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Returning 35 results for 'bottomed bonded diffusing common resolve'.
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Species
Guildmasters’ Guide to Ravnica
, leathery skin. Each of their hands has four thick digits, and their feet are the flat-bottomed, oval-shaped feet of elephants.
Like that of an elephant, a loxodon’s trunk is a useful
the Orzhov Syndicate or the Azorius Senate.
Loxodons believe that the members of a group have a responsibility to look out for each other. Once they have joined a guild or bonded with other individuals
Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
insults with vengeance.
Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They
humans translate their family names into Common, but others retain the Elvish version.
Child Names: Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin
Species
Mordenkainen Presents: Monsters of the Multiverse
a scale color more akin to that of a chromatic or a metallic dragon. A kobold’s cry can express a range of emotion: anger, resolve, elation, fear, and more. Regardless of the emotion expressed
can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Silvered Weapon Weapon (Any Simple or Martial), Common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
)
CON
10 (+0)
INT
9 (–1)
WIS
16 (+3)
CHA
11 (+0)
Skills Perception +5
Senses passive Perception 15
Languages understands Common, Elvish, and Sylvan but can’t
lasts until the hawk bonds with a different creature or until the bonded creature dies. While bonded, the hawk and the bonded creature can communicate telepathically with each other at a distance of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Silvered Weapon Weapon (Any Simple or Martial), Common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
)
CON
10 (+0)
INT
9 (–1)
WIS
16 (+3)
CHA
11 (+0)
Skills Perception +5
Senses passive Perception 15
Languages understands Common, Elvish, and Sylvan but can’t
lasts until the hawk bonds with a different creature or until the bonded creature dies. While bonded, the hawk and the bonded creature can communicate telepathically with each other at a distance of
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
10(+0)
WIS
11(+0)
CHA
11(+0)
Skills Athletics +7, Stealth +7
Senses passive Perception 10
Languages Common
Challenge 3 (700 XP)
Bonded Mount. The knight is magically bound
to a beast with an innate swimming speed trained to serve as its mount. While mounted on this beast, the knight gains the beast’s senses and ability to breathe underwater. The bonded mount obeys the
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
10(+0)
WIS
11(+0)
CHA
11(+0)
Skills Athletics +7, Stealth +7
Senses passive Perception 10
Languages Common
Challenge 3 (700 XP)
Bonded Mount. The knight is magically bound
to a beast with an innate swimming speed trained to serve as its mount. While mounted on this beast, the knight gains the beast’s senses and ability to breathe underwater. The bonded mount obeys the
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
10(+0)
WIS
11(+0)
CHA
11(+0)
Skills Athletics +7, Stealth +7
Senses passive Perception 10
Languages Common
Challenge 3 (700 XP)
Bonded Mount. The knight is magically bound
to a beast with an innate swimming speed trained to serve as its mount. While mounted on this beast, the knight gains the beast’s senses and ability to breathe underwater. The bonded mount obeys the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Silvered Weapon Weapon (Any Simple or Martial), Common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
)
CON
10 (+0)
INT
9 (–1)
WIS
16 (+3)
CHA
11 (+0)
Skills Perception +5
Senses passive Perception 15
Languages understands Common, Elvish, and Sylvan but can’t
lasts until the hawk bonds with a different creature or until the bonded creature dies. While bonded, the hawk and the bonded creature can communicate telepathically with each other at a distance of
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
(+3)
CHA
14(+2)
Saving Throws Dex +6, Wis +6, Cha +5
Skills Insight +6, Perception +6
Senses truesight 120 ft., passive Perception 16
Languages understands Celestial and Common but
bond lasts until the felidar bonds with a different creature or until the bonded creature dies. This bond has the following effects:
The felidar and the bonded creature can communicate
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
(+3)
CHA
14(+2)
Saving Throws Dex +6, Wis +6, Cha +5
Skills Insight +6, Perception +6
Senses truesight 120 ft., passive Perception 16
Languages understands Celestial and Common but
bond lasts until the felidar bonds with a different creature or until the bonded creature dies. This bond has the following effects:
The felidar and the bonded creature can communicate
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
(+3)
CHA
14(+2)
Saving Throws Dex +6, Wis +6, Cha +5
Skills Insight +6, Perception +6
Senses truesight 120 ft., passive Perception 16
Languages understands Celestial and Common but
bond lasts until the felidar bonds with a different creature or until the bonded creature dies. This bond has the following effects:
The felidar and the bonded creature can communicate
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those
of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those
of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those
of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Kalashtar The kalashtar have bonded with good-aligned quori spirits, which communicate with their hosts through dreams and visions. Descended from monks who offered their bodies as sanctuaries to
Damage Resistances psychic
Senses passive Perception 12
Languages Common, telepathy 20 ft.
Challenge 1/4 (50 XP)
Dual Mind. The kalashtar has advantage on Wisdom saving throws.
Actions
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Kalashtar The kalashtar have bonded with good-aligned quori spirits, which communicate with their hosts through dreams and visions. Descended from monks who offered their bodies as sanctuaries to
Damage Resistances psychic
Senses passive Perception 12
Languages Common, telepathy 20 ft.
Challenge 1/4 (50 XP)
Dual Mind. The kalashtar has advantage on Wisdom saving throws.
Actions
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Kalashtar The kalashtar have bonded with good-aligned quori spirits, which communicate with their hosts through dreams and visions. Descended from monks who offered their bodies as sanctuaries to
Damage Resistances psychic
Senses passive Perception 12
Languages Common, telepathy 20 ft.
Challenge 1/4 (50 XP)
Dual Mind. The kalashtar has advantage on Wisdom saving throws.
Actions
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Cultist Doomsayer and Fanatic Cultists devote themselves to their faith’s leaders and otherworldly masters. While this zeal grants cultists no magical powers, it gives them remarkable resolve in the
Cha 10 +0 +0
Skills Deception +2, Religion +2
Gear Leather Armor, Sickle
Senses Passive Perception 10
Languages Common
CR 1/8 (XP 25; PB +2)
Actions
Ritual Sickle. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 1 Necrotic damage.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Cultist Doomsayer and Fanatic Cultists devote themselves to their faith’s leaders and otherworldly masters. While this zeal grants cultists no magical powers, it gives them remarkable resolve in the
Cha 10 +0 +0
Skills Deception +2, Religion +2
Gear Leather Armor, Sickle
Senses Passive Perception 10
Languages Common
CR 1/8 (XP 25; PB +2)
Actions
Ritual Sickle. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 1 Necrotic damage.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Cultist Doomsayer and Fanatic Cultists devote themselves to their faith’s leaders and otherworldly masters. While this zeal grants cultists no magical powers, it gives them remarkable resolve in the
Cha 10 +0 +0
Skills Deception +2, Religion +2
Gear Leather Armor, Sickle
Senses Passive Perception 10
Languages Common
CR 1/8 (XP 25; PB +2)
Actions
Ritual Sickle. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 1 Necrotic damage.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
and trade specialties, all the islands are connected to each other via flotillas of skims—flat-bottomed boats that ply the waters of the cove, operated by pilots known as skimmers. The Ribbon and the
live on small family farms joined together in pacts—resource-sharing alliances forged by common interest. Inexplicably, the Ribbon’s soil grows less fertile each year, and no living soul in
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
covered by thick, leathery skin. Each of their hands has four thick digits, and their feet are the flat-bottomed, oval-shaped feet of elephants. Like that of an elephant, a loxodon’s trunk is a useful
Orzhov Syndicate or the Azorius Senate. Loxodons believe that the members of a group have a responsibility to look out for each other. Once they have joined a guild or bonded with other individuals in any
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
covered by thick, leathery skin. Each of their hands has four thick digits, and their feet are the flat-bottomed, oval-shaped feet of elephants. Like that of an elephant, a loxodon’s trunk is a useful
Orzhov Syndicate or the Azorius Senate. Loxodons believe that the members of a group have a responsibility to look out for each other. Once they have joined a guild or bonded with other individuals in any
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
covered by thick, leathery skin. Each of their hands has four thick digits, and their feet are the flat-bottomed, oval-shaped feet of elephants. Like that of an elephant, a loxodon’s trunk is a useful
Orzhov Syndicate or the Azorius Senate. Loxodons believe that the members of a group have a responsibility to look out for each other. Once they have joined a guild or bonded with other individuals in any
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
and trade specialties, all the islands are connected to each other via flotillas of skims—flat-bottomed boats that ply the waters of the cove, operated by pilots known as skimmers. The Ribbon and the
live on small family farms joined together in pacts—resource-sharing alliances forged by common interest. Inexplicably, the Ribbon’s soil grows less fertile each year, and no living soul in
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
and trade specialties, all the islands are connected to each other via flotillas of skims—flat-bottomed boats that ply the waters of the cove, operated by pilots known as skimmers. The Ribbon and the
live on small family farms joined together in pacts—resource-sharing alliances forged by common interest. Inexplicably, the Ribbon’s soil grows less fertile each year, and no living soul in
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
of the corruptible, the resolve of the truly heroic—the Dark Powers savor these traits. Whether for a night or an eternity, Ravenloft seeks heroes of all sorts and pits them against their greatest
nightmares. This chapter explores how to create a character prepared to face the horrors of Ravenloft, while also forging ties to the haunted pedigrees and grim fates common to the Domains of Dread
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Frequency of Bastion Turns By default, a Bastion turn occurs every 7 days of in-game time. Here are common examples of players taking one or more Bastion turns: The characters are on a long journey
in your Bastions. Go ahead and resolve six Bastion turns.” The characters return to their Bastions in the midst of an adventure. You might say, “You have just enough time to take a Bastion turn
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Frequency of Bastion Turns By default, a Bastion turn occurs every 7 days of in-game time. Here are common examples of players taking one or more Bastion turns: The characters are on a long journey
in your Bastions. Go ahead and resolve six Bastion turns.” The characters return to their Bastions in the midst of an adventure. You might say, “You have just enough time to take a Bastion turn
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
of the corruptible, the resolve of the truly heroic—the Dark Powers savor these traits. Whether for a night or an eternity, Ravenloft seeks heroes of all sorts and pits them against their greatest
nightmares. This chapter explores how to create a character prepared to face the horrors of Ravenloft, while also forging ties to the haunted pedigrees and grim fates common to the Domains of Dread
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Frequency of Bastion Turns By default, a Bastion turn occurs every 7 days of in-game time. Here are common examples of players taking one or more Bastion turns: The characters are on a long journey
in your Bastions. Go ahead and resolve six Bastion turns.” The characters return to their Bastions in the midst of an adventure. You might say, “You have just enough time to take a Bastion turn






