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Returning 35 results for 'matter service with only also fiend for like'.
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Spells
Player’s Handbook
You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone
, crystal, metal, and the like). The object must be no larger than a 5-foot Cube, and the object must be of a form and material that you have seen.
The spell’s duration depends on the object’s
Spells
Player’s Handbook
or magic items to an allied temple, while a Fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.
A task that can be
You beseech an otherworldly entity for aid. The being must be known to you: a god, a demon prince, or some other being of cosmic power. That entity sends a Celestial, an Elemental, or a Fiend loyal
Magic Items
Dungeon Master’s Guide
general chapters remain, ever revealing demonic secrets. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and
Fiend that you can see that is trapped within the area of a Magic Circle spell. The Fiend must succeed on a DC 20 Charisma saving throw with Disadvantage or become trapped within one of the Demonomicon
Spells
Player’s Handbook
For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so
Spells
Player’s Handbook
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating
of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts
Magic Items
Dungeon Master’s Guide
While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You
decide what it looks like—including color, style, and accessories—but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor.
Spells
Player’s Handbook
You attempt to bind a Celestial, an Elemental, a Fey, or a Fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned
Spells
Player’s Handbook
You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape you like. For example, you could shape a large rock into a
weapon, statue, or coffer, or you could make a small passage through a wall that is 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.
Spells
Player’s Handbook
barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.
When you cast the spell, any creature that is completely inside the cage’s area is
that magic to exit the cage. On a failed save, the creature doesn’t exit the cage and wastes the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.
This spell can’t be dispelled by Dispel Magic.
Magic Items
Dungeon Master’s Guide
Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.
You gain a +3 bonus to
with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know.
Personality. Blackrazor speaks with an imperious tone
Backgrounds
Player’s Handbook
grove. There you performed rites in honor of a god or pantheon. You served under a priest and studied religion. Thanks to your priest’s instruction and your own devotion, you also learned how to channel a modicum of divine power in service to your place of worship and the people who prayed there.
: (A) Calligrapher's Supplies, Book (prayers), Holy Symbol, Parchment (10 sheets), Robe, 8 GP; or (B) 50 GP
You devoted yourself to service in a temple, either nestled in a town or secluded in a sacred
Spells
Player’s Handbook
A swirling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud’s area is Heavily Obscured. It lasts for the duration or until a strong wind (like
successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.
The cloud moves 10 feet away from you in a direction you choose at the start of each of your turns.
Magic Items
Dungeon Master’s Guide
magical nature or translate the benefits it offers to those pure of heart and firm of purpose.
A heavy clasp, wrought to look like angel wings, keeps the book’s contents secure. Only a creature
benefits.
Other creatures that peruse the book’s open pages can read the text but glean no deeper meaning and reap no benefits. A Fiend, an Undead, or a servant of a god from the Lower Planes
Species
Player’s Handbook
Tieflings are either born in the Lower Planes or have fiendish ancestors who originated there. A tiefling (pronounced TEE-fling) is linked by blood to a devil, a demon, or some other Fiend. This
chthonic legacy feel not only the tug of Carceri but also the greed of Gehenna and the gloom of Hades. Some of these tieflings look cadaverous. Others possess the unearthly beauty of a succubus, or
Magic Items
Dungeon Master’s Guide
97–00
97–00
Void
Each card’s effect is described below.
Balance. You can increase one of your ability scores by 2, to a maximum of 22, provided you also decrease another
of your prison. You draw 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
Spells
Player’s Handbook
;t locate or perceive the imprisoned target, and the target can’t teleport.
Until the spell ends, the target is also affected by one of the following effects of your choice:
Burial. The target
and planar travel. The demiplane is your choice of a labyrinth, a cage, a tower, or the like.
Minimus Containment. The target becomes 1 inch tall and is trapped inside an indestructible gemstone or a
Species
Player’s Handbook
propensity for living in forests and burrows. What they lacked in size, they made up for in cleverness. They confounded predators with traps and labyrinthine tunnels. They also learned magic from gods like
big eyes and pointed ears, who live around 425 years. Many gnomes like the feeling of a roof over their head, even if that “roof” is nothing more than a hat.
Gnome Traits
Creature Type: HumanoidSize: Small (about 3–4 feet tall)Speed: 30 feet
Species
Player’s Handbook
stone and metal and for living underground. The god also made them resilient like the mountains, with a life span of about 350 years.
Squat and often bearded, the original dwarves carved cities and
Magic Items
Dungeon Master’s Guide
rejects you but also places a curse on you, causing you to make D20 Test;D20 Tests with Disadvantage for 24 hours or until the curse is ended by a Remove Curse spell or similar magic. If you’re
functions like a nonmagical weapon of its kind for anyone other than its chosen bearer.
A Moonblade has one rune on it for each bearer it has willingly served (typically 1d6 + 1). The first rune grants a
Backgrounds
Eberron: Forge of the Artificer
, Fine Clothes, Healer's Kit 25 GP; or (B) 50 GP
House Jorasco teaches that illness and injury stalk the living like ghosts, robbing people of health and longevity. You’ve been taught ways to
combat these scourges, both magically and medically. You’re trained to use those skills in the service of others—and to ascertain that you are always appropriately compensated for this
Monsters
Astarion's Book of Hungers
creatures that resemble tieflings. Also known as falxugons among the ranks of the Nine Hells, harvester devils have short horns and expressive tails. Most harvester devils dress in flattering finery. They
another fiend.
5
Has an identical twin or clone.
6
Tricks the devil into signing any other contract.
Unfortunately, finding these dandyish devils’ contractual loopholes is not nearly as much fun as I had hoped.
—Astarion on Harvester Devils
Fire, PoisonCold
Magic Items
Forgotten Realms: Heroes of Faerûn
saving throw or an attack roll, the spell save DC is 13 and the attack bonus is +5. If your Attunement to the tattoo ends, the tattoo vanishes.
You can also cast the spell once without a spell slot
, Thayan Spell Tattoos can’t be crafted like other magic items. To learn how to ink Thayan Spell Tattoos, you must have a Renown Score of 50+ with the Red Wizards.
To ink a Thayan Spell Tattoo, you
Backgrounds
Forgotten Realms: Heroes of Faerûn
Kit, Fine Clothes, Hooded Lantern, Oil (3 flasks), 2 Pouch;Pouches, String, Tinderbox, 11 GP; or (B) 50 GP
Maybe you needed the money. Maybe you longed for a family, no matter how dubious. Or maybe
;s leaders insist the organization is more like a family than a shadowy syndicate, few families exhibit as much dishonesty, nepotism, and corruption as this one. You’ve honed your cunning, reflexes, and blade to climb the guild’s ranks.
Feats
Eberron: Forge of the Artificer
Magic. Choose a level 8 or lower spell from the Sorcerer spell list or a spell from the Siberys Dragonmark Spells table (the table includes dragonmark suggestions if you’d like to associate a spell
or Long Rest. You can also cast this spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you gain this feat).
Backgrounds
Forgotten Realms: Heroes of Faerûn
, Bedroll, Costume, Grappling Hook, Rope, Traveler's Clothes, 14 GP; or (B) 50 GP
You accepted an invitation to join the Harpers, pledging an oath to uphold the Harper code and act in service to the common
good. Like all Harpers, you understand the value of teamwork as well as when it’s best to go it alone. Harper veterans have taught you the order’s secrets—magical melodies, special
Species
Lorwyn: First Light
truly disguise themselves; rather, their transformations are purely surface level.
No matter their form, Lorwyn changelings keep their key traits: blue-green skin, tufts of tentacle-like fur, and bulbous
Feats
Eberron: Forge of the Artificer
Magic. Choose a spell from the Siberys Dragonmark Spells table (the table includes dragonmark suggestions if you’d like to associate a spell with one of the marks). You always have that spell
prepared. You can cast it once without a spell slot or spell components, and you regain the ability to cast it in that way when you finish a Short or Long Rest. You can also cast this spell using any spell
Species
Eberron: Forge of the Artificer
. Their facial features have a bestial cast, often with large eyes and pointed ears; most shifters also possess prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. While
Monsters
Forgotten Realms: Adventures in Faerûn
typically presents as a marid crowned in coral, with her lower half lengthening into a sinewy, eel-like tail.
History
Before becoming ruler of Maran Saya, Biha Babir worked as a spy. She has
whatever genie empire rises from the wreckage.
Personality
Biha Babir’s demeanor is like the ocean: seemingly placid on the surface, but dangerous and fierce deep below. Her amiable attitude hides
Species
Lorwyn: First Light
Boggarts are Small, squat goblinoids found in the realm of Lorwyn-Shadowmoor. They possess bestial physical features, including horns and animal- like snouts. Beyond these commonalities, boggart
appearances vary widely. One boggart may look like a hedgehog, with spiky fur and beady eyes, while another might sport the snout and fleshy ears of a swine. Boggarts tend to love crafting potions and
Larva
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Dungeon Master’s Guide (2014)
","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.A larva is a miserable fiend that retains the facial features of its previous form but has the body of a fat worm. A larva has only a few faint
memories of its previous life.
Hades is crawling with larvae. Night hag;Night hags, lich;liches, and rakshasa;rakshasas harvest them for use in vile rituals. Other fiends like to feed on them.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
"} piercing damage.Loyal Bodyguard. When another fiend within 5 feet of the merregon is hit by an attack, the merregon causes itself to be hit instead.The souls of fallen soldiers, mercenaries, and
indicate the only elements of the wearer’s identity that matter: the commander it serves and the layer of the Nine Hells it protects.
Because of their unshakable loyalty, merregons form the
Equipment
When you hit with Blessed ammunition, the weapon’s damage type becomes Radiant. Also, if the target is Fiend, Fey, or Undead, that creature’s Speed is reduced by 10 feet until the end of its next turn, and the creature can’t take Reaction;Reactions until the start of its next turn.
Equipment
When you hit with Blessed ammunition, the weapon’s damage type becomes Radiant. Also, if the target is Fiend, Fey, or Undead, that creature’s Speed is reduced by 10 feet until the end of its next turn, and the creature can’t take Reaction;Reactions until the start of its next turn.
Equipment
When you hit with Blessed ammunition, the weapon’s damage type becomes Radiant. Also, if the target is Fiend, Fey, or Undead, that creature’s Speed is reduced by 10 feet until the end of its next turn, and the creature can’t take Reaction;Reactions until the start of its next turn.






