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Returning 35 results for 'behaves broader diffusing calling rites'.
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behave broad diffusing calling rules
behaves broad defusing calling rules
behave broader defusing calling rules
Magic Items
Dungeon Master’s Guide
regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one Swarm of Rats with each expended charge if
you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next
Pipes of the Sewers
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
unless you threaten or harm them.
The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended
another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as
Cleric
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
to those chosen to fulfill a high calling.
Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric
his axe in wide swaths to cut through the ranks of orcs arrayed against him, shouting praise to the gods with every foe’s fall.
Calling down a curse upon the forces of undeath, a human lifts
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
threaten or harm them. The pipes have 3 charges and regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one
30 feet of you while you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
threaten or harm them. The pipes have 3 charges and regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one
30 feet of you while you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
threaten or harm them. The pipes have 3 charges and regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one
30 feet of you while you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, calling forth one swarm of rats (see the Monster Manual for statistics) with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by
contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, calling forth one swarm of rats (see the Monster Manual for statistics) with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by
contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
threaten or harm them. The pipes have 3 charges and regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one
30 feet of you while you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
threaten or harm them. The pipes have 3 charges and regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one
30 feet of you while you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, calling forth one swarm of rats (see the Monster Manual for statistics) with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by
contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, calling forth one swarm of rats (see the Monster Manual for statistics) with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by
contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, calling forth one swarm of rats (see the Monster Manual for statistics) with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by
contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, calling forth one swarm of rats (see the Monster Manual for statistics) with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by
contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
threaten or harm them. The pipes have 3 charges and regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one
30 feet of you while you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling. Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers
and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity’s wishes. Clerics combine the helpful magic of healing and inspiring their allies with
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling. Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers
and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity’s wishes. Clerics combine the helpful magic of healing and inspiring their allies with
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling. Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers
and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity’s wishes. Clerics combine the helpful magic of healing and inspiring their allies with
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling. Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers
and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity’s wishes. Clerics combine the helpful magic of healing and inspiring their allies with
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling. Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers
and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity’s wishes. Clerics combine the helpful magic of healing and inspiring their allies with
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling. Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers
and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity’s wishes. Clerics combine the helpful magic of healing and inspiring their allies with
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
hunting. Some individuals feel a calling to a particular deity’s service and claim that god as a patron. Particularly devoted individuals become priests by setting up a shrine or helping to staff a holy
site. Much more rarely, those who feel such a calling become clerics or paladins invested with the responsibility of true divine power. Shrines and temples serve as community gathering points for
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
hunting. Some individuals feel a calling to a particular deity’s service and claim that god as a patron. Particularly devoted individuals become priests by setting up a shrine or helping to staff a holy
site. Much more rarely, those who feel such a calling become clerics or paladins invested with the responsibility of true divine power. Shrines and temples serve as community gathering points for
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
pious descendants or curses upon those who put their own needs over those of the family and broader community. Bonesingers Artisan-warriors, bonesingers dedicate their lives to maintaining the skybridges
. In the ancient past, bonesingers oversaw the final rites when great bakunawa died, then infused the creatures’ bones into the magical bridges that unite Dayawlongon as one land. During the days of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
hunting. Some individuals feel a calling to a particular deity’s service and claim that god as a patron. Particularly devoted individuals become priests by setting up a shrine or helping to staff a holy
site. Much more rarely, those who feel such a calling become clerics or paladins invested with the responsibility of true divine power. Shrines and temples serve as community gathering points for
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
pious descendants or curses upon those who put their own needs over those of the family and broader community. Bonesingers Artisan-warriors, bonesingers dedicate their lives to maintaining the skybridges
. In the ancient past, bonesingers oversaw the final rites when great bakunawa died, then infused the creatures’ bones into the magical bridges that unite Dayawlongon as one land. During the days of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
pious descendants or curses upon those who put their own needs over those of the family and broader community. Bonesingers Artisan-warriors, bonesingers dedicate their lives to maintaining the skybridges
. In the ancient past, bonesingers oversaw the final rites when great bakunawa died, then infused the creatures’ bones into the magical bridges that unite Dayawlongon as one land. During the days of
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
and Rites. Thanks to his prolonged absence from mortal giants’ affairs, Annam has few priests. On some worlds, he has no priests and his name is all but forgotten. On other worlds, a priest of Annam
they recognize is “might makes right.” Priests and Rites. Grolantor’s priests often boast of having experienced a personal interaction with their god—a dream, waking vision, or even an encounter with
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
and Rites. Thanks to his prolonged absence from mortal giants’ affairs, Annam has few priests. On some worlds, he has no priests and his name is all but forgotten. On other worlds, a priest of Annam
they recognize is “might makes right.” Priests and Rites. Grolantor’s priests often boast of having experienced a personal interaction with their god—a dream, waking vision, or even an encounter with
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
and Rites. Thanks to his prolonged absence from mortal giants’ affairs, Annam has few priests. On some worlds, he has no priests and his name is all but forgotten. On other worlds, a priest of Annam
they recognize is “might makes right.” Priests and Rites. Grolantor’s priests often boast of having experienced a personal interaction with their god—a dream, waking vision, or even an encounter with
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
traditions. Temples in Faerûn don’t have regular services as such. Group observances in a temple occur only at specific festival times, and priests also go out into the community to perform rites such as
pronouncements of this sort are often personal in scope and brief, and those edicts that concern broader matters tend to be open to interpretation or debate. Priesthood Priesthood is a vocation like any
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
traditions. Temples in Faerûn don’t have regular services as such. Group observances in a temple occur only at specific festival times, and priests also go out into the community to perform rites such as
pronouncements of this sort are often personal in scope and brief, and those edicts that concern broader matters tend to be open to interpretation or debate. Priesthood Priesthood is a vocation like any
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
traditions. Temples in Faerûn don’t have regular services as such. Group observances in a temple occur only at specific festival times, and priests also go out into the community to perform rites such as
pronouncements of this sort are often personal in scope and brief, and those edicts that concern broader matters tend to be open to interpretation or debate. Priesthood Priesthood is a vocation like any
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
devises the strategies that allow the forces of Gruumsh to dominate the battle and fill their war wagons with plunder and severed heads. Ilneval stands with his bloody sword, calling to those who
with distaste and unease. They interact with the tribe mostly on occasions of death, claiming the bones of fallen warriors to add to the ossuary shrines of Yurtrus, and sometimes during shamanic rites
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
devises the strategies that allow the forces of Gruumsh to dominate the battle and fill their war wagons with plunder and severed heads. Ilneval stands with his bloody sword, calling to those who
with distaste and unease. They interact with the tribe mostly on occasions of death, claiming the bones of fallen warriors to add to the ossuary shrines of Yurtrus, and sometimes during shamanic rites






