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Returning 35 results for 'before bind diffusing courage rule'.
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
Classes
Tasha’s Cauldron of Everything
You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures
. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach.
Classes
Tasha’s Cauldron of Everything
You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures
. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach.
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
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Bane The Black Hand, the Lord of Darkness Bane has a simple ethos: the strong have not just the right but the duty to rule over the weak. A tyrant who is able to seize power must do so, for not only
does the tyrant benefit, but so do those under the tyrant’s rule. When a ruler succumbs to decadence, corruption, or decrepitude, a stronger and more suitable ruler will rise. Bane is vilified in
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Bane The Black Hand, the Lord of Darkness Bane has a simple ethos: the strong have not just the right but the duty to rule over the weak. A tyrant who is able to seize power must do so, for not only
does the tyrant benefit, but so do those under the tyrant’s rule. When a ruler succumbs to decadence, corruption, or decrepitude, a stronger and more suitable ruler will rise. Bane is vilified in
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Bane The Black Hand, the Lord of Darkness Bane has a simple ethos: the strong have not just the right but the duty to rule over the weak. A tyrant who is able to seize power must do so, for not only
does the tyrant benefit, but so do those under the tyrant’s rule. When a ruler succumbs to decadence, corruption, or decrepitude, a stronger and more suitable ruler will rise. Bane is vilified in
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->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->Sword Coast Adventurer’s Guide
being deft and plucky. Halflings, or hin as they call themselves, exhibit a natural adroitness that often surprises larger folk. This nimbleness regularly comes in handy when their courage outruns their
travelers as a rule, with tongues and hearts as nimble as their feet. Whereas if strongheart halflings are on the move, it always seems driven by a desire to return to home or find and settle in a
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
being deft and plucky. Halflings, or hin as they call themselves, exhibit a natural adroitness that often surprises larger folk. This nimbleness regularly comes in handy when their courage outruns their
travelers as a rule, with tongues and hearts as nimble as their feet. Whereas if strongheart halflings are on the move, it always seems driven by a desire to return to home or find and settle in a
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
being deft and plucky. Halflings, or hin as they call themselves, exhibit a natural adroitness that often surprises larger folk. This nimbleness regularly comes in handy when their courage outruns their
travelers as a rule, with tongues and hearts as nimble as their feet. Whereas if strongheart halflings are on the move, it always seems driven by a desire to return to home or find and settle in a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
minotaurs rub shoulders with gnolls and goblins. Gargoyles and wyverns circle in the sky, while harpies call work crews to the quarries with their songs. Under the rule of the enigmatic Daughters of
ogres and mangy gnolls, King Boranel’s legendary courage has apparently faltered. We can only assume he means to yield to Cyre next.
Thanks to the guidance of the hags, the diverse inhabitants of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
foreign rule constructed alongside newer structures built by traders and immigrants looking for security. Kalapang is welcoming toward foreigners and encourages visitors. Powerful clans and the
corruption across the island. Decades ago, an expedition from Kalapang set up a camp on the island called the Final Steps of Courage, hoping to exorcise the land’s tormented spirits. Thus far, these
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
minotaurs rub shoulders with gnolls and goblins. Gargoyles and wyverns circle in the sky, while harpies call work crews to the quarries with their songs. Under the rule of the enigmatic Daughters of
ogres and mangy gnolls, King Boranel’s legendary courage has apparently faltered. We can only assume he means to yield to Cyre next.
Thanks to the guidance of the hags, the diverse inhabitants of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
minotaurs rub shoulders with gnolls and goblins. Gargoyles and wyverns circle in the sky, while harpies call work crews to the quarries with their songs. Under the rule of the enigmatic Daughters of
ogres and mangy gnolls, King Boranel’s legendary courage has apparently faltered. We can only assume he means to yield to Cyre next.
Thanks to the guidance of the hags, the diverse inhabitants of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
foreign rule constructed alongside newer structures built by traders and immigrants looking for security. Kalapang is welcoming toward foreigners and encourages visitors. Powerful clans and the
corruption across the island. Decades ago, an expedition from Kalapang set up a camp on the island called the Final Steps of Courage, hoping to exorcise the land’s tormented spirits. Thus far, these
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
foreign rule constructed alongside newer structures built by traders and immigrants looking for security. Kalapang is welcoming toward foreigners and encourages visitors. Powerful clans and the
corruption across the island. Decades ago, an expedition from Kalapang set up a camp on the island called the Final Steps of Courage, hoping to exorcise the land’s tormented spirits. Thus far, these
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Salamander As salamanders age, they increase in size and status, rising to positions of power as cruel nobles among their kind. Nobles rule wandering bands of salamanders, which move across the
, but others enlist the salamanders for their crafting skills, or bind them to forges and ovens to generate limitless heat. Salamander
Large elemental, neutral evil
Armor Class 15 (natural armor
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Salamander As salamanders age, they increase in size and status, rising to positions of power as cruel nobles among their kind. Nobles rule wandering bands of salamanders, which move across the
, but others enlist the salamanders for their crafting skills, or bind them to forges and ovens to generate limitless heat. Salamander
Large elemental, neutral evil
Armor Class 15 (natural armor
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
they keep. 2 Power. The weak rule the strong. 3 Duty. It is by Vlaakith’s will alone that I act. 4 Freedom. No strong soul should be enslaved. Better to die first than live as another’s puppet
. Zerthimon shall return, and I will be worthy to walk beside him. 2 Courage. The mind can master anything if it is unfettered by fear. 3 Duty. My people survive only because those like me place their
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
they keep. 2 Power. The weak rule the strong. 3 Duty. It is by Vlaakith’s will alone that I act. 4 Freedom. No strong soul should be enslaved. Better to die first than live as another’s puppet
. Zerthimon shall return, and I will be worthy to walk beside him. 2 Courage. The mind can master anything if it is unfettered by fear. 3 Duty. My people survive only because those like me place their
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
they keep. 2 Power. The weak rule the strong. 3 Duty. It is by Vlaakith’s will alone that I act. 4 Freedom. No strong soul should be enslaved. Better to die first than live as another’s puppet
. Zerthimon shall return, and I will be worthy to walk beside him. 2 Courage. The mind can master anything if it is unfettered by fear. 3 Duty. My people survive only because those like me place their
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Salamander As salamanders age, they increase in size and status, rising to positions of power as cruel nobles among their kind. Nobles rule wandering bands of salamanders, which move across the
, but others enlist the salamanders for their crafting skills, or bind them to forges and ovens to generate limitless heat. Salamander
Large elemental, neutral evil
Armor Class 15 (natural armor
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, called Solamnia in his honor. King Solamnus sought above all to rule this new society justly. On the Isle of Sancrist, at a black granite stone in a secluded glade, he prayed to the gods for guidance
Crown are expected to aid any knight who requires assistance and any kingdom on the List of Loyalty, the official roll of the Knights’ allies. Knights of the Sword. Dedicated to heroic honor, courage






