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Returning 35 results for 'before binding defeat call rage'.
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Magic Items
Dungeon Master’s Guide
five Orbs of Dragonkind to help defeat the dragons. One orb was taken to each of the five towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure
Cost
Cure Wounds (level 9 version)
4
Daylight
1
Death Ward
2
Detect Magic
0
Scrying (save DC 18)
3
Call Dragons. While you control the orb, you can take a Magic
Monsters
Mordenkainen's Fiendish Folio Volume 1
, as hobgoblins place the norkers at the bottom of the goblinoid ranks, yet the norkers' ferocity, tough hides, and sharp fangs allow them to rise up and defeat goblinoids that underestimate the norkers
the dictates of Maglubiyet have prevented the hobgoblins from hunting down and exterminating these creatures.
A Legacy of Hatred. Given their ancient defeat and terrible treatment at the hands of other
Monsters
Mordenkainen's Fiendish Folio Volume 1
defeat and terrible treatment at the hands of other goblinoids, the norkers have developed a peculiar sect of Maglubiyet worshipper. They call him the Great Scourge and believe that mortal life is a
defeat goblinoids that underestimate the norkers' strength and ferocity.. For this reason, norkers are likely encountered away from their brethren. Their natural armor and weapons make them dangerous
magic-items
From the fossilised teeth of a tar-rasque is extracted the magic of rage and ferocity. Upon attuning to this weapon, you gain the ability to unleash terrifyingly monstrous roars and swing the
.
Ferocious Blow. As an action, you can expend 1 charge to call upon the spirit of the tar-rasque and make a mighty swing with this weapon. If the attack hits, roll four times as many damage dice for
magic-items
From the fossilised teeth of a tar-rasque is extracted the magic of rage and ferocity. Upon attuning to this weapon, you gain the ability to unleash terrifyingly monstrous roars and swing the
.
Ferocious Blow. As an action, you can expend 1 charge to call upon the spirit of the tar-rasque and make a mighty swing with this weapon. If the attack hits, roll five times as many damage dice for
magic-items
From the fossilised teeth of a tar-rasque is extracted the magic of rage and ferocity. Upon attuning to this weapon, you gain the ability to unleash terrifyingly monstrous roars and swing the
.
Ferocious Blow. As an action, you can expend 1 charge to call upon the spirit of the tar-rasque and make a mighty swing with this weapon. If the attack hits, roll five times as many damage dice for
magic-items
From the fossilised teeth of a tar-rasque is extracted the magic of rage and ferocity. Upon attuning to this weapon, you gain the ability to unleash terrifyingly monstrous roars and swing the
.
Ferocious Blow. As an action, you can expend 1 charge to call upon the spirit of the tar-rasque and make a mighty swing with this weapon. If the attack hits, roll four times as many damage dice for
magic-items
From the fossilised teeth of a tar-rasque is extracted the magic of rage and ferocity. Upon attuning to this weapon, you gain the ability to unleash terrifyingly monstrous roars and swing the
.
Ferocious Blow. As an action, you can expend 1 charge to call upon the spirit of the tar-rasque and make a mighty swing with this weapon. If the attack hits, roll five times as many damage dice for
magic-items
From the fossilised teeth of a tar-rasque is extracted the magic of rage and ferocity. Upon attuning to this weapon, you gain the ability to unleash terrifyingly monstrous roars and swing the
.
Ferocious Blow. As an action, you can expend 1 charge to call upon the spirit of the tar-rasque and make a mighty swing with this weapon. If the attack hits, roll five times as many damage dice for
magic-items
From the fossilised teeth of a tar-rasque is extracted the magic of rage and ferocity. Upon attuning to this weapon, you gain the ability to unleash terrifyingly monstrous roars and swing the
.
Ferocious Blow. As an action, you can expend 1 charge to call upon the spirit of the tar-rasque and make a mighty swing with this weapon. If the attack hits, roll five times as many damage dice for
magic-items
From the fossilised teeth of a tar-rasque is extracted the magic of rage and ferocity. Upon attuning to this weapon, you gain the ability to unleash terrifyingly monstrous roars and swing the
.
Ferocious Blow. As an action, you can expend 1 charge to call upon the spirit of the tar-rasque and make a mighty swing with this weapon. If the attack hits, roll four times as many damage dice for
magic-items
From the fossilised teeth of a tar-rasque is extracted the magic of rage and ferocity. Upon attuning to this weapon, you gain the ability to unleash terrifyingly monstrous roars and swing the
.
Ferocious Blow. As an action, you can expend 1 charge to call upon the spirit of the tar-rasque and make a mighty swing with this weapon. If the attack hits, roll four times as many damage dice for
magic-items
From the fossilised teeth of a tar-rasque is extracted the magic of rage and ferocity. Upon attuning to this weapon, you gain the ability to unleash terrifyingly monstrous roars and swing the
.
Ferocious Blow. As an action, you can expend 1 charge to call upon the spirit of the tar-rasque and make a mighty swing with this weapon. If the attack hits, roll five times as many damage dice for
magic-items
From the fossilised teeth of a tar-rasque is extracted the magic of rage and ferocity. Upon attuning to this weapon, you gain the ability to unleash terrifyingly monstrous roars and swing the
.
Ferocious Blow. As an action, you can expend 1 charge to call upon the spirit of the tar-rasque and make a mighty swing with this weapon. If the attack hits, roll five times as many damage dice for
Monsters
Bigby Presents: Glory of the Giants
, combined with their ability to defeat and devour their prey as quickly as a torrent of boulders cascades down a mountain, leads other giants to call them avalanchers.
magic-items
From the fossilised teeth of a tar-rasque is extracted the magic of rage and ferocity. Upon attuning to this weapon, you gain the ability to unleash terrifyingly monstrous roars and swing the
.
Ferocious Blow. As an action, you can expend 1 charge to call upon the spirit of the tar-rasque and make a mighty swing with this weapon. If the attack hits, roll five times as many damage dice for
magic-items
From the fossilised teeth of a tar-rasque is extracted the magic of rage and ferocity. Upon attuning to this weapon, you gain the ability to unleash terrifyingly monstrous roars and swing the
.
Ferocious Blow. As an action, you can expend 1 charge to call upon the spirit of the tar-rasque and make a mighty swing with this weapon. If the attack hits, roll five times as many damage dice for
magic-items
From the fossilised teeth of a tar-rasque is extracted the magic of rage and ferocity. Upon attuning to this weapon, you gain the ability to unleash terrifyingly monstrous roars and swing the
.
Ferocious Blow. As an action, you can expend 1 charge to call upon the spirit of the tar-rasque and make a mighty swing with this weapon. If the attack hits, roll four times as many damage dice for
magic-items
From the fossilised teeth of a tar-rasque is extracted the magic of rage and ferocity. Upon attuning to this weapon, you gain the ability to unleash terrifyingly monstrous roars and swing the
.
Ferocious Blow. As an action, you can expend 1 charge to call upon the spirit of the tar-rasque and make a mighty swing with this weapon. If the attack hits, roll four times as many damage dice for
magic-items
From the fossilised teeth of a tar-rasque is extracted the magic of rage and ferocity. Upon attuning to this weapon, you gain the ability to unleash terrifyingly monstrous roars and swing the
.
Ferocious Blow. As an action, you can expend 1 charge to call upon the spirit of the tar-rasque and make a mighty swing with this weapon. If the attack hits, roll four times as many damage dice for
magic-items
From the fossilised teeth of a tar-rasque is extracted the magic of rage and ferocity. Upon attuning to this weapon, you gain the ability to unleash terrifyingly monstrous roars and swing the
.
Ferocious Blow. As an action, you can expend 1 charge to call upon the spirit of the tar-rasque and make a mighty swing with this weapon. If the attack hits, roll four times as many damage dice for
magic-items
From the fossilised teeth of a tar-rasque is extracted the magic of rage and ferocity. Upon attuning to this weapon, you gain the ability to unleash terrifyingly monstrous roars and swing the
.
Ferocious Blow. As an action, you can expend 1 charge to call upon the spirit of the tar-rasque and make a mighty swing with this weapon. If the attack hits, roll four times as many damage dice for
Orb of Dragonkind
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
(or Dragon Orbs) to help them defeat the dragons. One orb was taken to each of the five wizard towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to
the detect magic spell from the orb without using any charges.
Call Dragons
While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all
magic-items
From the fossilised teeth of a tar-rasque is extracted the magic of rage and ferocity. Upon attuning to this weapon, you gain the ability to unleash terrifyingly monstrous roars and swing the
.
Ferocious Blow. As an action, you can expend 1 charge to call upon the spirit of the tar-rasque and make a mighty swing with this weapon. If the attack hits, roll four times as many damage dice for
Monsters
Mordenkainen Presents: Monsters of the Multiverse
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The duergar makes three Psychic-Attuned Hammer or Javelin attacks and uses Call to Attack.
Psychic-Attuned
", "rollAction":"Javelin", "rollDamageType":"piercing"} piercing damage while under the effect of Enlarge.
Call to Attack. Up to three allies within 120 feet of this duergar that can hear it can each
classes
Basic Rules (2014)
of his drow foe, then turns to drive his armored elbow into the gut of another.
These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury
. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.
For some, their rage springs from a communion with
Monsters
Mythic Odysseys of Theros
(3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Shortsword","rollDamageType":"poison"} poison damage.Even death and the loss of their identities can’t erase the rage that inspires
who defeat Returned foes might marvel at their fortune in claiming such rich spoils after a battle. The mask of a Returned is worth approximately 100 gp, based on its composition and craftsmanship
Shifter
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Eberron: Rising from the Last War
animal’s tough hide. A sense of invincibility spread through him. For the moment at least, he felt unstoppable!
— Don Bassingthwaite, The Binding Stone
Shifters are sometimes called the
can’t fully change shape, they can temporarily enhance their animalistic features — a state they call shifting. Each shifter walks on the knife’s edge between the wilds and the
Monsters
Storm King's Thunder
Forgotten God. Yakfolk are the creations of a malevolent deity they call the Forgotten God. The worship of this nameless deity directs their lives. The deity takes the form of a male Yikaria, but its
said that the Forgotten God journeyed to the Elemental Plane of Earth and, through guile and deception, defeated the Grand Khan of the dao. The price of that defeat was harsh: the dao were forced to
Monsters
Storm King's Thunder
apart.
Servants of the Forgotten God. Yakfolk are the creations of a malevolent deity they call the Forgotten God. The worship of this nameless deity directs their lives. The deity takes the form of
enslave dao for a time. It is said that the Forgotten God journeyed to the Elemental Plane of Earth and, through guile and deception, defeated the Grand Khan of the dao. The price of that defeat was harsh
Lizardfolk
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Volo's Guide to Monsters
aggression toward creatures that they could defeat in a fight and that can’t be dealt with in some other manner. They are aggressive toward prey they want to eat, creatures that want to harm them, and
rage against their enemies. They simply observe and react as a situation warrants.
Lizardfolk lack meaningful emotional ties to the past. They assess situations based on their current and future
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. Soldiers fear succumbing to his blood lust lest they dishonor themselves, but the vengeful and forsaken call to him for the gift of his rage. He is the brother of Iroas, god of victory, and his
. Akroan soldiers are warned that to give in to his seductive battle rage is to risk becoming an androphage—a bloodthirsty killer wholly consumed by Mogis’s fury. Mogis cuts a terrifying figure
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. Soldiers fear succumbing to his blood lust lest they dishonor themselves, but the vengeful and forsaken call to him for the gift of his rage. He is the brother of Iroas, god of victory, and his
. Akroan soldiers are warned that to give in to his seductive battle rage is to risk becoming an androphage—a bloodthirsty killer wholly consumed by Mogis’s fury. Mogis cuts a terrifying figure
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. Soldiers fear succumbing to his blood lust lest they dishonor themselves, but the vengeful and forsaken call to him for the gift of his rage. He is the brother of Iroas, god of victory, and his
. Akroan soldiers are warned that to give in to his seductive battle rage is to risk becoming an androphage—a bloodthirsty killer wholly consumed by Mogis’s fury. Mogis cuts a terrifying figure
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.
, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature — keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and