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Returning 35 results for 'bind being diffusing cause refuges'.
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Spells
Xanathar's Guide to Everything
You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is
around the target’s space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth
Species
Van Richten’s Guide to Ravenloft
physical state that their minds are ill equipped to deal with. Their memories of events before this interruption are often vague or absent. Occasionally, the most unexpected experiences might cause
resurrected, but something went wrong.
2
Stitches bind your body’s mismatched pieces, and your memories come from multiple different lives.
3
After clawing free from your grave, you realized
Paladin
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
turns a devout warrior into a blessed champion.
The Cause of Righteousness
A paladin swears to uphold justice and righteousness, to stand with the good things of the world against the encroaching
darkness, and to hunt the forces of evil wherever they lurk. Different paladins focus on various aspects of the cause of righteousness, but all are bound by the oaths that grant them power to do their
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
masonry. The chains are similar to the ones that bind Elturel. Characters who examine a chain can tell that some intense, supernatural force caused one or more of its links to sunder. Although the cause
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Khorvaire. They bind the fabric of society together, and they are responsible for much of the change that occurs in the world—often by means of agents that include parties of adventurers. An
adventuring group that has a powerful backer as a patron has a clear place in the world, access to additional resources, and a reason to work together in pursuit of a common cause.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Khorvaire. They bind the fabric of society together, and they are responsible for much of the change that occurs in the world—often by means of agents that include parties of adventurers. An
adventuring group that has a powerful backer as a patron has a clear place in the world, access to additional resources, and a reason to work together in pursuit of a common cause.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
masonry. The chains are similar to the ones that bind Elturel. Characters who examine a chain can tell that some intense, supernatural force caused one or more of its links to sunder. Although the cause
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Khorvaire. They bind the fabric of society together, and they are responsible for much of the change that occurs in the world—often by means of agents that include parties of adventurers. An
adventuring group that has a powerful backer as a patron has a clear place in the world, access to additional resources, and a reason to work together in pursuit of a common cause.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
masonry. The chains are similar to the ones that bind Elturel. Characters who examine a chain can tell that some intense, supernatural force caused one or more of its links to sunder. Although the cause
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
. Like his ancestor, Sparkrender seeks to claim the destructive magic that lingers at the site. Like Runara, Sparkrender has recruited kobolds to join his cause. About five days before the characters
, Sparkrender began planning a ritual that will awaken the spirits of all the island’s dead dragons and bind them to his will—at the cost of Aidron’s life.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
. Like his ancestor, Sparkrender seeks to claim the destructive magic that lingers at the site. Like Runara, Sparkrender has recruited kobolds to join his cause. About five days before the characters
, Sparkrender began planning a ritual that will awaken the spirits of all the island’s dead dragons and bind them to his will—at the cost of Aidron’s life.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Mental Prison 6th-level illusion Casting Time: 1 action Range: 60 feet Components: S Duration: Concentration, up to 1 minute You attempt to bind a creature within an illusory cell that only it
psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target’s space appear dangerous to it in some way. You might cause
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
. Like his ancestor, Sparkrender seeks to claim the destructive magic that lingers at the site. Like Runara, Sparkrender has recruited kobolds to join his cause. About five days before the characters
, Sparkrender began planning a ritual that will awaken the spirits of all the island’s dead dragons and bind them to his will—at the cost of Aidron’s life.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Mental Prison 6th-level illusion Casting Time: 1 action Range: 60 feet Components: S Duration: Concentration, up to 1 minute You attempt to bind a creature within an illusory cell that only it
psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target’s space appear dangerous to it in some way. You might cause
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Mental Prison 6th-level illusion Casting Time: 1 action Range: 60 feet Components: S Duration: Concentration, up to 1 minute You attempt to bind a creature within an illusory cell that only it
psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target’s space appear dangerous to it in some way. You might cause
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
of the action in a Ravnica campaign, it’s important not to let that tension cause too much friction in a party of adventurers. The D&D game relies on cooperation among the players, so it’s helpful
) might talk about exterminating or dominating other guilds, many guild members have family, lovers, friends, and acquaintances among other guilds. Those positive associations can bind an adventuring party
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
of the action in a Ravnica campaign, it’s important not to let that tension cause too much friction in a party of adventurers. The D&D game relies on cooperation among the players, so it’s helpful
) might talk about exterminating or dominating other guilds, many guild members have family, lovers, friends, and acquaintances among other guilds. Those positive associations can bind an adventuring party
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
of the action in a Ravnica campaign, it’s important not to let that tension cause too much friction in a party of adventurers. The D&D game relies on cooperation among the players, so it’s helpful
) might talk about exterminating or dominating other guilds, many guild members have family, lovers, friends, and acquaintances among other guilds. Those positive associations can bind an adventuring party
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
dragonmarked houses drive much of the action in this campaign, it’s important not to let that tension cause too much friction in a party of adventurers. The D&D game relies on cooperation among the players
, so it’s helpful for the player characters to find common ground that unites them despite their differences in house affiliation and agenda. Many house members have friends and acquaintances among other houses. Those positive associations can bind an adventuring party together.
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
dragonmarked houses drive much of the action in this campaign, it’s important not to let that tension cause too much friction in a party of adventurers. The D&D game relies on cooperation among the players
, so it’s helpful for the player characters to find common ground that unites them despite their differences in house affiliation and agenda. Many house members have friends and acquaintances among other houses. Those positive associations can bind an adventuring party together.
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
dragonmarked houses drive much of the action in this campaign, it’s important not to let that tension cause too much friction in a party of adventurers. The D&D game relies on cooperation among the players
, so it’s helpful for the player characters to find common ground that unites them despite their differences in house affiliation and agenda. Many house members have friends and acquaintances among other houses. Those positive associations can bind an adventuring party together.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
gunpowder can cause it to explode, dealing fire damage to creatures within 10 feet of it (3d6 for a powder horn, 7d6 for a keg). A successful DC 12 Dexterity saving throw halves the damage. Setting
damage on a successful one. A character can bind sticks of dynamite together so they explode at the same time. Each additional stick increases the damage by 1d6 (to a maximum of 10d6) and the burst
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
gunpowder can cause it to explode, dealing fire damage to creatures within 10 feet of it (3d6 for a powder horn, 7d6 for a keg). A successful DC 12 Dexterity saving throw halves the damage. Setting
damage on a successful one. A character can bind sticks of dynamite together so they explode at the same time. Each additional stick increases the damage by 1d6 (to a maximum of 10d6) and the burst
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
him to cause the flood in Sagorpur. Now that Jijibisha is gone, touching any blessed shankha to the tree stump will release him. Using either the Riverine’s Shankha or the magical shankha Plabon gifted
trials. Jijibisha used her sinister powers to bind Adirohit within his ruined temple. Jijibisha was delighted that she would be the last Manivarshi to ever win the Shankha Trials—at least, until
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
gunpowder can cause it to explode, dealing fire damage to creatures within 10 feet of it (3d6 for a powder horn, 7d6 for a keg). A successful DC 12 Dexterity saving throw halves the damage. Setting
damage on a successful one. A character can bind sticks of dynamite together so they explode at the same time. Each additional stick increases the damage by 1d6 (to a maximum of 10d6) and the burst
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
him to cause the flood in Sagorpur. Now that Jijibisha is gone, touching any blessed shankha to the tree stump will release him. Using either the Riverine’s Shankha or the magical shankha Plabon gifted
trials. Jijibisha used her sinister powers to bind Adirohit within his ruined temple. Jijibisha was delighted that she would be the last Manivarshi to ever win the Shankha Trials—at least, until
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
him to cause the flood in Sagorpur. Now that Jijibisha is gone, touching any blessed shankha to the tree stump will release him. Using either the Riverine’s Shankha or the magical shankha Plabon gifted
trials. Jijibisha used her sinister powers to bind Adirohit within his ruined temple. Jijibisha was delighted that she would be the last Manivarshi to ever win the Shankha Trials—at least, until
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains
your Charisma modifier (minimum of +0). The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. Once you bind a specter with this feature
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains
your Charisma modifier (minimum of +0). The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. Once you bind a specter with this feature
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
that no enemy can gain a foothold against the gods’ cause through defilement or violence within these sites. If an enemy with such intent sets foot inside a warded location, the eidolon plunges into a
doesn’t require air, food, drink, or sleep. It’s not just gods that have the power to bind spirits to their idols. Beings such as archdevils can do it with the souls of their cultists. Moloch, for
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
that no enemy can gain a foothold against the gods’ cause through defilement or violence within these sites. If an enemy with such intent sets foot inside a warded location, the eidolon plunges into a
doesn’t require air, food, drink, or sleep. It’s not just gods that have the power to bind spirits to their idols. Beings such as archdevils can do it with the souls of their cultists. Moloch, for
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains
your Charisma modifier (minimum of +0). The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. Once you bind a specter with this feature
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
that no enemy can gain a foothold against the gods’ cause through defilement or violence within these sites. If an enemy with such intent sets foot inside a warded location, the eidolon plunges into a
doesn’t require air, food, drink, or sleep. It’s not just gods that have the power to bind spirits to their idols. Beings such as archdevils can do it with the souls of their cultists. Moloch, for
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
each knew part of a ritual for crafting magic paintings that could bind mortal creatures with a terrible curse. After agreeing to share their knowledge and work together, they formed a coven dedicated to
voice and focuses on the business of running the bathhouse. Dread Morgan knows the ritual needed to bind a creature’s desire to a cursed painting, which is recorded on a tiny scroll hidden in a bone
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
each knew part of a ritual for crafting magic paintings that could bind mortal creatures with a terrible curse. After agreeing to share their knowledge and work together, they formed a coven dedicated to
voice and focuses on the business of running the bathhouse. Dread Morgan knows the ritual needed to bind a creature’s desire to a cursed painting, which is recorded on a tiny scroll hidden in a bone






