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Returning 35 results for 'conquer reality glared to her rules'.
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Classes
Player’s Handbook
Sorcerer’s gift. So too might the gift of a deity, exposure to the strange magic of another plane of existence, or a glimpse into the inner workings of reality. Whatever the origin, the result is
Gain the Hit Point Die from the Core Sorcerer Traits table.
Gain the Sorcerer’s level 1 features, which are listed in the Sorcerer Features table. See the multiclassing rules to determine
Monsters
Icewind Dale: Rime of the Frostmaiden
challenge, even when the odds are clearly stacked against her. Seeing other wizards as a threat, paranoia rules her life.
Avarice has been a member of the Arcane Brotherhood for almost two years. She
fantasizes about rising to fame and prominence in record time and hopes that plundering the lost Netherese city of Ythryn will turn her fantasies into reality.
The tiefling has the secret support of the
Species
Sword Coast Adventurer's Guide
haven’t heard that rubbish before?”
“I know you have.” When she glared at him, he added, “It’s not as if I’m plumbing the depths of your mind, dear girl. That
watch might follow a tiefling around for a while, and demagogues blame tieflings for strange happenings. The reality, though, is that a tiefling’s bloodline doesn’t affect his or her
Tiefling
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
haven’t heard that rubbish before?”
“I know you have.” When she glared at him, he added, “It’s not as if I’m plumbing the depths of your mind, dear girl. That
tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. The reality is that a tiefling’s bloodline doesn’t affect their personality. They are gifted with magic from the infernal realms but chart their own course in life.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Iuz Iuz (EYE-ooze or eye-OOZE) is a cambion and the son of Iggwilv and Graz’zt (see chapter 6). He is every bit as evil as his father and as bent on conquest as his mother at her very worst. He rules
a significant portion of Eastern Oerik (in the Greyhawk setting), and some fear that he aspires to conquer even more territory. See “Greyhawk’s Premise” in chapter 5.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Iuz Iuz (EYE-ooze or eye-OOZE) is a cambion and the son of Iggwilv and Graz’zt (see chapter 6). He is every bit as evil as his father and as bent on conquest as his mother at her very worst. He rules
a significant portion of Eastern Oerik (in the Greyhawk setting), and some fear that he aspires to conquer even more territory. See “Greyhawk’s Premise” in chapter 5.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Beholders: Bad Dreams Come True To those who would seek to conquer beholders or merely understand them, nearly everything about their quarry is unfathomable. These bizarre creatures are possessed of
alien intelligence, inhuman forms of perception, and the ability to shape reality through force of will — or even by their mere presence. Inside the comfortable confines of its subterranean lair, a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Beholders: Bad Dreams Come True To those who would seek to conquer beholders or merely understand them, nearly everything about their quarry is unfathomable. These bizarre creatures are possessed of
alien intelligence, inhuman forms of perception, and the ability to shape reality through force of will — or even by their mere presence. Inside the comfortable confines of its subterranean lair, a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Using These Rules The D&D Basic Rules document has four main parts.
Part 1 is about creating a character, providing the rules and guidance you need to make the character you’ll play in the game. It
includes information on the various races, classes, backgrounds, equipment, and other customization options that you can choose from. Many of the rules in part 1 rely on material in parts 2 and 3
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Using These Rules The D&D Basic Rules document has four main parts.
Part 1 is about creating a character, providing the rules and guidance you need to make the character you’ll play in the game. It
includes information on the various races, classes, backgrounds, equipment, and other customization options that you can choose from. Many of the rules in part 1 rely on material in parts 2 and 3
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Eternal Garden Since being drawn into the Feywild, the Eternal Garden has become a Domain of Delight: a realm subject to the whims of the archfey who rules it. The overall composition and layout of
the garden remain consistent from its days in the Material Plane, but Feywild magic has suffused it with a vibrancy beyond reality. Colors are more saturated, sounds are almost musical, and sensations
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Horrors and Madness Horrors on Ravnica are terror and madness personified. You can represent this reality by using the madness rules in the Dungeon Master’s Guide. Whenever a character fails a saving
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Eternal Garden Since being drawn into the Feywild, the Eternal Garden has become a Domain of Delight: a realm subject to the whims of the archfey who rules it. The overall composition and layout of
the garden remain consistent from its days in the Material Plane, but Feywild magic has suffused it with a vibrancy beyond reality. Colors are more saturated, sounds are almost musical, and sensations
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Horrors and Madness Horrors on Ravnica are terror and madness personified. You can represent this reality by using the madness rules in the Dungeon Master’s Guide. Whenever a character fails a saving
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
to reach it, while the cult fanatics encamp around the base of the tower. Avarice’s goal is simple: conquer Ythryn and claim its treasures for herself. From her refuge, Avarice divides her expedition
, but Avarice makes it clear she is willing to ignore the rules if nobody lives to find out. When Vellynne leaves the meeting, Avarice sends her familiar out to spy on her rival and see if her demands
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
to reach it, while the cult fanatics encamp around the base of the tower. Avarice’s goal is simple: conquer Ythryn and claim its treasures for herself. From her refuge, Avarice divides her expedition
, but Avarice makes it clear she is willing to ignore the rules if nobody lives to find out. When Vellynne leaves the meeting, Avarice sends her familiar out to spy on her rival and see if her demands
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
absorbing magic and mastering its rules, one can rewrite reality. Ring Givers Who Give as Much as They Get Factol: Jeremo the Natterer Headquarters: None Aligned Plane: Ysgard Members: Altruists
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Arithmodrome looks like a large cube of water, ten feet on each side. The inside is an apparently boundless theory-space that suspends the rules of reality. Mages use this space to explore theoretical
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Arithmodrome looks like a large cube of water, ten feet on each side. The inside is an apparently boundless theory-space that suspends the rules of reality. Mages use this space to explore theoretical
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
absorbing magic and mastering its rules, one can rewrite reality. Ring Givers Who Give as Much as They Get Factol: Jeremo the Natterer Headquarters: None Aligned Plane: Ysgard Members: Altruists
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to destroy Dezmyr and Zalthar before they can enact their plan to conquer Waterdeep, not realizing that death knights are not so easily vanquished. Melissara asks that she and Derrion be left out of
death knights that dwell on the lower tiers of Shadowdusk Hold. Contact with the Far Realm has given Dezmyr the ability to warp reality to a limited extent. Zalthar has no such ability but wields a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to destroy Dezmyr and Zalthar before they can enact their plan to conquer Waterdeep, not realizing that death knights are not so easily vanquished. Melissara asks that she and Derrion be left out of
death knights that dwell on the lower tiers of Shadowdusk Hold. Contact with the Far Realm has given Dezmyr the ability to warp reality to a limited extent. Zalthar has no such ability but wields a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. So too might the gift of a deity, exposure to the strange magic of another plane of existence, or a glimpse into the inner workings of reality. Whatever the origin, the result is an indelible mark on
. Gain the Sorcerer’s level 1 features, which are listed in the Sorcerer Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
strange magic of another plane of existence, or a glimpse into the inner workings of reality. Whatever the origin, the result is an indelible mark on the Sorcerer, a churning magic that can be passed
listed in the Sorcerer Features table. See the multiclassing rules in “Creating a Character” to determine your available spell slots.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Spellcasting You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different
situations. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list. Cantrips You know two cantrips of your choice from the bard spell list. You learn additional
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spellcasting You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different
situations. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list. Cantrips You know two cantrips of your choice from the bard spell list. You learn additional
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Spellcasting You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different
situations. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list. Cantrips You know two cantrips of your choice from the bard spell list. You learn additional
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
career to the epic heights of level 20. These tiers don’t have any rules associated with them; they point to the fact that the play experience evolves as characters gain levels. Tier 1 (Levels 1–4) In
. Tier 3 (Levels 11–16) In tier 3, characters have reached a level of power that makes them special among adventurers. At level 11, many spellcasters learn reality-altering spells. Other characters gain
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
strange magic of another plane of existence, or a glimpse into the inner workings of reality. Whatever the origin, the result is an indelible mark on the Sorcerer, a churning magic that can be passed
listed in the Sorcerer Features table. See the multiclassing rules in “Creating a Character” to determine your available spell slots.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
career to the epic heights of level 20. These tiers don’t have any rules associated with them; they point to the fact that the play experience evolves as characters gain levels. Tier 1 (Levels 1–4) In
. Tier 3 (Levels 11–16) In tier 3, characters have reached a level of power that makes them special among adventurers. At level 11, many spellcasters learn reality-altering spells. Other characters gain
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. So too might the gift of a deity, exposure to the strange magic of another plane of existence, or a glimpse into the inner workings of reality. Whatever the origin, the result is an indelible mark on
. Gain the Sorcerer’s level 1 features, which are listed in the Sorcerer Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
career to the epic heights of level 20. These tiers don’t have any rules associated with them; they point to the fact that the play experience evolves as characters gain levels. Tier 1 (Levels 1–4) In
. Tier 3 (Levels 11–16) In tier 3, characters have reached a level of power that makes them special among adventurers. At level 11, many spellcasters learn reality-altering spells. Other characters gain
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
career to the epic heights of level 20. These tiers don’t have any rules associated with them; they point to the fact that the play experience evolves as characters gain levels. Tier 1 (Levels 1–4) In
. Tier 3 (Levels 11–16) In tier 3, characters have reached a level of power that makes them special among adventurers. At level 11, many spellcasters learn reality-altering spells. Other characters gain
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spellcasting You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different
situations. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list. Cantrips You know two cantrips of your choice from the bard spell list. You learn additional
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
reality is a contest played out under secret rules. If he can discover the principles that define the true nature of the cosmos, he can learn how to ascend to the top of the Nine Hells’ hierarchy and
Dispater The cosmos is a grand game. He who knows its rules the best shall win the prize.
— Dispater
Dispater is the foremost arms dealer of the Nine Hells, and perhaps the greatest weapons