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Returning 35 results for 'bonds button diffusing create refuse'.
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Boggle
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
bonus action.
Slippery Oil: While coated in slippery oil, the boggle gains advantage on Dexterity (Acrobatics) checks made to escape bonds, squeeze through narrow spaces, and end grapples.
Sticky Oil
boggle can also climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Dimensional Rift. As a bonus action, the boggle can create an invisible and
Magic Items
Princes of the Apocalypse
Drown to create a devastation orb of water (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Drown can’t be used to perform the ritual again
until the next dawn.
Flaw. Drown makes its wielder covetous. While attuned to the weapon, you gain the following flaw: “I demand and deserve the largest share of the spoils, and I refuse to
Monsters
Mythic Odysseys of Theros
they can to maximize the impending devastation.
Honor Among Fey. Hearkening back to some ages-old conflict, oreads refuse to knowingly destroy any land inhabited by another nymph. While they won't work
oread provides the smith with materials drawn from the burning heart of the world, allowing the smith to create an even greater wonder. In more tales, though, a smith pursues an oread, then later the
Monsters
Phandelver and Below: The Shattered Obelisk
a grotesque window into the virulent refuse the otyugh recently consumed.
Mutates
A creature exposed to the strange energy of the Far Realm risks developing mutations. Such a creature undergoes a
fails, though evil forces—such as the mind flayer empire of old—have conducted much research on the topic. For centuries, mind flayers have tried to create armies of mutates to sweep through
Monsters
Eberron: Rising from the Last War
each: chain lightning, create undead, dream, hold monster, mass suggestion, scrying
1/day each: foresight, gate, power word kill, teleport
Legendary Resistance (3/Day). If Sul Khatesh fails a saving
silver flame that bound the overlords in Khyber once more. These bonds have held for countless generations, but the overlords still yearn to break free and reclaim the world above.
As long as the
Backgrounds
Guildmasters’ Guide to Ravnica
affairs of other guilds is a great way to get squashed like a bug. (Neutral)
Bonds
d6
Bond
1
I cherish the finger of a family member who was petrified by a
, you are connected to every other member in some way or another. Convinced that the rest of the world is out to get you, you find it easy to form close bonds with your guild mates, and harder to make
Backgrounds
Guildmasters’ Guide to Ravnica
advancing civilization, nature needs some help from biomancers and terraformers. If, along the way, you happen to create super-soldiers and mutant monsters that can bolster the combine’s defenses
a set of beliefs about the nature of life. Simic members’ bonds and flaws derive from their scientific research — including their creation of new life forms, which they can become very
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Immovable Rod Rod, Uncommon This iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until you or another
creature takes a Utilize action to push the button again, the rod doesn’t move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Immovable Rod Rod, Uncommon This iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until you or another
creature takes a Utilize action to push the button again, the rod doesn’t move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Immovable Rod Rod, Uncommon This iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until you or another
creature takes a Utilize action to push the button again, the rod doesn’t move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
notice with a Torch or another light source, bypass locked doors and containers with Thieves’ Tools, and create obstacles for pursuers with Caltrops. See “Equipment” for rules on many items that are
useful on adventures. The items in the “Tools” and “Adventuring Gear” sections are especially useful. The weapons in that chapter can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
notice with a Torch or another light source, bypass locked doors and containers with Thieves’ Tools, and create obstacles for pursuers with Caltrops. See chapter 6 for rules on many items that are useful
on adventures. The items in that chapter’s “Tools” and “Adventuring Gear” sections are especially useful. The weapons in that chapter can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
notice with a Torch or another light source, bypass locked doors and containers with Thieves’ Tools, and create obstacles for pursuers with Caltrops. See “Equipment” for rules on many items that are
useful on adventures. The items in the “Tools” and “Adventuring Gear” sections are especially useful. The weapons in that chapter can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
notice with a Torch or another light source, bypass locked doors and containers with Thieves’ Tools, and create obstacles for pursuers with Caltrops. See chapter 6 for rules on many items that are useful
on adventures. The items in that chapter’s “Tools” and “Adventuring Gear” sections are especially useful. The weapons in that chapter can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
notice with a Torch or another light source, bypass locked doors and containers with Thieves’ Tools, and create obstacles for pursuers with Caltrops. See “Equipment” for rules on many items that are
useful on adventures. The items in the “Tools” and “Adventuring Gear” sections are especially useful. The weapons in that chapter can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
notice with a Torch or another light source, bypass locked doors and containers with Thieves’ Tools, and create obstacles for pursuers with Caltrops. See chapter 6 for rules on many items that are useful
on adventures. The items in that chapter’s “Tools” and “Adventuring Gear” sections are especially useful. The weapons in that chapter can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch.
Backgrounds
Guildmasters’ Guide to Ravnica
. (Chaotic)
6
Power. Someday I’ll find or create the magic that will make me the most powerful being in Ravnica. (Evil)
Bonds
d6
Bond
1
I have dedicated my life
Spells
Cantrip
produce flame, shocking grasp
1st
chaos bolt, create or destroy water, unseen servant
2nd
heat metal, rope trick
3rd
call lightning,
Backgrounds
Guildmasters’ Guide to Ravnica
guildless masses of the city.
Consider why you’re embedded in the secondary guild. Create a story with your DM, inspired by rolling on the following table or choosing a reason that suits you
. (Chaotic)
6
Nihilism. I don’t believe in anything, and anyone who does is a fool. (Neutral)
Bonds
d6
Bond
1
I discovered a secret I can’t let
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
those who didn’t use magic as undisciplined children in need of guidance, yet the mages were made helpless by their own surfeit of privilege. A typical High Netherese couldn’t sew a button, sharpen a
aimed to create or curate outrageous magical inventions that flaunted their ingenuity and avant-garde tastes. Even government officials and military officers favored dramatic, decadent magic over direct solutions.
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Volo's Guide to Monsters
one city-state were killed and eaten to create the first yuan-ti, and once the news of how to perform these rituals spread to other leaders, the call for slaves to fuel the process increased. As the
. (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
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
those who didn’t use magic as undisciplined children in need of guidance, yet the mages were made helpless by their own surfeit of privilege. A typical High Netherese couldn’t sew a button, sharpen a
aimed to create or curate outrageous magical inventions that flaunted their ingenuity and avant-garde tastes. Even government officials and military officers favored dramatic, decadent magic over direct solutions.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Sentient Magic Items Some magic items possess sentience and personality. Such an item might be possessed, haunted by the spirit of a previous owner, or self-aware thanks to the magic used to create
it. In any case, the item behaves like a character, complete with personality quirks, ideals, bonds, and sometimes flaws. A sentient item might be a cherished ally to its wielder or a continual thorn
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Sentient Magic Items Some magic items possess sentience and personality. Such an item might be possessed, haunted by the spirit of a previous owner, or self-aware thanks to the magic used to create
it. In any case, the item behaves like a character, complete with personality quirks, ideals, bonds, and sometimes flaws. A sentient item might be a cherished ally to its wielder or a continual thorn
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
as their father and creator — and those who have sworn to topple him from his divine throne. While the dwarves loyal to Moradin take joy in the art of crafting and form strong family bonds, the
duergar are joyless, hateful creatures who create their works out of an urge to build and acquire. They come closest to feeling true joy when they raid dwarven strongholds to satisfy their lust for blood and treasure.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Sentient Magic Items Some magic items possess sentience and personality. Such an item might be possessed, haunted by the spirit of a previous owner, or self-aware thanks to the magic used to create
it. In any case, the item behaves like a character, complete with personality quirks, ideals, bonds, and sometimes flaws. A sentient item might be a cherished ally to its wielder or a continual thorn
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Sentient Magic Items Some magic items possess sentience and personality. Such an item might be possessed, haunted by the spirit of a previous owner, or self-aware thanks to the magic used to create
it. In any case, the item behaves like a character, complete with personality quirks, ideals, bonds, and sometimes flaws. A sentient item might be a cherished ally to its wielder or a continual thorn
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Sentient Magic Items Some magic items possess sentience and personality. Such an item might be possessed, haunted by the spirit of a previous owner, or self-aware thanks to the magic used to create
it. In any case, the item behaves like a character, complete with personality quirks, ideals, bonds, and sometimes flaws. A sentient item might be a cherished ally to its wielder or a continual thorn
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Sentient Magic Items Some magic items possess sentience and personality. Such an item might be possessed, haunted by the spirit of a previous owner, or self-aware thanks to the magic used to create
it. In any case, the item behaves like a character, complete with personality quirks, ideals, bonds, and sometimes flaws. A sentient item might be a cherished ally to its wielder or a continual thorn
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
as their father and creator — and those who have sworn to topple him from his divine throne. While the dwarves loyal to Moradin take joy in the art of crafting and form strong family bonds, the
duergar are joyless, hateful creatures who create their works out of an urge to build and acquire. They come closest to feeling true joy when they raid dwarven strongholds to satisfy their lust for blood and treasure.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
as their father and creator — and those who have sworn to topple him from his divine throne. While the dwarves loyal to Moradin take joy in the art of crafting and form strong family bonds, the
duergar are joyless, hateful creatures who create their works out of an urge to build and acquire. They come closest to feeling true joy when they raid dwarven strongholds to satisfy their lust for blood and treasure.
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
those who didn’t use magic as undisciplined children in need of guidance, yet the mages were made helpless by their own surfeit of privilege. A typical High Netherese couldn’t sew a button, sharpen a
aimed to create or curate outrageous magical inventions that flaunted their ingenuity and avant-garde tastes. Even government officials and military officers favored dramatic, decadent magic over direct solutions.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. At first, she orders the characters to release her. If they refuse, she tries to bargain with them (see “Roleplaying the Dao” below). While trapped inside the bottle, Keshma can’t attack or cast spells
refuse her commands. At first, Keshma promises the characters riches in exchange for freedom — the sapphires coiled through her braided hair and the platinum armbands (see “Treasure” below). Such
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. At first, she orders the characters to release her. If they refuse, she tries to bargain with them (see “Roleplaying the Dao” below). While trapped inside the bottle, Keshma can’t attack or cast spells
refuse her commands. At first, Keshma promises the characters riches in exchange for freedom — the sapphires coiled through her braided hair and the platinum armbands (see “Treasure” below). Such
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. At first, she orders the characters to release her. If they refuse, she tries to bargain with them (see “Roleplaying the Dao” below). While trapped inside the bottle, Keshma can’t attack or cast spells
refuse her commands. At first, Keshma promises the characters riches in exchange for freedom — the sapphires coiled through her braided hair and the platinum armbands (see “Treasure” below). Such
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
than with moral or ethical perspectives. Bonds Create one bond for your character. Bonds represent a character’s connections to people, places, and events in the world. They tie you to things from your
to life as you play the game. Four categories of characteristics are presented here: personality traits, ideals, bonds, and flaws. Beyond those categories, think about your character’s favorite words






