, and its magic is still intact. Two-sided mirrors set along the outside walls of this area reflect
room, notices that one of the mirrors near the corner of the room has a shimmer in its reflections. A creature that touches that mirror takes no damage and causes the mirror to turn sideways, revealing