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Returning 35 results for 'bonds blocking diffusing charge received'.
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Magic Items
Eberron: Rising from the Last War
To attune to this symbiont, you must hold it against the skin behind your ear for the entire attunement period, whereupon it burrows into your head and bonds to your skull. While the earworm is
): detect thoughts (2 charges) or dissonant whispers (1 charge). Each time you use the earworm to cast the detect thoughts spell, it sends the information gleaned to the nearest daelkyr, or
Barbarian
Legacy
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Classes
Basic Rules (2014)
fraught with peril: rival tribes, deadly weather, and terrifying monsters. Barbarians charge headlong into that danger so that their people don’t have to.
Their courage in the face of danger makes
the closeknit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.
Creating a Barbarian
When creating a barbarian
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
weather, and terrifying monsters. Barbarians charge headlong into that danger so that their people don’t have to. Their courage in the face of danger makes barbarians perfectly suited for adventuring
. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a barbarian. Some barbarians miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
terrifying monsters. Barbarians charge headlong into that danger so that their people don’t have to. Their courage in the face of danger makes barbarians perfectly suited for adventuring. Wandering is
often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a barbarian. Some barbarians miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
terrifying monsters. Barbarians charge headlong into that danger so that their people don’t have to. Their courage in the face of danger makes barbarians perfectly suited for adventuring. Wandering is
often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a barbarian. Some barbarians miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
human male of sixty years. If characters ask who’s in charge, they are directed to Nighthill. He is pacing atop the parapet of the keep when the sky is clear, or inside the keep if the dragon is
Greenest. The right side of Nighthill’s face and head are bandaged, his right arm hangs in a sling, and his light blue tunic is stained with his own blood. He received these wounds during the early
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
years. If characters ask who’s in charge, they are directed to Nighthill. He is pacing atop the parapet of the keep when the sky is clear, or inside the keep if the dragon is attacking. If the characters
of Nighthill’s face and head are bandaged, his right arm hangs in a sling, and his light blue tunic is stained with his own blood. He received these wounds during the early stages of the attack and
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
human male of sixty years. If characters ask who’s in charge, they are directed to Nighthill. He is pacing atop the parapet of the keep when the sky is clear, or inside the keep if the dragon is
Greenest. The right side of Nighthill’s face and head are bandaged, his right arm hangs in a sling, and his light blue tunic is stained with his own blood. He received these wounds during the early
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
weather, and terrifying monsters. Barbarians charge headlong into that danger so that their people don’t have to. Their courage in the face of danger makes barbarians perfectly suited for adventuring
. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a barbarian. Some barbarians miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
weather, and terrifying monsters. Barbarians charge headlong into that danger so that their people don’t have to. Their courage in the face of danger makes barbarians perfectly suited for adventuring
. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a barbarian. Some barbarians miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
terrifying monsters. Barbarians charge headlong into that danger so that their people don’t have to. Their courage in the face of danger makes barbarians perfectly suited for adventuring. Wandering is
often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a barbarian. Some barbarians miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
human male of sixty years. If characters ask who’s in charge, they are directed to Nighthill. He is pacing atop the parapet of the keep when the sky is clear, or inside the keep if the dragon is
Greenest. The right side of Nighthill’s face and head are bandaged, his right arm hangs in a sling, and his light blue tunic is stained with his own blood. He received these wounds during the early
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
years. If characters ask who’s in charge, they are directed to Nighthill. He is pacing atop the parapet of the keep when the sky is clear, or inside the keep if the dragon is attacking. If the characters
of Nighthill’s face and head are bandaged, his right arm hangs in a sling, and his light blue tunic is stained with his own blood. He received these wounds during the early stages of the attack and
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
years. If characters ask who’s in charge, they are directed to Nighthill. He is pacing atop the parapet of the keep when the sky is clear, or inside the keep if the dragon is attacking. If the characters
of Nighthill’s face and head are bandaged, his right arm hangs in a sling, and his light blue tunic is stained with his own blood. He received these wounds during the early stages of the attack and
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
. (Evil)
Yuan-ti Bonds
d6
Bond
1
I will see our empire rise again and, in so doing, win the favor of the serpent gods.
2
I am enamored with the culture and trappings of
overindulge in food and wine, and I am impaired and lethargic for days afterward.
4
I worship a forbidden god.
5
I secretly believe things would be better if I was in charge.
6
If I could get
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
head and bonds to your skull. While the earworm is inside you, you can speak, read, and write Deep Speech. Spells. The earworm has 4 charges. You can cast the following spells from it, expending the
necessary number of charges (spell save DC 15): detect thoughts (2 charges) or dissonant whispers (1 charge). Each time you use the earworm to cast the detect thoughts spell, it sends the information
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
head and bonds to your skull. While the earworm is inside you, you can speak, read, and write Deep Speech. Spells. The earworm has 4 charges. You can cast the following spells from it, expending the
necessary number of charges (spell save DC 15): detect thoughts (2 charges) or dissonant whispers (1 charge). Each time you use the earworm to cast the detect thoughts spell, it sends the information
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
head and bonds to your skull. While the earworm is inside you, you can speak, read, and write Deep Speech. Spells. The earworm has 4 charges. You can cast the following spells from it, expending the
necessary number of charges (spell save DC 15): detect thoughts (2 charges) or dissonant whispers (1 charge). Each time you use the earworm to cast the detect thoughts spell, it sends the information
Compendium
- Sources->Dungeons & Dragons->Rrakkma
helping the ulitharid charge the artifact. Objectives/Goals The ulitharid has a pact with the star spawn seer and spends its time focused on charging the Gith Capacitor. If the star spawn seer is
alive, the adventurers can’t get to the ulitharid or affect it in any way. There is a field of alien energy blocking it off from everything that isn’t the Gith Capacitor. If the adventurers slay the star
Compendium
- Sources->Dungeons & Dragons->Rrakkma
helping the ulitharid charge the artifact. Objectives/Goals The ulitharid has a pact with the star spawn seer and spends its time focused on charging the Gith Capacitor. If the star spawn seer is
alive, the adventurers can’t get to the ulitharid or affect it in any way. There is a field of alien energy blocking it off from everything that isn’t the Gith Capacitor. If the adventurers slay the star
Compendium
- Sources->Dungeons & Dragons->Rrakkma
helping the ulitharid charge the artifact. Objectives/Goals The ulitharid has a pact with the star spawn seer and spends its time focused on charging the Gith Capacitor. If the star spawn seer is
alive, the adventurers can’t get to the ulitharid or affect it in any way. There is a field of alien energy blocking it off from everything that isn’t the Gith Capacitor. If the adventurers slay the star
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
serve as a battering ram if a settlement dares to close its gates, blocking the way to the treasures and tasty food that lie within.
A heavily laden wagon that requires the strongest orcs to return it to
goals of the tribe don’t concern me. Personal glory is what I crave. (Chaotic)
6
Savagery. I will not be controlled. (Chaotic)
Orc Bonds
d6
Bond
1
I will defend my
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
emulate. (Any) 6 Power. Everything I choose to do is determined by whether it will make me smarter and stronger. (Evil) Yuan-ti Bonds d6 Bond 1 I will see our empire rise again and, in so doing, win
I frequently overindulge in food and wine, and I am impaired and lethargic for days afterward. 4 I worship a forbidden god. 5 I secretly believe things would be better if I was in charge. 6 If I could get away with it, I would gladly kill and eat a superior yuan-ti.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
before the holiday to the House of Inspired Hands, Waterdeep’s temple of Gond, to coordinate with the acolytes in charge of organizing the parade. He presents a detailed plan that commingles the
attractions of the Sea Maidens Faire with the bizarre inventions of the temple — a plan that is well received. The evening before the Day of Wonders, workers begin assembling the wagons and floats of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Charms Charms can be received in many different ways. For example, a Wizard who finds an eldritch secret in a dead archmage’s spellbook might be infused with the magic of a Charm, as might a
Supernatural Gift (Charm) This Charm has 3 charges. You can expend some of its charges to cast one of the following spells: Greater Restoration (2 charges) or Lesser Restoration (1 charge). Once all its
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Charms Charms can be received in many different ways. For example, a Wizard who finds an eldritch secret in a dead archmage’s spellbook might be infused with the magic of a Charm, as might a
Supernatural Gift (Charm) This Charm has 3 charges. You can expend some of its charges to cast one of the following spells: Greater Restoration (2 charges) or Lesser Restoration (1 charge). Once all its
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
before the holiday to the House of Inspired Hands, Waterdeep’s temple of Gond, to coordinate with the acolytes in charge of organizing the parade. He presents a detailed plan that commingles the
attractions of the Sea Maidens Faire with the bizarre inventions of the temple — a plan that is well received. The evening before the Day of Wonders, workers begin assembling the wagons and floats of the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
emulate. (Any) 6 Power. Everything I choose to do is determined by whether it will make me smarter and stronger. (Evil) Yuan-ti Bonds d6 Bond 1 I will see our empire rise again and, in so doing, win
I frequently overindulge in food and wine, and I am impaired and lethargic for days afterward. 4 I worship a forbidden god. 5 I secretly believe things would be better if I was in charge. 6 If I could get away with it, I would gladly kill and eat a superior yuan-ti.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
emulate. (Any) 6 Power. Everything I choose to do is determined by whether it will make me smarter and stronger. (Evil) Yuan-ti Bonds d6 Bond 1 I will see our empire rise again and, in so doing, win
I frequently overindulge in food and wine, and I am impaired and lethargic for days afterward. 4 I worship a forbidden god. 5 I secretly believe things would be better if I was in charge. 6 If I could get away with it, I would gladly kill and eat a superior yuan-ti.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Charms Charms can be received in many different ways. For example, a Wizard who finds an eldritch secret in a dead archmage’s spellbook might be infused with the magic of a Charm, as might a
Supernatural Gift (Charm) This Charm has 3 charges. You can expend some of its charges to cast one of the following spells: Greater Restoration (2 charges) or Lesser Restoration (1 charge). Once all its
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
before the holiday to the House of Inspired Hands, Waterdeep’s temple of Gond, to coordinate with the acolytes in charge of organizing the parade. He presents a detailed plan that commingles the
attractions of the Sea Maidens Faire with the bizarre inventions of the temple — a plan that is well received. The evening before the Day of Wonders, workers begin assembling the wagons and floats of the
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
suggested characteristics (personality traits, ideals, bonds, and flaws). Each guild entry also provides personal contacts; suggestions for your alignment, race, and class; and a list of spells that you can
you. Bonds and Contacts As a benefit of your guild membership, you have contacts both inside and outside the guild. Contacts are useful resources in the urban environment of Ravnica, where a friendly
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
suggested characteristics (personality traits, ideals, bonds, and flaws). Each guild entry also provides personal contacts; suggestions for your alignment, race, and class; and a list of spells that you can
you. Bonds and Contacts As a benefit of your guild membership, you have contacts both inside and outside the guild. Contacts are useful resources in the urban environment of Ravnica, where a friendly
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the most important bonds to most outlanders. d8 Personality Trait 1 I’m driven by a wanderlust that led me away from home. 2 I watch over my friends as if they were a litter of newborn pups. 3 I
fullest. 3 I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me. 4 I am slow to trust members of other races, tribes, and societies. 5 Violence is my
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the most important bonds to most outlanders. d8 Personality Trait 1 I’m driven by a wanderlust that led me away from home. 2 I watch over my friends as if they were a litter of newborn pups. 3 I
fullest. 3 I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me. 4 I am slow to trust members of other races, tribes, and societies. 5 Violence is my






