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Returning 35 results for 'bonus bargain diffusing conduct resolve'.
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Feats
Forgotten Realms: Heroes of Faerûn
.
Standard Bearer. As a Bonus Action, choose up to three creatures within 60 feet of yourself that can see you. Each target can immediately take a Reaction to right itself and end the Prone condition
, provided its Speed isn’t 0.
Additionally, you bolster the targets’ resolve, which lasts for 1 minute or until you have the Incapacitated condition. While bolstered, a target can’t be
Classes
Xanathar's Guide to Everything
The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai’s resolve is nearly unbreakable, and the enemies in a Samurai’s path have two choices
: yield or die fighting.
Samurai Features
Fighter Level
Feature
3rd
Bonus Proficiency, Fighting Spirit (5 temp. hp)
7th
Elegant Courtier
10th
Tireless Spirit, Fighting
Monsters
The Wild Beyond the Witchlight
Cunning Action. On each of her turns, Raezil can use a bonus action to take the Dash, Disengage, or Hide action.
Fey Ancestry. Raezil has advantage on saving throws against being charmed, and magic
on the politics of Prismeer.
Once she is no longer petrified, Raezil is bound by the rule of reciprocity (see “Rules of Conduct” in chapter 2) to help the characters complete any
Classes
Xanathar's Guide to Everything
The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai’s resolve is nearly unbreakable, and the enemies in a Samurai’s path have two choices
: yield or die fighting.
Samurai Features
Fighter Level
Feature
3rd
Bonus Proficiency, Fighting Spirit (5 temp. hp)
7th
Elegant Courtier
10th
Tireless Spirit, Fighting
Monsters
The Wild Beyond the Witchlight
Nimble Escape. Jingle Jangle can take the Disengage or Hide action as a bonus action on each of her turns.Flail of Locks. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit
Jangle’s obsession with keys serves as a cautionary tale for those who would enter into a bargain with Bavlorna Blightstraw. The goblin once sought the hag’s help in a desperate attempt to
Arcane Hand
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
of 10 (+0). The hand doesn't fill its space.
When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects
hand moves with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil Blessings
Disciples of certain Elder Evils can bestow supernatural gifts on those who serve
normal.
Cult of Tharizdun, the Chained God
Tharizdun’s Spark (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Tharizdun's Spark"}. As a bonus action, the cultist touches
Bigby's Hand
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Player’s Handbook (2014)
of 10 (+0). The hand doesn't fill its space.
When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects
hand moves with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the
Magic Items
Princes of the Apocalypse
:
You gain a +2 bonus to attack and damage rolls made with it.
When you roll a 20 on an attack roll with this weapon against an orc, that orc must succeed on a DC 17 Constitution saving throw or
defend dwarves and to serve as a symbol of dwarven resolve. It hates the traditional foes of dwarves — giants, goblins, and, most of all, orcs — and silently urges its possessor to meet such creatures in battle.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil Blessings
":"recharge", "rollAction":"Tharizdun's Spark"}. As a bonus action, the cultist touches a simple or martial weapon or a natural weapon, if it has one. The next creature hit by the touched weapon must
Monsters
Mordenkainen Presents: Monsters of the Multiverse
available for communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil
", "rollType":"recharge", "rollAction":"Tharizdun's Spark"}. As a bonus action, the cultist touches a simple or martial weapon or a natural weapon, if it has one. The next creature hit by the touched weapon
Feats
Dragonlance: Shadow of the Dragon Queen
You are a Knight of Solamnia aligned with the Order of the Rose, a group known for leadership, justice, and wisdom. Your resolve grants you these benefits:
Ability Score Increase. Increase your
Constitution, Wisdom, or Charisma score by 1, to a maximum of 20.
Bolstering Rally. As a bonus action, you can encourage one creature you can see within 30 feet of yourself (you can choose yourself). If
Monsters
Mordenkainen Presents: Monsters of the Multiverse
available for communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil
", "rollType":"recharge", "rollAction":"Tharizdun's Spark"}. As a bonus action, the cultist touches a simple or martial weapon or a natural weapon, if it has one. The next creature hit by the touched weapon
Monsters
Mordenkainen Presents: Monsters of the Multiverse
aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil Blessings
Disciples of certain Elder Evils can bestow supernatural gifts on those
effect as normal.
Cult of Tharizdun, the Chained God
Tharizdun’s Spark (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Tharizdun's Spark"}. As a bonus action, the
Magic Items
Baldur’s Gate: Descent into Avernus
shield’s appearance, so that its celestial motif and designs have become twisted into a fiendish face that subtly moves in disturbing ways.
While holding this shield, you gain a +2 bonus to AC and
released from the shield, the pit fiend honors the terms of whatever bargain it struck to facilitate its escape.
While trapped in the shield, Gargauth carefully steers the shield’s current owner
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
). The characters might intend to uphold a bargain made with Skabatha Nightshade (see “Bargaining with Skabatha” in chapter 3). The characters might want to create a distraction, and performing a play is
party. If that occurs, resolve what happens to these wandering characters after the play has run its course.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
). The characters might intend to uphold a bargain made with Skabatha Nightshade (see “Bargaining with Skabatha” in chapter 3). The characters might want to create a distraction, and performing a play is
party. If that occurs, resolve what happens to these wandering characters after the play has run its course.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
). The characters might intend to uphold a bargain made with Skabatha Nightshade (see “Bargaining with Skabatha” in chapter 3). The characters might want to create a distraction, and performing a play is
party. If that occurs, resolve what happens to these wandering characters after the play has run its course.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Wrathful Smite 1st-level evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit with a melee weapon attack during this spell’s
, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Wrathful Smite 1st-level evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit with a melee weapon attack during this spell’s
, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Wrathful Smite 1st-level evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit with a melee weapon attack during this spell’s
, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
; despite knowing that she is evil and dangerous, they are desperate enough to risk making a bargain with her, or foolish enough to think they can persuade her to be helpful without getting something in
its soul goes to the Nine Hells. Hags are usually content to wait and conduct their own business, allowing mortals to come to them when the perceived need is great enough. Instead of being interested
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
; despite knowing that she is evil and dangerous, they are desperate enough to risk making a bargain with her, or foolish enough to think they can persuade her to be helpful without getting something in
its soul goes to the Nine Hells. Hags are usually content to wait and conduct their own business, allowing mortals to come to them when the perceived need is great enough. Instead of being interested
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Making an Attack When you take the Attack action, you make an attack. Some other actions, Bonus Actions, and Reactions also let you make an attack. Whether you strike with a Melee weapon, fire a
effects can apply penalties or bonuses to your attack roll. Resolve the Attack. Make the attack roll, as detailed earlier in this chapter. On a hit, you roll damage unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Making an Attack When you take the Attack action, you make an attack. Some other actions, Bonus Actions, and Reactions also let you make an attack. Whether you strike with a Melee weapon, fire a
effects can apply penalties or bonuses to your attack roll. Resolve the Attack. Make the attack roll, as detailed earlier in this chapter. On a hit, you roll damage unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
; despite knowing that she is evil and dangerous, they are desperate enough to risk making a bargain with her, or foolish enough to think they can persuade her to be helpful without getting something in
its soul goes to the Nine Hells. Hags are usually content to wait and conduct their own business, allowing mortals to come to them when the perceived need is great enough. Instead of being interested
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Making an Attack When you take the Attack action, you make an attack. Some other actions, Bonus Actions, and Reactions also let you make an attack. Whether you strike with a Melee weapon, fire a
effects can apply penalties or bonuses to your attack roll. Resolve the Attack. Make the attack roll, as detailed earlier in this chapter. On a hit, you roll damage unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage.
Magic Items
Baldur’s Gate: Descent into Avernus
conduct myself determines my reward in the afterlife. (Lawful)
6
Redemption. All creatures are capable of change for the better. (Good)
Bonds
D6
BOND
1
I have a
have disadvantage on attack rolls made within the weapon’s radius of bright light.
As a bonus action, you can intensify the sword’s light, causing it to shed bright light in a 15-foot
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Making an Attack When you take the Attack action, you make an attack. Some other actions, Bonus Actions, and Reactions also let you make an attack. Whether you strike with a Melee weapon, fire a
effects can apply penalties or bonuses to your attack roll. Resolve the Attack. Make the attack roll, as detailed earlier in this chapter. On a hit, you roll damage unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Making an Attack When you take the Attack action, you make an attack. Some other actions, Bonus Actions, and Reactions also let you make an attack. Whether you strike with a Melee weapon, fire a
effects can apply penalties or bonuses to your attack roll. Resolve the Attack. Make the attack roll, as detailed earlier in this chapter. On a hit, you roll damage unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Making an Attack When you take the Attack action, you make an attack. Some other actions, Bonus Actions, and Reactions also let you make an attack. Whether you strike with a Melee weapon, fire a
effects can apply penalties or bonuses to your attack roll. Resolve the Attack. Make the attack roll, as detailed earlier in this chapter. On a hit, you roll damage unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
futures and who strike a proper bargain with her (as described in “Bargaining with Endelyn” earlier in the chapter). If the characters ask her to conduct auguries for them, read: Draped in black robes
magic spell cast on the alcove reveals an aura of conjuration magic emanating from it. While standing in the alcove, Endelyn can use a bonus action to speak a command word (“imprek”) and teleport to her
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
futures and who strike a proper bargain with her (as described in “Bargaining with Endelyn” earlier in the chapter). If the characters ask her to conduct auguries for them, read: Draped in black robes
magic spell cast on the alcove reveals an aura of conjuration magic emanating from it. While standing in the alcove, Endelyn can use a bonus action to speak a command word (“imprek”) and teleport to her
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
futures and who strike a proper bargain with her (as described in “Bargaining with Endelyn” earlier in the chapter). If the characters ask her to conduct auguries for them, read: Draped in black robes
magic spell cast on the alcove reveals an aura of conjuration magic emanating from it. While standing in the alcove, Endelyn can use a bonus action to speak a command word (“imprek”) and teleport to her
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
accumulate much knowledge of local lore, dark creatures, and magic, which they are pleased to sell. Hags enjoy watching mortals bring about their own downfall, and a bargain with a hag is always dangerous
. The terms of such bargains typically involve demands to compromise principles or give up something dear — especially if the thing lost diminishes or negates the knowledge gained through the bargain. A






