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Returning 35 results for 'connection reality given to have relatively'.
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Monsters
Acquisitions Incorporated
largely indifferent elder entity from beyond reality. Tapped into this dark power, the “C” Team's hoardsperson sees all existence as a puzzle to unlock, and he is obsessed by the essential lack of meaning
and purpose in the structures of so-called “reality.” Still, all things considered, he is most often polite and affable. Because after a long adventuring career, he understands that he can't afford
Monsters
Van Richten’s Guide to Ravenloft
end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.
Reality-Stealing Hex (Recharge 5–6
);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Reality-Stealing Hex"}. The horror expels a wave of perception-distorting energy. Each creature within 30 feet of the horror must make a DC
Monsters
Van Richten’s Guide to Ravenloft
on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.
Reality-Stealing Hex (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge
","rollAction":"Reality-Stealing Hex"}. The horror expels a wave of perception-distorting energy. Each creature within 30 feet of the horror must make a DC 15 Wisdom saving throw. On a failed save, the
Monsters
Van Richten’s Guide to Ravenloft
failure, the target is petrified until freed by the greater restoration spell or other magic.
Reality-Stealing Hex (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Reality
);{"diceNotation":"5d8","rollType":"damage","rollAction":"Reality-Stealing Hex","rollDamageType":"psychic"} psychic damage and is deafened until the end of its next turn. If the saving throw fails by 5 or
Monsters
Van Richten’s Guide to Ravenloft
magic.
Reality-Stealing Hex (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Reality-Stealing Hex"}. The horror expels a wave of perception-distorting energy. Each creature
within 30 feet of the horror must make a DC 15 Wisdom saving throw. On a failed save, the target takes 22 (5d8);{"diceNotation":"5d8","rollType":"damage","rollAction":"Reality-Stealing Hex
Monsters
Van Richten’s Guide to Ravenloft
. On a failure, the target is petrified until freed by the greater restoration spell or other magic.
Reality-Stealing Hex (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction
":"Reality-Stealing Hex"}. The horror expels a wave of perception-distorting energy. Each creature within 30 feet of the horror must make a DC 15 Wisdom saving throw. On a failed save, the target takes 22
Centaur
Legacy
This doesn't reflect the latest rules and lore.
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Species
Guildmasters’ Guide to Ravnica
, they celebrate family and community as microcosms of that greater connection. Among the Gruul, they have a strong clan identity, and Selesnya centaurs are fiercely loyal to their individual communities
Centaurs’ given names are passed down through family lines. The name bestowed on a new foal is typically the name of the most recently deceased family member of the same gender, keeping alive the
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
around him. Given enough time in a single location, Graz’zt can twist it with his power.
Graz’zt’s lair is a den of ostentation and hedonism. It is adorned with finery and decorations
Graz'zt
Legacy
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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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
achieving lichdom requires an arcane spellcaster to be at the apex of power—a significant challenge for mind flayers, given the scarcity of available mentors and training.
Confronting this
reality, a group of nine mind flayer arcanists used their arcane magic and psionics to weave a new truth. These nine called themselves the Alhoon, and those who follow in their footsteps are referred to by
Backgrounds
Guildmasters’ Guide to Ravnica
always straining to peer into another reality that seems to be just beyond my senses.
5
I’m uneasy if I can’t see plants growing or feel soil beneath my feet.
6
Seeing illness
conclave has a deeper connection to the Worldsoul than I do.
6
I’m trying to atone for the life of crime I led before I joined the Selesnya, but I find it hard to give up my bad habits
Genasi
Legacy
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Species
Elemental Evil Player's Companion
, while those of air or fire tend to be lighter. A given genasi might have some features reminiscent of the mortal parent (pointed ears from an elf, a stockier frame and thick hair from a dwarf, small
, or a member of a desert tribe, is an auspicious event. Most Athasians believe a given genasi is destined for greatness—or infamy.
Those living on the frontier, though, have a much harder
Halfling
Legacy
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Species
Basic Rules (2014)
that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife
wide and wonder-filled world. For them, adventuring is less a career than an opportunity or sometimes a necessity.
Halfling Names
A halfling has a given name, a family name, and possibly a nickname
monsters
last we remembered that the demoniac Shoggoths—given life, thought, and plastic organ patterns solely by the Old Ones, and having no language... no voice save the imitated accents of their bygone
limbs, eyes, mouths, and fouler portions at will, which they use to imitate other life and perform feats of strength the defy the limits of reality. They communicate when their masters wish, forming
Human
Legacy
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Species
Basic Rules (2014)
sang from every page. Long into the night Liriel read, lighting candle after precious candle.
She’d never given much thought to humans, but these stories fascinated her. In these yellowed
shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that’s why they build their mighty
monsters
cry—”Tekeli-li! Tekeli-li!” and at last we remembered that the demoniac Shoggoths—given life, thought, and plastic organ patterns solely by the Old Ones, and having no language
sacks of protoplasm, these amphibious creatures form limbs, eyes, mouths, and fouler portions at will, which they use to imitate other life and perform feats of strength the defy the limits of reality
races
arisen is constructed and given the gift of life, usually by a creator. Arisen are people, to be sure. They have unique personalities, intellects, and experiences, as all humanoids. But do they possess
specification or plan. Others start out innocuously through experimentation to replace living limbs or organs, with repeated experiments inexorably pushing a creature to lose all connection to
Sorcerer
Legacy
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Classes
Basic Rules (2014)
chaos of Limbo, or a glimpse into the inner workings of reality. Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant
to do with it? Perhaps you feel like you’ve been given this power for some lofty purpose. Or you might decide that the power gives you the right to do what you want, to take what you want from
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Appendix D: The Planes of Existence The cosmos teems with a multitude of worlds as well as myriad alternate dimensions of reality, called the planes of existence. It encompasses every world where DMs
run their adventures, all within the relatively mundane realm of the Material Plane. Beyond that plane are domains of raw elemental matter and energy, realms of pure thought and ethos, the homes of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Appendix D: The Planes of Existence The cosmos teems with a multitude of worlds as well as myriad alternate dimensions of reality, called the planes of existence. It encompasses every world where DMs
run their adventures, all within the relatively mundane realm of the Material Plane. Beyond that plane are domains of raw elemental matter and energy, realms of pure thought and ethos, the homes of
Kobold
Legacy
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Species
Volo's Guide to Monsters
see magic as part of their connection to dragons, and are proud to be blessed with the ability to wield such power. Young kobold sorcerers are trained by elders, and the training has an almost
on. Even a stupid or physically weak kobold is given a role in the tribe, whether something as simple as picking mushrooms for food or watching over hatchlings, and they all understand that their
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Appendix C: The Planes of Existence Incredibly vast is the cosmos of the Dungeons & Dragons game, which teems with a multitude of worlds as well as myriad alternate dimensions of reality, called the
planes of existence. It encompasses every world where Dungeon Masters run their adventures, all within the relatively mundane realm of the Material Plane. Beyond that plane are domains of raw
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Appendix C: The Planes of Existence Incredibly vast is the cosmos of the Dungeons & Dragons game, which teems with a multitude of worlds as well as myriad alternate dimensions of reality, called the
planes of existence. It encompasses every world where Dungeon Masters run their adventures, all within the relatively mundane realm of the Material Plane. Beyond that plane are domains of raw
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Chapter 9: Magic in Etharis Matt DeMino In Etharis, “magic” is a catch-all term for a power outside of mortal ability, a means of altering reality altogether. In truth, there are three separate
forms of magic, each with their own mystical sources: arcane, divine, and primal. Magic in the Grim Hollow setting is relatively safe for those who have the proper training and good sense to use it wisely
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
bandits. Others have given up relatively quickly, when the dangers become apparent. The current owner of the Wayside Inn is Martisha Vinetalker, a striking half-elf whose pleasing features contrast with
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
fully real as a result of mortal belief in their power. As stories were told, sacrifices made, and devotion given over ages, the gods formed and gained lives just as real as the mortals who dreamed them
into being. Does that mean that the gods of Theros are less powerful or less divine than the gods of other worlds? Not at all. Once a dream or belief in Theros becomes reality, it is just as real as
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
bandits. Others have given up relatively quickly, when the dangers become apparent. The current owner of the Wayside Inn is Martisha Vinetalker, a striking half-elf whose pleasing features contrast with
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
fully real as a result of mortal belief in their power. As stories were told, sacrifices made, and devotion given over ages, the gods formed and gained lives just as real as the mortals who dreamed them
into being. Does that mean that the gods of Theros are less powerful or less divine than the gods of other worlds? Not at all. Once a dream or belief in Theros becomes reality, it is just as real as
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
coalesce into a manifest form and create a genie. A genie usually retains no connection to the soul that gave it form. That life force is a building block that determines the genie’s form and apparent
gender, as well as one or two key personality traits. Although they resemble humanoid beings, genies are elemental spirits given physical form. They don’t mate with other genies or produce genie
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
coalesce into a manifest form and create a genie. A genie usually retains no connection to the soul that gave it form. That life force is a building block that determines the genie’s form and apparent
gender, as well as one or two key personality traits. Although they resemble humanoid beings, genies are elemental spirits given physical form. They don’t mate with other genies or produce genie
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
. Over ages, some liches lose their connection to time and the physical world, degenerating into demiliches. Ambition can become an addiction of the mind and spirit. It builds beyond a driving flame
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
. Over ages, some liches lose their connection to time and the physical world, degenerating into demiliches. Ambition can become an addiction of the mind and spirit. It builds beyond a driving flame
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
prisoners are also given cruel or pointless tasks to occupy them, and for the dark elves’ amusement. Such labors include moving or stacking rocks, coiling ropes, and organizing supplies, with prisoners
into dropping useful bits of information, such as how long the journey to Menzoberranzan is expected to take, or that the outpost is relatively close to the Darklake.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Spectral Bridge A 120-foot-long, 10-foot-wide bridge of wispy magical energy spans the lava-filled chasm, connecting areas 9 and 17. This bridge provides a relatively safe means of crossing the
chasm, particularly given that the chasm suppresses fly spells and similar magic (see area 40). The bridge, suspended 30 feet above the surface of the lava, is flat, translucent, and without railings
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Spectral Bridge A 120-foot-long, 10-foot-wide bridge of wispy magical energy spans the lava-filled chasm, connecting areas 9 and 17. This bridge provides a relatively safe means of crossing the
chasm, particularly given that the chasm suppresses fly spells and similar magic (see area 40). The bridge, suspended 30 feet above the surface of the lava, is flat, translucent, and without railings