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Returning 35 results for 'bow bands diffusing confined restrained'.
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bow bards diffusing contained restrained
bow bonus diffusing contained restrained
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bow band diffusing contained restrained
Magic Items
Dungeon Master’s Guide
has the Restrained condition until you take a Bonus Action to issue a command that releases it. Doing so or missing with the attack causes the bands to contract and become a sphere once more.
A
creature that can touch the bands, including the one Restrained, can take an action to make a DC 20 Strength (Athletics) check to break the iron bands. On a successful check, the item is destroyed, and the
Iron Bands of Binding
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once
more.
A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If
Iron Bands of Bilarro
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once
more.
A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If
Magic Items
Bigby Presents: Glory of the Giants
deals an extra 1d6 fire damage. When you score a critical hit with an attack using this whip, the target also has the restrained condition until the start of your next turn, as fiery bands lash around
Imprisonment
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then.
The special component for this
a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.
The special component for this version of the spell is a miniature representation of the prison made from jade
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Proficiency Bonus. On a hit, the target has the Restrained condition until you take a Bonus Action to issue a command that releases it. Doing so or missing with the attack causes the bands to contract
and become a sphere once more. A creature that can touch the bands, including the one Restrained, can take an action to make a DC 20 Strength (Athletics) check to break the iron bands. On a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Proficiency Bonus. On a hit, the target has the Restrained condition until you take a Bonus Action to issue a command that releases it. Doing so or missing with the attack causes the bands to contract
and become a sphere once more. A creature that can touch the bands, including the one Restrained, can take an action to make a DC 20 Strength (Athletics) check to break the iron bands. On a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Proficiency Bonus. On a hit, the target has the Restrained condition until you take a Bonus Action to issue a command that releases it. Doing so or missing with the attack causes the bands to contract
and become a sphere once more. A creature that can touch the bands, including the one Restrained, can take an action to make a DC 20 Strength (Athletics) check to break the iron bands. On a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Proficiency Bonus. On a hit, the target has the Restrained condition until you take a Bonus Action to issue a command that releases it. Doing so or missing with the attack causes the bands to contract
and become a sphere once more. A creature that can touch the bands, including the one Restrained, can take an action to make a DC 20 Strength (Athletics) check to break the iron bands. On a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Proficiency Bonus. On a hit, the target has the Restrained condition until you take a Bonus Action to issue a command that releases it. Doing so or missing with the attack causes the bands to contract
and become a sphere once more. A creature that can touch the bands, including the one Restrained, can take an action to make a DC 20 Strength (Athletics) check to break the iron bands. On a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
bands to contract and become a sphere once more. A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed
, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can’t be used again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
bands to contract and become a sphere once more. A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed
, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can’t be used again until the next dawn.
Monsters
Eberron: Rising from the Last War
next round. Any creature that starts or ends its turn in the area must succeed on a DC 23 Strength saving throw or be restrained. A creature can escape the tentacles with a successful DC 23 Strength
part of me has become a conscious entity.”
5
“My opponents must bow down to a mind flayer!”
6
“Dyrrn and the mind flayers simply want to unite all sentient creatures in collective consciousness. And I receive messages from the group mind!”
Poison, Psychic
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Proficiency Bonus. On a hit, the target has the Restrained condition until you take a Bonus Action to issue a command that releases it. Doing so or missing with the attack causes the bands to contract
and become a sphere once more. A creature that can touch the bands, including the one Restrained, can take an action to make a DC 20 Strength (Athletics) check to break the iron bands. On a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
bands to contract and become a sphere once more. A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed
, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can’t be used again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
bands to contract and become a sphere once more. A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed
, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can’t be used again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
bands to contract and become a sphere once more. A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed
, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can’t be used again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
bands to contract and become a sphere once more. A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed
, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can’t be used again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Energy Bow Weapon (Longbow or Shortbow), Very Rare (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your
must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Energy Bow Weapon (Longbow or Shortbow), Very Rare (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your
must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Energy Bow Weapon (Longbow or Shortbow), Very Rare (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your
must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Equipment Energy Bow
Studded Leather Armor
Shortsword
Druidic Focus (sprig of mistletoe)
Explorer’s Pack
Dice Set
Hooded Lantern
Manacles
Traveler’s Clothes
Energy Bow Weapon (Longbow or Shortbow), Very Rare (Requires Attunement) You gain a +1
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Equipment Energy Bow
Studded Leather Armor
Shortsword
Druidic Focus (sprig of mistletoe)
Explorer’s Pack
Dice Set
Hooded Lantern
Manacles
Traveler’s Clothes
Energy Bow Weapon (Longbow or Shortbow), Very Rare (Requires Attunement) You gain a +1
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Equipment Energy Bow
Studded Leather Armor
Shortsword
Druidic Focus (sprig of mistletoe)
Explorer’s Pack
Dice Set
Hooded Lantern
Manacles
Traveler’s Clothes
Energy Bow Weapon (Longbow or Shortbow), Very Rare (Requires Attunement) You gain a +1
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Equipment Energy Bow
Studded Leather Armor
Shortsword
Druidic Focus (sprig of mistletoe)
Explorer’s Pack
Dice Set
Hooded Lantern
Manacles
Traveler’s Clothes
Energy Bow Weapon (Longbow or Shortbow), Very Rare (Requires Attunement) You gain a +1
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Equipment Energy Bow
Studded Leather Armor
Shortsword
Druidic Focus (sprig of mistletoe)
Explorer’s Pack
Dice Set
Hooded Lantern
Manacles
Traveler’s Clothes
Energy Bow Weapon (Longbow or Shortbow), Very Rare (Requires Attunement) You gain a +1
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Equipment Energy Bow
Studded Leather Armor
Shortsword
Druidic Focus (sprig of mistletoe)
Explorer’s Pack
Dice Set
Hooded Lantern
Manacles
Traveler’s Clothes
Energy Bow Weapon (Longbow or Shortbow), Very Rare (Requires Attunement) You gain a +1
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Energy Bow Weapon (Longbow or Shortbow), Very Rare (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your
must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Energy Bow Weapon (Longbow or Shortbow), Very Rare (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your
must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Energy Bow Weapon (Longbow or Shortbow), Very Rare (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your
must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
(Athletics) check, someone not using the lever can get a grip on the bottom of the door, eliminating the disadvantage. After 5 rounds, characters confined by the trap hear the sound of stone slowly
becomes difficult terrain after 1 minute. After 3 minutes of accumulation, a creature that moves through the sand must make a DC 10 Strength or Dexterity saving throw, becoming restrained on a failed
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
(Athletics) check, someone not using the lever can get a grip on the bottom of the door, eliminating the disadvantage. After 5 rounds, characters confined by the trap hear the sound of stone slowly
becomes difficult terrain after 1 minute. After 3 minutes of accumulation, a creature that moves through the sand must make a DC 10 Strength or Dexterity saving throw, becoming restrained on a failed
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
(Athletics) check, someone not using the lever can get a grip on the bottom of the door, eliminating the disadvantage. After 5 rounds, characters confined by the trap hear the sound of stone slowly
becomes difficult terrain after 1 minute. After 3 minutes of accumulation, a creature that moves through the sand must make a DC 10 Strength or Dexterity saving throw, becoming restrained on a failed
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
end of the hall leads outside and can be pulled open to reveal the gardens (area S9). The sixty mongrelfolk confined here are fed at irregular intervals by Clovin Belview. Dinner is foretold by the
ringing of the abbey bell (area S17). These mongrelfolk aren’t restrained, but they refuse to leave their rooms for fear of being killed by the golem or cast out of the abbey and forced to fend for
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
end of the hall leads outside and can be pulled open to reveal the gardens (area S9). The sixty mongrelfolk confined here are fed at irregular intervals by Clovin Belview. Dinner is foretold by the
ringing of the abbey bell (area S17). These mongrelfolk aren’t restrained, but they refuse to leave their rooms for fear of being killed by the golem or cast out of the abbey and forced to fend for






