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Returning 35 results for 'connects reflecting granting to have reflect'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
realm in the far north and, after a time, plunged it into frigid darkness using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril
loses all the traits and actions of the old form and gains those of the new form.
A stat block is given for each of Auril’s three forms. These descriptions do not reflect Auril at full power, but
Monsters
Icewind Dale: Rime of the Frostmaiden
using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined
.
A stat block is given for each of Auril’s three forms. These descriptions do not reflect Auril at full power, but rather Auril as she is encountered in this adventure.Lair Actions
Auril
Monsters
Icewind Dale: Rime of the Frostmaiden
night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined to be cautious and avoid contact with other creatures
forms. These descriptions do not reflect Auril at full power, but rather Auril as she is encountered in this adventure.Lair Actions
Auril dwells on Solstice, a frozen island hidden among the titanic
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
appropriate, reflecting their love of intrigue. Classes that specialize in melee combat are rare among the Zil. The soldiers of Zilargo include rogues, bards, wizards, and artificers. The Trust. In
agent or acquire a particular object from their base. While the spy background is a logical choice for a Trust agent, the agency recruits characters of every class and background. Your class abilities reflect specialized training and granted abilities—the magical equivalent of spy gadgets!
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
cavern. Some of the crystal faces reflect distorted images of the cavern, while others flicker with scenes of the lich-god Vecna visiting destruction on distant worlds.
Three tunnels branch off the
tunnels (areas E2a–E2c) and destroy the demiplanes connected to them. E2: Unreality Tunnels Each of the three tunnels in Vecna’s Grasp connects to a different demiplanar unreality. A tunnel’s walls
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Advantage and Disadvantage Advantage and Disadvantage are among the most useful tools in your toolbox. They reflect temporary circumstances that might affect the chances of a character succeeding at
Consider granting Advantage when... Circumstances not related to a creature’s own capabilities provide it with an edge. Some aspect of the environment improves the character’s chance of success. A
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Advantage and Disadvantage Advantage and disadvantage are among the most useful tools in your DM’s toolbox. They reflect temporary circumstances that might affect the chances of a character
disadvantage as a result. Consider granting advantage when… Circumstances not related to a creature’s inherent capabilities provide it with an edge. Some aspect of the environment contributes to the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
best-known location in the Inner Planes is the City of Brass, on the shores of the Sea of Fire. This is the fabled city of the efreet, and its ornate spires and metal walls reflect their grandiose and
cruel nature. True to the nature of the Plane of Fire, everything in the city seems alive with dancing flames, reflecting the vibrant energy of the place. Adventurers frequently come here on quests
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
best-known location on the Inner Planes is the City of Brass, which stands on the shores of the Sea of Fire. This is the fabled city of the efreet, and its ornate spires and spiked walls reflect the
efreet’s grandiose and cruel nature. True to the nature of the Plane of Fire, everything in the city seems alive with dancing flames, reflecting the vibrant energy of the place. The heart of the city
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
humanoid rather than reflecting the creature’s physical form. Sages postulate that the first perytons were humans transformed by a hideous curse or magical experiment, but bards tell a different tale
consumes a heart, its shadow changes for a brief time to reflect its true monstrous form.
When attacking a humanoid, a peryton is single-minded and relentless, fighting until it or its prey dies. If a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
rewards ambition, granting its members autonomy to pursue their own interests and gain some measure of personal power or influence. In this way, the organization is a meritocracy. The Zhentarim welcomes
to their way of life. Zhentarim bonds of oath and honor hold the network together and galvanize its members in united purpose. More importantly, those bonds reflect the pattern of tight control that
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Lair Actions Like regional effects, a dragon’s lair actions reflect an intimate connection to the magical energy that flows through and around the lair. The broad scope of that magic means that a
and clings to its targets. Toughened Scales. Glowing magical energy swirls across the dragon’s scales, granting the dragon resistance to bludgeoning, piercing, and slashing damage until initiative
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
presented them to his closest allies in the Cult of the Dragon, granting each the power of a wyrmspeaker. Using the magic of the dragon masks, this Inner Circle of Wyrmspeakers helps Severin prepare the way
wings, and festooned with jewelry and draconic imagery reflecting the wearer’s favorite type of dragon. Masks are common at cult gatherings. Cultists avoid this regalia in public, but a character who
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
them to his closest allies in the Cult of the Dragon, granting each the power of a wyrmspeaker. Using the magic of the dragon masks, this Inner Circle of Wyrmspeakers helps Severin prepare the way
wings, and festooned with jewelry and draconic imagery reflecting the wearer’s favorite type of dragon. Masks are common at cult gatherings. Cultists avoid this regalia in public, but a character who
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
presented them to his closest allies in the Cult of the Dragon, granting each the power of a wyrmspeaker. Using the magic of the dragon masks, this Inner Circle of Wyrmspeakers helps Severin prepare the way
wings, and festooned with jewelry and draconic imagery reflecting the wearer’s favorite type of dragon. Masks are common at cult gatherings. Cultists avoid this regalia in public, but a character who
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
.”
–Tyrza Bonebreaker, mayor of Glorium
Gate Unlike other gate-towns, Glorium has two planar gates. The first and most obvious is a whirlpool at the mouth of the fjord that connects to Ysgard. Wide enough
cosmic tree that connects the Outer Planes. It appears as a mass of knotted, intertwined roots surrounded by softly drifting motes of light. The tangled roots part to form an arched portal to Ysgard
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
at odds, reflecting some greater conflict between the forces of good and evil in your campaign. Here are our basic goals for the aasimar: Aasimar should make effective clerics and paladins. Aasimar
have darkvision. Instead of resistance to fire damage, we give them resistance to radiant damage to reflect their celestial nature. However, radiant damage isn’t as common as fire damage, so we give
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
’ names resonate with power and inspire terror: Ashardalon, Dragotha, Klauth, Khellendros, Malystryx, Vaskar. Others are intricate and obscure, reflecting the grandeur of dragons’ ancient language
discussed in the Dungeon Master’s Guide, you can customize any dragon’s stat block to reflect the dragon’s unique character. Minor changes such as those below are easy to make and have no impact on a dragon’s
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
there, watching you.
Draconic Gift 3rd-Level Drakewarden Feature The bond you share with your drake creates a connection to dragonkind, granting you understanding and empowering your presence. You
your drake is summoned, you and the drake gain the following benefits: Drake Mount. The drake grows to Medium size. Reflecting your special bond, you can use the drake as a mount if your size is Medium
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
altar, modest living quarters, a kitchen, and a dining area. The building’s only noteworthy feature is its reflecting pool, which is filled with holy water. Entering the Temple When the characters enter
-white light, edged by translucent crystals. From across the room, the portal resembles an enormous eye.
This portal is a permanent magical effect set up by Valin Sarnaster. It connects to the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Sorcerer does so with Advantage. If the doppelganger rolls well, it might still act before the Sorcerer’s spell goes off, reflecting the monster’s ability to anticipate the spell. Using Initiative Scores
Many rules and features in the game apply conditions to creatures. You can also apply conditions on the fly when it makes sense to do so. For example, the Poisoned condition can reflect a variety of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
worlds, Zybilna is regarded as a fairy godmother of sorts, granting wishes for the lost, the forsaken, or the betrayed. Sometimes her wishes bring happiness, other times despair. (Prismeer is detailed in
the memories of their visit are hazy. You can use these optional rules to reflect the strange magic that suffuses the plane. Memory Loss. A creature that leaves the Feywild makes a DC 10 Wisdom saving
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Valhalla, Vanaheim, Alfheim, and other regions), Midgard (the Material Plane), and Niflheim (the underworld). The Bifrost, the rainbow bridge, is a unique transitive plane that connects Asgard and
planes, it’s a good idea to stick to that model. Create one simple trait that players notice, that doesn’t create too much complication at the gaming table, and that’s easy to remember. Try to reflect the philosophy and mood of the place, not merely its physical characteristics.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. White Gate. The corridor that leads east has a white gate that connects with the Clay Golem Kilns. 87. Golem Vault Relief-carved walls showing nobles at a great feast make a stark counterpoint to the
a glyph key attuned to this zone. The deathlock wight’s key is also attuned to all the zones in the Ooze Grottos. White Gate. The exit to the north has a white gate that connects with the Warrior
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use
, 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->Dungeon Master’s Guide (2014)
moon deities and agricultural deities — gods whose portfolios reflect the cycles of nature. The cult’s ritual of initiation follows the pattern of its foundation myth. Neophytes retrace the god’s
that the outcome of that battle isn’t predetermined and work to promote their deity’s victory. Deities in a dualistic system maintain large portfolios. All aspects of existence reflect the dualistic
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. A slope made of rubble connects this room to the white tower’s basement (area V14) 20 feet above. V14: Flooded Basement Several inches of standing water cover the floor of these ruined rooms. Rubble
force open the door, doing so with a successful DC 24 Strength (Athletics) check. The circular staircase connects to area V17, which is 30 feet above. V17: White Tower Ruins The walls and floor here are
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
regions of Irian reflect the idea of beginnings and of resurgent life: fertile lands untouched by any tool, glittering crystal forests, and thriving homesteads and communities. Angels dwell in a grand
city reflecting the first days of a glorious empire. The sun never sets here. Positive energy flows into Eberron from Irian, and the denizens of Irian believe that the simple fact of their existence
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
of this vault, allowing access from area S2. Eleven sealed crypts line its walls. One crypt has been broken open, and a branch of the fissure connects it to area S2. The broken crypt bears a plaque
them a gift, the mirror of reflected pasts (see appendix A). An elven relic used to help long-lived peoples recall happier times, the mirror was intended to help the kingpriest reflect on simpler
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
party gains 1 level. This advancement occurs only once. If the characters are already level 3, they don’t gain a level for achieving this milestone. Region 1: Trail This dirt trail connects the Keep on
pressures Pral into reconsidering the ambush.
Advantage/Disadvantage. Sometimes a D20 Test is modified by special situations called Advantage and Disadvantage, which reflect positive and
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
be confirmed by a detect evil and good spell or similar magic. Dark swirls of noxious steam fill this circular chamber, whose floor is taken up mostly by a large reflecting pool. Runes carved into the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
Draconic, “Let the sorcerous power illuminate my spirit.” If anyone speaks this sentence aloud while standing on the tile, a puff of spectral flame harmlessly envelops the speaker, granting the target
Wisdom (Perception) check to find. Inside are 34 gp and two flasks of alchemist’s fire. 51. Dragon Library Leaning and fallen stone bookshelves fill this chamber, though a clear path connects wooden doors
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
, such as by using the Mage Hand cantrip. Knocking the rod over by throwing an object at it triggers the explosive runes. 4: Courtyard This open-air courtyard connects the keep’s entrance to various
than granting their request and letting them read the book, Gremorly killed them and trapped them as ghosts with a ritual. Patrin remembers little—his memory is fading due to his Undead status—but he
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined to be cautious and avoid contact with other creatures that
three forms. These descriptions do not reflect Auril at full power, but rather Auril as she is encountered in this adventure. First Form In her first form, Auril appears as a hunched, 7-foot-tall biped
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
already rolled this effect. 96–00 A tear in reality creates a rift in the region, similar to the spell gate, that passes through the Far Realm and connects with a random plane. Any creature that
hit points. 51–55 One player character’s appearance changes for the next 24 hours to reflect the region’s haunted history. For example, they might manifest the distinctive facial scar associated with a