Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'breaking bond diffusing core religion'.
Other Suggestions:
beating bond diffusing core religion
Classes
Player’s Handbook
Core Monk Traits
Primary Ability
Dexterity and Wisdom
Hit Point Die
D8 per Monk level
Saving Throw Proficiencies
Strength and Dexterity
Skill Proficiencies
Choose 2
: Acrobatics, Athletics, History, Insight, Religion, or Stealth
Weapon Proficiencies
Simple weapons and Martial weapons that have the Light property
Tool Proficiencies
Choose one type of Artisan
Classes
Player’s Handbook
Core Paladin Traits
Primary Ability
Strength and Charisma
Hit Point Die
D10 per Paladin level
Saving Throw Proficiencies
Wisdom and Charisma
Skill Proficiencies
Choose 2
: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion
Weapon Proficiencies
Simple and Martial weapons
Armor Training
Light, Medium, and Heavy armor and Shields
Starting
Classes
Player’s Handbook
Core Wizard Traits
Primary Ability
Intelligence
Hit Point Die
D6 per Wizard level
Saving Throw Proficiencies
Intelligence and Wisdom
Skill Proficiencies
Choose 2: Arcana
, History, Insight, Investigation, Medicine, Nature, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
None
Starting Equipment
Choose A or B: (A) 2 Dagger;Daggers, Staff
Classes
Player’s Handbook
Core Warlock Traits
Primary Ability
Charisma
Hit Point Die
D8 per Warlock level
Saving Throw Proficiencies
Wisdom and Charisma
Skill Proficiencies
Choose 2: Arcana
, Deception, History, Intimidation, Investigation, Nature, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather
Classes
Player’s Handbook
Core Sorcerer Traits
Primary Ability
Charisma
Hit Point Die
D6 per Sorcerer level
Saving Throw Proficiencies
Constitution and Charisma
Skill Proficiencies
Choose 2
: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
None
Starting Equipment
Choose A or B: (A) Spear, 2 Dagger;Daggers
Classes
Player’s Handbook
Core Cleric Traits
Primary Ability
Wisdom
Hit Point Die
D8 per Cleric level
Saving Throw Proficiencies
Wisdom and Charisma
Skill Proficiencies
Choose 2: History, Insight
, Medicine, Persuasion, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
Light and Medium armor and Shields
Starting Equipment
Choose A or B: (A) Chain Shirt, Shield
Classes
Player’s Handbook
Core Druid Traits
Primary Ability
Wisdom
Hit Point Die
D8 per Druid level
Saving Throw Proficiencies
Intelligence and Wisdom
Skill Proficiencies
Choose 2: Animal Handling
, Arcana, Insight, Medicine, Nature, Perception, Religion, or Survival
Weapon Proficiencies
Simple weapons
Tool Proficiencies
Herbalism Kit
Armor Training
Light armor and Shields
Monsters
Storm King's Thunder
capital of Cormyr. He came to Icewind Dale to become a knucklehead trout fisher but instead found religion. The misbegotten son of Artus Cimber, a renowned human adventurer, Sirac hasn’t seen his
father since he was a baby.
Ideal: “Without duty or loyalty, a man is nothing.”
Bond: “Icewind Dale is where I belong for the rest of my life.”
Flaw: “I am honest to a fault.”
Monsters
Mordenkainen Presents: Monsters of the Multiverse
1 mile of each other. If its master causes it physical harm, the gazer will end its service as a familiar, breaking the telepathic bond.
Aggressive. The gazer can move up to its speed toward a hostile creature that it can see.
Familiar. The gazer can serve another creature as a familiar, forming a telepathic bond with its willing master, provided that the master is at least a 3rd-level spellcaster. While the two are bonded
Monsters
Mordenkainen Presents: Monsters of the Multiverse
they are within 1 mile of each other. If its master causes it physical harm, the gazer will end its service as a familiar, breaking the telepathic bond.
Aggressive. The gazer can move up to its speed toward a hostile creature that it can see.
familiar, forming a telepathic bond with its willing master, provided that the master is at least a 3rd-level spellcaster. While the two are bonded, the master can sense what the gazer senses as long as
Gazer Familiar
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
Familiar. The gazer can serve another creature as a familiar, forming a telepathic bond with
. If its master causes it physical harm, the gazer will end its service as a familiar, breaking the telepathic bond.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction
Monsters
Dragonlance: Shadow of the Dragon Queen
at his core, the seneschal didn’t return as a skeletal knight but rather as an intangible spirit. Caradoc’s Undead form suits him well, allowing him to possess the living and use unwilling
;The safest place to be is behind the toughest warrior in the room.”
Bond. “In life and in death, I’m the only one who matters.”
Flaw. “Who can resist a little drama
Criminal / Spy
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Basic Rules (2014)
You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer
sold the secrets you uncovered to the highest bidder.
Suggested Characteristics
Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an
Acolyte
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Basic Rules (2014)
.
Skill Proficiencies: Insight, Religion
Languages: Two of your choice
Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of
must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.
You might also have ties to a specific temple dedicated to
Monsters
Curse of Strahd
spying on the temple for years, but he needs adventurers to help him survive its perils. He thinks that the secret to breaking Strahd's pact and freeing Barovia from its curse might be hidden there, but
is to become as powerful a vampire as Strahd.
Kasimir Velikov's Traits
Ideal. “I failed my people and my sister, and now I must atone or be damned.”
Bond. “I seek to return my long-dead sister, Patrina
Backgrounds
Baldur’s Gate: Descent into Avernus
only breaking knees when it can plausibly be claimed as an act of personal revenge. Others join up with crews for protection, or with the Guild itself. A few former Guild members have been cast out of
the organization due to incompetence or after offending a more powerful member, and now shuffle for scraps to survive.
You are an experienced criminal with a history of breaking the law. You have
Backgrounds
Sword Coast Adventurer's Guide
use by the faction’s operatives), haven keepers, and message drop minders, to name a few. At the core of every faction are those who don’t merely fulfill a small function for that
in the shadows. Order agents tend to be proficient in Religion, and frequently seek aid from law enforcement friendly to the order’s ideals, and the clergy of the order’s patron gods.
The
Soldier
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Basic Rules (2014)
I can stare down a hell hound without flinching.
6
I enjoy being strong and like breaking things.
7
I have a crude sense of humor.
8
I face problems head-on. A simple, direct
Let Live. Ideals aren’t worth killing over or going to war for. (Neutral)
6
Nation. My city, nation, or people are all that matter. (Any)
d6
Bond
1
I would still
Shifter
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Eberron: Rising from the Last War
Geth’s ancient heritage rose up from deep within him, spreading out from the core of his being. Some shifters manifested terrible claws, others massive fangs, still others astounding speed or
world around them. Do they embrace their primal instincts or the path of civilization?
The Beast Within
Early in childhood, a shifter forms a bond with a beast within, a totemic force that shapes their
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Paladin MICHAEL BROUSSARD A Devout Warrior of Sacred Oaths Core Paladin Traits Primary Ability Strength and Charisma Hit Point Die D10 per Paladin level Saving Throw Proficiencies Wisdom and
Charisma Skill Proficiencies Choose 2: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion Weapon Proficiencies Simple and Martial weapons Armor Training Light, Medium, and Heavy armor and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Paladin MICHAEL BROUSSARD A Devout Warrior of Sacred Oaths Core Paladin Traits Primary Ability Strength and Charisma Hit Point Die D10 per Paladin level Saving Throw Proficiencies Wisdom and
Charisma Skill Proficiencies Choose 2: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion Weapon Proficiencies Simple and Martial weapons Armor Training Light, Medium, and Heavy armor and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Paladin MICHAEL BROUSSARD A Devout Warrior of Sacred Oaths Core Paladin Traits Primary Ability Strength and Charisma Hit Point Die D10 per Paladin level Saving Throw Proficiencies Wisdom and
Charisma Skill Proficiencies Choose 2: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion Weapon Proficiencies Simple and Martial weapons Armor Training Light, Medium, and Heavy armor and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Paladin Core Paladin Traits Primary Ability Strength and Charisma Hit Point Die D10 per Paladin level Saving Throw Proficiencies Wisdom and Charisma Skill Proficiencies Choose 2: Athletics
, Insight, Intimidation, Medicine, Persuasion, or Religion Weapon Proficiencies Simple and Martial weapons Armor Training Light, Medium, and Heavy armor and Shields Starting Equipment Choose A or B: (A) Chain
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Paladin Core Paladin Traits Primary Ability Strength and Charisma Hit Point Die D10 per Paladin level Saving Throw Proficiencies Wisdom and Charisma Skill Proficiencies Choose 2: Athletics
, Insight, Intimidation, Medicine, Persuasion, or Religion Weapon Proficiencies Simple and Martial weapons Armor Training Light, Medium, and Heavy armor and Shields Starting Equipment Choose A or B: (A) Chain
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Paladin Core Paladin Traits Primary Ability Strength and Charisma Hit Point Die D10 per Paladin level Saving Throw Proficiencies Wisdom and Charisma Skill Proficiencies Choose 2: Athletics
, Insight, Intimidation, Medicine, Persuasion, or Religion Weapon Proficiencies Simple and Martial weapons Armor Training Light, Medium, and Heavy armor and Shields Starting Equipment Choose A or B: (A) Chain
Backgrounds
Guildmasters’ Guide to Ravnica
to draw your anger or ridicule. You can get away with minor criminal offenses, such as refusing to pay for food at a restaurant or breaking down a door at a local shop, if no legal authorities witness
throw my weight around to make sure I get my way.
8
I enjoy breaking delicate works of art. And fingers, which are sort of the same.
Ideals
d6
Ideal
1
Guild. My
Backgrounds
Baldur’s Gate: Descent into Avernus
, or even an occult group that served a fiendish master that you now deny.
Skill Proficiencies: Insight, Religion
Languages: Two of your choice
Equipment: A holy symbol (a gift
and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
these spells, and you do not need to see the spirit to target it if you’re occupying the Helm.
Breaking the Elemental Core Shattering the core’s Khyber dragonshard releases the elemental spirit
Elemental Engines Airships are powered by an elemental spirit bound to a core carved from a Khyber dragonshard. This core is placed into a heavily fortified containment chamber connected to an arcane
Backgrounds
Sword Coast Adventurer's Guide
you owe allegiance to.
Skill Proficiencies: Persuasion, plus one from among Arcana, History, Nature, and Religion, as appropriate for your order
Tool Proficiencies: One type of gaming set or musical
your identity as a knight of your order.
Your bond almost always involves the order to which you belong (or at least key members of it), and it is highly unusual for a knight’s ideal not to
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
these spells, and you do not need to see the spirit to target it if you’re occupying the Helm.
Breaking the Elemental Core Shattering the core’s Khyber dragonshard releases the elemental spirit
Elemental Engines Airships are powered by an elemental spirit bound to a core carved from a Khyber dragonshard. This core is placed into a heavily fortified containment chamber connected to an arcane
Backgrounds
Sword Coast Adventurer's Guide
suit your identity as a member of the city watch.
Your bond is likely associated with your fellow watch members or the watch organization itself and almost certainly concerns your community. Your
hell hound without flinching.
6
I enjoy being strong and like breaking things.
7
I have a crude sense of humor.
8
I face problems head-on. A simple, direct solution is the best path to
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Cleric Core Cleric Traits Primary Ability Wisdom Hit Point Die D8 per Cleric level Saving Throw Proficiencies Wisdom and Charisma Skill Proficiencies Choose 2: History, Insight, Medicine
, Persuasion, or Religion Weapon Proficiencies Simple weapons Armor Training Light and Medium armor and Shields Starting Equipment Choose A or B: (A) Chain Shirt, Shield, Mace, Holy Symbol, Priest’s Pack, and 7
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Cleric Core Cleric Traits Primary Ability Wisdom Hit Point Die D8 per Cleric level Saving Throw Proficiencies Wisdom and Charisma Skill Proficiencies Choose 2: History, Insight, Medicine
, Persuasion, or Religion Weapon Proficiencies Simple weapons Armor Training Light and Medium armor and Shields Starting Equipment Choose A or B: (A) Chain Shirt, Shield, Mace, Holy Symbol, Priest’s Pack, and 7
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Druid ALEXANDER MOKHOV A Nature Priest of Primal Power Core Druid Traits Primary Ability Wisdom Hit Point Die D8 per Druid level Saving Throw Proficiencies Intelligence and Wisdom Skill
Proficiencies Choose 2: Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, or Survival Weapon Proficiencies Simple weapons Tool Proficiencies Herbalism Kit Armor Training Light armor and
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
these spells, and you do not need to see the spirit to target it if you’re occupying the Helm.
Breaking the Elemental Core Shattering the core’s Khyber dragonshard releases the elemental spirit
Elemental Engines Airships are powered by an elemental spirit bound to a core carved from a Khyber dragonshard. This core is placed into a heavily fortified containment chamber connected to an arcane






