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Returning 35 results for 'book bond diffusing combat regains'.
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Magic Items
Dungeon Master’s Guide
This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines
, your Strength increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.
Magic Items
Dungeon Master’s Guide
This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its
guidelines, your Wisdom increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century.
Magic Items
Dungeon Master’s Guide
This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and
practicing its guidelines, your Charisma increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.
Magic Items
Dungeon Master’s Guide
This book contains health and nutrition tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its
guidelines, your Constitution increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.
Magic Items
Dungeon Master’s Guide
This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing
its guidelines, your Dexterity increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.
Magic Items
Dungeon Master’s Guide
This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its
guidelines, your Intelligence increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.
Spells
Player’s Handbook
1 mile (works only with you)
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Life Bond. When you regain Hit Points from a level 1+ spell, the steed regains the same number of Hit Points if
the steed’s creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block.
Combat. The steed is an ally to you and your allies. In combat, it shares your
Magic Items
Dungeon Master’s Guide
the Dungeon Master’s Guide):
2 minor beneficial properties
1 minor detrimental property
1 major detrimental property
Spells. The book has 8 charges and regains 1d8 expended charges daily
. The tome recounts both the oldest and most current profanities of the Abyss and demons. Demons have attempted to censor the text, and while sections have been ripped from the book’s spine, the
Magic Items
Dungeon Master’s Guide
you roll a 20 on the d20 for an attack roll with this weapon, the target takes an extra 21 Necrotic damage.
While holding Wave, you gain the following benefits:
Combat Ready. You have Advantage on
regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 20) from it on a Beast that has a Swim Speed.
Globe of Invulnerability. While
Spells
Player’s Handbook
creature is an ally to you and your allies. In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you
(Slaad Only). The spirit regains 5 Hit Points at the start of its turn if it has at least 1 Hit Point.
Whispering Aura (Mind Flayer Only). At the start of each of the spirit’s turns, the spirit
Spells
Player’s Handbook
. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes
spirit can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 Temporary Hit Points.
Healing Touch (1/Day). The spirit touches another creature. The target regains Hit Points equal to 2d8 + the spell’s level.
Magic Items
Dungeon Master’s Guide
attack rolls and damage rolls made with this magic weapon. If you hit an Undead with this weapon, you take 1d10 Necrotic damage, and the target regains 1d10 Hit Points. If this Necrotic damage reduces you
, two other weapons locked away under White Plume Mountain. It wants the three weapons to be reunited and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious
Classes
Player’s Handbook
Paladin’s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.
Paladins train to learn the skills of combat, mastering a variety of weapons and
Monsters
Forgotten Realms: Adventures in Faerûn
following actions. Biha Babir regains all expended uses at the start of each of her turns.
Misty Burst. Biha Babir teleports to an unoccupied space she can see within 30 feet of herself and makes one
a cunning mind. Biha Babir is politically savvy and prefers to outsmart her opponents rather than battle them, though she doesn’t shy from combat if necessary.
Biha Babir covets opulence, but
Monsters
Candlekeep Mysteries
False Object. If the library is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the library move or act, that creature must
succeed on a DC 15 Wisdom (Perception) check to discern that the library is animate.Multiattack. The library makes two attacks.
Chained Book. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType
Monsters
Candlekeep Mysteries
False Objects. If the swarm is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the swarm move or act, that creature must
","rollType":"to hit","rollAction":"Book Club"} to hit, reach 0 ft., one target in the swarm’s space. Hit: 6 (2d4 + 1);{"diceNotation":"2d4+1","rollType":"damage","rollAction":"Book Club","rollDamageType
Find Steed
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
one language of your choice that you speak.
Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted
You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on
Magic Items
Tasha’s Cauldron of Everything
regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
If you spend 1 minute studying the book, you can expend 1 charge to replace one of your
This pristine book smells faintly of a random scent you find pleasing. When found, the book contains the following spells: antipathy/sympathy, charm person, dominate person, enthrall, hypnotic
Magic Items
Tasha’s Cauldron of Everything
spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
If you spend 1 minute studying the book, you can
This thick, scorched spellbook reeks of smoke and ozone, and sparks of energy crackles along the edges of its pages. When found, the book contains the following spells: contingency, fireball, gust of
Magic Items
Tasha’s Cauldron of Everything
spellbook for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use
To you, this book is a magical spellbook. To anyone else, the book appears to be a volume of verbose romance fiction. As an action, you can change the book’s appearance and alter the plot of
Magic Items
Tasha’s Cauldron of Everything
regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
If you spend 1 minute studying the book, you can expend 1 charge to replace one of your
This leather-bound spellbook is reinforced with iron and silver fittings and an iron lock (DC 20 to open). As an action, you can touch the book’s cover and cause it to lock as if you cast
Magic Items
Tasha’s Cauldron of Everything
holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following
This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while
Magic Items
Tasha’s Cauldron of Everything
you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the
With covers made of skin and fittings of bone, this tome is cold to the touch, and it whispers faintly. When found, the book contains the following spells, which are wizard spells for you while you
Monsters
Waterdeep: Dungeon of the Mad Mage
bond, wall of force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank
9th level (1 slot): time stop
*The archmage casts mind blank, stoneskin
and mage armor spells on itself before combat.
He doesn't need material components to cast any of his prepared spells.Dagger. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to
Magic Items
Tasha’s Cauldron of Everything
focus for your wizard spells. The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
If you spend 1 minute studying
The pages of this book are bound in fiend hide, and its cover is embossed with a diagram of the Great Wheel of the multiverse. When found, the book contains the following spells: banishment, find
Monsters
The Wild Beyond the Witchlight
my sword. They beat words to hell.”
Ideal. “I expect to be paid well for my handiwork.”
Bond. “The League of Malevolence is a convenient arrangement—until something
better comes along.”
Flaw. “I don’t have a single friend I can count on.”
Combat Notes
Warduke likes to hit things with his sword; it’s as simple as that.
League of
Monsters
The Wild Beyond the Witchlight
actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Iggwilv regains spent legendary actions at the
Oerth as Iggwilv the Witch Queen, a peerless wizard and conqueror. It was she who wrote the Demonomicon of Iggwilv—the greatest of all treatises on the Abyss and its demonic inhabitants. (The book
Magic Items
Tasha’s Cauldron of Everything
it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
If
Acrid odors cling to this stained, heavy volume. The book’s metal fittings are copper, iron, lead, silver, and gold, some frozen mid-transition from one metal to another. When found, the book
Monsters
Candlekeep Mysteries
an extra 1d6;{"diceNotation":"1d6","rollType":"damage","rollAction":"Staff of Striking","rollDamageType":"force"} force damage.
Heal Self (Recharges after a Long Rest). Bak Mei regains 2d8 + 4
at a time and only at the end of another creature’s turn. Bak Mei regains spent legendary actions at the start of his turn.
Crane Dance. Bak Mei moves up to 20 feet. This movement does not
Monsters
The Wild Beyond the Witchlight
False Appearance. If Squirt is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed Squirt move or act, that creature must succeed
;
Bond. “I’m running on fumes here. I need oil.”
Flaw. “I’m too tired to fly today. You carry me.”Poison
Monsters
Mythic Odysseys of Theros
are highly trained warriors, versed not only in strategy and tactics but in the glorification of the warrior's spirit, the basis of an ethos that forges an unbreakable bond between members of a
military unit. In combat, hoplites typically work in groups and use coordinated tactics to win victories.
The three Hoplite Unit Names tables present the sorts of titles used by hoplite contingents hailing
Monsters
Mordenkainen Presents: Monsters of the Multiverse
it forms a bond, a gray render serves its master devotedly.
A gray render might be a strong ally, but it’s always an unpredictable one. In combat, a gray render fights viciously and never
its master.A curious impulse drives the gray render. Despite its hulking form and terrible appetite, it wants most of all to bond with an intelligent creature and, once bonded, to give its life to
Magic Items
Storm King's Thunder
used as part of rituals to resolve disputes. The gavel has the following properties.
Arbiter’s Shield. At the start of every combat, attack rolls against you have disadvantage before the start of
your first turn, provided that the gavel is on your person.
Bond of Amity. As an action, you can use the gavel to strike a point on a hard surface. The first time in the next minute that a creature
Monsters
The Wild Beyond the Witchlight
Special Equipment. Skylla carries an eldritch staff (see appendix A) with 10 charges. The staff regains 1d6 + 4;{"diceNotation":"1d6+4","rollType":"roll","rollAction":"Charges regained"} expended
their back on me.”
Ideal. “Power is what I crave. One can never have too much of it.”
Bond. “Baba Yaga is my patron, and she has taught me to be self-reliant. Nevertheless, I
Monsters
The Wild Beyond the Witchlight
False Appearance. If the rocking horse is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the rocking horse move or act, that
creature and can fly only while mounted.
Unusual Nature. The rocking horse doesn’t require air, food, drink, or sleep, and it regains no hit points or Hit Dice at the end of a long rest.Head Butt






