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Returning 35 results for 'part aura and his creation'.
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part aura and his creating
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Part 1: Character Creation
Josh Chia Character creation for a Grim Hollow campaign is similar to creating a character for any 5e-compatible game, but the dark fantasy style of Grim Hollow
a vampire, or cursed by a hag? Rather than being relegated to NPC status or handwaving what should be a monumental and dramatic part of your character, Transformations allow the story to continue in
Spells
Player’s Handbook
your choice:
Object Creation. You create one object of up to 25,000 GP in value that isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied
the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might be achieved only in part, or you might suffer an unforeseen consequence as a
Monsters
Fizban's Treasury of Dragons
Fire Aura (Fire Form Only). At the start of each of the animated breath’s turns, each creature within 5 feet of it takes 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Fire
Aura","rollDamageType":"fire"} fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the animated breath or hits it with a melee attack
Monsters
Fizban's Treasury of Dragons
Aura (Fire Form Only). At the start of each of the animated breath’s turns, each creature within 5 feet of it takes 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Fire Aura
","rollDamageType":"fire"} fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the animated breath or hits it with a melee attack takes 3
Monsters
Fizban's Treasury of Dragons
Putrid Aura (Acid and Poison Forms Only). A creature that starts its turn within 5 feet of the animated breath must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its
next turn. A creature that touches the animated breath or hits it with a melee attack takes 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Putrid Aura","rollDamageType":"acid"} acid
Monsters
Fizban's Treasury of Dragons
Putrid Aura (Acid and Poison Forms Only). A creature that starts its turn within 5 feet of the animated breath must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its
next turn. A creature that touches the animated breath or hits it with a melee attack takes 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Putrid Aura","rollDamageType":"acid"} acid
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Annihilating Aura. Any creature that starts its turn within 30 feet of the nightwalker must succeed on a DC 21 Constitution saving throw or take 21 (6d6);{"diceNotation":"6d6","rollType":"damage
","rollAction":"Annihilating Aura","rollDamageType":"necrotic"} necrotic damage. Undead are immune to this aura.
Life Eater. A creature dies if reduced to 0 hit points by the nightwalker and can’t
Monsters
Guildmasters’ Guide to Ravnica
);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.Dimir mind mages are among the most feared spellcasters in Ravnica, thanks in large part to
the aura of mystery that shrouds them and their work. Their ability to read and alter memories commands respect from the other members of House Dimir and makes them useful in the full spectrum of the guild's activities. Many mind mages lead cells of their own.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
mouth full of sharp teeth.
Among the drow noble houses of Menzoberranzan in the Forgotten Realms, a high priestess’s successful creation of a draegloth is seen as a sign of Lolth’s favor
toward her house—and a sign of the demon lord’s disregard for the family’s rivals, who were not thus gifted. The creation prompts the leaders of the house to begin crafting new plans
Monsters
Storm King's Thunder
Empowered Attacks. Maegera’s slam attacks are treated as magical for the purpose of overcoming resistance and immunity to damage from nonmagical attacks.
Fire Aura. At the start of each of
Maegera’s turns, each creature within 30 feet of it takes 35 (10d6);{"diceNotation":"10d6","rollType":"damage","rollAction":"Fire Aura","rollDamageType":"fire"} fire damage, and flammable objects
Monsters
Dragonlance: Shadow of the Dragon Queen
Aura of Command. The draconian radiates a commanding presence in a 20-foot-radius sphere centered on itself. A draconian in the aura that can see or hear the aurak can’t be charmed and has
corrupted by a combination of warped alchemy and the Dragon Queen’s foul magic. The Dragon Armies closely guard the secret of the draconians’ creation, allowing Krynn’s metallic dragons to
Equipment
dragonmarks and are a vital part of any dragonmark focus item. Larger shards may be required for eldritch machines or used in the creation of legendary items or artifacts.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Magic Resistance. The anathema has advantage on saving throws against spells and other magical effects.
Ophidiophobia Aura. Any creature of the anathema’s choice, other than a snake or a yuan
end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this anathama’s aura for the
Classes
Sword Coast Adventurer's Guide
Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods
Greyhawk.
Arcana Domain Spells
Cleric Level
Spells
1st
detect magic, magic missile
3rd
magic weapon, Nystul's magic aura
5th
dispel magic, magic circle
7th
arcane eye, Leomund's secret chest
9th
planar binding, teleportation circle
Backgrounds
Guildmasters’ Guide to Ravnica
of seaweed, a vial of jellyfish stingers, a glass bottle of unidentified slime, and a belt pouch containing 10 gp (Azorius 1-zino coins)
Clades and Projects
As a Simic researcher, you are part of a
ability, enlarge/reduce
3rd
gaseous form, water breathing, wind wall
4th
freedom of movement, polymorph
5th
creation
When your magic causes physical
Monsters
Mordenkainen Presents: Monsters of the Multiverse
minds are never accepted as part of the collective. For them, death means oblivion.
Lichdom offers salvation and the prospect of being able to pursue knowledge indefinitely. Yet learning the secret of
the same name.
Collaborative Undeath
To become alhoons, mind flayer arcanists must cooperate in the creation of a periapt of mind trapping, a fist-sized container made of silver, emerald, and
Classes
Sword Coast Adventurer's Guide
Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods
Greyhawk.
Arcana Domain Spells
Cleric Level
Spells
3rd
detect magic, magic missile, magic weapon, Nystul's magic aura
5th
dispel magic, magic circle
7th
arcane eye, Leomund's secret chest
9th
planar binding, teleportation circle
Monsters
Fizban's Treasury of Dragons
foundations of creation.
5
To experience a thing is to truly understand it. Direct and personal experience is the most valuable form of knowledge.
6
I see a far more kaleidoscopic reality than
, anything is possible—including the creation of a more orderly and perfect cosmos than this one.
Amethyst Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Aura of Shrieks. Creatures within 20 feet of the grue that aren’t Aberrations have disadvantage on saving throws, as well as on attack rolls against creatures other than a star spawn
hopelessness.
Star Spawn
The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms alien to mortal life. Some are so hostile that even a moment
Monsters
Fizban's Treasury of Dragons
use is vast knowledge or insight if it is not shared with those who can appreciate it?
4
Although some are fascinated by words, I think numbers are the true foundations of creation.
5
To
the creation of a more orderly and perfect cosmos than this one.
Amethyst Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
1
Balance
Monsters
Fizban's Treasury of Dragons
up to its speed. If the dragon turtle is swimming, this movement doesn't provoke opportunity attacks.
Boiling Aura (Costs 3 Actions). The dragon turtle radiates intense heat. Until the start of the
","rollType":"damage","rollAction":"Boiling Aura","rollDamageType":"fire"} fire damage. Being underwater doesn't grant resistance against this damage.Dragon turtles are mighty creatures whose inherent
Species
Van Richten’s Guide to Ravenloft
.
Heir of Hags
One way hags create more of their kind is through the creation of hexbloods. Every hexblood exhibits features suggestive of the hag whose magic inspires their powers. This includes an
unusual crown, often called an eldercross or a witch’s turn. This living, garland-like part of a hexblood’s body extends from their temples and wraps behind the head, serving as a visible
spells
You have mastered the Voorish sign, a sigil from an ancient era said to predate the world’s creation. Choose a creature that you can see within range. When you would normally roll one or more
lower that you can cast, that has a casting time of an action. You can cast that spell as part of casting Voorish Sign, expending spell slots for both.
monsters
remains.
Known to some scholars as the puppet master bird, and to others as the shrill shrike, cauthoojs are widely reviled by most intelligent humanoids, in part because they seem to prefer humanoids as
prey. Sightings typically lead to the creation of hunting parties to track down the creature before it can kill again, with would-be hunters typically stuffing their ears full of wax in an effort to
Magic Items
Infernal Machine Rebuild
can’t be used until the next dawn.
Destructive Ruin. You can cast the disintegrate spell from the weapon, but can target only a nonmagical object or a creation of magical force. Once used, this
spell or similar magic, you are unwilling to part with the weapon.
The weapon must take direct part in the destruction of 1,000 gp worth of materials and objects every seven days, or a conflict
Monsters
Mordenkainen's Fiendish Folio Volume 1
Entropic Aura. Each creature that is not a construct or undead that ends its turn within 15 feet of Ygorl takes 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Entropic Aura
of eternity. It has no sense of empathy or compassion, driven only to unmake so that the resulting base elements of reality can fuel the multiverse’s endless cycles of creation and destruction
Elf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
.
— Margaret Weis & Tracy Hickman, Dragons of Autumn Twilight
Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of
might continue to use the child name. Each elf’s adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists
races
Mordenkainen Presents: Monsters of the Multiverse
facial features have a bestial cast, often with large eyes and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. While a shifter
race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
following text to describe part of her lecture: “A historian interrogates the stories we tell ourselves about the past, learning how true they are—or otherwise,” lectures Dean Tullus. “Only by
knots around itself. “I unearthed this in the Fortress Badlands during my most recent expedition. Its creator and use remain uncertain. But by investigating the reason for its creation, we stand to
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
following text to describe part of her lecture: “A historian interrogates the stories we tell ourselves about the past, learning how true they are—or otherwise,” lectures Dean Tullus. “Only by
knots around itself. “I unearthed this in the Fortress Badlands during my most recent expedition. Its creator and use remain uncertain. But by investigating the reason for its creation, we stand to
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Heir of Hags One way hags create more of their kind is through the creation of hexbloods. Every hexblood exhibits features suggestive of the hag whose magic inspires their powers. This includes an
unusual crown, often called an eldercross or a witch’s turn. This living, garland-like part of a hexblood’s body extends from their temples and wraps behind the head, serving as a visible mark of the bargain between hag and hexblood, a debt owed, or a change to come.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
badlands and halflings in green fields,
Lizardfolk lurking in marshes,
humans throughout every part of creation.
Breathe, dragons; sing of Bahamut,
maker of peace with the outsider deities
;
Sing too of Chromatic Tiamat,
painting all over the infinite canvas.
Partnered, they woke in the darkness;
partnered, they labored in acts of creation.
Breathe, dragons; sing then of
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Tenets The teachings of the Heralds of the Comet are revealed only in part to aspirants and in more detail to initiates. Only the group’s leaders know the full doctrine. Fundamental Tenets The cult’s
basic tenets are shared with anyone who expresses an interest in learning about the group’s beliefs. Such folk, known as aspirants, are taught the following: Flawed Creation. Suffering isn’t an
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Tenets The teachings of the Heralds of the Comet are revealed only in part to aspirants and in more detail to initiates. Only the group’s leaders know the full doctrine. Fundamental Tenets The cult’s
basic tenets are shared with anyone who expresses an interest in learning about the group’s beliefs. Such folk, known as aspirants, are taught the following: Flawed Creation. Suffering isn’t an
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Heir of Hags One way hags create more of their kind is through the creation of hexbloods. Every hexblood exhibits features suggestive of the hag whose magic inspires their powers. This includes an
unusual crown, often called an eldercross or a witch’s turn. This living, garland-like part of a hexblood’s body extends from their temples and wraps behind the head, serving as a visible mark of the bargain between hag and hexblood, a debt owed, or a change to come.