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Returning 35 results for 'bonded becomes diffusing confined rebuke'.
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bond becomes diffusing confined rebuke
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Spells
Xanathar's Guide to Everything
normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
You
the mount.
The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored
Monsters
Mordenkainen Presents: Monsters of the Multiverse
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
Winter Eladrin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
starts its turn within 60 feet of the eladrin must make a DC 13 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. While charmed in this way, the creature
, range 150/600 ft., one target. Hit: 4 (1d8);{"diceNotation":"1d8","rollType":"damage","rollAction":"Longbow","rollDamageType":"piercing"} piercing damage.Frigid Rebuke. When the eladrin takes damage
Classes
Tasha’s Cauldron of Everything
Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent
chapter 3 of Tasha's Cauldron of Everything.
Also, remember that the swarm’s appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!
Monsters
Guildmasters’ Guide to Ravnica
Captivating Presence. Any creature that starts its turn within 30 feet of Rakdos must make a DC 25 Wisdom saving throw. On a failed save, the creature becomes charmed by Rakdos for 1 minute or until
the creature is farther than 30 feet away from him. On a successful save, the creature becomes immune to Rakdos’s Captivating Presence for 24 hours.
Cruel Entertainment. When a creature Rakdos
Monsters
Mordenkainen Presents: Monsters of the Multiverse
must make a DC 13 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. While charmed in this way, the creature has disadvantage on ability checks and
Intelligence as the spellcasting ability (spell save DC 16):
At will: fog cloud, gust of wind, sleet stormFrigid Rebuke. When the eladrin takes damage from a creature the eladrin can see within 60 feet
Find Steed
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand
of you, you can communicate with each other telepathically.
You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.
Magic Items
Waterdeep: Dungeon of the Mad Mage
cold damage.
Deadly Rebuke. Immediately after a creature hits you with a melee attack, you can use your reaction to deal 3d6 necrotic damage to that creature.
Bane. You can cast the bane spell from
items to be within 5 feet of each other. At the end, the shield is destroyed, and the rune is etched or burned into the chosen weapon. This weapon becomes a rare magic item that requires attunement. It
Classes
Tasha’s Cauldron of Everything
Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent
chapter 3 of Tasha's Cauldron of Everything.
Also, remember that the swarm’s appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!
Monsters
Vecna: Eve of Ruin
points and becomes active again.Multiattack. Vecna uses Flight of the Damned (if available), Rotten Fate, or Spellcasting. He then makes two attacks with Afterthought.
Afterthought. Melee Weapon
’s level, the caster takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Dread Counterspell", "rollDamageType":"psychic"} psychic damage if the spell fails.
Fell Rebuke. In
Monsters
Eberron: Rising from the Last War
can't die permanently. Upon its death, it reforms elsewhere in the multiverse and becomes active again at a time set by the DM.
Rak Tulkhesh
Called the Rage of War, Rak Tulkhesh is the incarnation of
divided among a group of Khyber shards spread through the underworld and is confined to those shards by the light of the Silver Flame. While shattered and bound, the Rage of War can't bring his full power
Magic Items
Lost Laboratory of Kwalish
the duration of the adventure. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you.
Comet. If you single-handedly
effect.
Donjon. You are instantly teleported to and confined within the prison of the Monastery of the Distressed Body (area M6). Everything you were wearing and carrying stays behind in the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. You control the mount in combat. While the mount is within 1 mile of you, you can
when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed. You can’t have more than one mount bonded by this
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. You control the mount in combat. While the mount is within 1 mile of you, you can
when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed. You can’t have more than one mount bonded by this
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. You control the mount in combat. While the mount is within 1 mile of you, you can
when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed. You can’t have more than one mount bonded by this
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in
steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in
steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in
steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in
steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in
steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in
steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
holding or wearing it. In that instant, the shard solitaire becomes a flawed, nonmagical diamond worth 500 gp, and all the creatures and extradimensional energy contained within it are released at
item such as a bag of holding or Fifel’s haversack, the explosion is confined to that item’s extradimensional space, doing no harm to the container; a split second later, creatures released from the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
holding or wearing it. In that instant, the shard solitaire becomes a flawed, nonmagical diamond worth 500 gp, and all the creatures and extradimensional energy contained within it are released at
item such as a bag of holding or Fifel’s haversack, the explosion is confined to that item’s extradimensional space, doing no harm to the container; a split second later, creatures released from the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
giants’ activities have been confined to the region of the Dessarin Valley closest to their den, but as food becomes scarce, Guh’s husbands are forced to expand their efforts outward. The villages of
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
holding or wearing it. In that instant, the shard solitaire becomes a flawed, nonmagical diamond worth 500 gp, and all the creatures and extradimensional energy contained within it are released at
item such as a bag of holding or Fifel’s haversack, the explosion is confined to that item’s extradimensional space, doing no harm to the container; a split second later, creatures released from the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
giants’ activities have been confined to the region of the Dessarin Valley closest to their den, but as food becomes scarce, Guh’s husbands are forced to expand their efforts outward. The villages of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
giants’ activities have been confined to the region of the Dessarin Valley closest to their den, but as food becomes scarce, Guh’s husbands are forced to expand their efforts outward. The villages of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
its turn within 60 feet of the eladrin must make a DC 13 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. While charmed in this way, the creature has
used with two hands.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage.
Reactions
Frigid Rebuke. When the eladrin takes damage from a creature
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
its turn within 60 feet of the eladrin must make a DC 13 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. While charmed in this way, the creature has
used with two hands.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage.
Reactions
Frigid Rebuke. When the eladrin takes damage from a creature
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
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 shoosuva is second only to a flind (appears in this book) in status within a war
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as
appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!
Gnome Swarmkeeper Gathered
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
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 shoosuva is second only to a flind (appears in this book) in status within a war
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
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 shoosuva is second only to a flind (appears in this book) in status within a war
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as
appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!
Gnome Swarmkeeper Gathered
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
its turn within 60 feet of the eladrin must make a DC 13 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. While charmed in this way, the creature has
used with two hands.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage.
Reactions
Frigid Rebuke. When the eladrin takes damage from a creature






