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Returning 35 results for 'contact returning gnomes to have read'.
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Monsters
Planescape: Adventures in the Multiverse
Psychic Messenger. The swarm can use its sending spell to target someone familiar to a creature in telepathic contact with the swarm.
Swarm. The swarm can occupy another creature’s space and
effect that would sense its emotions or read its thoughts, as well as to divination spells.Bites. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bites"} to hit
Monsters
Spelljammer: Adventures in Space
Aberrant Mind. Magic can’t read the psurlon’s thoughts or put the psurlon to sleep.
Two Heads. The psurlon has advantage on saving throws it makes to avoid or end the frightened, stunned
many sentient life-forms as they can before returning to the Astral Plane. Psurlons prefer the flesh of humans and halflings but don’t mind feasting on other folk. They use their spellcasting
Monsters
Spelljammer: Adventures in Space
Aberrant Mind. Magic can’t read the psurlon’s thoughts or put the psurlon to sleep.Dagger. Melee or Ranged Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction
strongholds, invade Wildspace systems, and indulge in a seven-year-long ceremony called the Feast of Worlds, during which they consume as many sentient life-forms as they can before returning to the Astral
Monsters
Spelljammer: Adventures in Space
Aberrant Mind. Magic can’t read the psurlon’s thoughts or put the psurlon to sleep.Multiattack. The psurlon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +4
returning to the Astral Plane. Psurlons prefer the flesh of humans and halflings but don’t mind feasting on other folk. They use their spellcasting abilities to infiltrate the settlements of their
Monsters
The Book of Many Things
Comet’s Voice (1/Day). The hierophant can cast Contact Other Plane, using Charisma as the spellcasting ability.
Magic Resistance. The hierophant has advantage on saving throws against spells
and other magical effects.
Thought Shield. The hierophant’s thoughts can’t be read by any means unless the hierophant allows it.Multiattack. The hierophant makes two Herald’s Axe
Backgrounds
Guildmasters’ Guide to Ravnica
) into a thought strand that others can potentially read, share, or steal. These thought strands are treated as valuable currency among the Dimir.
Suggested Characteristics
Skilled at infiltration
Contacts table, giving you an ally who serves as your contact in Dimir. Then roll twice on the table for your secondary guild. The first roll gives you an ally there, and the second roll gives you a rival
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"damage", "rollAction":"Bite", "rollDamageType":"lightning"} lightning damage.
Lightning Flare (Recharges after a Short or Long Rest). Each creature in contact with the ground within 15 feet of the
. If detected, it sends electrical shocks through the ground toward pursuers while it retreats.
Clockworks
Gnomes’ tinkering with magic and mechanical devices has produced many failed
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of existence lie realms alien to mortal life. Some are so hostile that even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these realms
communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil Blessings
Monsters
Fizban's Treasury of Dragons
. They read these signs as omens, giving them glimpses of what is to come, and they eagerly examine the potential futures of any creatures who come to them in peace.
Crystal dragons’ connection to
—if only they would stop trying to kill the dragon’s guests.
6
A crystal dragon wyrmling is placed in a monastery to learn the teachings of the monks before returning home in three years. The monks don’t appreciate the wyrmling’s pranks.
Cold, Radiant
Species
Dragonlance: Shadow of the Dragon Queen
them. Altered by unbridled magic, a group of gnomes were transformed and given almost supernatural curiosity and fearlessness. These were the first kender.
Originating on the world of Krynn, kender are
follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
Languages
Your character can speak, read, and write Common and one
Monsters
Mordenkainen Presents: Monsters of the Multiverse
’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these realms: entities that are ever hungering, searching, warring, and sometimes dreaming. These
of a comet—or perhaps this phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, cultists gather together, read aloud their
Monsters
Mordenkainen Presents: Monsters of the Multiverse
-known planes of existence lie realms alien to mortal life. Some are so hostile that even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these
available for communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil
Monsters
Mordenkainen Presents: Monsters of the Multiverse
planes of existence lie realms alien to mortal life. Some are so hostile that even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these
available for communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil
Magic Items
Waterdeep: Dragon Heist
out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Common. It has a calm, delicate voice. The weapon can sense the presence of non
adhere to any Medium or larger object or surface it comes into contact with. Once it does so, the axe can’t be wielded. Nothing short of a wish spell can separate the axe from the item or surface to
Species
Spelljammer: Adventures in Space
Autognomes are mechanical beings built by rock gnomes. Sometimes, because of a malfunction or a unique circumstance, an autognome becomes separated from its creator and strikes out on its own.
An
you like to identify what event set you on the path to adventure. If nothing on the table appeals to you, work with your DM to create an origin story for your character.
Like gnomes, autognomes can
Monsters
Mordenkainen Presents: Monsters of the Multiverse
even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these realms: entities that are ever hungering, searching, warring, and sometimes
often in the wake of a comet—or perhaps this phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, cultists gather together, read
Magic Items
The Book of Many Things
the transformation early. When you revert to your normal form, you return to the same state you were in when you initially transformed.
Book. You gain the ability to speak, read, and write 1d6 + 2
additional cards to keep, returning the other to the deck. The magic of the card you keep takes effect immediately thereafter.
Tree. Your skin immediately becomes rough, like tree bark. Your base AC now
Contact Other Plane
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You mentally contact a demigod, the spirit of a long- dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When
understand what other creatures say, can't read, and speak only in gibberish. A greater restoration spell cast on you ends this effect.
On a successful save, you can ask the entity up to five questions. You
spells
You contact a deity of the Cthulhu Mythos. You can ask the entity 1d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":""} questions that can be answered with yes or no. You must ask your
an answer instead.
When you cast this spell, roll a d20;{"diceNotation":"1d20", "rollType":"roll", "rollAction":""}. If you roll a 1, the deity appears in the nearest unoccupied space and attacks creatures (including you) in the area for the spell’s duration before returning to its realm.
races
Mordenkainen Presents: Monsters of the Multiverse
Deep gnomes, or svirfneblin, are natives of the Underdark and are suffused with that subterranean realm’s magic. They can supernaturally camouflage themselves, and their svirfneblin magic
renders them difficult to locate. These abilities have enabled them to survive for generations among the perils of the Underdark.
Like other gnomes, deep gnomes can live for centuries, up to 500 years
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
all life except for kobolds. He especially hates Garl Glittergold, gnomes, and fey creatures that enjoy playing pranks. He taught the first kobolds how to mine, tunnel, hide, and ambush. He is
abandon this careful approach. First, because of their hatred of gnomes, city kobolds often go out of their way to target gnomes’ houses and shops. Even in such cases, the kobolds’ fear of
Warlock
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
(such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. They
pact, and how did you make contact with your patron? Were you seduced into summoning a devil, or did you seek out the ritual that would allow you to make contact with an alien elder god? Did you search
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
. In these communities, anonymity and stealth help to ensure protection, peace, and survival. If they are discovered and treated well, forest gnomes make fine neighbors, but they usually avoid contact
Forest Gnomes The reclusive forest gnomes live simply in hillside dwellings deep in the woods. A neighbor could live only a few miles from a forest gnome settlement for a lifetime and never know it
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
. In these communities, anonymity and stealth help to ensure protection, peace, and survival. If they are discovered and treated well, forest gnomes make fine neighbors, but they usually avoid contact
Forest Gnomes The reclusive forest gnomes live simply in hillside dwellings deep in the woods. A neighbor could live only a few miles from a forest gnome settlement for a lifetime and never know it
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
hard against the svirfneblin, returning in great force to lay siege to Blingdenstone. The deep gnomes were no match for the drow army. Thousands of svirfneblin were slaughtered, and those survivors
Chapter 6: Blingdenstone Blingdenstone, once called the City of Speaking Stones, is a deep gnome settlement founded more than two millennia ago. The deep gnomes, insular and secretive by nature, care
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
hard against the svirfneblin, returning in great force to lay siege to Blingdenstone. The deep gnomes were no match for the drow army. Thousands of svirfneblin were slaughtered, and those survivors
Chapter 6: Blingdenstone Blingdenstone, once called the City of Speaking Stones, is a deep gnome settlement founded more than two millennia ago. The deep gnomes, insular and secretive by nature, care
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Gnome Traits Your gnome character has certain characteristics in common with all other gnomes. Ability Score Increase. Your Intelligence score increases by 2. Age. Gnomes mature at the same rate
humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years. Size. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Gnome Traits Your gnome character has certain characteristics in common with all other gnomes. Ability Score Increase. Your Intelligence score increases by 2. Age. Gnomes mature at the same rate
humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years. Size. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Gnome Traits Your gnome character has certain characteristics in common with all other gnomes. Ability Score Increase. Your Intelligence score increases by 2. Age. Gnomes mature at the same rate
humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years. Size. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Deep Gnome Traits Deep gnomes have the gnome traits in the Player’s Handbook, plus the subrace traits below. Unlike other gnomes, svirfneblin tend to weigh 80 to 120 pounds. Short-lived compared to
other gnomes, deep gnomes mature at the same rate humans do and are considered full-grown adults by age 25. They live 200 to 250 years, although toil and the dangers of the Underdark often claim them
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Deep Gnome Traits Deep gnomes have the gnome traits in the Player’s Handbook, plus the subrace traits below. Unlike other gnomes, svirfneblin tend to weigh 80 to 120 pounds. Short-lived compared to
other gnomes, deep gnomes mature at the same rate humans do and are considered full-grown adults by age 25. They live 200 to 250 years, although toil and the dangers of the Underdark often claim them
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Gnome Traits Your gnome character has certain characteristics in common with all other gnomes. Ability Score Increase. Your Intelligence score increases by 2. Age. Gnomes mature at the same rate
humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years. Size. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
for more information.) A svirfneblin caravan returning from Whiteshell Mines encountered a parade of dancing myconids. Through their rapport spores, the myconids told the gnomes about a “wedding
engage with the tavern’s patrons while the gnomes’ general attitude is indifferent or friendly learn the following information. Blingdenstone’s ghost problem is getting worse, and there are even spirits
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
for more information.) A svirfneblin caravan returning from Whiteshell Mines encountered a parade of dancing myconids. Through their rapport spores, the myconids told the gnomes about a “wedding
engage with the tavern’s patrons while the gnomes’ general attitude is indifferent or friendly learn the following information. Blingdenstone’s ghost problem is getting worse, and there are even spirits
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
of them take readily to life in the outside world and don’t come back on schedule, returning to the burrow only after spending years or decades away as a member of an adventuring party. The Pull of
giant machine of wonderful complexity — a banquet for a curious gnomish mind. Many renowned astronomers, wizards, and extraplanar travelers are gnomes, having undertaken those disciplines in the hope