Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'bards binding diffusing chain recent'.
Other Suggestions:
bards bending diffusing charm recent
bards bending diffusing chaos recent
bards binding diffusing charm recent
bards bending diffusing chafe recent
bards bending diffusing chant recent
Monsters
Storm King's Thunder
Amphibious. Hekaton can breathe air and water.Multiattack. Hekaton makes two attacks with his broken chains.
Broken Chain. Melee Weapon Attack: +14;{"diceNotation":"1d20+14","rollType":"to hit
","rollAction":"Broken Chain"} to hit, reach 15 ft., one target. Hit: 19 (3d6 + 9);{"diceNotation":"3d6+9","rollType":"damage","rollAction":"Broken Chain","rollDamageType":"bludgeoning"} bludgeoning damage
Imprisonment
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
version of the spell is a fine chain of precious metal.
Hedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be
. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.
Backgrounds
Sword Coast Adventurer's Guide
knowledge, rather than brute force. Harper agents are often proficient in Investigation, enabling them to be adept at snooping and spying. They often seek aid from other Harpers, sympathetic bards and
: In recent years, the Zhentarim have become more visible in the world at large, as the group works to improve its reputation among the common people. The faction draws employees and associates
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Entering into a Deal Despite their thirst for trapping mortal souls in binding contracts, devils can enter into deals only in specific circumstances. The easiest way for a devil to forge a deal is to
enter into binding deals without some extraordinary circumstances. A deal consists of a proposal that covers the terms each party expects, and a contract that seals the deal and makes it binding
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Entering into a Deal Despite their thirst for trapping mortal souls in binding contracts, devils can enter into deals only in specific circumstances. The easiest way for a devil to forge a deal is to
enter into binding deals without some extraordinary circumstances. A deal consists of a proposal that covers the terms each party expects, and a contract that seals the deal and makes it binding
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Entering into a Deal Despite their thirst for trapping mortal souls in binding contracts, devils can enter into deals only in specific circumstances. The easiest way for a devil to forge a deal is to
enter into binding deals without some extraordinary circumstances. A deal consists of a proposal that covers the terms each party expects, and a contract that seals the deal and makes it binding
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
shackles Wondrous item No Dragon slayer Weapon No Elven chain Armor No Figurine of wondrous power (bronze griffon) Wondrous item No Figurine of wondrous power (ebony fly) Wondrous item No Figurine of
teleportation Wondrous item Yes Horn of blasting Wondrous item No Horn of Valhalla (silver or brass) Wondrous item No Instrument of the bards (Canaith mandolin) Wondrous item Yes (bard) Instrument of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
shackles Wondrous item No Dragon slayer Weapon No Elven chain Armor No Figurine of wondrous power (bronze griffon) Wondrous item No Figurine of wondrous power (ebony fly) Wondrous item No Figurine of
teleportation Wondrous item Yes Horn of blasting Wondrous item No Horn of Valhalla (silver or brass) Wondrous item No Instrument of the bards (Canaith mandolin) Wondrous item Yes (bard) Instrument of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
shackles Wondrous item No Dragon slayer Weapon No Elven chain Armor No Figurine of wondrous power (bronze griffon) Wondrous item No Figurine of wondrous power (ebony fly) Wondrous item No Figurine of
teleportation Wondrous item Yes Horn of blasting Wondrous item No Horn of Valhalla (silver or brass) Wondrous item No Instrument of the bards (Canaith mandolin) Wondrous item Yes (bard) Instrument of
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
portal to the Plane of Earth. Map 4.4 shows the following features surrounding the Endless Rockslide: Bridges and Walkways. Bridges carved with Binding Runes (see below) span the chasm, and walkways
allow access around the rockslide. A crane and winch with buckets and sieves, installed in recent times, allow workers to gather minerals from the slide. Chambers. Giant-sized chambers are carved into the rock near the falls, including a workshop that holds tools for working metal, stone, and gems.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
portal to the Plane of Earth. Map 4.4 shows the following features surrounding the Endless Rockslide: Bridges and Walkways. Bridges carved with Binding Runes (see below) span the chasm, and walkways
allow access around the rockslide. A crane and winch with buckets and sieves, installed in recent times, allow workers to gather minerals from the slide. Chambers. Giant-sized chambers are carved into the rock near the falls, including a workshop that holds tools for working metal, stone, and gems.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
portal to the Plane of Earth. Map 4.4 shows the following features surrounding the Endless Rockslide: Bridges and Walkways. Bridges carved with Binding Runes (see below) span the chasm, and walkways
allow access around the rockslide. A crane and winch with buckets and sieves, installed in recent times, allow workers to gather minerals from the slide. Chambers. Giant-sized chambers are carved into the rock near the falls, including a workshop that holds tools for working metal, stone, and gems.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, commonly found performing in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
, or wealthy patrons. Bard
Medium humanoid (any race), any alignment
Armor Class 15 (chain shirt)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
11(+0)
DEX
14(+2)
CON
12(+1
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, commonly found performing in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
, or wealthy patrons. Bard
Medium humanoid (any race), any alignment
Armor Class 15 (chain shirt)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
11(+0)
DEX
14(+2)
CON
12(+1
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, but are commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
, and wealthy patrons. Bard
Medium humanoid (any race), any alignment
Armor Class 15 (chain shirt)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, but are commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
, and wealthy patrons. Bard
Medium humanoid (any race), any alignment
Armor Class 15 (chain shirt)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, commonly found performing in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
, or wealthy patrons. Bard
Medium humanoid (any race), any alignment
Armor Class 15 (chain shirt)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
11(+0)
DEX
14(+2)
CON
12(+1
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, but are commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
, and wealthy patrons. Bard
Medium humanoid (any race), any alignment
Armor Class 15 (chain shirt)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Knight The Order of the Gauntlet is taking strides to deal with the giant threat. The characters encounter a knight of the order mounted on a warhorse clad in chain mail barding (AC 16). There is a
Jordeth Tavilson (LN male Illuskan knight of Tyr), a believer in swift justice, has a gash in his armor and a broken lute strapped to his back. The lute belonged to his squire, who perished in a recent
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Knight The Order of the Gauntlet is taking strides to deal with the giant threat. The characters encounter a knight of the order mounted on a warhorse clad in chain mail barding (AC 16). There is a
Jordeth Tavilson (LN male Illuskan knight of Tyr), a believer in swift justice, has a gash in his armor and a broken lute strapped to his back. The lute belonged to his squire, who perished in a recent
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Knight The Order of the Gauntlet is taking strides to deal with the giant threat. The characters encounter a knight of the order mounted on a warhorse clad in chain mail barding (AC 16). There is a
Jordeth Tavilson (LN male Illuskan knight of Tyr), a believer in swift justice, has a gash in his armor and a broken lute strapped to his back. The lute belonged to his squire, who perished in a recent
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
communication and cooperation between members of different cultures or species. Such Khoravar often become mediators, diplomats, translators, or bards. Others are fascinated by their distant connection to
shipping industry, and the recent development of the airship has increased its power and potential. House Lyrandar presents itself as a pillar for the Khoravar, and even if you don’t have a dragonmark you could work for the house, whether as a sailor or a house agent.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
communication and cooperation between members of different cultures or species. Such Khoravar often become mediators, diplomats, translators, or bards. Others are fascinated by their distant connection to
shipping industry, and the recent development of the airship has increased its power and potential. House Lyrandar presents itself as a pillar for the Khoravar, and even if you don’t have a dragonmark you could work for the house, whether as a sailor or a house agent.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
communication and cooperation between members of different cultures or species. Such Khoravar often become mediators, diplomats, translators, or bards. Others are fascinated by their distant connection to
shipping industry, and the recent development of the airship has increased its power and potential. House Lyrandar presents itself as a pillar for the Khoravar, and even if you don’t have a dragonmark you could work for the house, whether as a sailor or a house agent.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Conjure Elemental
Contact Other Plane
Creation
Dominate Person
Dream
Geas
Hold Monster
Legend Lore
Mislead
Modify Memory
Passwall
Planar Binding
Scrying
Seeming
Telekinesis
Teleportation Circle
Wall of Force
Wall of Stone
6th Level
Chain Lightning
Circle of Death
Contingency
Create Undead
Disintegrate
Eyebite
Flesh to Stone
Globe of
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide. They’re commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
Performance Types d10 Performance Type 1 Poetry 2 Singing 3 Bagpipe 4 Flute 5 Dancing 6 Drum 7 Lute 8 Puppetry 9 Mime 10 Acting Bard
Medium Humanoid, Any Alignment
Armor Class 15 (chain shirt)
Hit
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide. They’re commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
Performance Types d10 Performance Type 1 Poetry 2 Singing 3 Bagpipe 4 Flute 5 Dancing 6 Drum 7 Lute 8 Puppetry 9 Mime 10 Acting Bard
Medium Humanoid, Any Alignment
Armor Class 15 (chain shirt)
Hit
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide. They’re commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
Performance Types d10 Performance Type 1 Poetry 2 Singing 3 Bagpipe 4 Flute 5 Dancing 6 Drum 7 Lute 8 Puppetry 9 Mime 10 Acting Bard
Medium Humanoid, Any Alignment
Armor Class 15 (chain shirt)
Hit
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Conjure Elemental
Contact Other Plane
Creation
Dominate Person
Dream
Geas
Hold Monster
Legend Lore
Mislead
Modify Memory
Passwall
Planar Binding
Scrying
Seeming
Telekinesis
Teleportation Circle
Wall of Force
Wall of Stone
6th Level
Chain Lightning
Circle of Death
Contingency
Create Undead
Disintegrate
Eyebite
Flesh to Stone
Globe of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Conjure Elemental
Contact Other Plane
Creation
Dominate Person
Dream
Geas
Hold Monster
Legend Lore
Mislead
Modify Memory
Passwall
Planar Binding
Scrying
Seeming
Telekinesis
Teleportation Circle
Wall of Force
Wall of Stone
6th Level
Chain Lightning
Circle of Death
Contingency
Create Undead
Disintegrate
Eyebite
Flesh to Stone
Globe of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Breaking the Chains Eight chains of infernal iron anchor Elturel to its binding posts, and each of those chains must be broken to free the city. If all the chains are broken, Elturel remains floating
above Avernus and is no longer drawn toward the River Styx. However, the characters must still find a way to return the city to the Material Plane. Each chain link is 30 feet long and 20 feet wide
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Breaking the Chains Eight chains of infernal iron anchor Elturel to its binding posts, and each of those chains must be broken to free the city. If all the chains are broken, Elturel remains floating
above Avernus and is no longer drawn toward the River Styx. However, the characters must still find a way to return the city to the Material Plane. Each chain link is 30 feet long and 20 feet wide
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Breaking the Chains Eight chains of infernal iron anchor Elturel to its binding posts, and each of those chains must be broken to free the city. If all the chains are broken, Elturel remains floating
above Avernus and is no longer drawn toward the River Styx. However, the characters must still find a way to return the city to the Material Plane. Each chain link is 30 feet long and 20 feet wide
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
restrained until the spell ends, and it can’t move or be moved by any means until then. The special component for this version of the spell is a fine chain of precious metal. Hedged Prison. The spell
special component used to create it. You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
proficient in Investigation, enabling them to be adept at snooping and spying. They often seek aid from other Harpers, sympathetic bards and innkeepers, rangers, and the clergy of gods that are
Alliance, plus other leaders and groups who uphold the Alliance’s ideals. The Zhentarim. In recent years, the Zhentarim have become more visible in the world at large, as the group works to improve its






