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Returning 35 results for 'confusion religion gnomes to have reflected'.
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Classes
Player’s Handbook
: Acrobatics, Athletics, History, Insight, Religion, or Stealth
Weapon Proficiencies
Simple weapons and Martial weapons that have the Light property
Tool Proficiencies
Choose one type of Artisan
structured life of ascetic withdrawal helps them cultivate the physical and mental focus they need to harness their power. Other Monks believe that immersing themselves in the vibrant confusion of life helps
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"roll", "rollAction":"Bite (Random Effect)"}):
1–2: Confusion. On its next turn, the target must use its action to make one weapon attack against a random creature it can see within 30 feet
":"3d8", "rollType":"damage", "rollAction":"Bite (Poison)", "rollDamageType":"poison"} poison damage.An iron cobra is exactly what its name implies: a metal snake with a poisonous bite. Gnomes load this
Monsters
Mythic Odysseys of Theros
immediately make the save.
If Hythonia sees herself reflected on a polished surface within 30 feet of her and in an area of bright light, she is affected by her own gaze.
Shed Skin (Mythic Trait
creature has disadvantage on Intelligence checks and Intelligence saving throws, and it behaves as if under the effect of the confusion spell.
Regional Effects
The region containing Hythonia’s
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Iron Cobra An iron cobra is exactly what its name implies: a metal snake with a poisonous bite. In addition to standard poisons, gnomes load this clockwork with alchemical concoctions that can
(3d8) poison damage.
2. Confusion: On its next turn, the target must use its action to make one weapon attack against a random creature it can see within 30 feet of it, using whatever weapon it has in
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
magic, science, and reason over religion, mysticism, and superstition. Stars Card Name Represents Master of stars Wizard Mystery and riddles; the unknown; those who crave magical power and great
; sages and prophecy Three of stars Enchanter Inner turmoil that comes from confusion, fear of failure, or false information Four of stars Abjurer Those guided by logic and reasoning; warns of an
Compendium
- Sources->Dungeons & Dragons->Monster Manual
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
Dex 15 +2 +2 Con 10 +0 +0 Mod Save Int 14 +2 +2 Wis 14 +2 +2 Cha 11 +0 +0
Skills Arcana +4, History +4, Religion +4
Vulnerabilities Psychic
Senses Darkvision 60 ft.; Passive Perception
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Humans Dwarves are stoic. Elves are wise. Gnomes are cunning. And humans? They can’t make up their mind, so they try to be all of these things at once.
— Kessler, bard of Sharn
The first human
, consider where you’re from and how that’s reflected in your class and background. Chapter 2 presents an overview of the nations of Khorvaire and ideas for characters tied to those lands. Aundair is a
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
with lit black candles and melted wax cover the walls at even intervals. Simple doors lead to the north and east.
A cleric of Nuitari or a character who succeeds on a DC 12 Intelligence (Religion
to damage the room’s brazier or scaffold. Lord Soth. If the characters didn’t already paralyze Lord Soth (see appendix B) with the mirror of reflected pasts in area S25, he arrives 3 rounds after the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Skill Proficiencies Choose 2: Acrobatics, Athletics, History, Insight, Religion, or Stealth Weapon Proficiencies Simple weapons and Martial weapons that have the Light property Tool Proficiencies
life of ascetic withdrawal helps them cultivate the physical and mental focus they need to harness their power. Other Monks believe that immersing themselves in the vibrant confusion of life helps to
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, History, Insight, Religion, or Stealth Weapon Proficiencies Simple weapons and Martial weapons that have the Light property Tool Proficiencies Choose one type of Artisan’s Tools or Musical Instrument
physical and mental focus they need to harness their power. Other Monks believe that immersing themselves in the vibrant confusion of life helps to fuel their determination and discipline. Monks generally
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
statue can, with a successful DC 15 Intelligence (Religion) check, ascertain that it represents Ghaunadaur, god of oozes, slimes, and all things subterranean. Locked Double Door. The doors south of the
creature suffering from any form of short-term, long-term, or indefinite madness touches them. A creature under the effect of a confusion spell, a crown of madness spell, or a similar effect can also open
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Halfway Isle (Area L3) Halfway Isle used to be a giant stalagmite until the gnomes sheared off the top of it to create a plateau, atop which they built the Abbey of the Deep Brother (area L3
this building. A character who examines the golden pick and succeeds on a DC 13 Intelligence (Religion) check recognizes it as the symbol of the Deep Brother, Callarduran Smoothhands, a god worshiped
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
)
INT
19(+4)
WIS
12(+1)
CHA
15(+2)
Saving Throws Int +7, Cha +5
Skills Deception +5, Perception +4, plus one of the following: Arcana +7, History +7, Nature +7, or Religion
)
INT
22(+6)
WIS
13(+1)
CHA
18(+4)
Saving Throws Int +10, Cha +8
Skills Arcana +10, Deception +8, History +10, Nature +10, Perception +5, Religion +10
Condition Immunities
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Structured Society The goal of every yuan-ti is to transform itself into the ideal combination of snake and humanoid. This attitude is reflected in yuan-ti society by a caste system, with status
still a step above humankind in the eyes of the serpent gods. Malisons tend to be receptive to religion, seeking insight about how they can improve toward the serpent ideal, and many of them become
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
to tend to the wounded. The farmers are known to many in the crowd, prompting confusion over their strange appearance and what caused them to attack. Talk of curses begins to spread. Investigating the
Farmers. A character who fought the farmers or examines them afterward can make a DC 13 Intelligence (Arcana or Religion) check. On a success, the character can tell the farmers are being magically
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
those who turn to the service of interloper gods. It’s not about religion; it’s a betrayal of family.
—Diancastra
Annam’s Children Adventures d12 Adventure Hook 1 A storm giant prophet claims a
, which is plundering a busy trade route. 8 Forest gnomes seek protection from Evil Fire cultists who are burning the forest, having grown impatient waiting for Surtur to cleanse the world in flames. 9
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spells
1st command, identify 3rd augury, suggestion 5th nondetection, speak with dead 7th arcane eye, confusion 9th legend lore, scrying Blessings of Knowledge At 1st level, you learn two
languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check you make
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
an organization, such as a guild or religion? If so, are you still a member of it? What elements of your past inspire you to go on adventures now? Choose Languages Your character knows at least three
Languages 1d12 Language Origin — Common Sigil 1 Common Sign Language Sigil 2 Draconic Dragons 3–4 Dwarvish Dwarves 5–6 Elvish Elves 7 Giant Giants 8 Gnomish Gnomes 9 Goblin Goblinoids 10–11 Halfling
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
whom? Did you join an organization, such as a guild or religion? If so, are you still a member of it? What elements of your past inspire you to go on adventures now? Choose Languages Your character knows
. Standard Languages 1d12 Language Origin — Common Sigil 1 Common Sign Language Sigil 2 Draconic Dragons 3–4 Dwarvish Dwarves 5–6 Elvish Elves 7 Giant Giants 8 Gnomish Gnomes 9 Goblin Goblinoids 10
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
to stand against him in battle. Hidden somewhere in the chambers ahead is an elven relic known as the mirror of reflected pasts (see appendix A). Those who view the mirror see glimpses of their past
mirror on the ceiling radiates an aura of necromancy. If the characters return Cithcillion’s bones to the slab, the reflection in the mirror is of him as he was in life. His reflected image opens its eyes
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Clockworks Gnomes’ tinkering with magic and mechanical devices has produced many failed Constructs but also has resulted in genuine advances, such as clockworks. The methods used to craft clockworks
its name implies: a metal snake with a poisonous bite. Gnomes load this clockwork with alchemical concoctions that can paralyze creatures and cloud the mind. Clockwork Iron Cobra
Medium Construct
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
your world might worship a patron deity, performing secret missions in that deity’s name. To reflect this cultural detail, you could add Religion to the list of skills that a rogue character can choose
. You could break that down still further: bards of the College of Lore could be high elves, and bards of the College of War could be wood elves. Gnomes discovered the school of illusion, so all wizards
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Intelligence checks and Intelligence saving throws, and it behaves as if under the effect of the confusion spell. Regional Effects. The region containing Hythonia’s lair is warped by her presence, which
immediately make the save.
If Hythonia sees herself reflected on a polished surface within 30 feet of her and in an area of bright light, she is affected by her own gaze.
Shed Skin (Mythic Trait
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
a semicircle behind Takhisis’s statue. A character who is a cleric of a depicted deity or who succeeds on a successful DC 12 Intelligence (Religion) check recognizes the deity’s statue. Creatures. The
potion of gaseous form, two potions of healing (superior), a +1 greatsword, and the mirror of reflected pasts (see appendix A). S14: Primordial Altar Within a cave of dark stone stands a gleaming altar
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
18(+4)
DEX
15(+2)
CON
16(+3)
INT
18(+4)
WIS
18(+4)
CHA
18(+4)
Skills Arcana +12, History +12, Perception +8, Religion +8
Damage Resistances bludgeoning
)
Saving Throws Str +1, Dex +2, Con +1, Int +3, Wis +5, Cha +5
Skills Arcana +4, Medicine +4, Nature +4, Religion +4
Senses darkvision 60 ft., passive Perception 12
Languages Abyssal, Celestial
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
tells Arkhan as such. Read or paraphrase the following: A shroud of confusion passes over Arkhan’s face, dissolving his bravado. He mutters to Tiamat under his breath, “Is that wise, my queen?” Then his
26 (+8)
CHA
28 (+9)
Saving Throws Str +19, Dex +9, Wis +17
Skills Arcana +17, Perception +26, Religion +17
Damage Immunities acid, cold, fire, lightning, poison; bludgeoning, piercing
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
gnomeflinger (detailed in appendix A). Though it looks like a weapon of war, the contraption is a mode of rapid transportation originally devised by the tinker gnomes of Mount Nevermind. Becklin tolerates the
fish in its mouth. Many locals rub it for luck before seeking the morning catch. A cleric of Habbakuk or a character who succeeds on a DC 12 Intelligence (Religion) check recognizes the carving as a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
successful adventuring franchise made up only of gnomes and halflings. Its members had gained enough prestige and capital to acquire the lighthouse, which undergoes an endless spate of renovations. A
necromantic lens to a will-o’-wisp and three shadows. The shadows resemble halflings and gnomes, former members of the Order of the Stout Half-Pint. These undead remain hidden until the second
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
ft.
STR
10 (+0)
DEX
15 (+2)
CON
10 (+0)
INT
10 (+0)
WIS
9 (−1)
CHA
11 (+0)
Skills Deception +2, Religion +2, Stealth +4
Senses passive
(+2)
Skills Acrobatics +5, Intimidation +4, Religion +4
Senses passive Perception 10
Languages Auran, Common
Challenge 2 (450 XP)
Hold Breath. The priest can hold its breath for 30 minutes
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, Religion +3, Persuasion +5
Senses passive Perception 10
Languages Common, Terran
Challenge 3 (700 XP)
Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma
start of its next turn, when it can decide to avert its eyes again. If the creature looks at Marlos in the meantime, it must immediately make the save.
If Marlos sees himself reflected on a
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
, preferably in twos or threes. Any cleric who examines the chapel’s decor can attempt a DC 10 Intelligence (Religion) check to identify the deities that were once revered here: Oghma (god of
altar, praying to their evil god. The bloodstained cloth completely covers the stone altar, the sides of which are engraved with images of the same gods reflected in the decor found in area 8. Treasure
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
(Religion) check to identify the deities that were once revered here: Oghma (god of knowledge), Mystra (god of magic), Lathander (god of dawn), and Tymora (god of luck). Development. If combat erupts
, praying. A bloodstained cloth covers the stone altar, the sides of which are engraved with images of the same gods reflected in the decor found in area C8. Treasure. The chalice and censer are art objects
Compendium
- Sources->Dungeons & Dragons->Rrakkma
Skills Arcana +10, Deception +8, History +10, Nature +10, Perception +5, Religion +10
Condition Immunities blinded, charmed, deafened, exhaustion, prone
Senses blindsight 60 ft. (blind beyond this
(spell save DC 18). It can innately cast the following spells, requiring no material components:
At will: charm person (as 5th-level spell), detect thoughts, hold person
3/day each: confusion
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
svirfneblin. The gnomes cast blur as a last-ditch effort, and their magic soaked into the room, making everything within it harder to see. Attacks against creatures or objects in the room have disadvantage
, detect thoughts, levitate, mage armor (self only), mage hand (the hand is invisible), prestidigitation
2/day each: confusion, sending, telekinesis
1/day each: dominate monster, plane shift (self only
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
14(+2)
INT
11(+0)
WIS
17(+3)
CHA
13(+1)
Saving Throws Con +5, Wis +6
Skills Intimidation +4, Religion +3
Senses passive Perception 13
Languages any one language
each: blur, confusion, mirror image
1/day each: modify memory, Rary’s telepathic bond
Legendary Resistance (3/Day). If Lazav fails a saving throw, he can choose to succeed instead.
Shapechanger