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Returning 30 results for 'bonded before diffusing contents resolve'.
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bond before diffusing content resolve
bond before diffusing contacts resolve
bonded before diffusing content resolve
bonded before diffusing contacts resolve
bond before diffusing contests resolve
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those
of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those
of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those
of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Superiority Die to bolster the resolve of a companion. Choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die roll
reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. The bond fails if another Fighter is bonded to the weapon or if the weapon is a magic item to which
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Superiority Die to bolster the resolve of a companion. Choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die roll
reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. The bond fails if another Fighter is bonded to the weapon or if the weapon is a magic item to which
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Superiority Die to bolster the resolve of a companion. Choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die roll
reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. The bond fails if another Fighter is bonded to the weapon or if the weapon is a magic item to which
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
stationed here from dusk until dawn, taking turns at the wheel. If trouble arises somewhere else on the ship, the captain takes the wheel and sends one or more crew members to resolve the situation
reef that serves as home for Lord Drylund’s pet octopus. The octopus has bonded with its owner and can survive outside of water for 30 minutes. Beneath the aquarium, built into the table, is a shelf
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
stationed here from dusk until dawn, taking turns at the wheel. If trouble arises somewhere else on the ship, the captain takes the wheel and sends one or more crew members to resolve the situation
reef that serves as home for Lord Drylund’s pet octopus. The octopus has bonded with its owner and can survive outside of water for 30 minutes. Beneath the aquarium, built into the table, is a shelf
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
stationed here from dusk until dawn, taking turns at the wheel. If trouble arises somewhere else on the ship, the captain takes the wheel and sends one or more crew members to resolve the situation
reef that serves as home for Lord Drylund’s pet octopus. The octopus has bonded with its owner and can survive outside of water for 30 minutes. Beneath the aquarium, built into the table, is a shelf
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
indifferent to the cultists but hostile to all other creatures. The contents of the vats and the oozes they spawn are as follows: Black Vat. A tarry, black substance bubbles within this vat, which can produce
impressed by the characters’ foolish resolve, the elder evil might offer to make them minions, lieutenants, or priests—but not before threatening to eat them. Zargon spares those who tremble before
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
indifferent to the cultists but hostile to all other creatures. The contents of the vats and the oozes they spawn are as follows: Black Vat. A tarry, black substance bubbles within this vat, which can produce
impressed by the characters’ foolish resolve, the elder evil might offer to make them minions, lieutenants, or priests—but not before threatening to eat them. Zargon spares those who tremble before
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
indifferent to the cultists but hostile to all other creatures. The contents of the vats and the oozes they spawn are as follows: Black Vat. A tarry, black substance bubbles within this vat, which can produce
impressed by the characters’ foolish resolve, the elder evil might offer to make them minions, lieutenants, or priests—but not before threatening to eat them. Zargon spares those who tremble before
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
effect can be triggered only once. Each pile’s contents are listed below: Keep Pile Bagpipes (worth 30 GP) Ten Books of poetry (worth 25 GP each) Twenty Holy Symbols (amulets worth 5 GP each) representing
Rattle and thought it best to adopt them before they harmed themselves or someone else. The orphans are Neutral; they have bonded with their adoptive mother and don’t know what happened to their
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
effect can be triggered only once. Each pile’s contents are listed below: Keep Pile Bagpipes (worth 30 GP) Ten Books of poetry (worth 25 GP each) Twenty Holy Symbols (amulets worth 5 GP each) representing
Rattle and thought it best to adopt them before they harmed themselves or someone else. The orphans are Neutral; they have bonded with their adoptive mother and don’t know what happened to their
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
effect can be triggered only once. Each pile’s contents are listed below: Keep Pile Bagpipes (worth 30 GP) Ten Books of poetry (worth 25 GP each) Twenty Holy Symbols (amulets worth 5 GP each) representing
Rattle and thought it best to adopt them before they harmed themselves or someone else. The orphans are Neutral; they have bonded with their adoptive mother and don’t know what happened to their
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Mist. The glass bottles on the southwest shelf contain magically captured sounds, including songs, operas, and recorded lectures. Uncorking a bottle temporarily releases its auditory contents into the
library, after which the sound returns to its bottle. Breaking a bottle releases the sound, but the sound dissipates after it plays once. All the bottles are labeled. Sample contents include the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Mist. The glass bottles on the southwest shelf contain magically captured sounds, including songs, operas, and recorded lectures. Uncorking a bottle temporarily releases its auditory contents into the
library, after which the sound returns to its bottle. Breaking a bottle releases the sound, but the sound dissipates after it plays once. All the bottles are labeled. Sample contents include the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Mist. The glass bottles on the southwest shelf contain magically captured sounds, including songs, operas, and recorded lectures. Uncorking a bottle temporarily releases its auditory contents into the
library, after which the sound returns to its bottle. Breaking a bottle releases the sound, but the sound dissipates after it plays once. All the bottles are labeled. Sample contents include the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
windows can be climbed through easily. Startled lizards and birds flee through the windows when anyone enters. The building’s contents have all rotted. Ledgers mildewed into slime long ago. Tables and
, which serves as the kobolds’ egg nursery. These kobolds protect their eggs with flinty resolve. The mossy niches in the walls contain a total of thirty eggs. 6C. Rolling Stone Trap A tripwire
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
windows can be climbed through easily. Startled lizards and birds flee through the windows when anyone enters. The building’s contents have all rotted. Ledgers mildewed into slime long ago. Tables and
, which serves as the kobolds’ egg nursery. These kobolds protect their eggs with flinty resolve. The mossy niches in the walls contain a total of thirty eggs. 6C. Rolling Stone Trap A tripwire
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
windows can be climbed through easily. Startled lizards and birds flee through the windows when anyone enters. The building’s contents have all rotted. Ledgers mildewed into slime long ago. Tables and
, which serves as the kobolds’ egg nursery. These kobolds protect their eggs with flinty resolve. The mossy niches in the walls contain a total of thirty eggs. 6C. Rolling Stone Trap A tripwire
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
piercing and 4 (1d4 + 2) poison damage. Treasure. The chest and sacks contain the lair’s wealth. The chest holds 1,700 ep, a gold-bonded ivory scepter (100 gp), and a gold crown in the shape of a coiled
something of its contents, your imagination might be stretched! Reading the book conveys no special advantage to the characters, and most of the contents are too obscure for full comprehension. A
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
piercing and 4 (1d4 + 2) poison damage. Treasure. The chest and sacks contain the lair’s wealth. The chest holds 1,700 ep, a gold-bonded ivory scepter (100 gp), and a gold crown in the shape of a coiled
something of its contents, your imagination might be stretched! Reading the book conveys no special advantage to the characters, and most of the contents are too obscure for full comprehension. A
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
piercing and 4 (1d4 + 2) poison damage. Treasure. The chest and sacks contain the lair’s wealth. The chest holds 1,700 ep, a gold-bonded ivory scepter (100 gp), and a gold crown in the shape of a coiled
something of its contents, your imagination might be stretched! Reading the book conveys no special advantage to the characters, and most of the contents are too obscure for full comprehension. A
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
team is on offense. Resolve a tie with a Strength (Athletics) contest.
Step 2. To simulate the ball being passed around, every player makes a DC 15 Dexterity (Athletics) check. If the team on
rises from the goblet’s contents and dissipates in the cold air.
Each window in the auditorium depicts a wizard casting a spell from one of the eight schools of magic. The spells depicted are blade
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
team is on offense. Resolve a tie with a Strength (Athletics) contest.
Step 2. To simulate the ball being passed around, every player makes a DC 15 Dexterity (Athletics) check. If the team on
rises from the goblet’s contents and dissipates in the cold air.
Each window in the auditorium depicts a wizard casting a spell from one of the eight schools of magic. The spells depicted are blade
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
team is on offense. Resolve a tie with a Strength (Athletics) contest.
Step 2. To simulate the ball being passed around, every player makes a DC 15 Dexterity (Athletics) check. If the team on
rises from the goblet’s contents and dissipates in the cold air.
Each window in the auditorium depicts a wizard casting a spell from one of the eight schools of magic. The spells depicted are blade
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Charisma check. A character with proficiency in the Animal Handling skill has advantage on the check. The bonded tressym obeys that character’s commands and no one else’s. Near the top of Moongleam Tower is
contents. Characters who succeed on a DC 10 Intelligence check realize that the giants are erasing all evidence of the cottage and using its stones to create something artistic and timeless in its place
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Charisma check. A character with proficiency in the Animal Handling skill has advantage on the check. The bonded tressym obeys that character’s commands and no one else’s. Near the top of Moongleam Tower is
contents. Characters who succeed on a DC 10 Intelligence check realize that the giants are erasing all evidence of the cottage and using its stones to create something artistic and timeless in its place
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Charisma check. A character with proficiency in the Animal Handling skill has advantage on the check. The bonded tressym obeys that character’s commands and no one else’s. Near the top of Moongleam Tower is
contents. Characters who succeed on a DC 10 Intelligence check realize that the giants are erasing all evidence of the cottage and using its stones to create something artistic and timeless in its place






