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Returning 35 results for 'before binding diffusing consult reach'.
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Classes
Player’s Handbook
the influence of these beings can be felt. In no time, each Warlock is drawn into a binding pact with a powerful patron. Drawing on the ancient knowledge of beings such as angels, archfey, demons
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Eldritch Master
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Warlock Class Features
As a Warlock, you gain the following class features when you reach the specified Warlock levels. These features are listed in the Warlock Features table.
Monsters
Eberron: Rising from the Last War
"} force damage.
Soul Binding. Melee Spell Attack: +13;{"diceNotation":"1d20+13","rollType":"to hit","rollAction":"Soul Binding"} to hit, reach 5 ft., one target. Hit: 29 (4d10 + 7);{"diceNotation":"4d10+7
magical effects.Multiattack. The quori makes two Soul Binding attacks. Alternatively, it can make four attacks with Arcane Blast.
Arcane Blast. Ranged Spell Attack: +13;{"diceNotation":"1d20+13
Monsters
Guildmasters’ Guide to Ravnica
+7","rollType":"to hit","rollAction":"Slam"} to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4","rollType":"damage","rollAction":"Slam","rollDamageType":"bludgeoning
tried binding elemental lightning, fire, and smoke into a framework made of the magical alloy mizzium. The experiment was partly successful: the resulting weird, a fluxcharger, doesn't explode like
Monsters
Planescape: Adventures in the Multiverse
: automatic hit, reach 5 ft., one target. Hit: 24 force damage plus one of the following effects (choose one or roll a d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Unerring Blade"}):
1&ndash
melee weapon.Created by Primus, the leader of the modrons, the Kolyarut is a wondrous machine capable of forging binding contracts between parties. From the Hall of Concordance in Sigil, the Kolyarut
Monsters
Candlekeep Mysteries
Shocking Grasp (Cantrip). Melee Spell Attack: +8;{"diceNotation":"1d20+8","rollType":"spell","rollAction":"Shocking Grasp"} to hit (with advantage if the target is wearing armor made of metal), reach
binding, polymorph, protection from evil and good, scrying, sending, true seeingShield (1st-Level Spell; 3/Day). When the sage is hit by an attack or targeted by a magic missile spell, it calls forth an
Monsters
Strixhaven: A Curriculum of Chaos
Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Tidal Strike"} to hit, reach 5 ft. or range 60 ft., one target. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4", "rollType":"damage
. Binding and channeling these natural elements allow the professors to mold their environment to their needs, both for breathtaking performances and to control the fabric of a battlefield against their
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
. The high fae makes two Fae Claymore attacks and uses Tripping Feint.
Fae Claymore. Melee Weapon Attack: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Fae Claymore"} to hit, reach
fae kindguards are in direct service to Talion, the Kindly Lord. Nine times nine have these high fae sworn a binding oath to protect the Kindly Lord, each time pricking their hand on a hawthorn
Species
Mordenkainen Presents: Monsters of the Multiverse
Neither bugs nor bears, bugbears are the hulking cousins of goblins and hobgoblins. With roots in the Feywild, early bugbears resided in hidden places, in hard-to-reach and shadowed spaces. Long ago
randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Monsters
Fizban's Treasury of Dragons
;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6);{"diceNotation":"2d10+6", "rollType":"damage", "rollAction":"Bite", "rollDamageType
":"1d20+12", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6);{"diceNotation":"2d6+6", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"slashing
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Chain. Melee Weapon Attack: +13;{"diceNotation":"1d20+13", "rollType":"to hit", "rollAction":"Chain"} to hit, reach 15 ft., one target. Hit: 20 (2d12 + 7);{"diceNotation":"2d12+7", "rollType":"damage
effect, you can roll percentile dice and consult the Flesh Warping table to determine an additional effect, which vanishes when Warp Creature ends on the creature. If the creature transforms into a manes
Species
Mordenkainen Presents: Monsters of the Multiverse
children can reach adulthood.
A lanky people with skin tones of yellows, greens, and browns, githyanki complement their physical prowess with psionic might, instilled in them by mind flayers and
the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Rime’s Binding Ice 2nd-Level Evocation Casting Time: 1 action Range: Self (30-foot cone) Components: S, M (a vial of meltwater) Duration: Instantaneous A burst of cold energy emanates from you in a
creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn’t hindered
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Rime’s Binding Ice 2nd-Level Evocation Casting Time: 1 action Range: Self (30-foot cone) Components: S, M (a vial of meltwater) Duration: Instantaneous A burst of cold energy emanates from you in a
creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn’t hindered
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Rime’s Binding Ice 2nd-Level Evocation Casting Time: 1 action Range: Self (30-foot cone) Components: S, M (a vial of meltwater) Duration: Instantaneous A burst of cold energy emanates from you in a
creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn’t hindered
Monsters
Curse of Strahd
destroyed.
While he has 0 hit points in mist form, he can’t revert to his vampire form, and he must reach his coffin within 2 hours or be destroyed. Once in his coffin, he reverts to his vampire
which can be a bite attack.
Unarmed Strike (Vampire or Wolf Form Only). Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Unarmed Strike"} to hit, reach 5 ft., one
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
200 feet and takes 33 (6d10) bludgeoning damage. On a successful save, it takes half as much damage and can grab a stable handhold within reach to avoid descending. After descending 1,000 feet from the
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
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
200 feet and takes 33 (6d10) bludgeoning damage. On a successful save, it takes half as much damage and can grab a stable handhold within reach to avoid descending. After descending 1,000 feet from the
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
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
200 feet and takes 33 (6d10) bludgeoning damage. On a successful save, it takes half as much damage and can grab a stable handhold within reach to avoid descending. After descending 1,000 feet from the
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
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
horde soon begins overwhelming defenses nearby. Once the characters defeat a few zombies, roll 1d6 and consult the Zombie Siege Encounters table. The event rolled unfolds within sight of one of the
consult the “Concluding the Siege” section to guide the battle toward its climax. Zombie Siege Encounters d6s Encounter
1 Zombies rip apart a soldier, causing those nearby to freeze or flee
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Spirit Shield (2d6) 10th Consult the Spirits, Spirit Shield (3d6) 14th Vengeful Ancestors, Spirit Shield (4d6) Ancestral Protectors Starting when you choose this path at 3rd level, spectral warriors
raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6. When you reach certain levels in this class, you can reduce the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
horde soon begins overwhelming defenses nearby. Once the characters defeat a few zombies, roll 1d6 and consult the Zombie Siege Encounters table. The event rolled unfolds within sight of one of the
consult the “Concluding the Siege” section to guide the battle toward its climax. Zombie Siege Encounters d6s Encounter
1 Zombies rip apart a soldier, causing those nearby to freeze or flee
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Spirit Shield (2d6) 10th Consult the Spirits, Spirit Shield (3d6) 14th Vengeful Ancestors, Spirit Shield (4d6) Ancestral Protectors Starting when you choose this path at 3rd level, spectral warriors
raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6. When you reach certain levels in this class, you can reduce the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Spirit Shield (2d6) 10th Consult the Spirits, Spirit Shield (3d6) 14th Vengeful Ancestors, Spirit Shield (4d6) Ancestral Protectors Starting when you choose this path at 3rd level, spectral warriors
raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6. When you reach certain levels in this class, you can reduce the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
leagues. Travelers with a passive Wisdom (Perception) score of 15 or more receive 1d4 rounds of warning: a deep hum in the ethereal matter. Travelers who can’t reach a curtain or portal leading elsewhere
suffer the cyclone’s effect. Roll a d20 and consult the Ether Cyclone table to determine the effect on all creatures in the vicinity. Ether Cyclone d20 Effect 1–12 Extended journey 13–19 Blown to
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Wizards of Thay also won’t pass up a chance to take the ring by force. With or without the ring, Artus Cimber continues to await Mezro’s return while searching for the means to reach or summon the
displaced city. Nothing matters to him more than reuniting with his wife. Characters interested in helping Artus can use divination spells or downtime to conduct research. They might also consult with the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Famous Story Is there one story that hangs over your group’s head, for good or ill? Maybe it sets a high bar you might never reach again, or ensures you’ll never write a story of a different kind
. Consult the Famous Story table to determine what reporting has most colored your career. Famous Story d6 Famous Story 1 Fear Monger. You spiced up a story by stretching a few facts, instigating a
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
the Dragonlance: Warriors of Krynn game with this adventure, consult the “Warriors of Krynn: Scenario 4” sidebar. Without Mass Combat. If you aren’t using the Dragonlance: Warriors of Krynn game
, continue with the following section. WARRIORS OF KRYNN: SCENARIO 4
The characters reach the battlefield as the conflict turns against Kalaman’s forces. Read the introduction to scenario 4 in Dragonlance
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Kolyarut Created by Primus, the leader of the modrons, the Kolyarut is a wondrous machine capable of forging binding contracts between parties. From the Hall of Concordance in Sigil, the Kolyarut
judges the needs of planar beings seeking uniquely binding terms and forges ironclad agreements. Those who break these contracts are pursued by maruts (detailed in Mordenkainen Presents: Monsters of the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
6. Captive Balor At the end of this hall, some sort of horrible binding process is underway. A balor is held against the wall, pressed in against the stonework design of a great green devil’s face. A
Attack: +14 to hit, reach 10 ft., one target. Hit: 13 (2d4 + 8) bludgeoning damage plus 7 (2d6) fire damage. If released, Tarnhem upholds any agreement he made to not harm the characters. He instead
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
6. Captive Balor At the end of this hall, some sort of horrible binding process is underway. A balor is held against the wall, pressed in against the stonework design of a great green devil’s face. A
Attack: +14 to hit, reach 10 ft., one target. Hit: 13 (2d4 + 8) bludgeoning damage plus 7 (2d6) fire damage. If released, Tarnhem upholds any agreement he made to not harm the characters. He instead
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Fluxcharger In an effort to create a weird that could be more easily controlled, Izzet mages tried binding elemental lightning, fire, and smoke into a framework made of the magical alloy mizzium. The
Lightning twice.
Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 10 (3d6) fire damage.
Arc Lightning. Ranged Spell Attack: +7 to hit, range
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Fluxcharger In an effort to create a weird that could be more easily controlled, Izzet mages tried binding elemental lightning, fire, and smoke into a framework made of the magical alloy mizzium. The
Lightning twice.
Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 10 (3d6) fire damage.
Arc Lightning. Ranged Spell Attack: +7 to hit, range
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Fluxcharger In an effort to create a weird that could be more easily controlled, Izzet mages tried binding elemental lightning, fire, and smoke into a framework made of the magical alloy mizzium. The
Lightning twice.
Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 10 (3d6) fire damage.
Arc Lightning. Ranged Spell Attack: +7 to hit, range
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Wizards of Thay also won’t pass up a chance to take the ring by force. With or without the ring, Artus Cimber continues to await Mezro’s return while searching for the means to reach or summon the
displaced city. Nothing matters to him more than reuniting with his wife. Characters interested in helping Artus can use divination spells or downtime to conduct research. They might also consult with the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Famous Story Is there one story that hangs over your group’s head, for good or ill? Maybe it sets a high bar you might never reach again, or ensures you’ll never write a story of a different kind
. Consult the Famous Story table to determine what reporting has most colored your career. Famous Story d6 Famous Story 1 Fear Monger. You spiced up a story by stretching a few facts, instigating a






