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Returning 35 results for 'bravery bad diffusing contents restrained'.
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bravery bad diffusing content restrained
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Spells
Player’s Handbook
within the spell’s range. Until the end of your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next
up to 30 feet in any direction within the spell’s range.
You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Monsters
Adventure Atlas: The Mortuary
grapple ends, if the target is not an Undead, the target has the restrained condition and takes 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Entrap", "rollDamageType":"piercing
during the day, while a necromancer might enlist animated coffins to conscript corpses from faraway settlements into an Undead army.
Animated coffins are rarely empty. The Animated Coffin Contents
Telekinesis
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic
tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
an Undead army. Animated coffins are rarely empty. The Animated Coffin Contents table presents some contents an animated coffin might contain when encountered. Animated Coffin Contents d6 Contents
target is not an Undead, the target has the restrained condition and takes 14 (4d6) piercing damage at the start of each of its turns. The animated coffin can grapple only one creature at a time.
Dave Melvin
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
might say words to Tymora before any endeavor in which a little good luck would help, but not when an incidence of bad luck might occur. (On such occasions folk pray to Beshaba to spare them from bad
left with the stranger as payment for Tymora’s favor. If it’s not, the stranger can choose to keep it (and the bad luck) or return it. Those who favor Tymora — as distinct from folk who invoke her name
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
might say words to Tymora before any endeavor in which a little good luck would help, but not when an incidence of bad luck might occur. (On such occasions folk pray to Beshaba to spare them from bad
left with the stranger as payment for Tymora’s favor. If it’s not, the stranger can choose to keep it (and the bad luck) or return it. Those who favor Tymora — as distinct from folk who invoke her name
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
an Undead army. Animated coffins are rarely empty. The Animated Coffin Contents table presents some contents an animated coffin might contain when encountered. Animated Coffin Contents d6 Contents
target is not an Undead, the target has the restrained condition and takes 14 (4d6) piercing damage at the start of each of its turns. The animated coffin can grapple only one creature at a time.
Dave Melvin
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
might say words to Tymora before any endeavor in which a little good luck would help, but not when an incidence of bad luck might occur. (On such occasions folk pray to Beshaba to spare them from bad
left with the stranger as payment for Tymora’s favor. If it’s not, the stranger can choose to keep it (and the bad luck) or return it. Those who favor Tymora — as distinct from folk who invoke her name
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
an Undead army. Animated coffins are rarely empty. The Animated Coffin Contents table presents some contents an animated coffin might contain when encountered. Animated Coffin Contents d6 Contents
target is not an Undead, the target has the restrained condition and takes 14 (4d6) piercing damage at the start of each of its turns. The animated coffin can grapple only one creature at a time.
Dave Melvin
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Gambler All you need to make a lot of gold is a little gold. Except at those times when all you need to have no gold at all is a little gold. Whether you’re a good gambler or a bad one rarely matters
of any planning or striving. (Lawful)
3 Bravery. If you want to succeed, you have to take risks. (Chaotic)
4 Survival. You can’t win if you’re dead. Live to fight another day — when the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Gambler All you need to make a lot of gold is a little gold. Except at those times when all you need to have no gold at all is a little gold. Whether you’re a good gambler or a bad one rarely matters
of any planning or striving. (Lawful)
3 Bravery. If you want to succeed, you have to take risks. (Chaotic)
4 Survival. You can’t win if you’re dead. Live to fight another day — when the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent
beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Gambler All you need to make a lot of gold is a little gold. Except at those times when all you need to have no gold at all is a little gold. Whether you’re a good gambler or a bad one rarely matters
of any planning or striving. (Lawful)
3 Bravery. If you want to succeed, you have to take risks. (Chaotic)
4 Survival. You can’t win if you’re dead. Live to fight another day — when the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it
exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it
exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it
exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it
exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent
beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent
beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it
exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent
beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it
exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent
beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
in the find of a lifetime. When the blob appears, roll on or choose a result from the Blob of Annihilation Contents table to inspire what extraordinary thing remains within its goop. Blob of
Annihilation Contents 1d10 The Blob Contains... 1 An Amulet of the Planes. 2 An Artifact of the DM’s choice. 3 The corpses of two gods who were entangled in battle when the blob consumed them. 4 A Cubic
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent
beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
in the find of a lifetime. When the blob appears, roll on or choose a result from the Blob of Annihilation Contents table to inspire what extraordinary thing remains within its goop. Blob of
Annihilation Contents 1d10 The Blob Contains... 1 An Amulet of the Planes. 2 An Artifact of the DM’s choice. 3 The corpses of two gods who were entangled in battle when the blob consumed them. 4 A Cubic
Compendium
- Sources->Dungeons & Dragons->Monster Manual
in the find of a lifetime. When the blob appears, roll on or choose a result from the Blob of Annihilation Contents table to inspire what extraordinary thing remains within its goop. Blob of
Annihilation Contents 1d10 The Blob Contains... 1 An Amulet of the Planes. 2 An Artifact of the DM’s choice. 3 The corpses of two gods who were entangled in battle when the blob consumed them. 4 A Cubic
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Dragonblood Ooze What to say about the dragonblood ooze? I could comment on the bad blood between me and Tiamat. I might observe that its creator originally intended a blood sausage recipe. But
, fire, lightning, poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, prone, restrained
Senses blindsight 120 ft. (blind beyond this radius), passive Perception
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Dragonblood Ooze What to say about the dragonblood ooze? I could comment on the bad blood between me and Tiamat. I might observe that its creator originally intended a blood sausage recipe. But
, fire, lightning, poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, prone, restrained
Senses blindsight 120 ft. (blind beyond this radius), passive Perception
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Dragonblood Ooze What to say about the dragonblood ooze? I could comment on the bad blood between me and Tiamat. I might observe that its creator originally intended a blood sausage recipe. But
, fire, lightning, poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, prone, restrained
Senses blindsight 120 ft. (blind beyond this radius), passive Perception
Compendium
- Sources->Dungeons & Dragons->Monster Manual
like someone trapped in a wall. 4 Organizes a pack’s contents across the floor. 5 Playfully puppets a corpse or doll. 6 Removes bedding while someone sleeps. 7 Sticks knives or weapons in the ceiling
, Poison; Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses Darkvision 60 ft.; Passive Perception 10
Languages Common plus one other language
Compendium
- Sources->Dungeons & Dragons->Monster Manual
like someone trapped in a wall. 4 Organizes a pack’s contents across the floor. 5 Playfully puppets a corpse or doll. 6 Removes bedding while someone sleeps. 7 Sticks knives or weapons in the ceiling
, Poison; Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses Darkvision 60 ft.; Passive Perception 10
Languages Common plus one other language
Compendium
- Sources->Dungeons & Dragons->Monster Manual
like someone trapped in a wall. 4 Organizes a pack’s contents across the floor. 5 Playfully puppets a corpse or doll. 6 Removes bedding while someone sleeps. 7 Sticks knives or weapons in the ceiling
, Poison; Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses Darkvision 60 ft.; Passive Perception 10
Languages Common plus one other language
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
ascertain that the orange glow around the crate is a bad sign, for it suggests the crate’s contents might have been damaged in a dangerous way. The crate explodes if it is moved or jostled. If the
) fire damage on a failed save, or half as much damage on a successful one. Dealing with the Crate. A character who realizes the crate’s orange glow is a bad sign can gently shake the crate to rearrange
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
ascertain that the orange glow around the crate is a bad sign, for it suggests the crate’s contents might have been damaged in a dangerous way. The crate explodes if it is moved or jostled. If the
) fire damage on a failed save, or half as much damage on a successful one. Dealing with the Crate. A character who realizes the crate’s orange glow is a bad sign can gently shake the crate to rearrange






