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Returning 35 results for 'bonded blood diffusing coming rules'.
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Classes
Fizban's Treasury of Dragons
draconic spirit you have bonded with. The Drakewarden Origin table offers examples.
Drakewarden Origin
d6
Origin
1
You studied a dragon’s scale or claw, or a trinket from a
dragon gave you a geode or gemstone to care for. To your surprise, the drake hatched from that stone.
4
You ingested a few drops of dragon blood, forever infusing your nature magic with draconic
Spells
Xanathar's Guide to Everything
.
Bless Water. You touch one vial of water and cause it to become holy water.
Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an
bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.
Classes
Fizban's Treasury of Dragons
draconic spirit you have bonded with. The Drakewarden Origin table offers examples.
Drakewarden Origin
d6
Origin
1
You studied a dragon’s scale or claw, or a trinket from a
dragon gave you a geode or gemstone to care for. To your surprise, the drake hatched from that stone.
4
You ingested a few drops of dragon blood, forever infusing your nature magic with draconic
Backgrounds
Baldur’s Gate: Descent into Avernus
Coming to Baldur’s Gate might seem like a good idea for a spectrum of reasons. Profit, excitement, and cosmopolitan opportunities all present tempting prospects, but rarely does one start on
, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollType":"damage", "rollAction":"Immolating Gaze", "rollDamageType":"fire"} fire damage.Once a mighty angel charged with watching the tides of the Blood War, Zariel succumbed to the corrupting influence
dangerous.Zariel’s Lair
Zariel makes her lair in a basalt citadel that rises up in Avernus. From nearly a mile away, one can hear the screams coming from burned victims chained to the stronghold
Species
Acquisitions Incorporated
turned the color of jade and their blood began to flow black. Their ears grew pointed, and they gained a limited form of telepathy — but at the cost of forgetting their history. The underground homes
the character of the different cultures these folk have encountered since coming out into the sunlight. When a group of verdan live near dwarves, they might take on more dwarven-sounding names, only
Orcus
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
Prince of Undeath, known as the Blood Lord. He takes some pleasure in the sufferings of the living, but far prefers the company and service of the undead. His desire is to see all life quenched and the
chapter 7, "Treasure” of the Dungeon Master’s Guide.Orcus’s Lair
Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules
Monsters
Mordenkainen Presents: Monsters of the Multiverse
known as the Blood Lord. While he takes pleasure in the sufferings of the living, he far prefers the company and service of Undead. His desire is to see all life quenched and the multiverse transformed
Dungeon Master’s Guide.Orcus’s Lair
Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules. Surrounded by a moat fed by the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
armies of draconians (described in chapter 6) formed from the corrupted eggs of metallic dragons, while heroes and villains alike ride mighty dragons into battle. Council of Wyrms. The Io’s Blood isles
whom serve as closely bonded aides to dragon masters. Tarkir. In the multiverse of the Magic: The Gathering trading card game, five dragonlords rule supreme over the world of Tarkir. After centuries of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the
, the target can’t become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Magister Kollema. After a moment’s stillness, the statue speaks.
“Students of Strixhaven,” Wise Kollema says in a voice that booms through the hall, yet echoes as if coming from afar. “Always
are yet to come. You are bonded, students of Strixhaven, to one another and to those you’ll never know. Never doubt the wondrousness of what you’ve learned or the remarkable place you hold as the link
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Warnings Warnings are the first stage of an apocalypse. A warning can involve a divine voice or a messenger telling people that the end is near, that punishment is coming unless they change their
direction.
3 The sky turns sickly green or bruised purple.
4 The water of a river or a lake or along a coastline turns to blood, acid, or blue sand.
5 All creatures born on a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
wizard’s spell. The sharp tang of blood in the air, cutting through the stench of vile monsters. Roars of fury, shouts of triumph, cries of pain. Combat in D&D can be chaotic, deadly, and thrilling
. This section provides the rules you need for your characters and monsters to engage in combat, whether it is a brief skirmish or an extended conflict in a dungeon or on a field of battle. Throughout this
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
wizard’s spell. The sharp tang of blood in the air, cutting through the stench of vile monsters. Roars of fury, shouts of triumph, cries of pain. Combat in D&D can be chaotic, deadly, and thrilling. This
chapter provides the rules you need for your characters and monsters to engage in combat, whether it is a brief skirmish or an extended conflict in a dungeon or on a field of battle. Throughout this
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
The Dungeon Master The Dungeon Master (DM) has a special role in the Dungeons & Dragons game. The DM is a referee. When it’s not clear what ought to happen next, the DM decides how to apply the rules
and the DM isn’t adversarial. The DM’s job is to challenge the characters with interesting encounters and tests, keep the game moving, and apply the rules fairly. The most important thing to remember
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
open pits.
This area is noisy with the sounds of hammering and stone cutting coming from the west (areas 8 and 10). If the umber hulks are digging, a rumbling can also be heard to the east. But even
over all that, the characters can hear a rhythmic chanting coming from the south (carried from the chapel of area 14 by the magic of Phenex’s ceremony). Creatures Twelve neutral tiefling muralists work
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
supporting characters, breathing life into them. And as a referee, the DM interprets the rules and decides when to abide by them and when to change them. Inventing, writing, storytelling, improvising, acting
on the aspects you enjoy and downplay the rest. For example, if you don’t like creating your own adventures, you can use published ones. You can also lean on the other players to help you with rules
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
battle coming from the northwest. Interrogating Demons If the characters defeat and interrogate the demons in this area, they learn that a powerful vampire made haste recently toward the northwest. The
bodies of three glabrezus. The bodies and a blood trail lead northwest. Kas cut these creatures down on his way to Carapace Ridge.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
out the cult, they send a pack of three hell hounds after the party. The hounds need only get the scent of the characters through spilled blood or discarded items. This encounter can take place wherever
the characters, following their tracks and baying with eagerness. If the characters are resting at an inn, they’re interrupted by screaming and barking coming from the inn’s common room, where the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, each group of elves mystically took on characteristics of the environment with which they bonded, whether forests (wood elves), fey crossings in the Material Plane (high elves), the Underdark (drow
), the Shadowfell (shadar-kai), the Feywild (eladrin), or oceans (sea elves).
In some places, Corellon has passed from elves’ memory, but the god’s blood flows within them still, even if they know
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
H1. Narrow Trail This narrow trail clings to the mountainside as it twists around and up to the gatehouse. Tracks from horses coming and going along the trail are clearly visible. Characters must
-long stretch of it is buried under rubble that is difficult terrain (see the Basic Rules). Reaching the Gatehouse.The trail ends at the outer door of the gatehouse. This door can be barred shut from
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
magic if a detect magic spell is cast upon it. Sounds from Beyond. A character who listens with an ear to the door will hear far-off music and happy singing, obviously coming from the other side of the
destroy the door, read: As the door falls away, you can hear sounds of confusion and distress coming from the north. A faint glow, like that of a small flame, shines in the distance. The walls of the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
see that the stonework of the depression is stained with the blood of innumerable sacrifices, and they can hear the gentle lapping of the Darklake coming up through the grate. The chanting grows louder
crying out and flailing in the shallows of the Darklake. Several are pulled under or strike at unseen foes beneath the surface. The water foams red with blood. Dozens of ixitxachitl (see appendix C
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stones form one of Halaster’s magic gates (see “Gates”). When a creature comes within 5 feet of the gate, rivulets of blood begin to seep from the rocky pores of the standing stones. The rules of this gate
Gate to Level 12 At the north end of this 20-foot-high cave are two 15-foot-tall standing stones hewn from black basalt. Carved into the lintel spanning them is a large, blood-red X. The standing
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
prophesied events from coming to pass, or even engaging in seemingly random actions that further designs invisible to mortal eyes. Immortal beings might send you on all manner of adventures, such as those
shown on the Immortal Missions table. Immortal Missions d8 Mission 1 While in the tower of Mordain the Fleshweaver, spill blood on the stairs between the third and fourth floors. 2 As you pursue
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Minor Factions In addition to the ascendant factions, Sigil contains a host of minor factions—up-and-coming philosophies, those that have seen a resurgence of members, and once-ascendant factions
absorbing magic and mastering its rules, one can rewrite reality. Ring Givers Who Give as Much as They Get Factol: Jeremo the Natterer Headquarters: None Aligned Plane: Ysgard Members: Altruists
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
blood of angels
8 The commander of a legion of soul-addicted templars who punish crimes by burning criminals into psychoactive spirit dust
9 An ancient dragon whose godlike magic drains the domain of life
10 A god who killed all their peers and now rules the mortal realm
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. (The hook horrors pose no danger in their current state. Casting a greater restoration spell or similar magic on one restores it to flesh and blood, whereupon it attacks.)
The mirror looks like one of
Halaster’s magic gates and functions similarly (see “Gates”). Its rules are as follows: If a creature stands atop the dais and says something flattering about Halaster, the mirror vanishes, revealing
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Society of Blood and Poison The principal organization in drow culture and society is the house, an extended clan that comprises many related families, plus a number of lesser families who have
surest sign of Lolth’s approval. No tactic is outside the rules in this ongoing conflict. Raids against another house’s outlying property (farming caverns, trade caravans, or hunting parties) are
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Baphomet Civilization is weakness and savagery is strength in the credo of Baphomet, the Horned King and the Prince of Beasts. He rules over minotaurs and others with savage hearts. He is worshiped
six iron horns. An infernal light burns in his red eyes. Although he is filled with bestial blood lust, there lies within him a cruel and cunning intellect devoted to subverting all of civilization
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
15. Way to Wyllowwood The drow cornered and killed several troglodytes in these caves after the reptilian creatures refused to be enslaved. 15a. Battle Scene The floor here is stained with blood and
clutching a staff.
The stone arch is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: The gate opens for 1 minute when the arch is tapped three times with a staff of any kind
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
what power she wields in her realms, too subtle for mortal minds to sense. Rumors abound as to her current form, most coming from claims made by lunatics who have described an array of disturbing
questions. She rules from her Raven Throne within the Fortress of Memories, a mazelike castle deep within the bleakness of the Shadowfell. From there she sends out her ravens to find interesting souls she can
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
all. Rules for Everything Devils are evil schemers by nature, but they must operate within the bounds of the Nine Hells’ intricate legal code. A devil’s attitude toward the law is in part driven by its
personal attitude and situation. For instance, devils that fight in the Blood War rely on military regulations and their officers’ directions to dictate their actions. They obey orders without
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
resistance. 6 Every problem can be solved with the use of force. Devil Ideals d6 Ideal 1 Loyalty. I keep my vows to my superior and respect those who do the same. 2 Law. I might not like the rules
in the direst situation deserve respect. 6 Brutality. Overwhelming violence, and those who can deliver it, are worthy of obedience. Devil Bonds d6 Bond 1 I and my comrades fought well in the Blood
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
The Balance The demons and the devils both foresee their own versions of the future of the multiverse — a cosmos in which one side or the other triumphs in the Blood War and rules for the rest of
magical power to keep the extremists of the Blood War in check. To an outside observer, a disciple of the Balance might act cruelly or heartlessly one day, and benevolent and caring the next. A






