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Returning 35 results for 'bonded battle diffusing command remain'.
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Magic Items
Dungeon Master’s Guide
command words, each requiring a Magic action to use:
First Command Word. The box unfolds into a Rowboat.
Second Command Word. The box unfolds into a Keelboat.
Third Command Word. The Folding Boat
folds back into a box if no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do
Magic Items
Dungeon Master’s Guide
cast a spell, you can’t cast that spell again from it until the next dawn.
Spirit of Kas. While the sword is on your person, you gain the following benefits:
Battle Hunger. You add 1d10 to your
Initiative rolls.
Blade of Defense. When you take an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor Class instead. The adjusted bonuses remain in
Monsters
Heroes of the Borderlands
Multiattack. Ivlis makes three Chaos Blast attacks. She can replace one attack with a use of Sinister Command if available.
Chaos Blast. Melee or Ranged Attack Roll: +4;{"diceNotation":"1d20+4
","rollAction":"Chaos Bolt: Lightning","rollDamageType":"Lightning"}.
Sinister Command (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Sinister Command"}. Wisdom Saving Throw: DC
Saddle, Military
Legacy
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Equipment
A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted.
Monsters
Planescape: Adventures in the Multiverse
Aura of Command. Allies within 30 feet of the captain are immune to the charmed and frightened conditions. This aura is suppressed while the captain has the incapacitated condition.Multiattack. The
", "rollAction":"Dictate"}. The captain verbally commands up to three creatures it can see within 60 feet of itself. This magical command must be to undertake an action or to refrain from taking actions (for
Command
Legacy
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Spells
Basic Rules (2014)
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is
undead, if it doesn't understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here
Monsters
Mordenkainen Presents: Monsters of the Multiverse
its master.A curious impulse drives the gray render. Despite its hulking form and terrible appetite, it wants most of all to bond with an intelligent creature and, once bonded, to give its life to
willingly harms its master, but outside battle, it might cause considerable difficulties. It might follow its master despite being told to stay put, destroy its master’s house, burrow holes through a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the end of another creature’s turn. The warlord regains spent legendary actions at the start of its turn.
Command Ally. The warlord targets one ally it can see within 30 feet of it. If the
Warlord Battle Cries table to select one, or choose a battle cry that fits with your campaign.
Warlord Battle Cries
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Battle Cry"}
Battle
Monsters
Mordenkainen Presents: Monsters of the Multiverse
arrives from the Abyss. In battle, the demon wraps its slavering jaws around one victim while lashing out with the poisonous stinger on its tail to bring down another. A creature immobilized by the
poison becomes easy pickings for any nearby members of the war band.
Each shoosuva is bonded to a particular worshiper of Yeenoghu and fights alongside its master. A gnoll that has been gifted with a
Gladiator
Legacy
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Monsters
Basic Rules (2014)
would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.Gladiators battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat
each match as a life-or-death struggle, while others are professional duelists who command huge fees but rarely fight to the death.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
restoration, revivifyWar priests worship deities of war, protection, and strategy. They plan tactics, lead soldiers into battle, confront enemy spellcasters, and tend to casualties. A war priest might command
the spellcasting ability (spell save DC 15):
At will: light, spare the dying, thaumaturgy
1/day each: banishment, command, dispel magic, flame strike, guardian of faith, hold person, lesser
Folding Boat
Legacy
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Magic Items
Basic Rules (2014)
command words, each requiring you to use an action to speak it.
One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor
, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.
The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The
Sahuagin Priestess
Legacy
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Monsters
Monster Manual (2014)
to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The sahuagin can magically command any shark within 120 feet of her, using a limited telepathy.
Spellcasting. The
the sahuagin hunting horn — a call to raid and battle. Coastal settlers refer to sahuagin as “sea devils,” for sahuagin have no compassion in them, slaughtering the crews of ships and decimating coastal
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollDamageType":"necrotic"} necrotic damage.
Infernal Command. Each of Bael’s allies within 60 feet of him can’t be charmed or frightened until the end of his next turn.
Spellcasting. Bael casts
’s turn. Bael regains spent legendary actions at the start of his turn.
Fiendish Magic. Bael uses Spellcasting or Teleport.
Infernal Command. Bael uses Infernal Command.
Attack (Costs 2 Actions
Monsters
Strixhaven: A Curriculum of Chaos
casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15):
At will: dancing lights, friends
2/day each: bless, command
channel radiance to illuminate their allies, bolstering them with encouragement and inspiring any who witness their orations. Professors of radiance can turn their words into potent assets in battle or
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
Sahuagin Baron
Legacy
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Monsters
Monster Manual (2014)
needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The sahuagin can magically command any shark within 120 feet of him, using a limited telepathy.Multiattack
it. This is the sound of the sahuagin hunting horn — a call to raid and battle. Coastal settlers refer to sahuagin as “sea devils,” for sahuagin have no compassion in them
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
Monsters
Eberron: Rising from the Last War
personality — sadistic, bloodthirsty, and brutally dedicated to serving itself.
Small numbers of these creatures sometimes make their way to the surface, often under the command of dolgaunt;dolgaunts
, and undertaking missions advancing the inscrutable schemes of their malevolent masters. But great hordes of dolgrims remain clustered in Khyber with the daelkyr, dreaming of the day when they will be released into Eberron to feast and destroy.
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
rodent allies fail them, chitterlords can also turn the tide of any battle with their prodigious strength and druidic magic.Call Rats (1/Day). The ogre magically calls 1d4;{"diceNotation":"1d4
spoken commands, and take their turns immediately after the ogre’s turn on the same initiative count. The rats remain for 1 hour, until the ogre dies, or until the ogre dismisses them as a bonus action.
Monsters
Strixhaven: A Curriculum of Chaos
save DC 15):
At will: dancing lights, friends
2/day each: bane, command, darkness, mage armor
1/day each: tonguesProfessors of shadow wield the linguistic magic of Silverquill College through slicing
strive to carry themselves as immaculately as possible, seeking to overawe and wrong-foot anyone who would stand against them in debate or in battle. In teaching their students, professors of shadow
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
Magic Items
Tales from the Yawning Portal
This dark cloak is made of cured hell hound hide. As an action, you can command the cloak to transform you into a hell hound for up to 1 hour. The transformation otherwise functions as the polymorph
make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to 0 hit points, and you can’t willingly return to normal form. If you ever remain






