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Returning 35 results for 'bound being domain can ranger'.
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Equipment
A Yew Wand is a Druidic Focus that is carved, tied with ribbon, or painted to channel primal magic. A Druid or Ranger can use this item as a Spellcasting Focus.
Equipment
A Wooden Staff is a Druidic Focus that is carved, tied with ribbon, or painted to channel primal magic. A Druid or Ranger can use this item as a Spellcasting Focus.
Equipment
A Sprig of Mistletoe is a Druidic Focus that is carved, tied with ribbon, or painted to channel primal magic. A Druid or Ranger can use this item as a Spellcasting Focus.
Monsters
Monster Manual
Bound. The guardian is magically bound to an amulet. While the guardian and its amulet are on the same plane of existence, the amulet’s wearer can telepathically call the guardian to travel to
the guardian.
Regeneration. The guardian regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point.
Spell Storing. A spellcaster who wears the guardian’s amulet can
Equipment
A Druidic Focus takes one of the forms in the Druidic Focuses table and is carved, tied with ribbon, or painted to channel primal magic. A Druid or Ranger can use such an object as a Spellcasting
Magic Items
Dungeon Master’s Guide
interdimensional portal.
You and any creature you designate when you use the shackles can take a Utilize action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a successful check, the creature breaks free and destroys the shackles.
You can take a Utilize action to place these shackles on a creature that has the Incapacitated condition. The shackles adjust to fit a creature of Small to Large size. The shackles prevent a creature
Magic Items
Dungeon Master’s Guide
regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell.
The level of the spell bound into the armor determines the spell’s saving throw DC
Bound into this armor is a spell of level 8 or lower. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and
Magic Items
Dungeon Master’s Guide
school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell.
The level of the spell bound into the weapon
Bound into this weapon is a spell of level 8 or lower. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation
Magic Items
Dungeon Master’s Guide
Bound into this staff is a spell of level 8 or lower. The spell is determined when the staff is created and can be of any school of magic. The staff has 6 charges and regains 1d6 expended charges
daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff ’s last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the demilich fails a saving throw, it can choose to succeed instead.
Undead Restoration. If the demilich is destroyed, it reforms and regains all
creature’s turn, the demilich can expend a use to take one of the following actions. The demilich regains all expended uses at the start of each of its turns.
Energy Drain. Constitution Saving
Equipment
As a Utilize action, you can wrap a Chain around an unwilling creature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed on a DC 13 Strength
(Athletics) check. If the creature’s legs are bound, the creature has the Restrained condition until it escapes. Escaping the Chain requires the creature to make a successful DC 18 Dexterity
Equipment
As a Utilize action, you can tie a knot with Rope if you succeed on a DC 10 Dexterity (Sleight of Hand) check. The Rope can be burst with a successful DC 20 Strength (Athletics) check.
You can bind
an unwilling creature with the Rope only if the creature has the Grappled, Incapacitated, or Restrained condition. If the creature’s legs are bound, the creature has the Restrained condition
Monsters
Monster Manual
becomes bound to the tome and can escape only if the tome is reduced to 0 Hit Points.
Fiendish Burst. Melee or Ranged Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Fiendish
arcanaloth has Advantage on saving throws against spells and other magical effects.
Soul Tome. The arcanaloth has a magic tome. While holding or carrying the tome, the arcanaloth can use its Banishing
Equipment
As a Utilize action, you can use Manacles to bind an unwilling Small or Medium creature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed on a DC
13 Dexterity (Sleight of Hand) check. While bound, a creature has Disadvantage on attack rolls, and the creature is Restrained if the Manacles are attached to a chain or hook that is fixed in place
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Shadow Escape. If the vampire drops to 0 Hit Points outside its resting place
, it teleports into its resting place unless it is in running water or sunlight. If it can’t teleport, it is destroyed. Once inside its resting place, it has the Paralyzed condition for 1 hour
Magic Items
Dungeon Master’s Guide
it longs to be more than mere reference material.
Abyssal Lore. You can reference the Demonomicon whenever you make an Intelligence check to discern information about demons or a Wisdom (Survival
) check related to the Abyss. When you do so, you gain Advantage on the check.
Containment. The first ten pages of the Demonomicon are blank. As a Magic action while holding the book, you can target a
Magic Items
Tasha’s Cauldron of Everything
saving throw DCs of your druid and ranger spells. The bonus is determined by the weapon’s rarity. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells
.
When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
Monsters
The Wild Beyond the Witchlight
Boon of Immortality. Endelyn is immune to any effect that would age her, and she can’t die from old age.
Eclipsed Doom. Endelyn can be killed only if she is reduced to 0 hit points during a
wearing or carrying, and reappears 24 hours later in the same location or the nearest unoccupied space.
Uncanny Awareness. Endelyn can’t be surprised.Multiattack. Endelyn makes two Puppeteer's Lash
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
can’t put her to sleep.
Sneak Attack (1/Turn). Raezil deals an extra 7 (2d6);{"diceNotation":"2d6","rollType":"roll","rollAction":"Sneak Attack"} damage when she hits a target with a weapon
Magic Items
Tasha’s Cauldron of Everything
This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a Spellcasting Focus for your Druid and Ranger spells.
While you are in an area that is Lightly Obscured, you can Hide as a Bonus Action even if you are being directly observed.
Monsters
Acquisitions Incorporated
Fey Ancestry. Môrgæn has advantage on saving throws against being charmed, and magic can't put her to sleep.
Innate Spellcasting. Môrgæn's spellcasting ability is Intelligence. She can innately cast
":"1d20+4","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). She has the following ranger spells prepared:
1st level (4 slots): alarm, animal friendship, hunter's mark
2nd level
Monsters
Candlekeep Mysteries
Bound to Candlekeep. Miirym can’t leave Candlekeep and is immune to any effect that would place her in a location outside it, including an extradimensional space. If she dies, Miirym regains
the books and scrolls kept in her subterranean domain. The Sentinel Wyrm can be summoned by the Keeper of Tomes and called upon to defend Candlekeep from invaders who would plunder or destroy it. In her
Monsters
The Wild Beyond the Witchlight
Amphibious. Bavlorna can breathe air and water.
Boon of Immortality. Bavlorna is immune to any effect that would age her, and she can’t die from old age.
Widdershins Allergy. If a creature
within 10 feet of Bavlorna uses at least 10 feet of movement to run in place counterclockwise, Bavlorna is overcome by a fit of sneezing and can’t cast spells until the end of her next turn. In
Monsters
Domains of Delight: A Feywild Accessory
location in that domain.
Legendary Resistance (3/Day). If Yarnspinner fails a saving throw, he can choose to succeed instead.
Spider Climb. Yarnspinner can climb difficult surfaces, including upside down
version of himself that wanders his domain. In this form, he can talk to strangers and steer them one direction or another without fear of being harmed. If a visitor needs a safe haven, Yarnspinner is
Monsters
The Wild Beyond the Witchlight
Boon of Immortality. Skabatha is immune to any effect that would age her, and she can’t die from old age.
Forgetfulness. The first creature that Skabatha sees after she finishes a long rest is
invisible to her. She can’t remember seeing the creature or perceive it using her truesight until the end of her next long rest.Multiattack. Skabatha makes two Claw attacks.
Claw. Melee Weapon
Magic Items
Wayfinder's Guide to Eberron
When mounted at the helm of an elemental galleon or airship, this wheel allows a creature that possesses the Mark of Storm to telepathically control the elemental bound inside the vessel.
If a wheel
of wind and water is mounted on a mundane sailing ship, a creature with the Mark of Storm who is using the wheel can create an area of ideal conditions around the vessel, increasing its speed by 5 miles per hour.
Monsters
Vecna: Eve of Ruin
spells and other magical effects.
Speak with Beasts and Plants. The dryad can communicate with Beasts and Plants as if they shared a language.Multiattack. The dryad makes two Poisonous Thorn attacks and
target has the grappled condition (escape DC 16). Until the grapple ends, the target has the restrained condition, and the dryad can’t use the same vine on another target. A creature restrained
Monsters
Strixhaven: A Curriculum of Chaos
Pact of Pain. Using a 10-minute ritual, the daemogoth can forge a magical bond with a willing creature it touches throughout the ritual. The creature becomes bound by the pact until it dies, the
daemogoth dies, or the pact is broken by any effect that can remove a curse.
The daemogoth chooses one spell from the necromancy or enchantment school that is 3rd level or lower. The bound creature can
Monsters
Strixhaven: A Curriculum of Chaos
necromancy or enchantment school that is 8th level or lower. The bound creature can cast that spell using this pact, requiring no material components and using Intelligence as the spellcasting ability. When it
creature’s concentration on a spell. Once the bound creature casts the spell in this way, it can’t do so again until it finishes a long rest.Multiattack. The titan makes two Agonizing Burst
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
Duty-Bound. The foresworn is bound to enacting a singular duty it pledged itself to in life. While this duty is incomplete, whenever the foresworn is destroyed, it re-forms at its previous location
after 3 (1d6);{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Days"} days, with all its hit points restored.
Incorporeal Movement. The foresworn can move through other creatures and objects as
Equipment
leather-bound tome can be used as a Spellbook. It is closed with a lock that comes with a key. As a Utilize action, a creature can try to pick the lock using Thieves' Tools, doing so with a successful DC 15 Dexterity (Sleight of Hand) check.
Magic Items
Tasha’s Cauldron of Everything
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard
spells. The bonus is determined by the book’s rarity.
You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon turtle can breathe air and water.Multiattack. The dragon turtle makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType
Monster Manual is a typical adult, at least a century old and boasting a valuable hoard. You can use the stat blocks in this section for older or younger dragon turtles. In addition, chapter 5
Monsters
Quests from the Infinite Staircase
within the garden.
Legendary Resistance (3/Day). If the Gardener fails a saving throw, they can choose to succeed instead.
Unfettered Steps. The Gardener is unaffected by difficult
terrain.Multiattack. The Gardener makes two Vine attacks and can use Breath of Tranquility if available.
Vine. Melee Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Vine"} to hit, reach
Monsters
Eberron: Rising from the Last War
(spell save DC 24). He can innately cast the following spells, requiring no material components:
At will: detect thoughts, dispel magic, spirit guardians
1/day each: banishing smite, blinding smite
, staggering smite
Legendary Resistance (3/Day). If Rak Tulkhesh fails a saving throw, he can choose to succeed instead.
Magic Resistance. Rak Tulkhesh has advantage on saving throws against spells and






