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Returning 35 results for 'bards beast diffusing conviction receive'.
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Spells
Player’s Handbook
One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it
.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself.
You can
Dominate Beast
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting
it, it has advantage on the saving throw.
While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic
Backgrounds
Planescape: Adventures in the Multiverse
Prerequisite: Planescape Campaign
You subscribe to a philosophy that seeks to understand the nature of the planes or some hidden truth of the multiverse. You draw strength from your conviction and
(such as a bag of golden tea leaves or the tooth of a planar beast), a manifesto of your guiding philosophy, a set of common clothes in your faction’s style, and a pouch containing 10 gp worth of
Backgrounds
Guildmasters’ Guide to Ravnica
and receive the attention of medics. You are also paid a salary of 1 gp (a Boros-minted 1-zino coin) per week, which (combined with free lodging in your garrison) enables you to maintain a poor
;Society functions only if people do their duty and respect the chain of command. (Lawful)
6
Conviction. Anything worth doing is worth doing with your whole heart. (Lawful)
Bonds
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Magic Initiate feat to learn a little druidic magic. Most of these traditions work with the druidic Circles of Land, Moon and Shepherd; Beast Totem barbarians; clerics with the Nature domain; or rangers
with the Hunter or Beast Master archetypes. Other classes or archetypes especially suited to a path are called out below. The Wardens of the Wood seek to maintain the balance between nature and
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Magic Initiate feat to learn a little druidic magic. Most of these traditions work with the druidic Circles of Land, Moon and Shepherd; Beast Totem barbarians; clerics with the Nature domain; or rangers
with the Hunter or Beast Master archetypes. Other classes or archetypes especially suited to a path are called out below. The Wardens of the Wood seek to maintain the balance between nature and
Magic Items
The Book of Many Things
02
Balance*
03
Beast
04
Book
05
Bridge
06
Campfire
07
Cavern
08
Celestial
09
Comet*
10
Construct
11
Corpse
12
Crossroads
13
feet.
Beast. You immediately transform into a random Beast with a CR of 5 or lower. Your game statistics—including your ability scores, hit points, and possible actions—are replaced by the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
appropriate, reflecting their love of intrigue. Classes that specialize in melee combat are rare among the Zil. The soldiers of Zilargo include rogues, bards, wizards, and artificers. The Trust. In
active agent, you could receive missions tied to your current adventures. If you and your companions are fighting the Emerald Claw, you might have a secondary assignment to eliminate a specific Claw
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Magic Initiate feat to learn a little druidic magic. Most of these traditions work with the druidic Circles of Land, Moon and Shepherd; Beast Totem barbarians; clerics with the Nature domain; or rangers
with the Hunter or Beast Master archetypes. Other classes or archetypes especially suited to a path are called out below. The Wardens of the Wood seek to maintain the balance between nature and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
appropriate, reflecting their love of intrigue. Classes that specialize in melee combat are rare among the Zil. The soldiers of Zilargo include rogues, bards, wizards, and artificers. The Trust. In
active agent, you could receive missions tied to your current adventures. If you and your companions are fighting the Emerald Claw, you might have a secondary assignment to eliminate a specific Claw
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
appropriate, reflecting their love of intrigue. Classes that specialize in melee combat are rare among the Zil. The soldiers of Zilargo include rogues, bards, wizards, and artificers. The Trust. In
active agent, you could receive missions tied to your current adventures. If you and your companions are fighting the Emerald Claw, you might have a secondary assignment to eliminate a specific Claw
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
receive a writ exempting them for twelve months, but the writ must be produced every month when the Guard calls, or a new payment is required. If the Guard knocks at a door and receives no answer, a notice
beyond any fines imposed) from anyone convicted by a magister, per conviction 1 dragon per conveyance leaving the city, empty or full 5 dragons per ship that touches dock in Waterdeep (except for city
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dominate Beast Level 4 Enchantment (Druid, Ranger, Sorcerer) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
One Beast you can see within range
and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction to do so
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
receive a writ exempting them for twelve months, but the writ must be produced every month when the Guard calls, or a new payment is required. If the Guard knocks at a door and receives no answer, a notice
beyond any fines imposed) from anyone convicted by a magister, per conviction 1 dragon per conveyance leaving the city, empty or full 5 dragons per ship that touches dock in Waterdeep (except for city
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
receive a writ exempting them for twelve months, but the writ must be produced every month when the Guard calls, or a new payment is required. If the Guard knocks at a door and receives no answer, a notice
beyond any fines imposed) from anyone convicted by a magister, per conviction 1 dragon per conveyance leaving the city, empty or full 5 dragons per ship that touches dock in Waterdeep (except for city
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dominate Beast Level 4 Enchantment (Druid, Ranger, Sorcerer) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
One Beast you can see within range
and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction to do so
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dominate Beast Level 4 Enchantment (Druid, Ranger, Sorcerer) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
One Beast you can see within range
and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction to do so
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dominate Beast Level 4 Enchantment (Druid, Ranger, Sorcerer) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
One Beast you can see within range
and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction to do so
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Dominate Beast 4th-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You attempt to beguile a beast that you can see within range. It
must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the beast is
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Dominate Beast 4th-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You attempt to beguile a beast that you can see within range. It
must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the beast is
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Dominate Beast 4th-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You attempt to beguile a beast that you can see within range. It
must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the beast is
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Dominate Beast 4th-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You attempt to beguile a beast that you can see within range. It
must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the beast is
Goblin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
.
Beast Masters and Slave Drivers
Goblins know they are a weak, unsophisticated race that can be easily dominated by bigger, smarter, more organized, more ferocious, or more magical creatures. Their god
the fringes of a society first test its defenses by stealing objects, and if these crimes go unpunished, they begin stealing people.
Enslaved creatures receive the worst treatment the goblins can dish
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Dominate Beast 4th-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You attempt to beguile a beast that you can see within range. It
must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the beast is
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dominate Beast Level 4 Enchantment (Druid, Ranger, Sorcerer) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
One Beast you can see within range
and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction to do so
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dominate Beast Level 4 Enchantment (Druid, Ranger, Sorcerer) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
One Beast you can see within range
and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction to do so
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Dominate Beast 4th-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You attempt to beguile a beast that you can see within range. It
must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the beast is
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
, and bards and rogues certainly have a place on the plains. Outlander is a logical background, but you could easily be a bold folk hero, a dashing entertainer, or a clever charlatan. You could even be an
the form of dinosaurs. However, you could reflect a strong bond to spirits by playing an Archfey warlock, Nature cleric, Oath of the Ancients paladin, or a Beast Totem or Ancestral Guardian barbarian
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
, and bards and rogues certainly have a place on the plains. Outlander is a logical background, but you could easily be a bold folk hero, a dashing entertainer, or a clever charlatan. You could even be an
the form of dinosaurs. However, you could reflect a strong bond to spirits by playing an Archfey warlock, Nature cleric, Oath of the Ancients paladin, or a Beast Totem or Ancestral Guardian barbarian
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
, and bards and rogues certainly have a place on the plains. Outlander is a logical background, but you could easily be a bold folk hero, a dashing entertainer, or a clever charlatan. You could even be an
the form of dinosaurs. However, you could reflect a strong bond to spirits by playing an Archfey warlock, Nature cleric, Oath of the Ancients paladin, or a Beast Totem or Ancestral Guardian barbarian
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
your conviction and, perhaps, a network of like-minded thinkers, such as the factions of Sigil (summarized below). In your travels, you explore the depths of your understanding and spread your philosophy
portal key (such as a bag of golden tea leaves or the tooth of a planar beast), a manifesto of your guiding philosophy, a set of common clothes in your faction’s style, and a pouch containing 10 gp
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
your conviction and, perhaps, a network of like-minded thinkers, such as the factions of Sigil (summarized below). In your travels, you explore the depths of your understanding and spread your philosophy
portal key (such as a bag of golden tea leaves or the tooth of a planar beast), a manifesto of your guiding philosophy, a set of common clothes in your faction’s style, and a pouch containing 10 gp
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
knight’s actions can awaken reserves of courage and conviction in allies that they never suspected they had. Restriction: Knighthood Purple Dragon knights are tied to a specific order of Cormyrean
following skills of your choice: Animal Handling, Insight, Intimidation, or Performance. Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
will survive, which will die, how far runners will get before a beast brings them down, and how many kills each animal will rack up. A handful of Chultans have become celebrities by surviving
multiple dashes through Executioner’s Run. It’s been suggested that some people continue committing crimes solely because a conviction is the only way to get tossed into the pit, and betting is always
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
your conviction and, perhaps, a network of like-minded thinkers, such as the factions of Sigil (summarized below). In your travels, you explore the depths of your understanding and spread your philosophy
portal key (such as a bag of golden tea leaves or the tooth of a planar beast), a manifesto of your guiding philosophy, a set of common clothes in your faction’s style, and a pouch containing 10 gp






