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Returning 35 results for 'bard beyond diffusing causing release'.
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bards beyond diffusing causing release
bard beyond diffusing calling release
Monsters
Monster Manual
":"damage", "rollAction":"Entangling Rope", "rollDamageType":"Force"} Force damage, and the target has the Restrained condition until the rope is destroyed, the erinyes uses a Bonus Action to release
the target, or the erinyes uses Entangling Rope again.Parry. Trigger: The erinyes is hit by a melee attack roll while holding a weapon. Response: The erinyes adds 4 to its AC against that attack, possibly causing it to miss.Fire, PoisonCold
Magic Items
Dungeon Master’s Guide
. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope (causing the rope to coil up in the target
’s space) or by using a Bonus Action to repeat the command (causing the rope to coil up in your hand).
A target Restrained by the rope can take an action to make its choice of a DC 15 Strength
Magic Items
Dungeon Master’s Guide
floats or rests near where the dust was sprinkled. The pellet’s weight is negligible. A creature can take a Utilize action to smash the pellet against a hard surface, causing the pellet to shatter
and release the water the dust absorbed. Doing so destroys the pellet and ends its magic.
As a Utilize action, you can sprinkle a pinch of the dust on an Elemental within 5 feet of yourself that is
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
+1 bonus to attack rolls and damage rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by
Telekinesis
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no
contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic
Find Steed
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
of you, you can communicate with each other telepathically.
You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.
dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.
While your steed is within 1 mile
Speak with Plants
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines
ability to influence it.
This spell can cause the plants created by the entangle spell to release a restrained creature.
Dust of Dryness
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
floats or rests near where the dust was sprinkled. The pellet's weight is negligible.
Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the
Bard
Legacy
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Classes
Basic Rules (2014)
, ensuring that her companions’ words will be well received. Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds
, create illusions, and even heal wounds. Music and Magic In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master
College of Glamour
Legacy
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Classes
Xanathar's Guide to Everything
are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell
power to gladden the downtrodden and undermine oppressors.
College of Glamour Features
Bard Level
Feature
3rd
Mantle of Inspiration, Enthralling Performance
6th
Mantle of Majesty
14th
Unbreakable Majesty
Spells
Xanathar's Guide to Everything
and any conditions removed.
You can’t have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.
Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.
Monsters
Eberron: Rising from the Last War
undertaking quests or making bargains with a dusk hag in exchange for its prophecies and visions of the future. But the information gained from a dusk hag often has a way of causing more pain than joy. Like
all hags, dusk hags enjoy causing strife to those who bargain with them, and find ways to twist and turn promises to their own advantage. The Dusk Hag Prophecies table provides examples of the sort of
Monsters
Acquisitions Incorporated
":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"slashing"} slashing damage.
Word From Beyond (1/day). Splugoth remembers and repeats aloud a few words from a place he entered while
trust Omin Dran. Wait, that’s two pieces of advice. You owe me.
Sometimes a goblin can’t catch a break. First, you fall in with a cult that works for the release of a death god. Then
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of






