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Returning 35 results for 'confusion relies guilds to have reflection'.
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Monsters
Monster Manual
feet of itself (roll 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Eye Rays"}; reroll if the spectator has already used that ray during this turn):
Confusion Ray. Wisdom Saving Throw: DC
12. Failure: 5 (2d4);{"diceNotation":"2d4", "rollType":"damage", "rollAction":"Confusion Ray", "rollDamageType":"Psychic"} Psychic damage, and the target can’t take Reactions until the end of
Backgrounds
Guildmasters’ Guide to Ravnica
;flaming sphere
3rd
fear, haste
4th
confusion, wall of fire
5th
dominate person
Your magic often produces a flashy spectacle, wreathing you or your targets in a mixture
remade, with no guilds and no hierarchies. (Chaotic)
6
Spectacle. People are inspired by the greatness they see in art. (Any)
Bonds
d6
Bond
1
I have belonged to
Spectator
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
each ray only once on a turn.
Confusion Ray. The target must succeed on a DC 13 Wisdom saving throw, or it can’t take reactions until the end of its next turn. On its turn, the target can
magically creates enough food and water to sustain itself for 24 hours.Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
. Conversely, your party can include members of different guilds united by alliances or common principles. Or they could be childhood friends who ended up in different guilds, or just a haphazard
other ties that form among people in different guilds. Let these tables inspire you as you think about the circumstances that bring your party together. Although conflicts among the guilds drive much
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
. Conversely, your party can include members of different guilds united by alliances or common principles. Or they could be childhood friends who ended up in different guilds, or just a haphazard
other ties that form among people in different guilds. Let these tables inspire you as you think about the circumstances that bring your party together. Although conflicts among the guilds drive much
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
and planned expansion across the multiverse, Acquisitions Incorporated shows no signs of slowing down. (Because that would likely require self-reflection and measured responses that are historically
off-brand.) And that expansion means new franchises. The first step was Ravnica, a city run by guilds and simply overflowing at the practicability of acquisition for hire. But beyond that? Infinite
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
and planned expansion across the multiverse, Acquisitions Incorporated shows no signs of slowing down. (Because that would likely require self-reflection and measured responses that are historically
off-brand.) And that expansion means new franchises. The first step was Ravnica, a city run by guilds and simply overflowing at the practicability of acquisition for hire. But beyond that? Infinite
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
a methodology that relies on unexpected outcomes: all results are informative, even if they completely defy expectations. For example, an experiment that begins as the creation of a “hypermana
Izzet experiments; the “fiddle and find out” method is favored over any process of systematic scientific research. The Izzet League is one of the few guilds whose founder, the dragon Niv-Mizzet
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
a methodology that relies on unexpected outcomes: all results are informative, even if they completely defy expectations. For example, an experiment that begins as the creation of a “hypermana
Izzet experiments; the “fiddle and find out” method is favored over any process of systematic scientific research. The Izzet League is one of the few guilds whose founder, the dragon Niv-Mizzet
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn.
Confusion Ray. The target must succeed on a DC 13 Wisdom
and water to sustain itself for 24 hours.
Reactions
Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn.
Confusion Ray. The target must succeed on a DC 13 Wisdom
and water to sustain itself for 24 hours.
Reactions
Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
) piercing damage.
Eye Rays. The spectator uses two of the following eye rays. It can use each ray only once per turn. Each ray targets a creature the spectator can see within 90 feet of it.
Confusion
spectator creates enough food and water to sustain itself for 24 hours.
Reactions
Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell misses it, the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
) piercing damage.
Eye Rays. The spectator uses two of the following eye rays. It can use each ray only once per turn. Each ray targets a creature the spectator can see within 90 feet of it.
Confusion
spectator creates enough food and water to sustain itself for 24 hours.
Reactions
Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell misses it, the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
residence to adjudicate disputes and collect taxes. Defense: The reeve might have a small force of soldiers. Otherwise, the village relies on a citizen militia. Commerce: Basic supplies are readily
guilds and other organizations. Towns are major trade centers, situated where important industries and reliable trade routes enabled the population to grow. These settlements rely on commerce: the import
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
residence to adjudicate disputes and collect taxes. Defense: The reeve might have a small force of soldiers. Otherwise, the village relies on a citizen militia. Commerce: Basic supplies are readily
guilds and other organizations. Towns are major trade centers, situated where important industries and reliable trade routes enabled the population to grow. These settlements rely on commerce: the import
Compendium
- Sources->Dungeons & Dragons->Monster Manual
itself (roll 1d4; reroll if the spectator has already used that ray during this turn):
Confusion Ray. Wisdom Saving Throw: DC 12. Failure: 5 (2d4) Psychic damage, and the target can’t take Reactions
the end of its next turn. Wounding Ray. Constitution Saving Throw: DC 12. Failure: 16 (3d10) Necrotic damage. Success: Half damage. Reactions
Spell Reflection. Trigger: The spectator succeeds on a
Compendium
- Sources->Dungeons & Dragons->Monster Manual
itself (roll 1d4; reroll if the spectator has already used that ray during this turn):
Confusion Ray. Wisdom Saving Throw: DC 12. Failure: 5 (2d4) Psychic damage, and the target can’t take Reactions
the end of its next turn. Wounding Ray. Constitution Saving Throw: DC 12. Failure: 16 (3d10) Necrotic damage. Success: Half damage. Reactions
Spell Reflection. Trigger: The spectator succeeds on a
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
remains one of the wonders of the Bürach Empire. Bürach came to rely on the craftsmanship of the Raulfolk. Thousands came to Raulish guilds to learn carpentry, smithing, architecture, and
artisans are found. After the events of Gods’ End, Rauland was a husk. Its people were exhausted. Its resources were spent. Though it remains the industrial epicenter of the Bürach Empire, it relies more
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn.
Confusion Ray. The target must succeed on a DC
enough food and water to sustain itself for 24 hours.
Reactions
Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn.
Confusion Ray. The target must succeed on a DC
enough food and water to sustain itself for 24 hours.
Reactions
Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
ruler could be immortal or undead. Aundair and Karrnath, two kingdoms in the Eberron campaign setting, have autocrats with royal blood in their veins. Whereas Queen Aurala of Aundair relies on wizards
examples. A kingdom run by thieves’ guilds would also fall into this category. Magocracy. The governing body is composed of spellcasters who rule directly as oligarchs or feudal lords, or participate in a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
dark. Zox relies on his darkvision to see. Walls. The walls of the palace are 10 feet thick and made out of loose scrap piled between inner and outer bulwarks of welded metal. The fortress has no
, Wisdom, and Charisma saving throws against magic. He has the confusion spell prepared instead of banishment. Zox retired to Trobriand’s Graveyard after the rest of his adventuring party fell prey to the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
ruler could be immortal or undead. Aundair and Karrnath, two kingdoms in the Eberron campaign setting, have autocrats with royal blood in their veins. Whereas Queen Aurala of Aundair relies on wizards
examples. A kingdom run by thieves’ guilds would also fall into this category. Magocracy. The governing body is composed of spellcasters who rule directly as oligarchs or feudal lords, or participate in a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
dark. Zox relies on his darkvision to see. Walls. The walls of the palace are 10 feet thick and made out of loose scrap piled between inner and outer bulwarks of welded metal. The fortress has no
, Wisdom, and Charisma saving throws against magic. He has the confusion spell prepared instead of banishment. Zox retired to Trobriand’s Graveyard after the rest of his adventuring party fell prey to the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
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
) checks made against those creatures have disadvantage, and the creatures have disadvantage on Charisma (Persuasion) checks made against anyone who notices their lack of reflection. When they leave the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
itself relies on the positive energy associated with this domain, so a Cleric of almost any religious tradition might choose it. This domain is particularly associated with agricultural deities, gods
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
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
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
) checks made against those creatures have disadvantage, and the creatures have disadvantage on Charisma (Persuasion) checks made against anyone who notices their lack of reflection. When they leave the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
itself relies on the positive energy associated with this domain, so a Cleric of almost any religious tradition might choose it. This domain is particularly associated with agricultural deities, gods
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
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
additional direction for roleplaying these individuals.
Several other named guild members are highlighted in sidebars.
Soldier Soldiers are found in many of Ravnica’s guilds. The soldier stat block
the guilds in the absence of the Guildpact.
Aurelia prefers to lead the Boros Legion from the front. She brings swift and unrelenting punishment to the wicked, and her temper is legendary
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
additional direction for roleplaying these individuals.
Several other named guild members are highlighted in sidebars.
Soldier Soldiers are found in many of Ravnica’s guilds. The soldier stat block
the guilds in the absence of the Guildpact.
Aurelia prefers to lead the Boros Legion from the front. She brings swift and unrelenting punishment to the wicked, and her temper is legendary
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
afraid of my own reflection and avoid looking into mirrors. The Hall of Illusions terrifies me.”
Clapperclaw the Scarecrow
CHAPTER 2: HITHER
Despite the loss of its original head, this child
relies on humor to defuse tension.
Alignment. Lawful neutral.
Personality Trait. “I’m generally positive, and I make jokes when I’m nervous or sense tension in the air.”
Ideal. “I prefer to keep
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
afraid of my own reflection and avoid looking into mirrors. The Hall of Illusions terrifies me.”
Clapperclaw the Scarecrow
CHAPTER 2: HITHER
Despite the loss of its original head, this child
relies on humor to defuse tension.
Alignment. Lawful neutral.
Personality Trait. “I’m generally positive, and I make jokes when I’m nervous or sense tension in the air.”
Ideal. “I prefer to keep
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
afraid of my own reflection and avoid looking into mirrors. The Hall of Illusions terrifies me.”
Clapperclaw the Scarecrow
CHAPTER 2: HITHER
Despite the loss of its original head, this child
relies on humor to defuse tension.
Alignment. Lawful neutral.
Personality Trait. “I’m generally positive, and I make jokes when I’m nervous or sense tension in the air.”
Ideal. “I prefer to keep
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
cost of their free will. The Cult of the Howling Hatred relies upon deception and trickery both to recruit its members and defeat its enemies. Even so, those that underestimate the air cult for their
): 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->Volo's Guide to Monsters
can be taken or lost. True greatness relies on personal prowess. Faced with this truth, a frost giant might seek a supernatural gift from Vaprak the Destroyer. Troll Eater. Frost giants mainly turn
Madness. The giant is immune to confusion spells and similar magic.
On each of its turns, the giant uses all its movement to move toward the nearest creature or whatever else it might perceive as food