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Returning 35 results for 'cutters will reflections'.
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cutter will reflection
Monsters
Mythic Odysseys of Theros
archons of old.
Artisans of the Archons. Legend has it that the hundred-handed ones were once a tribe of giant artisans, prized by archon tyrants for their ability as stone cutters and smiths. The
' magic pursued them, cursing them with an endless will to create, but no one to create for and none who would ever appreciate or use the art and architecture they created.
A spectrum of giants claims
Monsters
Fizban's Treasury of Dragons
(Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 16):
At will: dancing lights, guidance
1/day
1
A towering palace of ice and quartz that was once the abode of an ancient crystal dragon is found deserted, with no clue as to whether its master will return or whether some other creature has
Monsters
Fizban's Treasury of Dragons
(Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 19):
At will: dancing lights, guidance
1/day each
"}
Adventure Hook
1
A towering palace of ice and quartz that was once the abode of an ancient crystal dragon is found deserted, with no clue as to whether its master will return or whether some other
Shadar-kai
Legacy
This doesn't reflect the latest rules and lore.
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Species
Mordenkainen’s Tome of Foes
Sworn to the Raven Queen’s service, the mysterious shadar-kai venture into the Material Plane from the Shadowfell to advance her will. Once they were fey like the rest of their elven kin, and
now they exist in a strange state between life and death. Eladrin and shadar-kai are like reflections of each other: one bursting with emotion, the other nearly devoid of it.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Sinister Reflections A Darklord’s memories, desires, mistakes, and evil deeds shape the domain’s twisted lands, inhabitants, and features. You need not create these in a vacuum, though. When creating
your own Darklord, consider the relationship that will define their evil in your adventures: their conflict with your players’ characters. Just as a Darklord is the inspiration for a domain, players
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Sinister Reflections A Darklord’s memories, desires, mistakes, and evil deeds shape the domain’s twisted lands, inhabitants, and features. You need not create these in a vacuum, though. When creating
your own Darklord, consider the relationship that will define their evil in your adventures: their conflict with your players’ characters. Just as a Darklord is the inspiration for a domain, players
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Shadar-kai Sworn to the Raven Queen’s service, the mysterious shadar-kai venture into the Material Plane from the Shadowfell to advance her will. Once they were fey like the rest of their elven kin
, and now they exist in a strange state between life and death. Eladrin and shadar-kai are like reflections of each other: one bursting with emotion, the other nearly devoid of it. Shadar-kai Traits
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
original deck created by Istus for Asteria and Euryale is so powerful that it has countless lesser reflections throughout the multiverse, including versions with more, fewer, or different cards. The
deck has been in every edition of D&D, but there is no single “best” version of the deck. It has always been changing, and it always will. When you include the deck in your game, tailor it to your table
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
original deck created by Istus for Asteria and Euryale is so powerful that it has countless lesser reflections throughout the multiverse, including versions with more, fewer, or different cards. The
deck has been in every edition of D&D, but there is no single “best” version of the deck. It has always been changing, and it always will. When you include the deck in your game, tailor it to your table
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Shadar-kai Sworn to the Raven Queen’s service, the mysterious shadar-kai venture into the Material Plane from the Shadowfell to advance her will. Once they were fey like the rest of their elven kin
, and now they exist in a strange state between life and death. Eladrin and shadar-kai are like reflections of each other: one bursting with emotion, the other nearly devoid of it. Shadar-kai Traits
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
attract. She is the patron of rangers in the same way that Milil is the patron of bards, but even rangers rarely pray to her directly. They instead pray to Gwaeron Windstrom, who they believe will
are created by loggers at the end of a logging excursion as a mark of thanks to the goddess for providing the wood and for keeping the timber cutters safe during the work.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
attract. She is the patron of rangers in the same way that Milil is the patron of bards, but even rangers rarely pray to her directly. They instead pray to Gwaeron Windstrom, who they believe will
are created by loggers at the end of a logging excursion as a mark of thanks to the goddess for providing the wood and for keeping the timber cutters safe during the work.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
1 “I can’t stand dark places.”
2 “I’m terrified of a particular kind of animal.”
3 “Deep water will be the death of me.”
4 “I can’t stand heights.”
5 “I hate being stuck in
followed chills my blood.”
10 “Sudden noises or appearances fray my nerves.”
11 “I can’t be comfortable around creatures larger than I am.”
12 “Reflections always seem like they’re
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. At night, the movements of Nyx are striking, but images of the gods seem to keep their distance from this land where few pay them honor. Yet most non-leonin will never see this beauty. The leonin
reflects the sunlight so brightly that it’s difficult to look at. Those who approach the lake and gaze into its waters usually see their own reflections, but on rare occasions, they see visions of places
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
creatures, they traveled in Corellon’s shadow, sparkling like the reflections from a finely cut gem. When Corellon came to notice these glorious echoes, the god tarried with them in the place that became
example of Corellon’s wild, ever-shifting ways. As these primal reflections of Corellon changed their nature and defined themselves, they came to see Corellon and Lolth in new lights. They now viewed
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
1 “I can’t stand dark places.”
2 “I’m terrified of a particular kind of animal.”
3 “Deep water will be the death of me.”
4 “I can’t stand heights.”
5 “I hate being stuck in
followed chills my blood.”
10 “Sudden noises or appearances fray my nerves.”
11 “I can’t be comfortable around creatures larger than I am.”
12 “Reflections always seem like they’re
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
creatures, they traveled in Corellon’s shadow, sparkling like the reflections from a finely cut gem. When Corellon came to notice these glorious echoes, the god tarried with them in the place that became
example of Corellon’s wild, ever-shifting ways. As these primal reflections of Corellon changed their nature and defined themselves, they came to see Corellon and Lolth in new lights. They now viewed
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. At night, the movements of Nyx are striking, but images of the gods seem to keep their distance from this land where few pay them honor. Yet most non-leonin will never see this beauty. The leonin
reflects the sunlight so brightly that it’s difficult to look at. Those who approach the lake and gaze into its waters usually see their own reflections, but on rare occasions, they see visions of places
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Jewelers and gem cutters 11 Leatherworkers, skinners, and tanners 12 Masons and stonecutters 13 Painters, limners, and sign-makers 14 Potters and tile-makers 15 Shipwrights and sailmakers 16 Smiths and
certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
meditate on reflections in the water. Some forgo the duties of family, seeking to attune with nature and work the will of the spirits at the Temple of Ember. Many animals are believed to be messengers
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
holding them. Twelve painted figures line each hall, six on the west wall and six on the east wall, directly across from one another. Figures on facing walls are perfect reflections of each other
vanish, leaving the archway open. The curtain magically reappears after 1 hour. If any creature passes through the curtain of water carrying a trident, nothing happens. Any trident will do, not just the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
meditate on reflections in the water. Some forgo the duties of family, seeking to attune with nature and work the will of the spirits at the Temple of Ember. Many animals are believed to be messengers
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
peoples and monsters that inhabit the worlds on the Material Plane originated. After the First World was shattered by a great cataclysm, the many worlds were formed like reflections or (in some cases
more than an act of will. Some nexus points exist in multiple worlds—but not at the same time. They flit from world to world, disappearing from one and appearing in another according to a regular
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Jewelers and gem cutters 11 Leatherworkers, skinners, and tanners 12 Masons and stonecutters 13 Painters, limners, and sign-makers 14 Potters and tile-makers 15 Shipwrights and sailmakers 16 Smiths and
certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
peoples and monsters that inhabit the worlds on the Material Plane originated. After the First World was shattered by a great cataclysm, the many worlds were formed like reflections or (in some cases
more than an act of will. Some nexus points exist in multiple worlds—but not at the same time. They flit from world to world, disappearing from one and appearing in another according to a regular
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
holding them. Twelve painted figures line each hall, six on the west wall and six on the east wall, directly across from one another. Figures on facing walls are perfect reflections of each other
vanish, leaving the archway open. The curtain magically reappears after 1 hour. If any creature passes through the curtain of water carrying a trident, nothing happens. Any trident will do, not just the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
has it that the hundred-handed ones were once a tribe of giant artisans, prized by archon tyrants for their ability as stone cutters and smiths. The archons became greedy for more splendid monuments to
will to create, but no one to create for and none who would ever appreciate or use the art and architecture they created. Hundred-Handed One
Huge giant, lawful neutral
Armor Class 15 (natural
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
has it that the hundred-handed ones were once a tribe of giant artisans, prized by archon tyrants for their ability as stone cutters and smiths. The archons became greedy for more splendid monuments to
will to create, but no one to create for and none who would ever appreciate or use the art and architecture they created. Hundred-Handed One
Huge giant, lawful neutral
Armor Class 15 (natural
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
side, read: Stately galleons, sleek cutters that resemble flying fish, and warships built to look like hammerhead sharks line the docks of Bral. Krux waves his arm toward a craft that seems modest by
, and further attempts by that character to sway her fall on deaf ears. If the party doesn’t have any spellcasters, Krux points out that they will need to hire a spelljammer. If the party tries to retain
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Swarmkeeper I love insects—organized, relentless, specialized little champions. And aligning their single-minded will with your own: beautiful. Just keep them out of my lab.
Tasha
Feeling a deep
Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm. IT’S YOUR SWARM
A Swarmkeeper’s swarm and spells are reflections of the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Swarmkeeper I love insects—organized, relentless, specialized little champions. And aligning their single-minded will with your own: beautiful. Just keep them out of my lab.
Tasha
Feeling a deep
Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm. IT’S YOUR SWARM
A Swarmkeeper’s swarm and spells are reflections of the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
side, read: Stately galleons, sleek cutters that resemble flying fish, and warships built to look like hammerhead sharks line the docks of Bral. Krux waves his arm toward a craft that seems modest by
, and further attempts by that character to sway her fall on deaf ears. If the party doesn’t have any spellcasters, Krux points out that they will need to hire a spelljammer. If the party tries to retain
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
ability is Intelligence (spell save DC 13). The berbalang can innately cast the following spells, requiring no material components:
At will: speak with dead
1/day: plane shift (self only
speared, a creature is pulled into the darkness to be sliced apart or teleported elsewhere to be tortured to death.
Dark Reflections. A boneclaw’s master might not want such a servant or even know it
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
ability is Intelligence (spell save DC 13). The berbalang can innately cast the following spells, requiring no material components:
At will: speak with dead
1/day: plane shift (self only
speared, a creature is pulled into the darkness to be sliced apart or teleported elsewhere to be tortured to death.
Dark Reflections. A boneclaw’s master might not want such a servant or even know it
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
outside the tent and calls out for Rubin, hoping he will return. Approaching the Hall of Illusions This large tent is painted with a mural of shifting images that show grinning faeries diving into pools
onlookers in their youth; the images grow steadily older, until the mirrors deep within the hall reflect onlookers in their twilight years. As the characters scrutinize their reflections, ask the players