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Returning 35 results for 'bad bind diffusing courage recovery'.
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Spells
Player’s Handbook
while in the area.
Extra Effect. You bind an extra effect to the area from the list below:
Courage. Creatures of any types you choose can’t gain the Frightened condition while in the area
Hallow
Legacy
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Spells
Basic Rules (2014)
creatures from this effect.
Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the GM. Some of these effects apply to creatures
leaves the area.
Courage. Affected creatures can't be frightened while in the area.
Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than
Backgrounds
Guildmasters’ Guide to Ravnica
plants of all kinds, and am loath to harm them.
3
A healer nursed me to recovery from a mortal illness.
4
I’ll sing the invitation of Mat’Selesnya with my dying breath.
5
conclave has a deeper connection to the Worldsoul than I do.
6
I’m trying to atone for the life of crime I led before I joined the Selesnya, but I find it hard to give up my bad habits
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Embarrassment Almost every bard has suffered at least one bad experience in front of an audience, and chances are you’re no exception. No one becomes famous right away, after all; perhaps you had a
that a performance can go wrong are as varied as the fish in the sea. No matter what sort of disaster might occur, however, a bard has the courage and the confidence to rebound from it — either pressing
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Embarrassment Almost every bard has suffered at least one bad experience in front of an audience, and chances are you’re no exception. No one becomes famous right away, after all; perhaps you had a
that a performance can go wrong are as varied as the fish in the sea. No matter what sort of disaster might occur, however, a bard has the courage and the confidence to rebound from it — either pressing
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Embarrassment Almost every bard has suffered at least one bad experience in front of an audience, and chances are you’re no exception. No one becomes famous right away, after all; perhaps you had a
that a performance can go wrong are as varied as the fish in the sea. No matter what sort of disaster might occur, however, a bard has the courage and the confidence to rebound from it — either pressing
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Saving Throws A saving throw is an instant response to a harmful effect and is almost never done by choice. A save makes the most sense when something bad happens to a character and the character has
decide which ability score is involved. The Saving Throws table offers suggestions. Saving Throws Ability Used For… Strength Opposing a force that would physically move or bind you Dexterity
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Saving Throws A saving throw is an instant response to a harmful effect and is almost never done by choice. A save makes the most sense when something bad happens to a character and the character has
decide which ability score is involved. The Saving Throws table offers suggestions. Saving Throws Ability Used For… Strength Opposing a force that would physically move or bind you Dexterity
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
any creature that is possessed by or that has the Charmed or Frightened condition from such creatures isn’t possessed, Charmed, or Frightened by them while in the area. Extra Effect. You bind an extra
effect to the area from the list below: Courage. Creatures of any types you choose can’t gain the Frightened condition while in the area. Darkness. Darkness fills the area. Normal light, as well as
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
any creature that is possessed by or that has the Charmed or Frightened condition from such creatures isn’t possessed, Charmed, or Frightened by them while in the area. Extra Effect. You bind an extra
effect to the area from the list below: Courage. Creatures of any types you choose can’t gain the Frightened condition while in the area. Darkness. Darkness fills the area. Normal light, as well as
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
any creature that is possessed by or that has the Charmed or Frightened condition from such creatures isn’t possessed, Charmed, or Frightened by them while in the area. Extra Effect. You bind an extra
effect to the area from the list below: Courage. Creatures of any types you choose can’t gain the Frightened condition while in the area. Darkness. Darkness fills the area. Normal light, as well as
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
any creature that is possessed by or that has the Charmed or Frightened condition from such creatures isn’t possessed, Charmed, or Frightened by them while in the area. Extra Effect. You bind an extra
effect to the area from the list below: Courage. Creatures of any types you choose can’t gain the Frightened condition while in the area. Darkness. Darkness fills the area. Normal light, as well as
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Saving Throws A saving throw is an instant response to a harmful effect and is almost never done by choice. A save makes the most sense when something bad happens to a character and the character has
decide which ability score is involved. The Saving Throws table offers suggestions. Saving Throws Ability Used For… Strength Opposing a force that would physically move or bind you Dexterity
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
any creature that is possessed by or that has the Charmed or Frightened condition from such creatures isn’t possessed, Charmed, or Frightened by them while in the area. Extra Effect. You bind an extra
effect to the area from the list below: Courage. Creatures of any types you choose can’t gain the Frightened condition while in the area. Darkness. Darkness fills the area. Normal light, as well as
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
any creature that is possessed by or that has the Charmed or Frightened condition from such creatures isn’t possessed, Charmed, or Frightened by them while in the area. Extra Effect. You bind an extra
effect to the area from the list below: Courage. Creatures of any types you choose can’t gain the Frightened condition while in the area. Darkness. Darkness fills the area. Normal light, as well as
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
this effect. Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area
. Courage. Affected creatures can’t be frightened while in the area. Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
this effect. Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area
. Courage. Affected creatures can’t be frightened while in the area. Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
this effect. Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area
. Courage. Affected creatures can’t be frightened while in the area. Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
this effect. Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area
. Courage. Affected creatures can’t be frightened while in the area. Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
this effect. Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area
. Courage. Affected creatures can’t be frightened while in the area. Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
this effect. Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area
. Courage. Affected creatures can’t be frightened while in the area. Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
if I think they’re wrong. 2 I’ll say anything to avoid having to do extra work. 3 Once someone questions my courage, I never back down no matter how dangerous the situation. 4 Once I start drinking
the Bad Reputation feature (see sidebar) instead of the Ship’s Passage feature. Variant Feature: Bad Reputation
If your character has a sailor background, you may select this background feature
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
if I think they’re wrong. 2 I’ll say anything to avoid having to do extra work. 3 Once someone questions my courage, I never back down no matter how dangerous the situation. 4 Once I start drinking
the Bad Reputation feature (see sidebar) instead of the Ship’s Passage feature. Variant Feature: Bad Reputation
If your character has a sailor background, you may select this background feature
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
if I think they’re wrong. 2 I’ll say anything to avoid having to do extra work. 3 Once someone questions my courage, I never back down no matter how dangerous the situation. 4 Once I start drinking
the Bad Reputation feature (see sidebar) instead of the Ship’s Passage feature. Variant Feature: Bad Reputation
If your character has a sailor background, you may select this background feature
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
off bad luck or to bring good fortune. Villages or even families might have superstitions observed by no one else, such as the following:
For a safe journey through a forest, leave a few seeds or a
looks like a plucked chicken, know that Charmalaine is near — and heed her warning. Put a frog under your cap to bring good luck, but not for too long, or it’s bad luck for a fortnight. If you step on a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, combining her spirit with the light of the Silver Flame to bind the demon once more. Now Tira serves as the Voice of the Flame, helping others find the light. Anyone who seeks to protect the innocent
position of the Church. Now eleven years old, Jaela Daran continues to astound all who encounter her. She possesses poise and wisdom beyond her years, and she displays the blend of courage and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, combining her spirit with the light of the Silver Flame to bind the demon once more. Now Tira serves as the Voice of the Flame, helping others find the light. Anyone who seeks to protect the innocent
position of the Church. Now eleven years old, Jaela Daran continues to astound all who encounter her. She possesses poise and wisdom beyond her years, and she displays the blend of courage and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
off bad luck or to bring good fortune. Villages or even families might have superstitions observed by no one else, such as the following:
For a safe journey through a forest, leave a few seeds or a
looks like a plucked chicken, know that Charmalaine is near — and heed her warning. Put a frog under your cap to bring good luck, but not for too long, or it’s bad luck for a fortnight. If you step on a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
off bad luck or to bring good fortune. Villages or even families might have superstitions observed by no one else, such as the following:
For a safe journey through a forest, leave a few seeds or a
looks like a plucked chicken, know that Charmalaine is near — and heed her warning. Put a frog under your cap to bring good luck, but not for too long, or it’s bad luck for a fortnight. If you step on a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, combining her spirit with the light of the Silver Flame to bind the demon once more. Now Tira serves as the Voice of the Flame, helping others find the light. Anyone who seeks to protect the innocent
position of the Church. Now eleven years old, Jaela Daran continues to astound all who encounter her. She possesses poise and wisdom beyond her years, and she displays the blend of courage and
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
attain, and I won’t waste my fortune. (Star, Sun) 3 I try to be a source of inspiration and joy to others. Life is never as bad as you think! (Euryale, Jester) 4 Courage and boldness can carry the day
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
attain, and I won’t waste my fortune. (Star, Sun) 3 I try to be a source of inspiration and joy to others. Life is never as bad as you think! (Euryale, Jester) 4 Courage and boldness can carry the day
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
attain, and I won’t waste my fortune. (Star, Sun) 3 I try to be a source of inspiration and joy to others. Life is never as bad as you think! (Euryale, Jester) 4 Courage and boldness can carry the day
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
statue of St. Cuthbert is laid horizontally and attached to the floor with rusty chains. Rusty Chains. The chains that bind the statue of St. Cuthbert have AC 14, 18 hit points, and immunity to poison
the recovery. If the characters recover the statue without talking to the wizards, the mages attack the characters, demanding the statue be given to them. The mages fight until one of them falls. Iron
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
statue of St. Cuthbert is laid horizontally and attached to the floor with rusty chains. Rusty Chains. The chains that bind the statue of St. Cuthbert have AC 14, 18 hit points, and immunity to poison
the recovery. If the characters recover the statue without talking to the wizards, the mages attack the characters, demanding the statue be given to them. The mages fight until one of them falls. Iron






