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Returning 35 results for 'conviction remains gloom to her reappears'.
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conviction remains gloom to her reapers
connection remain glory to her reappears
condition remains golem to her reappears
connection remain good to her reappears
condition remains good to her reappears
Spells
Player’s Handbook
You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.
The target can take a Study action to try
to escape. When it does so, it makes a DC 20 Intelligence (Investigation) check. If it succeeds, it escapes, and the spell ends.
When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.
Magic Items
Dungeon Master’s Guide
to your head and remains there until you die. If the eye is ever removed, you die.
Properties of the Eye. While you are attuned to the eye, your alignment is Neutral Evil, and you gain the following
the Sword of Kas, both the eye and the hand burst into flame, turn to ash, and are destroyed. Any other attempt to destroy the eye or hand seems to work, but the Artifact reappears in one of Vecna
Monsters
Mordenkainen Presents: Monsters of the Multiverse
invisible and teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks or
casts a spell.Although they’re formidable warriors, gloom weavers are often content to hide in the shadows, watching as their very presence affects their victims. Their bleak energy weighs down
Monsters
Mordenkainen Presents: Monsters of the Multiverse
diameter with a ceiling 100 feet high. Like a stomach, it contains the remains of past meals. The dreadnought can’t be harmed from within the demiplane. If the dreadnought dies, the demiplane
feet of it must succeed on a DC 19 Charisma saving throw or be teleported to an unoccupied space on the floor of the Demiplanar Donjon. At the end of the target’s next turn, it reappears in the
Monsters
Icewind Dale: Rime of the Frostmaiden
reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.Nass
who come upon Nass’s frozen remains also find her spellbook and the orb she stole from Vellynne.
Familiar. Nass’s magical familiar, a white arctic weasel acclimated to cold weather named
Monsters
Planescape: Adventures in the Multiverse
as an ally of the baernaloth, and can’t summon other yugoloths. It remains for 1 minute, until it or the baernaloth dies, or until the baernaloth dismisses it as an action.
Teleport. The
planes. It’s said the first demodands of Carceri were created by baernaloths.
Baernaloths spread discord and despair among any creatures they meet. They use their breath, thick with the gloom of
Monsters
Storm King's Thunder
dispel evil and good spell. When the possession ends, the yakfolk reappears in an unoccupied space within 5 feet of the body and is stunned until the end of its next turn. If the host body dies while
and acts as an ally of the summoner. It remains for 10 minutes, until it dies, or until its summoner dismisses it as an action.Yakfolk, known among themselves as Yikaria (“the Lucky Chosen
Monsters
Fizban's Treasury of Dragons
for power and wealth often swear fealty to Tiamat in pursuit of those goals. Many of her followers have attempted to break her out of Avernus—and failed—but even while she remains in the
the aspect’s next turn, the creature reappears in an unoccupied space within 10 feet of the aspect.
Chromatic Flare (Costs 3 Actions). The aspect flares with elemental energy. Each creature of
Monsters
The Book of Many Things
Euryale’s story and unwavering conviction.
These medusas are divinely empowered champions, drawing their power from a cosmic truth, the will of a deity, or the primal forces of nature. They
martyrs’ remains until the martyrs are called back to life to oppose a world-changing foe.
2
Gather the lost shards of a dead god’s petrified body, and reunite them on the altar in the
Magic Items
Mythic Odysseys of Theros
—that accompany this bow can be fired only from it. Each arrow disappears immediately after it’s used, and it reappears in the quiver at the next dusk. The save DC against spells cast with
as best it can, and it takes its turns immediately after yours. The emissary remains for 1 hour before fading away.
Autumn. As an action, you can fire this arrow at a space on the ground that you can
Magic Items
The Book of Many Things
reappears in the deck, making it possible to draw the same card multiple times.
You can use an altered deck of playing cards to simulate the deck, as shown in the Deck of Wonder table.
Deck of Wonder
*Found only in a deck with twenty-two cards.
Beginning. Your hit point maximum and current hit points increase by 2d10. Your hit point maximum remains increased in this way for the next 8 hours
Magic Items
The Book of Many Things
from the deck and take effect simultaneously.
Unless it is the Fool or the Jester card, a drawn card immediately takes effect, fades from existence, and reappears in the deck, making it possible to
, disappearing in a flash of rainbow-colored light. You draw no more cards.
The fey crossing appears as a shimmering fractal of light above the deck, and it remains open for 1 minute after the card is
Gloom Weaver
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
"} necrotic damage.Misty Escape (Recharges after a Short or Long Rest). When the gloom weaver takes damage, it turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks or casts a spell.Necrotic
Burden of Time. Beasts and humanoids, other than shadar-kai, have disadvantage on saving throws while within 10 feet of the gloom weaver.
Fey Ancestry. The gloom weaver has advantage on saving throws
Maze
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.
The target can use its action to attempt to
escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds).
When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.
classes
Apocalypse Domain are usually apostates and heretics cast from religious orders for their fanatical conviction to the end of all things.
The exact origin of their divine power confounds the elders of
established religions. Sometimes, these Clerics derive their powers from the gods of fate, doom, or change. More often, though, they seem to draw their power from the collective gloom of a population
Banishment
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target
reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is native to a different plane of existence than the one you’re on, the target is banished
Banishing Smite
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Player’s Handbook (2014)
plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which
point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
classes
Apocalypse Domain are usually apostates and heretics cast from religious orders for their fanatical conviction to the end of all things.
The exact origin of their divine power confounds the elders of
established religions. Sometimes, these Clerics derive their powers from the gods of fate, doom, or change. More often, though, they seem to draw their power from the collective gloom of a population
monsters
the ground in a 60-foot radius centered on the keeper. The area is Difficult Terrain, and a creature has the Poisoned condition while within the area. The fungus remains for 1 minute, until the keeper
channel their magic through fungus, mold, and rot, pushing the cycle of life toward death, decay, and the flourishing of things that thrive in gloom.
Secret. The fungus growing throughout keepers of the blight empowers and sustains them, and killing that growth diminishes their power.Necrotic, Poison
wanders incomprehensible vistas searching for a way back via strange and absurd exits. The target remains there for the duration or until it escapes.
The target can use its action to attempt to
ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space. Time passes differently for the target within the Space Between Worlds, and it perceives
Astral Dreadnought
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
resembles a stone cave roughly 1,000 feet in diameter with a ceiling 100 feet high. Like a stomach, it contains the remains of the dreadnought's past meals. The dreadnought can't be harmed from within
magically teleported to an unoccupied space on the floor of the astral dreadnought's Demiplanar Donjon. At the end of the target's next turn, the target reappears in the space it left or in the
Eye and Hand of Vecna
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
extremity.
To attune to the eye, you must gouge out your own eye and press the artifact into the empty socket. The eye grafts itself to your head and remains there until you die. Once in place, the eye
, both the eye and the hand burst into flame, turn to ash, and are destroyed forever. Any other attempt to destroy the eye or hand seems to work, but the artifact reappears in one of Vecna’s many hidden vaults, where it waits to be rediscovered.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Misty Escape (Recharges after a Short or Long Rest). When the gloom weaver takes damage, it turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks or casts a spell.
Gloom Weaver Although a formidable fighter, a gloom weaver is often content to remain hidden in the shadows, watching with rapt attention as its very presence affects its victims. Its dark energy
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Misty Escape (Recharges after a Short or Long Rest). When the gloom weaver takes damage, it turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks or casts a spell.
Gloom Weaver Although a formidable fighter, a gloom weaver is often content to remain hidden in the shadows, watching with rapt attention as its very presence affects its victims. Its dark energy
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
demiplane. The target remains there for the duration or until it escapes the maze. The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds
, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds). When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
demiplane. The target remains there for the duration or until it escapes the maze. The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds
, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds). When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. The target can take a Study action to try to escape. When it does so, it makes a DC 20 Intelligence
(Investigation) check. If it succeeds, it escapes, and the spell ends. When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. The target can take a Study action to try to escape. When it does so, it makes a DC 20 Intelligence
(Investigation) check. If it succeeds, it escapes, and the spell ends. When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. The target can take a Study action to try to escape. When it does so, it makes a DC 20 Intelligence
(Investigation) check. If it succeeds, it escapes, and the spell ends. When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
demiplane. The target remains there for the duration or until it escapes the maze. The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds
, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds). When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
demiplane. The target remains there for the duration or until it escapes the maze. The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds
, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds). When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest
plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return. At
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest
plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return. At
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.