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Returning 35 results for 'before both danger causing remain'.
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before both dance calling remains
before both dance chasing remains
before both dance caring remains
before both dagger calling remain
before both dagger calling remains
Magic Items
Dungeon Master’s Guide
of these weapons have faded from the world, their magic lost as family lines have become extinct. Others have vanished with their bearers during great quests. Thus, only a few of these weapons remain
rejects you but also places a curse on you, causing you to make D20 Test;D20 Tests with Disadvantage for 24 hours or until the curse is ended by a Remove Curse spell or similar magic. If you’re
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
inhuman, high fae are the oldest creatures in Eldraine, embodying the natural splendor and danger of the untamed wilderness. High fae have no regard for mortal values of honor and law, but they nonetheless
amuse themselves over the long centuries of their lives, high fae frequently engage in deceptions and other complex games of wits against one another.
Most high fae remain secluded deep within the wilds
Monsters
Mordenkainen Presents: Monsters of the Multiverse
playful eladrin beguile other creatures to fill them with the joy of spring. Their antics can lead other creatures into danger and make mischief for them.
If an autumn eladrin invites you over for
their emotional state by transforming them into different seasonal aspects, with behaviors and abilities that change with their forms. Some eladrin might remain in a particular aspect for years, while
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
other means of deception at their disposal.
High Fae
Ageless and inhuman, high fae are the oldest creatures in Eldraine, embodying the natural splendor and danger of the wilderness. High fae have no
one another.
Most high fae remain secluded deep within the wilds of Eldraine. They draw power from motes of light found throughout the wilds, and they use their innate illusory magic to power and
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
, embodying the natural splendor and danger of the wilderness. High fae have no regard for mortal values of honor and law, but they nonetheless operate under inviolable rules of their own: gifts must
frequently engage in deceptions and other complex games of wits against one another.
Most high fae remain secluded deep within the wilds of Eldraine. They draw power from motes of light found
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
), causing it to lengthen and increasing the reach of melee attacks you make with it by 5 feet until the end of your turn.
Optional Attunement. You can choose to attune to this weapon, causing it to gain
the Hyphal Grasp property while you remain attuned to it.
OA: Hyphal Grasp. As a bonus action while holding the rapier, you can speak its command word to cause writhing hyphal filaments to grow from
Monsters
Mordenkainen Presents: Monsters of the Multiverse
wastrilith risk their very souls. Those who drink the poisonous liquid might wither away until they finally die, or they remain alive only to become thralls of chaos and evil. To represent this
defilement, you can use the optional rule on abyssal corruption in chapter 2 of the Dungeon Master’s Guide, causing the poisoned creature to be corrupted.PoisonCold, Fire, Lightning; Bludgeoning
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
Folk Hero
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Basic Rules (2014)
, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for
home communities remain very important to them.
d8
Personality Trait
1
I judge people by their actions, not their words.
2
If someone is in trouble, I’m always ready to
Monsters
Fizban's Treasury of Dragons
teachers and storytellers who anchor Feywild communities. The worst of them are pompous and ill behaved, but even those remain gentle by nature and curious about all things—especially travelers
dragon’s lair.
6
A moonstone dragon, offended by gifts of gold, is causing nightmares among the local nobility.
7
A powerful spellcaster is forcing a captive moonstone dragon to invade
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of