Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'curse were reality'.
Other Suggestions:
core were reality
curse were rarity
cure were readily
cure were really
cure were reality
Monsters
Strixhaven: A Curriculum of Chaos
"}. Momentary warps in reality appear at three different points the Oracle can see within 120 feet of her. Each creature in a 20-foot-radius sphere centered on each point must make a DC 18 Strength
: detect magic
2/day each: dispel magic, mage armor, remove curse, sending
1/day each: power word stun, scrying (as an action), wall of force
Teleport. The Oracle teleports, along with any
Species
Sword Coast Adventurer's Guide
jolted her.
“What is it they say?” he asked. “One’s a curiosity, two’s a conspiracy—”
“Three’s a curse,” she finished. “You think I
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
magic-items
Intelligence check.
You can read and write Abyssal, Celestial, Draconic, and Primordial.
If you can cast spells, you always have evil eye, dread curse of Azathoth, dust of Suleiman, and Voorish sign
entities are fascinating. They are the true masters of reality, those who were and shall forever be. By understanding them, by coming in direct contact with them, you can unlock their secrets and match
Tiefling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
jolted her.
“What is it they say?” he asked. “One’s a curiosity, two’s a conspiracy—”
“Three’s a curse,” she finished. “You think I
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.
Sorcerer
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
chaos of Limbo, or a glimpse into the inner workings of reality. Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant
;ll choose an origin that ties to a draconic bloodline or the influence of wild magic, but the exact source of your power is up to you to decide. Is it a family curse, passed down to you from distant
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
-like visage curses you. You take a −2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates card can end this curse.
The Fates. Reality's fabric unravels and
property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears
magic-items
D&D Free Rules (2024)
Fates card can end this curse.
Fates. Reality’s fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card’s magic as soon as
magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. If you have a Bastion (see the Dungeon Master’s
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
material world. This Transformation tears at the substance of body and mind, until what is left is a spiritual shadow. Specters have a tenuous grasp on reality, and some fade into oblivion while others
of death stand entities that exist in a reality untethered from the material world as mortals understand it. These others and their minions, manifestations of otherworldly chaos, can infuse a person
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Etharis want the common folk to believe.
The reality of magic on Etharis is much darker, more dangerous, and often terrifying. Nature is cruel and strange enough—magic only intensifies the terrible
manifestation of magic. Transformations originate when a curse inherent in a creature passes on to another creature, or when a person opens themselves up to a more volatile form of magic that changes
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Dead Gods Luca Bancone An astral dreadnought consumes a dead god in Vecna’s new reality When the characters cross the threshold in area E2c, they appear in an unreality where Vecna has usurped the
contaminate the dreadnought and induce its certain death. Arekanz is suffering the effects of the curse. It is so wracked with pain that it doesn’t defend itself except to use its Donjon Visit legendary
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Dead Gods Luca Bancone An astral dreadnought consumes a dead god in Vecna’s new reality When the characters cross the threshold in area E2c, they appear in an unreality where Vecna has usurped the
contaminate the dreadnought and induce its certain death. Arekanz is suffering the effects of the curse. It is so wracked with pain that it doesn’t defend itself except to use its Donjon Visit legendary
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
The Great Old One Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the
your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
The Great Old One Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the
your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
studies are driven by a desire to manipulate reality. Flames Your magical ability stems from a gamble you made with a Fiend—though you’re not sure if you won or lost. Fool You use your arcane prowess to
A loved one is cursed, and you’re determined to break that curse. Puzzle You live for the pursuit of arcane secrets and lost legends. Rogue Someone you trust is actually a monster, such as a dragon or
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
studies are driven by a desire to manipulate reality. Flames Your magical ability stems from a gamble you made with a Fiend—though you’re not sure if you won or lost. Fool You use your arcane prowess to
A loved one is cursed, and you’re determined to break that curse. Puzzle You live for the pursuit of arcane secrets and lost legends. Rogue Someone you trust is actually a monster, such as a dragon or
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
member of the Company of the Yellow Banner. Devlin’s goat-like features are the result of a curse, and he was killed by tomb dwarves after he became separated from his companions. Any inspection of his
parallel reality. Characters who walk the length of the circular corridor notice that Devlin’s body is no longer present — nor are any companions who waited behind for them. If they step back through the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
member of the Company of the Yellow Banner. Devlin’s goat-like features are the result of a curse, and he was killed by tomb dwarves after he became separated from his companions. Any inspection of his
parallel reality. Characters who walk the length of the circular corridor notice that Devlin’s body is no longer present — nor are any companions who waited behind for them. If they step back through the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Ghost Dragon I’ll have you know, Fizban the Fabulous is not afraid of ghosts. I am, on the contrary, deeply saddened by the reality of their existence. And maybe just a little bit creeped out
flames, lightning, or acid, it carries an otherworldly curse. The breath’s shadowy mist can induce waking nightmares. Ghost Dragon
Huge Undead, Any Alignment
Armor Class 10
Hit Points 324 (24d12
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Ghost Dragon I’ll have you know, Fizban the Fabulous is not afraid of ghosts. I am, on the contrary, deeply saddened by the reality of their existence. And maybe just a little bit creeped out
flames, lightning, or acid, it carries an otherworldly curse. The breath’s shadowy mist can induce waking nightmares. Ghost Dragon
Huge Undead, Any Alignment
Armor Class 10
Hit Points 324 (24d12
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
) force damage.
Paradoxy (Recharge 4–6). Momentary warps in reality appear at three different points the Oracle can see within 120 feet of her. Each creature in a 20-foot-radius sphere centered on each
curse, sending
1/day each: power word stun, scrying (as an action), wall of force
Teleport. The Oracle teleports, along with any equipment she is wearing or carrying, to an unoccupied space she
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
) force damage.
Paradoxy (Recharge 4–6). Momentary warps in reality appear at three different points the Oracle can see within 120 feet of her. Each creature in a 20-foot-radius sphere centered on each
curse, sending
1/day each: power word stun, scrying (as an action), wall of force
Teleport. The Oracle teleports, along with any equipment she is wearing or carrying, to an unoccupied space she
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. The Mists can carry travelers between lands and can be coerced but never controlled. Evil is real and embodied by individuals of terrible power. Time, reality, and memory don’t always move in reliable
unmoored from time and reality, appearing in different ages, in strange versions and configurations of domains, and even on worlds beyond the Domains of Dread. His lyrical accounts of his travels are
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. The Mists can carry travelers between lands and can be coerced but never controlled. Evil is real and embodied by individuals of terrible power. Time, reality, and memory don’t always move in reliable
unmoored from time and reality, appearing in different ages, in strange versions and configurations of domains, and even on worlds beyond the Domains of Dread. His lyrical accounts of his travels are
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Legion of Azrok Azrok, the son of a hobgoblin warlord, was born blind. Such a curse would ordinarily have spelled his doom in hobgoblin society, but Azrok’s mother was a sorcerer, and she refused to
this strange lack of courage in their great warlord? Has age finally taken its toll? In reality, a band of duergar thieves posing as merchants recently stole Azrok’s dagger of blindsight and fled
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Legion of Azrok Azrok, the son of a hobgoblin warlord, was born blind. Such a curse would ordinarily have spelled his doom in hobgoblin society, but Azrok’s mother was a sorcerer, and she refused to
this strange lack of courage in their great warlord? Has age finally taken its toll? In reality, a band of duergar thieves posing as merchants recently stole Azrok’s dagger of blindsight and fled
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
is in addition to the shield’s normal bonus to AC. Curse. This item is cursed. Attuning to it extends the curse to you until you are targeted by a Remove Curse spell or similar magic. You cannot
reality, creating a temporary rift between planes. You can use your action to choose a different plane of existence from the one you’re on and slice through an unoccupied space within 5 feet of yourself
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
is in addition to the shield’s normal bonus to AC. Curse. This item is cursed. Attuning to it extends the curse to you until you are targeted by a Remove Curse spell or similar magic. You cannot
reality, creating a temporary rift between planes. You can use your action to choose a different plane of existence from the one you’re on and slice through an unoccupied space within 5 feet of yourself
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
no more cards. Euryale The card’s medusa-like visage curses you. You take a −2 penalty to saving throws while cursed in this way. Only a god or the magic of the Fates card can end this curse. Fates
lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. If you have a Bastion (see chapter 8), it is destroyed by some calamity
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
no more cards. Euryale The card’s medusa-like visage curses you. You take a −2 penalty to saving throws while cursed in this way. Only a god or the magic of the Fates card can end this curse. Fates
that alters reality the least. If you have a Bastion (see chapter 8), it is destroyed by some calamity beyond your control. Any documentation that proves you should own something lost to this card also
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
-like visage curses you. You take a -2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates card can end this curse. The Fates. Reality’s fabric unravels and spins anew
alters reality the least. Any documentation that proves you should own something lost to this card also disappears. Skull. You summon an avatar of death—a ghostly humanoid skeleton clad in a tattered
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
magic of The Fates card can end this curse. The Fates. Reality’s fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card’s magic as soon as
you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears. Skull. You summon an avatar of death—a ghostly
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
no more cards. Euryale The card’s medusa-like visage curses you. You take a −2 penalty to saving throws while cursed in this way. Only a god or the magic of the Fates card can end this curse. Fates
that alters reality the least. If you have a Bastion (see chapter 8), it is destroyed by some calamity beyond your control. Any documentation that proves you should own something lost to this card also
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
no more cards. Euryale The card’s medusa-like visage curses you. You take a −2 penalty to saving throws while cursed in this way. Only a god or the magic of the Fates card can end this curse. Fates
lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. If you have a Bastion (see chapter 8), it is destroyed by some calamity
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
magic of The Fates card can end this curse. The Fates. Reality’s fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card’s magic as soon as
you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears. Skull. You summon an avatar of death—a ghostly
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
-like visage curses you. You take a -2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates card can end this curse. The Fates. Reality’s fabric unravels and spins anew
alters reality the least. Any documentation that proves you should own something lost to this card also disappears. Skull. You summon an avatar of death—a ghostly humanoid skeleton clad in a tattered