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Returning 35 results for 'binding both defined creatures resolve'.
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Feats
Forgotten Realms: Heroes of Faerûn
.
Standard Bearer. As a Bonus Action, choose up to three creatures within 60 feet of yourself that can see you. Each target can immediately take a Reaction to right itself and end the Prone condition
, provided its Speed isn’t 0.
Additionally, you bolster the targets’ resolve, which lasts for 1 minute or until you have the Incapacitated condition. While bolstered, a target can’t be
Monsters
Eberron: Rising from the Last War
All-Around Vision. The quori can't be surprised while it isn't incapacitated.
Incorporeal Movement. The quori can move through other creatures and objects as if they were difficult terrain. It takes
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
Aid
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At
Inspiring Leader
Legacy
This doesn't reflect the latest rules and lore.
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Feats
Player’s Handbook (2014)
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can
Monsters
Mythic Odysseys of Theros
Hold the Line. While the hoplite is holding a spear, other creatures provoke an opportunity attack from the hoplite when they move within 5 feet of it. When the hoplite hits a creature with an
called stratians, number among the fiercest soldiers on Theros. They train relentlessly and possess unflinching resolve. In the annals of Akros, tales abound of squads of stratians that defended a
Monsters
Strixhaven: A Curriculum of Chaos
Theorem"}. The professor magically influences the mind of up to two creatures it can see within 60 feet of itself. Each target must succeed on a DC 15 Intelligence saving throw or become charmed by the
probability to impede attacks and strike at the minds of their foes with lancing equations that disrupt the opponent’s resolve.
Professors of theory hold that altering the way a person
Magic Items
Princes of the Apocalypse
defend dwarves and to serve as a symbol of dwarven resolve. It hates the traditional foes of dwarves — giants, goblins, and, most of all, orcs — and silently urges its possessor to meet such creatures in battle.
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
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
Monsters
The Wild Beyond the Witchlight
these visitors enter into an agreement with Bavlorna, she’ll use her powers to resolve their pressing problem in exchange for something of use to her.
Alignment. Neutral evil.
Personality
Trait. “I detest chores and would rather have other creatures do them for me.”
Ideal. “I don’t care about the past or the future. I live in the present. What I do now, this very
Imprisonment
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect.
The special
. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.
Species
Mordenkainen Presents: Monsters of the Multiverse
Some of the smallest draconic creatures in the multiverse, kobolds display their draconic ancestry in the glint of their scales and in their roars. Legends tell of the first kobolds emerging from the
a scale color more akin to that of a chromatic or a metallic dragon. A kobold’s cry can express a range of emotion: anger, resolve, elation, fear, and more. Regardless of the emotion expressed
Warlock
Legacy
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Classes
Basic Rules (2014)
, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power. Sworn and Beholden A warlock is defined by a pact with an otherworldly being. Sometimes the
shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well. Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons
Warforged
Legacy
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Species
Eberron: Rising from the Last War
.
Warforged Personality
The warforged were built to serve and to fight. For most of their existence, warforged had a clearly defined function and were encouraged to focus purely on that role. The Treaty
of Thronehold gave them freedom, but many still struggle both to find a place in the post-war world and to relate to the creatures who created them.
The typical warforged shows little emotion. Many
Wizard
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute
else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as
Juiblex
Legacy
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Monsters
Out of the Abyss
flesh-and-blood creatures form Juiblex’s extended physical body, while the demon lord slowly digests and savors their identities over time.Juiblex’s Lair
Juiblex’s principal lair is
must possess as many material goods as I can.”
81–00
“My personality is irrelevant. I am defined by what I consume.”
Poison; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksCold, Fire, Lightning
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
smaller chases, resolve each chase separately. You can keep all the creatures in Initiative order, but track the distances separately for each group.
Splitting Up Creatures being chased can split up into smaller groups. This tactic forces pursuers to either divide their forces or allow some of the quarry to escape. If a pursuit splits into several
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
smaller chases, resolve each chase separately. You can keep all the creatures in Initiative order, but track the distances separately for each group.
Splitting Up Creatures being chased can split up into smaller groups. This tactic forces pursuers to either divide their forces or allow some of the quarry to escape. If a pursuit splits into several
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
smaller chases, resolve each chase separately. You can keep all the creatures in Initiative order, but track the distances separately for each group.
Splitting Up Creatures being chased can split up into smaller groups. This tactic forces pursuers to either divide their forces or allow some of the quarry to escape. If a pursuit splits into several
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
unfamiliar underground passageways and caverns of the Underdark, but entire demiplanes teeming with monstrous creatures. Neither can one deny that the expanses of Khyber serve as a prison for
fiendish overlords, daelkyr, and other powerful evils. These coils also harbor sealed portals connecting to these creatures’ native realms. Expeditions into the depths of Khyber often incorporate elements of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Appendix A: Diabolical Deals A hallmark of devils is their delight in striking deals with mortals. These deals are more than mere agreements; they are cosmically binding exchanges in which a devil
grants a mortal character some measure of power for a price. Once an agreement is reached, the deal is sealed with a binding contract, which both parties must sign. A devil’s ultimate goal is to claim
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Appendix A: Diabolical Deals A hallmark of devils is their delight in striking deals with mortals. These deals are more than mere agreements; they are cosmically binding exchanges in which a devil
grants a mortal character some measure of power for a price. Once an agreement is reached, the deal is sealed with a binding contract, which both parties must sign. A devil’s ultimate goal is to claim
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
unfamiliar underground passageways and caverns of the Underdark, but entire demiplanes teeming with monstrous creatures. Neither can one deny that the expanses of Khyber serve as a prison for
fiendish overlords, daelkyr, and other powerful evils. These coils also harbor sealed portals connecting to these creatures’ native realms. Expeditions into the depths of Khyber often incorporate elements of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Reaction A Reaction is a special action taken in response to a trigger defined in the Reaction’s description. You can take a Reaction on another creature’s turn, and if you take it on your turn, you
can do so even if you also take an action, a Bonus Action, or both. Once you take a Reaction, you can’t take another one until the start of your next turn. The Opportunity Attack is a Reaction available to all creatures. See also “Opportunity Attacks” and “Playing the Game” (“Actions”).
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Reaction A Reaction is a special action taken in response to a trigger defined in the Reaction’s description. You can take a Reaction on another creature’s turn, and if you take it on your turn, you
can do so even if you also take an action, a Bonus Action, or both. Once you take a Reaction, you can’t take another one until the start of your next turn. The Opportunity Attack is a Reaction available to all creatures. See also “Opportunity Attacks” and chapter 1 (“Actions”).
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
unfamiliar underground passageways and caverns of the Underdark, but entire demiplanes teeming with monstrous creatures. Neither can one deny that the expanses of Khyber serve as a prison for
fiendish overlords, daelkyr, and other powerful evils. These coils also harbor sealed portals connecting to these creatures’ native realms. Expeditions into the depths of Khyber often incorporate elements of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Reaction A Reaction is a special action taken in response to a trigger defined in the Reaction’s description. You can take a Reaction on another creature’s turn, and if you take it on your turn, you
can do so even if you also take an action, a Bonus Action, or both. Once you take a Reaction, you can’t take another one until the start of your next turn. The Opportunity Attack is a Reaction available to all creatures. See also “Opportunity Attacks” and chapter 1 (“Actions”).
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Reaction A Reaction is a special action taken in response to a trigger defined in the Reaction’s description. You can take a Reaction on another creature’s turn, and if you take it on your turn, you
can do so even if you also take an action, a Bonus Action, or both. Once you take a Reaction, you can’t take another one until the start of your next turn. The Opportunity Attack is a Reaction available to all creatures. See also “Opportunity Attacks” and chapter 1 (“Actions”).
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Reaction A Reaction is a special action taken in response to a trigger defined in the Reaction’s description. You can take a Reaction on another creature’s turn, and if you take it on your turn, you
can do so even if you also take an action, a Bonus Action, or both. Once you take a Reaction, you can’t take another one until the start of your next turn. The Opportunity Attack is a Reaction available to all creatures. See also “Opportunity Attacks” and “Playing the Game” (“Actions”).
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Warforged Personality The warforged were built to serve and to fight. For most of their existence, warforged had a clearly defined function and were encouraged to focus purely on that role. The
Treaty of Thronehold gave them freedom, but many warforged struggle both to find a place in the post-war world and to relate to the creatures that created them. The typical warforged shows little emotion
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Appendix A: Diabolical Deals A hallmark of devils is their delight in striking deals with mortals. These deals are more than mere agreements; they are cosmically binding exchanges in which a devil
grants a mortal character some measure of power for a price. Once an agreement is reached, the deal is sealed with a binding contract, which both parties must sign. A devil’s ultimate goal is to claim
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Reaction A Reaction is a special action taken in response to a trigger defined in the Reaction’s description. You can take a Reaction on another creature’s turn, and if you take it on your turn, you
can do so even if you also take an action, a Bonus Action, or both. Once you take a Reaction, you can’t take another one until the start of your next turn. The Opportunity Attack is a Reaction available to all creatures. See also “Opportunity Attacks” and “Playing the Game” (“Actions”).
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Aid 2nd-level abjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a tiny strip of white cloth) Duration: 8 hours Your spell bolsters your allies with toughness and resolve. Choose
up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
treaty, or achieve whatever other objective led to the interaction in the first place. The creatures they interact with also have agendas. Some DMs prefer to run a social interaction as a free-form
roleplaying exercise, where dice rarely come into play. Other DMs prefer to resolve the outcome of an interaction by having characters make Charisma checks. Either approach works, and most games fall
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
treaty, or achieve whatever other objective led to the interaction in the first place. The creatures they interact with also have agendas. Some DMs prefer to run a social interaction as a free-form
roleplaying exercise, where dice rarely come into play. Other DMs prefer to resolve the outcome of an interaction by having characters make Charisma checks. Either approach works, and most games fall
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Aid 2nd-level abjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a tiny strip of white cloth) Duration: 8 hours Your spell bolsters your allies with toughness and resolve. Choose
up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.






