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Returning 35 results for 'creating reflects guild to have required'.
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Monsters
The Wild Beyond the Witchlight
of a symbolic depiction of one. See the stat block for details.
Hourglass Coven
The Hourglass Coven is a group of three hags, each one bound to an aspect of time: one reflects the past, another
reflects the present, and the third reflects the future. These hags are utter wickedness distilled into corporeal forms, driven by a lust for secrets that can be used to manipulate their prey.
Skabatha
Monsters
The Wild Beyond the Witchlight
creature she sees when she awakens after a long rest. See the stat block for details.
Hourglass Coven
The Hourglass Coven is a group of three hags, each one bound to an aspect of time: one reflects
the past, another reflects the present, and the third reflects the future. These hags are utter wickedness distilled into corporeal forms, driven by a lust for secrets that can be used to manipulate
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, it always reflects the patron’s interests, ranging from small-scale concerns to matters of cosmic scope. A deathlock in the thrall of a Fiend might work to destroy a specific temple dedicated to
, a foul Undead driven to serve its otherworldly patron.
An powerful necromancer might also discover the wicked methods of creating a deathlock and then subjugate it, acting as the deathlock’s patron.PoisonNecrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Monsters
The Wild Beyond the Witchlight
time: one reflects the past, another reflects the present, and the third reflects the future. These hags are utter wickedness distilled into corporeal forms, driven by a lust for secrets that can be
company, but one hag will occasionally visit another to plot against the third sister, creating a vicious circle in which Bavlorna and Endelyn plot against Skabatha, Endelyn and Skabatha conspire
Monsters
Strixhaven: A Curriculum of Chaos
merely intellectual concepts, but that they exist physically in all things. Professors of substance teach their students to wield magic practically, creating tangible change in the world around them
professor magically alters its physical form until it uses this bonus action again, until it is incapacitated or dies, or until it dismisses the effect (no action required). Choose one of the following
Monsters
Planescape: Adventures in the Multiverse
Physical Restraint. The dabus doesn’t make melee attacks or opportunity attack;opportunity attacks, even in self-defense.
Symbol Speech. A dabus communicates by creating illusory symbols and
(no action required).Multiattack. The dabus makes two Flying Brick attacks.
Flying Brick. Ranged Spell Attack: +5;{"diceNotation":"1d20+5", "rollType":"spell", "rollAction":"Flying Brick"} to hit
Monsters
Mordenkainen Presents: Monsters of the Multiverse
or more, the creature is instead subjected to the confusion spell for 1 minute (no concentration required by the alkilith). While under the effect of that confusion, the creature is immune to Foment
demonic nature of the alkilith, making what should be a dire warning appear strange but otherwise innocuous. Wherever alkiliths take root, they weaken the fabric of reality, creating a portal through
Monsters
Mordenkainen Presents: Monsters of the Multiverse
only one creature swallowed at a time. While the banderhobb isn’t incapacitated, it can regurgitate the creature at any time (no action required) in a space within 5 feet of it. The creature exits
shape resembling a bipedal toad. In this form, a banderhobb temporarily serves its creator as a thug, a thief, and a kidnapper that swallows the unwary.
Hags have devised a ritual for creating
Magic Items
Mythic Odysseys of Theros
cold damage.
Blessing of the Deep. If you are a worshiper of Thassa, you gain all the following benefits for which you have the required piety:
Piety 10+. You can breathe underwater, and you gain a
within 1 mile of you, creating strong winds and heavy rain that cause violent waves (see “Weather at Sea” in chapter 5 of the Dungeon Master’s Guide) or calming a storm. In either
Backgrounds
Baldur’s Gate: Descent into Avernus
your responsibilities for a month.
Flaming Fist. If you serve in the Flaming Fist, once every ten days, you must report to the Seatower of Balduran for training, and you’re required to take a
;re always welcome at the Three Old Kegs, where the Three Old Toads are glad to greet you with a smile and a mug of ale.
The Watch. If you serve in the Watch, you’re required to conduct a
Monsters
Guildmasters’ Guide to Ravnica
creatures that can’t reproduce. A few multiply and become part of the guild’s standard menagerie.
Creating a Krasis
To create a krasis, choose the appropriate stat block: category 1
Monsters
Guildmasters’ Guide to Ravnica
reproduce. A few multiply and become part of the guild’s standard menagerie.
Creating a Krasis
To create a krasis, choose the appropriate stat block: category 1 (Medium), category 2 (Large), or
Monsters
Guildmasters’ Guide to Ravnica
creatures that can’t reproduce. A few multiply and become part of the guild’s standard menagerie.
Creating a Krasis
To create a krasis, choose the appropriate stat block: category 1
Backgrounds
Guildmasters’ Guide to Ravnica
protection and durability
2
Fin Clade, focused on movement
3
Gyre Clade, focused on cyclical patterns and metamagic
4
Guardian Project, focused on creating guard monsters and super
’t be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Simic Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, Demogorgon can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or an object interacts physically with Demogorgon (for example, by
’s lair is warped by his magic, creating one or more of the following effects:
Beguiling Realm. Within 6 miles of the lair, all Charisma (Persuasion) and Charisma (Performance) checks have
Monsters
Mordenkainen Presents: Monsters of the Multiverse
plane. An anarch can use its psionic power to give form to formless substance, creating mountains, lakes, and structures to serve as a foundation for a githzerai community.
Lair Actions. On initiative
anarch remains within 1 mile of it (no action required).
If the anarch dies, these effects end after 1d6;{"diceNotation":"1d6","rollType":"roll"} rounds. All formed substance becomes a chaotic churn
Species
Eberron: Rising from the Last War
(Talenta Plains)
The majority of inns, taverns, and restaurants in the Five Nations are either directly owned by House Ghallanda or licensed by its Hosteler’s Guild. Most people give little
familiar menu and providing similar services. But many Ghallanda heirs take pride in creating their own unique businesses. There are also many independent restaurants, inns, and taverns licensed by
Monsters
Waterdeep: Dungeon of the Mad Mage
exceed those of most mortal wizards. His expertise with magic gates allows him to travel far and wide to engage in magical research. He spends much of his time creating gates, moving them around, and
was in its space. The eye can’t be harmed or dispelled, but it winks out within an antimagic field. A scrying eye lasts until Halaster ends the effect (no action required).
A minor illusory
Orcus
Legacy
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Monsters
Out of the Abyss
disappear or until Orcus releases their grasp (no action required).
Regional Effects
The region containing Orcus’s lair is warped by the Orcus’s magic, creating one or more of the following
Monsters
Mordenkainen Presents: Monsters of the Multiverse
or until Orcus releases them (no action required).
Undead Servants. Orcus causes up to six corpses within the lair to rise as skeleton;skeletons, zombie;zombies, or ghoul;ghouls (all appear in the
Monster Manual). These Undead obey his telepathic commands, which can reach anywhere in the lair.
Regional Effects
The region containing Orcus’s lair is warped by his magic, creating one or more
Demogorgon
Legacy
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Monsters
Out of the Abyss
of the next round. On his turn, Demogorgon can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or object interacts physically with
, creating one or more of the following effects:
The area within 6 miles of the lair becomes overpopulated with lizards, poisonous snakes, and other venomous beasts.
Beasts within 1 mile of the lair become
Monsters
Mordenkainen Presents: Monsters of the Multiverse
warped by the creature’s presence, creating the following effects:
Alter Water. With a thought (no action required), the morkoth can initiate a change in the water within its lair that takes
Monsters
Quests from the Infinite Staircase
dust lasts until Nafas disperses it (no action required) or uses this lair action again, and it can’t be dispersed by wind.
Regional Effects
The region containing Nafas’s lair is warped
by his magic, creating one or more of the following effects:
Mirages. Sapient creatures within 3 miles of the lair frequently see illusions of their hearts’ desires, be they fame, fortune, or
Classes
Tasha’s Cauldron of Everything
result of the wondrous ingenuity of artificers.
Creating an Artificer
To create an artificer, consult the following subsections, which give you hit points, proficiencies, and starting equipment. Then
artificer quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution or Dexterity. Second, choose the guild artisan background.
The
Githzerai Anarch
Legacy
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Monsters
Mordenkainen’s Tome of Foes
, githzerai anarchs create islands of tranquility in the otherwise turbulent plane. By directing its psionic power, an anarch can give form to formless substance, creating mountains, lakes, and
Limbo and brought to the Material Plane for as long as the anarch remains within 1 mile of it (no action required).
If the anarch dies, these effects end after 1d6;{"diceNotation":"1d6","rollType
monsters
he doesn’t have the Incapacitated condition, the lord can move the image up to 60 feet during his turn (no action required). The lord can perceive and speak through this image as if he were in
;s Revel carnival. The region containing the Lord of Fools’ lair is changed by its presence, creating the following effects:
Empty Treats. Within 1 mile of the lair, carnival snack food is
Rogue
Legacy
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Classes
Basic Rules (2014)
treasure. Creating a Rogue As you create your rogue character, consider the character’s relationship to the law. Do you have a criminal past—or present? Are you on the run from the law or from
an angry thieves’ guild master? Or did you leave your guild in search of bigger risks and bigger rewards? Is it greed that drives you in your adventures, or some other desire or ideal? What
Morkoth
Legacy
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Monsters
Volo's Guide to Monsters
without expending a spell slot.
Regional Effects
The island surrounding a morkoth's lair is warped by the creature's presence, creating the following effects:
The morkoth is aware of any new
it takes damage.
With a thought (no action required), the morkoth can initiate a change in the water within its lair that takes effect 1 minute later. The water can be as breathable and clear as air
Monk
Legacy
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Classes
Basic Rules (2014)
mission than merely slaying monsters and plundering their treasure. Creating a Monk As you make your monk character, think about your connection to the monastery where you learned your skills and spent
accomplish outside the monastery? Are you eager to return to your home? As a result of the structured life of a monastic community and the discipline required to harness ki, monks are almost always
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Origin Components Each part of your character’s origin reflects facets of your character, their life, and the circumstances that started them on the path to adventure. If you choose a background or a
species from an older book, see the sidebar “Backgrounds and Species from Older Books” in “Creating a Character” for how to use them with the options here.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Origin Components Each part of your character’s origin reflects facets of your character, their life, and the circumstances that started them on the path to adventure. If you choose a background or a
species from an older book, see the sidebar “Backgrounds and Species from Older Books” in “Creating a Character” for how to use them with the options here.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Creating Magic Items House Cannith has an enclave devoted solely to wand production. This facility is equipped with tools that amplify the Mark of Making and channel planar energies; the artisans
also have access to a vast array of exotic woods and materials. You can also create a wand, but you’re starting from scratch and creating the tools you need. Essentially, when House Cannith creates magic
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Creating Magic Items House Cannith has an enclave devoted solely to wand production. This facility is equipped with tools that amplify the Mark of Making and channel planar energies; the artisans
also have access to a vast array of exotic woods and materials. You can also create a wand, but you’re starting from scratch and creating the tools you need. Essentially, when House Cannith creates magic
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
idea of who your Darklord is, what they did, what form their evil takes, and how they came to the attention of the Dark Powers. Flesh out these details, referring back to how the Darklord reflects
your players’ characters and the section on creating nonplayer characters in the Dungeon Master’s Guide as you desire. Now, everything the Darklord knew changes and they find themself a prisoner within a domain of their own.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
idea of who your Darklord is, what they did, what form their evil takes, and how they came to the attention of the Dark Powers. Flesh out these details, referring back to how the Darklord reflects
your players’ characters and the section on creating nonplayer characters in the Dungeon Master’s Guide as you desire. Now, everything the Darklord knew changes and they find themself a prisoner within a domain of their own.