Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'binding breathe diffusing consist records'.
Other Suggestions:
bringing breathe diffusing consort record
building breathe diffusing consort record
bending breath diffusing consist regards
bending breath diffusing consist rewards
bending breath diffusing consult records
Imprisonment
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target.
When you cast the
. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.
Warlock
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
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
determine how big a part your pact will play in your character’s adventuring career. Your patron’s demands might drive you into adventures, or they might consist entirely of small favors you can
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
work with Head Office. You advance your franchise by using documancy for communication, insisting on recording all deals in writing, retaining records, destroying other records, and recalling vital
Proficiency: In addition to the proficiencies noted below, you can add your proficiency bonus to an ability check to organize lore, analyze official or arcane documents, or convey a legally binding
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
work with Head Office. You advance your franchise by using documancy for communication, insisting on recording all deals in writing, retaining records, destroying other records, and recalling vital
Proficiency: In addition to the proficiencies noted below, you can add your proficiency bonus to an ability check to organize lore, analyze official or arcane documents, or convey a legally binding
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
work with Head Office. You advance your franchise by using documancy for communication, insisting on recording all deals in writing, retaining records, destroying other records, and recalling vital
Proficiency: In addition to the proficiencies noted below, you can add your proficiency bonus to an ability check to organize lore, analyze official or arcane documents, or convey a legally binding
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
important records. The current townmaster is a human banker named Harbin Wester, a cheerful and well-liked, but timid leader. Completely intimidated by the Redbrands, Harbin initially claims that they’re
the marauders, who consist of at least an ogre and some bugbears. Harbin is offering a 100 gp contract to any group that can drive the marauders and any goblin companions away. If the party pursues
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
important records. The current townmaster is a human banker named Harbin Wester, a cheerful and well-liked, but timid leader. Completely intimidated by the Redbrands, Harbin initially claims that they’re
the marauders, who consist of at least an ogre and some bugbears. Harbin is offering a 100 gp contract to any group that can drive the marauders and any goblin companions away. If the party pursues
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
important records. The current townmaster is a human banker named Harbin Wester, a cheerful and well-liked, but timid leader. Completely intimidated by the Redbrands, Harbin initially claims that they’re
the marauders, who consist of at least an ogre and some bugbears. Harbin is offering a 100 gp contract to any group that can drive the marauders and any goblin companions away. If the party pursues
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Graveyard Temple (NILS HAMM) Any place where the remains of the dead are interred is considered a place of worship for Erebos. A graveyard can consist of mass graves, individual burial plots, family
Reunite a Returned sentry (see chapter 6) and their ghostblade eidolon (see chapter 6).
7 Destroy giant spiders infesting a tomb.
8 Acquire death records for a family from a temple full
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Graveyard Temple (NILS HAMM) Any place where the remains of the dead are interred is considered a place of worship for Erebos. A graveyard can consist of mass graves, individual burial plots, family
Reunite a Returned sentry (see chapter 6) and their ghostblade eidolon (see chapter 6).
7 Destroy giant spiders infesting a tomb.
8 Acquire death records for a family from a temple full
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Graveyard Temple (NILS HAMM) Any place where the remains of the dead are interred is considered a place of worship for Erebos. A graveyard can consist of mass graves, individual burial plots, family
Reunite a Returned sentry (see chapter 6) and their ghostblade eidolon (see chapter 6).
7 Destroy giant spiders infesting a tomb.
8 Acquire death records for a family from a temple full
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target. When you cast the spell, you choose one of the following forms of imprisonment. Burial. The
special component used to create it. You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target. When you cast the spell, you choose one of the following forms of imprisonment. Burial. The
special component used to create it. You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target. When you cast the spell, you choose one of the following forms of imprisonment. Burial. The
special component used to create it. You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target. When you cast the spell, you choose one of the following forms of imprisonment. Burial. The
special component used to create it. You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target. When you cast the spell, you choose one of the following forms of imprisonment. Burial. The
special component used to create it. You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target. When you cast the spell, you choose one of the following forms of imprisonment. Burial. The
special component used to create it. You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Horrifying Visage. Once the ghost’s true nature is revealed, the ropes binding it to the figurehead fade away as it attacks the nearest character. If the ghost is reduced to 20 hit points or fewer, it tries
demonic figurehead is a haunting figure, but not all is what it seems T7. Chair Storage Stacked neatly against the walls of this room are dozens of wooden chairs used for town meetings. T8. Records Room
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
finds one in the lid. It holds a wand of binding that the warden keeps for emergencies. R22. Warden’s Office Prison records are stored here in five locked wooden cabinets along the east wall. The
cabinets contain ship cargo manifests and records of past deliveries, as well as prisoner transfer orders and files documenting the names, crimes, sentences, and commutations of every prisoner who has
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Horrifying Visage. Once the ghost’s true nature is revealed, the ropes binding it to the figurehead fade away as it attacks the nearest character. If the ghost is reduced to 20 hit points or fewer, it tries
demonic figurehead is a haunting figure, but not all is what it seems T7. Chair Storage Stacked neatly against the walls of this room are dozens of wooden chairs used for town meetings. T8. Records Room
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Horrifying Visage. Once the ghost’s true nature is revealed, the ropes binding it to the figurehead fade away as it attacks the nearest character. If the ghost is reduced to 20 hit points or fewer, it tries
demonic figurehead is a haunting figure, but not all is what it seems T7. Chair Storage Stacked neatly against the walls of this room are dozens of wooden chairs used for town meetings. T8. Records Room
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
finds one in the lid. It holds a wand of binding that the warden keeps for emergencies. R22. Warden’s Office Prison records are stored here in five locked wooden cabinets along the east wall. The
cabinets contain ship cargo manifests and records of past deliveries, as well as prisoner transfer orders and files documenting the names, crimes, sentences, and commutations of every prisoner who has
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
finds one in the lid. It holds a wand of binding that the warden keeps for emergencies. R22. Warden’s Office Prison records are stored here in five locked wooden cabinets along the east wall. The
cabinets contain ship cargo manifests and records of past deliveries, as well as prisoner transfer orders and files documenting the names, crimes, sentences, and commutations of every prisoner who has
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
images that can inspire your mapmaking. Bringing a Location to Life An inhabited adventure location has its own ecosystem. The creatures that live there need to eat, drink, breathe, and sleep
areas, groups of creatures might compete for resources. When these groups consist of sapient creatures, opportunities abound for the adventurers who enter those areas. Characters might ally with one group
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
images that can inspire your mapmaking. Bringing a Location to Life An inhabited adventure location has its own ecosystem. The creatures that live there need to eat, drink, breathe, and sleep
areas, groups of creatures might compete for resources. When these groups consist of sapient creatures, opportunities abound for the adventurers who enter those areas. Characters might ally with one group
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
images that can inspire your mapmaking. Bringing a Location to Life An inhabited adventure location has its own ecosystem. The creatures that live there need to eat, drink, breathe, and sleep
areas, groups of creatures might compete for resources. When these groups consist of sapient creatures, opportunities abound for the adventurers who enter those areas. Characters might ally with one group
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
matrix spanning—and powering—the whole ship. When the elemental spirit within the core is activated, its elemental energy flows through the matrix’s arteries and the ship’s binding struts, forming
. These wind wards help provide a comfortable travel atmosphere aboard the ship. While the wind wards are active, creatures aboard the airship can breathe normally and the deck is free from winds. In
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
matrix spanning—and powering—the whole ship. When the elemental spirit within the core is activated, its elemental energy flows through the matrix’s arteries and the ship’s binding struts, forming
. These wind wards help provide a comfortable travel atmosphere aboard the ship. While the wind wards are active, creatures aboard the airship can breathe normally and the deck is free from winds. In
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
matrix spanning—and powering—the whole ship. When the elemental spirit within the core is activated, its elemental energy flows through the matrix’s arteries and the ship’s binding struts, forming
. These wind wards help provide a comfortable travel atmosphere aboard the ship. While the wind wards are active, creatures aboard the airship can breathe normally and the deck is free from winds. In
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
moon. Any character who searches the chest for secret compartments finds one in the lid. It holds a wand of binding that the warden keeps for emergencies. R22: Office A heavy desk stands in the
middle of the room with parchment, quills, and ink at the ready. Five heavy wood cabinets line the east wall.
Prison records are stored here in the locked cabinets. The cabinets also contain ship cargo
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
moon. Any character who searches the chest for secret compartments finds one in the lid. It holds a wand of binding that the warden keeps for emergencies. R22: Office A heavy desk stands in the
middle of the room with parchment, quills, and ink at the ready. Five heavy wood cabinets line the east wall.
Prison records are stored here in the locked cabinets. The cabinets also contain ship cargo
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
moon. Any character who searches the chest for secret compartments finds one in the lid. It holds a wand of binding that the warden keeps for emergencies. R22: Office A heavy desk stands in the
middle of the room with parchment, quills, and ink at the ready. Five heavy wood cabinets line the east wall.
Prison records are stored here in the locked cabinets. The cabinets also contain ship cargo
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
moon. Any character who searches the chest for secret compartments finds one in the lid. It holds a wand of binding that the warden keeps for emergencies. R22: Office A heavy desk stands in the
middle of the room with parchment, quills, and ink at the ready. Five heavy wood cabinets line the east wall.
Prison records are stored here in the locked cabinets. The cabinets also contain ship cargo
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
moon. Any character who searches the chest for secret compartments finds one in the lid. It holds a wand of binding that the warden keeps for emergencies. R22: Office A heavy desk stands in the
middle of the room with parchment, quills, and ink at the ready. Five heavy wood cabinets line the east wall.
Prison records are stored here in the locked cabinets. The cabinets also contain ship cargo
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
moon. Any character who searches the chest for secret compartments finds one in the lid. It holds a wand of binding that the warden keeps for emergencies. R22: Office A heavy desk stands in the
middle of the room with parchment, quills, and ink at the ready. Five heavy wood cabinets line the east wall.
Prison records are stored here in the locked cabinets. The cabinets also contain ship cargo






