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Returning 35 results for 'base binding diffusing conjured religious'.
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bard binding diffusing conjured religious
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
evils of the Wastes. When creating a Ghaash’kala character, consider the following: The Binding Flame. The Ghaash’kala worship Kalok Shash, the “Binding Flame.” Fundamentally the same religion as the
Binding Flame. A paladin sworn to the Oath of Vengeance, a barbarian on the Path of the Zealot (found in Xanathar’s Guide to Everything), and a cleric of the Light or War domain all represent a logical
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
evils of the Wastes. When creating a Ghaash’kala character, consider the following: The Binding Flame. The Ghaash’kala worship Kalok Shash, the “Binding Flame.” Fundamentally the same religion as the
Binding Flame. A paladin sworn to the Oath of Vengeance, a barbarian on the Path of the Zealot (found in Xanathar’s Guide to Everything), and a cleric of the Light or War domain all represent a logical
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
evils of the Wastes. When creating a Ghaash’kala character, consider the following: The Binding Flame. The Ghaash’kala worship Kalok Shash, the “Binding Flame.” Fundamentally the same religion as the
Binding Flame. A paladin sworn to the Oath of Vengeance, a barbarian on the Path of the Zealot (found in Xanathar’s Guide to Everything), and a cleric of the Light or War domain all represent a logical
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
have a talent for illusion and for binding elementals, and they incorporate both of these forms of magic into everyday life. Korranberg Nestled against the base of the Seawall Mountains, Korranberg is
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
have a talent for illusion and for binding elementals, and they incorporate both of these forms of magic into everyday life. Korranberg Nestled against the base of the Seawall Mountains, Korranberg is
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
have a talent for illusion and for binding elementals, and they incorporate both of these forms of magic into everyday life. Korranberg Nestled against the base of the Seawall Mountains, Korranberg is
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
1 Beholder 2–4 Cult or religious group (roll on the Cults and Religious Groups table to determine specifics) 5–8 Dwarves 9 Elves (including drow) 10 Giants 11 Hobgoblins 12–15 Humans (roll on the NPC
Alignment and NPC Class tables to determine specifics) 16 Kuo-toa 17 Lich 18 Mind flayers 19 Yuan-ti 20 No creator (natural caverns) Cults and Religious Groups d20 Cult or Religious Group 1
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
1 Beholder 2–4 Cult or religious group (roll on the Cults and Religious Groups table to determine specifics) 5–8 Dwarves 9 Elves (including drow) 10 Giants 11 Hobgoblins 12–15 Humans (roll on the NPC
Alignment and NPC Class tables to determine specifics) 16 Kuo-toa 17 Lich 18 Mind flayers 19 Yuan-ti 20 No creator (natural caverns) Cults and Religious Groups d20 Cult or Religious Group 1
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
1 Beholder 2–4 Cult or religious group (roll on the Cults and Religious Groups table to determine specifics) 5–8 Dwarves 9 Elves (including drow) 10 Giants 11 Hobgoblins 12–15 Humans (roll on the NPC
Alignment and NPC Class tables to determine specifics) 16 Kuo-toa 17 Lich 18 Mind flayers 19 Yuan-ti 20 No creator (natural caverns) Cults and Religious Groups d20 Cult or Religious Group 1
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
frontier town of Phandalin is resilient, but organized religious resources are scarce. Your temple in Neverwinter sent you to Phandalin to pray and offer communion with like-minded faithful. Charlatan
You’ve planned your latest get-rich-quick scheme. The townspeople of Phandalin have never heard of what you’re selling, and you hope to establish a customer base. Criminal You’re wanted for crimes in
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
frontier town of Phandalin is resilient, but organized religious resources are scarce. Your temple in Neverwinter sent you to Phandalin to pray and offer communion with like-minded faithful. Charlatan
You’ve planned your latest get-rich-quick scheme. The townspeople of Phandalin have never heard of what you’re selling, and you hope to establish a customer base. Criminal You’re wanted for crimes in
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
frontier town of Phandalin is resilient, but organized religious resources are scarce. Your temple in Neverwinter sent you to Phandalin to pray and offer communion with like-minded faithful. Charlatan
You’ve planned your latest get-rich-quick scheme. The townspeople of Phandalin have never heard of what you’re selling, and you hope to establish a customer base. Criminal You’re wanted for crimes in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the wall tops can be gained via lifts in each gatehouse. In addition, along the inside base of the outer wall are secret compartments at 300-foot intervals, each one containing a 30-foot-tall wooden
through a door in its base and to the wall top by a door in its side. The towers contain three platforms, beginning at the top of the wall and extending upward. Each of these can shelter and provide a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the wall tops can be gained via lifts in each gatehouse. In addition, along the inside base of the outer wall are secret compartments at 300-foot intervals, each one containing a 30-foot-tall wooden
through a door in its base and to the wall top by a door in its side. The towers contain three platforms, beginning at the top of the wall and extending upward. Each of these can shelter and provide a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the wall tops can be gained via lifts in each gatehouse. In addition, along the inside base of the outer wall are secret compartments at 300-foot intervals, each one containing a 30-foot-tall wooden
through a door in its base and to the wall top by a door in its side. The towers contain three platforms, beginning at the top of the wall and extending upward. Each of these can shelter and provide a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
purebloods at the base. The outliers are the anathemas, the most powerful yuan-ti of all, and two castes that lie beneath all yuan-ti: broodguards and slaves. Statistics for yuan-ti anathemas, yuan-ti
, charmed or trained beasts, and even undead or conjured minions. Regardless of their nature, all are treated as slaves: no creature that is not a yuan-ti is fit for anything other than menial labor and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
into a fortified base far more capable of withstanding attack than Camp Righteous ever was. That’s not to say the camp is a hale and healthy place. Unwholesome vapors and clouds of insects descend on it
represents but poorly suited to commanding a post like Camp Vengeance. Aside from Commander Breakbone, the standard garrison at the base consists of fifty-eight people, though the actual number of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
purebloods at the base. The outliers are the anathemas, the most powerful yuan-ti of all, and two castes that lie beneath all yuan-ti: broodguards and slaves. Statistics for yuan-ti anathemas, yuan-ti
, charmed or trained beasts, and even undead or conjured minions. Regardless of their nature, all are treated as slaves: no creature that is not a yuan-ti is fit for anything other than menial labor and
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
purebloods at the base. The outliers are the anathemas, the most powerful yuan-ti of all, and two castes that lie beneath all yuan-ti: broodguards and slaves. Statistics for yuan-ti anathemas, yuan-ti
, charmed or trained beasts, and even undead or conjured minions. Regardless of their nature, all are treated as slaves: no creature that is not a yuan-ti is fit for anything other than menial labor and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
into a fortified base far more capable of withstanding attack than Camp Righteous ever was. That’s not to say the camp is a hale and healthy place. Unwholesome vapors and clouds of insects descend on it
represents but poorly suited to commanding a post like Camp Vengeance. Aside from Commander Breakbone, the standard garrison at the base consists of fifty-eight people, though the actual number of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
into a fortified base far more capable of withstanding attack than Camp Righteous ever was. That’s not to say the camp is a hale and healthy place. Unwholesome vapors and clouds of insects descend on it
represents but poorly suited to commanding a post like Camp Vengeance. Aside from Commander Breakbone, the standard garrison at the base consists of fifty-eight people, though the actual number of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
strongly associated with the cult of Elemental Evil are malicious embodiments of the four base elements. They are: Imix, Prince of Evil Fire (the All-Consuming Fire, the Eternal Flame) Ogrémoch, Prince
princes. Others hold that the Elder Elemental Eye is a binding force — a common fate, or perhaps a curse — that ties the princes together. Whenever one aspect of Elemental Evil takes root in the world
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
strongly associated with the cult of Elemental Evil are malicious embodiments of the four base elements. They are: Imix, Prince of Evil Fire (the All-Consuming Fire, the Eternal Flame) Ogrémoch, Prince
princes. Others hold that the Elder Elemental Eye is a binding force — a common fate, or perhaps a curse — that ties the princes together. Whenever one aspect of Elemental Evil takes root in the world
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
strongly associated with the cult of Elemental Evil are malicious embodiments of the four base elements. They are: Imix, Prince of Evil Fire (the All-Consuming Fire, the Eternal Flame) Ogrémoch, Prince
princes. Others hold that the Elder Elemental Eye is a binding force — a common fate, or perhaps a curse — that ties the princes together. Whenever one aspect of Elemental Evil takes root in the world
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
modifier in the space for Initiative on your character sheet. Armor Class. Without armor or a shield, your base Armor Class is 10 plus your Dexterity modifier. If your starting equipment includes
? Does it have religious or other significance? Is it a name you chose for yourself? Create Final Details As you finish creating your character, consider whether you’d like to make up any other details
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
These two stone buildings on a small island in the Merchants’ Quarter are the base of operations for Harbor Master Tak Merakin (NE female half-orc bandit captain) and her constables (twelve NE human
that the tower is haunted by devils and contains a portal to the Nine Hells. 10. Mortuary The lack of a strong religious presence in the Styes means that the task of dealing with the dead falls to the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
modifier in the space for Initiative on your character sheet. Armor Class. Without armor or a shield, your base Armor Class is 10 plus your Dexterity modifier. If your starting equipment includes
? Does it have religious or other significance? Is it a name you chose for yourself? Create Final Details As you finish creating your character, consider whether you’d like to make up any other details
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
in the space for Initiative on your character sheet. Armor Class. Without armor or a shield, your base Armor Class is 10 plus your Dexterity modifier. If your starting equipment includes armor or a
religious or other significance? Is it a name you chose for yourself? Create Final Details As you finish creating your character, consider whether you’d like to make up any other details about the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
These two stone buildings on a small island in the Merchants’ Quarter are the base of operations for Harbor Master Tak Merakin (NE female half-orc bandit captain) and her constables (twelve NE human
that the tower is haunted by devils and contains a portal to the Nine Hells. 10. Mortuary The lack of a strong religious presence in the Styes means that the task of dealing with the dead falls to the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
These two stone buildings on a small island in the Merchants’ Quarter are the base of operations for Harbor Master Tak Merakin (NE female half-orc bandit captain) and her constables (twelve NE human
that the tower is haunted by devils and contains a portal to the Nine Hells. 10. Mortuary The lack of a strong religious presence in the Styes means that the task of dealing with the dead falls to the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
modifier in the space for Initiative on your character sheet. Armor Class. Without armor or a shield, your base Armor Class is 10 plus your Dexterity modifier. If your starting equipment includes
? Does it have religious or other significance? Is it a name you chose for yourself? Create Final Details As you finish creating your character, consider whether you’d like to make up any other details
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
in the space for Initiative on your character sheet. Armor Class. Without armor or a shield, your base Armor Class is 10 plus your Dexterity modifier. If your starting equipment includes armor or a
religious or other significance? Is it a name you chose for yourself? Create Final Details As you finish creating your character, consider whether you’d like to make up any other details about the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
in the space for Initiative on your character sheet. Armor Class. Without armor or a shield, your base Armor Class is 10 plus your Dexterity modifier. If your starting equipment includes armor or a
religious or other significance? Is it a name you chose for yourself? Create Final Details As you finish creating your character, consider whether you’d like to make up any other details about the
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
block of a conjured creature determines the nature of the creature’s damage, unless the spell says otherwise. Can conjure animals summon a swarm? No. Conjure animals summons individual creatures, and
swarms are groups of creatures. When you cast a spell like conjure woodland beings , does the spellcaster or the DM choose the creatures that are conjured? A number of spells in the game let you summon
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
block of a conjured creature determines the nature of the creature’s damage, unless the spell says otherwise. Can conjure animals summon a swarm? No. Conjure animals summons individual creatures, and
swarms are groups of creatures. When you cast a spell like conjure woodland beings , does the spellcaster or the DM choose the creatures that are conjured? A number of spells in the game let you summon






