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Returning 35 results for 'binding being dwelling compacted rules'.
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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
level 1 features, which are listed in the Warlock Features table. See the multiclassing rules to determine your available spell slots.
Warlock Features
Level
Proficiency Bonus
Class Features
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
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
operate under inviolable rules of their own: gifts must always be repaid, promises must be honored, and outright lies must never be spoken (though misdirection and riddles are always welcome). To
Orcus
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
chapter 7, "Treasure” of the Dungeon Master’s Guide.Orcus’s Lair
Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules
withdrawn and moody, dwelling on the insufferable state of life.”
21–40
“I am compelled to make the weak suffer.”
41–60
“I have no compunction against
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
casting then sent his considerable power out to surround the overmatched wizard, binding it to himself. Argent energy flew from the human’s outstretched hand only to fizzle into nothingness as the
centuries old, having seen civilizations rise and fall across Faerûn. Other wizards seeking this longevity turn to lichdom, dwelling in isolated tombs and strongholds as they withdraw from the world in body as well as mind.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
casting then sent his considerable power out to surround the overmatched wizard, binding it to himself. Argent energy flew from the human’s outstretched hand only to fizzle into nothingness as the
centuries old, having seen civilizations rise and fall across Faerûn. Other wizards seeking this longevity turn to lichdom, dwelling in isolated tombs and strongholds as they withdraw from the world in body as well as mind.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
casting then sent his considerable power out to surround the overmatched wizard, binding it to himself. Argent energy flew from the human’s outstretched hand only to fizzle into nothingness as the
centuries old, having seen civilizations rise and fall across Faerûn. Other wizards seeking this longevity turn to lichdom, dwelling in isolated tombs and strongholds as they withdraw from the world in body as well as mind.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Mummies Deathless Ancients with Ageless Ambitions Habitat: Desert, Swamp; Treasure: Relics Mysterious rites and mighty faith can tie spirits to their corpses, binding them to their remains for all
curse can be healed only by the Remove Curse spell or similar magic. Rule 7: Before opening a sarcophagus, light a torch.
—X the Mystic’s
Rules of Dungeon Survival
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Mummies Deathless Ancients with Ageless Ambitions Habitat: Desert, Swamp; Treasure: Relics Mysterious rites and mighty faith can tie spirits to their corpses, binding them to their remains for all
curse can be healed only by the Remove Curse spell or similar magic. Rule 7: Before opening a sarcophagus, light a torch.
—X the Mystic’s
Rules of Dungeon Survival
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Mummies Deathless Ancients with Ageless Ambitions Habitat: Desert, Swamp; Treasure: Relics Mysterious rites and mighty faith can tie spirits to their corpses, binding them to their remains for all
curse can be healed only by the Remove Curse spell or similar magic. Rule 7: Before opening a sarcophagus, light a torch.
—X the Mystic’s
Rules of Dungeon Survival
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Warlock is drawn into a binding pact with a powerful patron. Drawing on the ancient knowledge of beings such as angels, archfey, demons, devils, hags, and alien entities of the Far Realm, Warlocks
from the Core Warlock Traits table: Hit Point Die and training with Light armor. Gain the Warlock’s level 1 features, which are listed in the Warlock Features table. See the multiclassing rules in “Creating a Character” to determine your available spell slots.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Warlock is drawn into a binding pact with a powerful patron. Drawing on the ancient knowledge of beings such as angels, archfey, demons, devils, hags, and alien entities of the Far Realm, Warlocks
from the Core Warlock Traits table: Hit Point Die and training with Light armor. Gain the Warlock’s level 1 features, which are listed in the Warlock Features table. See the multiclassing rules in “Creating a Character” to determine your available spell slots.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
villains. Some races have unusual traits in different worlds. The halflings of the Dark Sun setting, for example, are jungle-dwelling cannibals, and the elves are desert nomads. Some worlds feature races
a central role in the Dragonlance setting. But they’re all D&D worlds, and you can use the rules here to create a character and play in any one of them. Your DM might set the campaign on one of these
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Warlock is drawn into a binding pact with a powerful patron. Drawing on the ancient knowledge of beings such as angels, archfey, demons, devils, hags, and alien entities of the Far Realm, Warlocks
from the Core Warlock Traits table: Hit Point Die and training with Light armor. Gain the Warlock’s level 1 features, which are listed in the Warlock Features table. See the multiclassing rules in “Creating a Character” to determine your available spell slots.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
villains. Some races have unusual traits in different worlds. The halflings of the Dark Sun setting, for example, are jungle-dwelling cannibals, and the elves are desert nomads. Some worlds feature races
a central role in the Dragonlance setting. But they’re all D&D worlds, and you can use the rules here to create a character and play in any one of them. Your DM might set the campaign on one of these
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
villains. Some races have unusual traits in different worlds. The halflings of the Dark Sun setting, for example, are jungle-dwelling cannibals, and the elves are desert nomads. Some worlds feature races
a central role in the Dragonlance setting. But they’re all D&D worlds, and you can use the rules here to create a character and play in any one of them. Your DM might set the campaign on one of these
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
villains. Some races have unusual traits in different worlds. The halflings of the Dark Sun setting, for example, are jungle-dwelling cannibals, and the elves are desert nomads. Some worlds feature races
a central role in the Dragonlance setting. But they’re all D&D worlds, and you can use the rules here to create a character and play in any one of them. Your DM might set the campaign on one of these
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
villains. Some races have unusual traits in different worlds. The halflings of the Dark Sun setting, for example, are jungle-dwelling cannibals, and the elves are desert nomads. Some worlds feature races
a central role in the Dragonlance setting. But they’re all D&D worlds, and you can use the rules here to create a character and play in any one of them. Your DM might set the campaign on one of these
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
villains. Some races have unusual traits in different worlds. The halflings of the Dark Sun setting, for example, are jungle-dwelling cannibals, and the elves are desert nomads. Some worlds feature races
a central role in the Dragonlance setting. But they’re all D&D worlds, and you can use the rules here to create a character and play in any one of them. Your DM might set the campaign on one of these
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Zilargo Capital: Trolanport Hallmarks: Alchemy, education, elemental binding, entertainment, gnomes, precious stones At first glance, the homeland of the gnomes appears to be a paradise. City streets
you play by the rules of the game, the Trust ignores you. Outsiders find this casual acceptance of preemptive assassination to be terrifying, but the Zil genuinely trust the Trust. Zil gnomes live
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
where 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
in the Warlock Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Zilargo Capital: Trolanport Hallmarks: Alchemy, education, elemental binding, entertainment, gnomes, precious stones At first glance, the homeland of the gnomes appears to be a paradise. City streets
you play by the rules of the game, the Trust ignores you. Outsiders find this casual acceptance of preemptive assassination to be terrifying, but the Zil genuinely trust the Trust. Zil gnomes live
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Zilargo Capital: Korranberg Noted for Gnomes, alchemy, education, elemental binding, entertainment, precious stones Zilargo is the homeland of the gnomes, and at first glance it appears to be a
quite happy with it. Their streets are safe, and as long as you play by the rules of the game, the Trust won’t target you. Outsiders find this casual acceptance of preemptive assassination to be
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
where 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
in the Warlock Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
where 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
in the Warlock Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Zilargo Capital: Trolanport Hallmarks: Alchemy, education, elemental binding, entertainment, gnomes, precious stones At first glance, the homeland of the gnomes appears to be a paradise. City streets
you play by the rules of the game, the Trust ignores you. Outsiders find this casual acceptance of preemptive assassination to be terrifying, but the Zil genuinely trust the Trust. Zil gnomes live
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Zilargo Capital: Korranberg Noted for Gnomes, alchemy, education, elemental binding, entertainment, precious stones Zilargo is the homeland of the gnomes, and at first glance it appears to be a
quite happy with it. Their streets are safe, and as long as you play by the rules of the game, the Trust won’t target you. Outsiders find this casual acceptance of preemptive assassination to be
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Zilargo Capital: Korranberg Noted for Gnomes, alchemy, education, elemental binding, entertainment, precious stones Zilargo is the homeland of the gnomes, and at first glance it appears to be a
quite happy with it. Their streets are safe, and as long as you play by the rules of the game, the Trust won’t target you. Outsiders find this casual acceptance of preemptive assassination to be
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Dispater The cosmos is a grand game. He who knows its rules the best shall win the prize.
— Dispater
Dispater is the foremost arms dealer of the Nine Hells, and perhaps the greatest weapons
to dwelling in the libraries inside his iron palace. He employs a network of spies and informants to watch over anyone that might threaten him, a measure of his deep paranoia. Dispater has created an
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Dispater The cosmos is a grand game. He who knows its rules the best shall win the prize.
— Dispater
Dispater is the foremost arms dealer of the Nine Hells, and perhaps the greatest weapons
to dwelling in the libraries inside his iron palace. He employs a network of spies and informants to watch over anyone that might threaten him, a measure of his deep paranoia. Dispater has created an
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Dispater The cosmos is a grand game. He who knows its rules the best shall win the prize.
— Dispater
Dispater is the foremost arms dealer of the Nine Hells, and perhaps the greatest weapons
to dwelling in the libraries inside his iron palace. He employs a network of spies and informants to watch over anyone that might threaten him, a measure of his deep paranoia. Dispater has created an
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Robust Patronage No matter what your pact, the process of binding yourself to power has prepared you well for life in an Acquisitions Incorporated franchise. Gathering secret information from the
warlock. Standard Dark Spellcaster Franchise Rules
No summoning circles in the bathroom. No “tentacle talk” during mealtimes. You must wear a gag at bedtime. That constant screaming makes it hard for
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Robust Patronage No matter what your pact, the process of binding yourself to power has prepared you well for life in an Acquisitions Incorporated franchise. Gathering secret information from the
warlock. Standard Dark Spellcaster Franchise Rules
No summoning circles in the bathroom. No “tentacle talk” during mealtimes. You must wear a gag at bedtime. That constant screaming makes it hard for
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Robust Patronage No matter what your pact, the process of binding yourself to power has prepared you well for life in an Acquisitions Incorporated franchise. Gathering secret information from the
warlock. Standard Dark Spellcaster Franchise Rules
No summoning circles in the bathroom. No “tentacle talk” during mealtimes. You must wear a gag at bedtime. That constant screaming makes it hard for
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Interacting with Myconids The myconids’ initial attitude toward outsiders is hostile (see “Social Interaction” in the Basic Rules). They aren’t malicious, though, and they don’t resort to violence
-dwelling creatures. Rapport Spores A myconid’s Rapport Spores ability allows all intelligent creatures in the area to communicate telepathically with each other. The characters and the myconids are
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
that grows at the back of the cave. 2c. Fungus Gardens The creature in area 2a comes here to feed, as do other creatures dwelling in the caverns. The cave has the following features: Fungi. Gardens
inanimate minotaur skeleton embedded in each one, facing each other. These standing stones form one of Halaster’s magic gates (see “Gates”). The rules of the gate are as follows: Any creature that touches






