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Returning 35 results for 'binding bonus diffusing charger rubbery'.
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Magic Items
Dungeon Master’s Guide
This rod ends in three rubbery tentacles. While holding the rod, you can take a Magic action to direct the tentacles to stretch outward, each one attacking a creature you can see within 15 feet of
yourself. For each tentacle, make a melee attack roll with a +9 bonus. A tentacle deals 1d6 Psychic damage on a hit. If you hit the same target with all three tentacles, the target must succeed on a DC
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
Eberron: Rising from the Last War
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
"} 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
Monsters
Candlekeep Mysteries
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
invisible barrier of magical force that protects it. Until the start of its next turn, the sage has a +5 bonus to AC, including against the triggering attack, and it takes no damage from magic
Classes
Xanathar's Guide to Everything
fighters leave their lives of comfort to embark on glorious adventure.
Cavalier Features
Fighter Level
Feature
3rd
Bonus Proficiency, Born to the Saddle, Unwavering Mark
7th
Warding Maneuver
10th
Hold the Line
15th
Ferocious Charger
18th
Vigilant Defender
Monsters
Strixhaven: A Curriculum of Chaos
. 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
feet of any other creature during this bonus action, that creature must succeed on a DC 15 Strength saving throw, or the creature is knocked prone and it can’t take reactions until the start of its next turn. A creature can suffer this effect only once during a turn.
Tentacle Rod
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet
of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution
Classes
Xanathar's Guide to Everything
fighters leave their lives of comfort to embark on glorious adventure.
Cavalier Features
Fighter Level
Feature
3rd
Bonus Proficiency, Born to the Saddle, Unwavering Mark
7th
Warding Maneuver
10th
Hold the Line
15th
Ferocious Charger
18th
Vigilant Defender
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Charger When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking
this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Charger When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking
this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Charger When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking
this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).
Demonomicon of Iggwilv
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Tasha’s Cauldron of Everything
spells (save DC 20) from it: magic circle (1 charge), magic jar (3 charges), planar ally (3 charges), planar binding (2 charges), plane shift (to layers of the Abyss only; 3 charges), summon fiend (3
do so, you can add double your proficiency bonus to the check.
Fiendish Scourging. Your magic causes pain to fiends. While carrying the book, when you make a damage roll for a spell you cast against
Magic Items
Fizban's Treasury of Dragons
. Whenever you use a spell slot to cast a spell that deals acid, cold, fire, lightning, or poison damage, roll a d6, and you gain a bonus equal to the number rolled to one of the spell’s damage
monster, Rime's binding ice*
Gem. Rary's telepathic bond, Raulothim's psychic lance*
Metallic. Fizban's platinum shield,* legend lore
Dragon-Touched Focus (Ascendant);Ascendant (Legendary). The Ascendant
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Charger General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+) You gain the following benefits. Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20
it with a melee attack roll as part of the Attack action, choose one of the following effects: gain a 1d8 bonus to the attack’s damage roll, or push the target up to 10 feet away if it is no more than one size larger than you. You can use this benefit only once on each of your turns.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Charger General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+) You gain the following benefits. Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20
it with a melee attack roll as part of the Attack action, choose one of the following effects: gain a 1d8 bonus to the attack’s damage roll, or push the target up to 10 feet away if it is no more than one size larger than you. You can use this benefit only once on each of your turns.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Charger General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+) You gain the following benefits. Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20
it with a melee attack roll as part of the Attack action, choose one of the following effects: gain a 1d8 bonus to the attack’s damage roll, or push the target up to 10 feet away if it is no more than one size larger than you. You can use this benefit only once on each of your turns.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Tentacle Rod Rod, Rare (Requires Attunement) This rod ends in three rubbery tentacles. While holding the rod, you can take a Magic action to direct the tentacles to stretch outward, each one
attacking a creature you can see within 15 feet of yourself. For each tentacle, make a melee attack roll with a +9 bonus. A tentacle deals 1d6 Psychic damage on a hit. If you hit the same target with all
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Tentacle Rod Rod, rare (requires attunement) Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to
attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Tentacle Rod Rod, rare (requires attunement) Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to
attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Tentacle Rod Rod, rare (requires attunement) Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to
attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Tentacle Rod Rod, Rare (Requires Attunement) This rod ends in three rubbery tentacles. While holding the rod, you can take a Magic action to direct the tentacles to stretch outward, each one
attacking a creature you can see within 15 feet of yourself. For each tentacle, make a melee attack roll with a +9 bonus. A tentacle deals 1d6 Psychic damage on a hit. If you hit the same target with all
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Tentacle Rod Rod, Rare (Requires Attunement) This rod ends in three rubbery tentacles. While holding the rod, you can take a Magic action to direct the tentacles to stretch outward, each one
attacking a creature you can see within 15 feet of yourself. For each tentacle, make a melee attack roll with a +9 bonus. A tentacle deals 1d6 Psychic damage on a hit. If you hit the same target with all
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Iron Bands of Binding Wondrous item, rare This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or
smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Iron Bands of Binding Wondrous item, rare This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or
smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Iron Bands of Binding Wondrous item, rare This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or
smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
10th Hold the Line 15th Ferocious Charger 18th Vigilant Defender Bonus Proficiency When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal
these fighters leave their lives of comfort to embark on glorious adventure. Cavalier Features Fighter Level Feature 3rd Bonus Proficiency, Born to the Saddle, Unwavering Mark 7th Warding Maneuver
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
10th Hold the Line 15th Ferocious Charger 18th Vigilant Defender Bonus Proficiency When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal
these fighters leave their lives of comfort to embark on glorious adventure. Cavalier Features Fighter Level Feature 3rd Bonus Proficiency, Born to the Saddle, Unwavering Mark 7th Warding Maneuver
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
10th Hold the Line 15th Ferocious Charger 18th Vigilant Defender Bonus Proficiency When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal
these fighters leave their lives of comfort to embark on glorious adventure. Cavalier Features Fighter Level Feature 3rd Bonus Proficiency, Born to the Saddle, Unwavering Mark 7th Warding Maneuver
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
Puppeteer Parasite A puppeteer parasite looks like a rubbery amoeba the size of a dinner plate. Its dorsal surface is soft and glossy, while its ventral surface is lined with bony hooks. The parasite
Perception 10
Languages telepathy 30 ft.
Challenge 3 (700 XP) Proficiency Bonus +2
Unusual Nature. The parasite doesn’t require air or sleep.
Actions
Cling. Melee Weapon Attack: +4 to hit
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
Puppeteer Parasite A puppeteer parasite looks like a rubbery amoeba the size of a dinner plate. Its dorsal surface is soft and glossy, while its ventral surface is lined with bony hooks. The parasite
Perception 10
Languages telepathy 30 ft.
Challenge 3 (700 XP) Proficiency Bonus +2
Unusual Nature. The parasite doesn’t require air or sleep.
Actions
Cling. Melee Weapon Attack: +4 to hit
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, with spongy wooden flesh, thorny branches, and rubbery roots that trail behind it. It has blood for sap and is so saturated with blood that it doesn’t catch fire easily. Vicious Carnivore. A tree
(2,900 XP) Proficiency Bonus +3
False Appearance. If the blight is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the blight move or
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, with spongy wooden flesh, thorny branches, and rubbery roots that trail behind it. It has blood for sap and is so saturated with blood that it doesn’t catch fire easily. Vicious Carnivore. A tree
(2,900 XP) Proficiency Bonus +3
False Appearance. If the blight is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the blight move or
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
Puppeteer Parasite A puppeteer parasite looks like a rubbery amoeba the size of a dinner plate. Its dorsal surface is soft and glossy, while its ventral surface is lined with bony hooks. The parasite
Perception 10
Languages telepathy 30 ft.
Challenge 3 (700 XP) Proficiency Bonus +2
Unusual Nature. The parasite doesn’t require air or sleep.
Actions
Cling. Melee Weapon Attack: +4 to hit
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, with spongy wooden flesh, thorny branches, and rubbery roots that trail behind it. It has blood for sap and is so saturated with blood that it doesn’t catch fire easily. Vicious Carnivore. A tree
(2,900 XP) Proficiency Bonus +3
False Appearance. If the blight is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the blight move or
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Choker The choker is a subterranean predator far more dangerous than its small size and spindly, rubbery limbs would suggest. Chokers have cartilage rather than a bony skeleton. This flexible
)
WIS
12 (+1)
CHA
7 (-2)
Skills Stealth +6
Senses darkvision 60 ft., passive Perception 11
Languages Deep Speech
Challenge 1 (100 XP) Proficiency Bonus +2
Aberrant Quickness






