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Returning 35 results for 'branches binding diffusing command regards'.
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Magic Items
Dungeon Master’s Guide
You can take a Magic action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of yourself. Each target must succeed on a DC 15 Wisdom saving
throw or have the Charmed condition for 8 hours. While Charmed in this way, the creature regards you as its trusted leader. If harmed by you or your allies or commanded to do something contrary to its
Magic Items
Dungeon Master’s Guide
action while on the boat to command it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the boat as a Magic action.
Tree (Uncommon). You must be
60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.
Whip (Rare). You can take a Magic action to throw the token to a point within 10 feet of
Rod of Rulership
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be
charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn.
magic-items
action to command the tree to eviscerate its unfortunate prisoners, draining their life and blood as the branches shake and quiver. All creatures Stunned by the tree take 8d6 Piercing damage, and half
save, the tree captures the target within its branches. The target takes 6d6 Piercing damage, and has the Stunned condition until it’s released from the tree.
Eviscerate. You can take a Magic
Vampire Warrior
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded
of the following effects:
There's a noticeable increase in the populations of bats, rats, and wolves in the region.
Plants within 500 feet of the lair wither, and their stems and branches become
Staff of the Woodlands
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic
if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.
Vampire
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under the vampire’s control, it takes the vampire’s requests
noticeable increase in the populations of bats, rats, and wolves in the region.
Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
Shadows cast within 500 feet
Vampire Spellcaster
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected
effects:
There's a noticeable increase in the populations of bats, rats, and wolves in the region.
Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, the target regards the abishai as a trusted friend to be heeded and protected. This effect ends if the abishai or its companions deal damage to the target.Red abishais have no equals among the
, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed.
Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering
Monsters
Waterdeep: Dungeon of the Mad Mage
saving throw against this magic or be charmed by Zorak. The charmed target regards Zorak as a trusted friend to be heeded and protected. Although the target isn't under Zorak's control, it takes
stems and branches become twisted and thorny.
Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
A creeping fog clings to the ground within 500 feet of the
Quaal's Feather Token
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge
branches at the top spread out in a 20-foot radius.
Feather Token (Whip);Whip. You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip
Feather Token
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge
branches at the top spread out in a 20-foot radius.
Feather Token (Whip);Whip. You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip
Monsters
Princes of the Apocalypse
or be blinded until initiative count 20 on the next round.
Regional Effects
When Yan-C-Bin inhabits an elemental node, the air is at his command. Temperatures fluctuate from blistering hot to
touch.
Gale force winds tear across the landscape in a 5-mile radius, whisking away small or light objects, dismantling roofs and fences, tearing branches from trees, and making flight impossible
Monsters
Waterdeep: Dungeon of the Mad Mage
, command, inflict wounds, ray of sickness
2nd level (3 slots): blindness/deafness, ray of enfeeblement, spiritual weapon
3rd level (3 slots): animate dead, bestow curse, dispel magic, spirit guardians
succeed on a DC 17 Wisdom saving throw against this magic or be charmed by Keresta. The charmed target regards Keresta as a trusted friend to be heeded and protected. Although the target isn't under
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Rod of Rulership Rod, rare (requires attunement) You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target
must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Rod of Rulership Rod, rare (requires attunement) You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target
must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Rod of Rulership Rod, Rare (Requires Attunement) You can take a Magic action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of yourself
. Each target must succeed on a DC 15 Wisdom saving throw or have the Charmed condition for 8 hours. While Charmed in this way, the creature regards you as its trusted leader. If harmed by you or your
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Rod of Rulership Rod, rare (requires attunement) You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target
must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Rod of Rulership Rod, Rare (Requires Attunement) You can take a Magic action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of yourself
. Each target must succeed on a DC 15 Wisdom saving throw or have the Charmed condition for 8 hours. While Charmed in this way, the creature regards you as its trusted leader. If harmed by you or your
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Rod of Rulership Rod, rare (requires attunement) You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target
must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rod of Rulership Rod, Rare (Requires Attunement) You can take a Magic action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of yourself
. Each target must succeed on a DC 15 Wisdom saving throw or have the Charmed condition for 8 hours. While Charmed in this way, the creature regards you as its trusted leader. If harmed by you or your
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rod of Rulership Rod, Rare (Requires Attunement) You can take a Magic action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of yourself
. Each target must succeed on a DC 15 Wisdom saving throw or have the Charmed condition for 8 hours. While Charmed in this way, the creature regards you as its trusted leader. If harmed by you or your
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rod of Rulership Rod, Rare (Requires Attunement) You can take a Magic action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of yourself
. Each target must succeed on a DC 15 Wisdom saving throw or have the Charmed condition for 8 hours. While Charmed in this way, the creature regards you as its trusted leader. If harmed by you or your
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Rod of Rulership Rod, rare (requires attunement) You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target
must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Rod of Rulership Rod, Rare (Requires Attunement) You can take a Magic action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of yourself
. Each target must succeed on a DC 15 Wisdom saving throw or have the Charmed condition for 8 hours. While Charmed in this way, the creature regards you as its trusted leader. If harmed by you or your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Rod of Rulership Rod, rare (requires attunement) You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target
must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Iron Bands of Binding Wondrous item, rare This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or
modifier plus your proficiency bonus. On a 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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Iron Bands of Binding Wondrous item, rare This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or
modifier plus your proficiency bonus. On a 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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Iron Bands of Binding Wondrous item, rare This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or
modifier plus your proficiency bonus. On a 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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Magic Items (W) Wand of Binding Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you
attunement)
This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Magic Items (W) Wand of Binding Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you
attunement)
This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Magic Items (W) Wand of Binding Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you
attunement)
This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Cleric Spells Cantrips (0 Level)
Guidance
Light
Mending
Resistance
Sacred Flame
Spare the Dying
Thaumaturgy
1st Level
Bane
Bless
Command
Create or Destroy Water
Cure Wounds
Flame Strike
Geas
Greater Restoration
Hallow
Insect Plague
Legend Lore
Mass Cure Wounds
Planar Binding
Raise Dead
Scrying
6th Level
Blade Barrier
Create Undead
Find the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Cleric Spells Cantrips (0 Level) Guidance
Light
Mending
Resistance
Sacred Flame
Spare the Dying
Thaumaturgy
1st Level Bane
Bless
Command
Create or Destroy Water
Shape
5th Level Commune
Contagion
Dispel Evil and Good
Flame Strike
Geas
Greater Restoration
Hallow
Insect Plague
Legend Lore
Mass Cure Wounds
Planar Binding
Raise
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Cleric Spells Cantrips (0 Level) Guidance
Light
Mending
Resistance
Sacred Flame
Spare the Dying
Thaumaturgy
1st Level Bane
Bless
Command
Create or Destroy Water
Shape
5th Level Commune
Contagion
Dispel Evil and Good
Flame Strike
Geas
Greater Restoration
Hallow
Insect Plague
Legend Lore
Mass Cure Wounds
Planar Binding
Raise






