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Returning 35 results for 'command run gifts to her resolve'.
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Magic Items
Dungeon Master’s Guide
. If you fail to command it, the djinni defends itself against attackers but takes no other actions.
After the djinni departs, it can’t be summoned again for 24 hours, and the ring becomes
nonmagical if the djinni dies.
Rings of Djinni Summoning are often created by the djinn they summon and given to mortals as gifts of friendship or tokens of esteem.
Monsters
Baldur’s Gate: Descent into Avernus
Command ability.
Spear. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spear"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3
":"piercing"} piercing damage when used with two hands to make a melee attack.
Voice of Command. The iron consul selects up to two allies within 90 feet of it that can hear its commands. Each ally can
Monsters
Baldur’s Gate: Descent into Avernus
who seek to rule through martial strength and intimidation, cruel tyrants who use threats and gifts as needed to ensure loyalty. They enslave those too weak to resist them and shower the strong with
gifts and promises of power to turn them into loyal vassals.
Cruel Tyrants. Whenever Bane’s followers gain power, they institute draconian measures to ensure that their rule is unquestioned. They
Monsters
Strixhaven: A Curriculum of Chaos
save DC 15):
At will: dancing lights, friends
2/day each: bane, command, darkness, mage armor
1/day each: tonguesProfessors of shadow wield the linguistic magic of Silverquill College through slicing
wit and debilitating inky shadow. Whether weaving their magic through spoken incantations and scathing insults or through shadows, these teachers break down the resolve of their foes.
The professors
Monsters
Eberron: Rising from the Last War
suits of bonecraft armor, whose magic focused their divine gifts, allowing them to command units of mindless undead. Bonecraft armor can't be removed without killing the knight who wears it, and when
must obey the knight's commands until the knight dies or until the knight releases it as a bonus action. The knight can command up to twelve undead at a time this way.
Master of the Pallid Banner. While
Monsters
The Wild Beyond the Witchlight
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
these visitors enter into an agreement with Bavlorna, she’ll use her powers to resolve their pressing problem in exchange for something of use to her.
Alignment. Neutral evil.
Personality
Monsters
Keys from the Golden Vault
her triumph onto her skin. Using ancient rituals, Korda infused many of these artful etchings with the magic of Gauntlgrym’s forges, granting her wondrous gifts.
Korda grew too ambitious for
. Black and gray smoke and shadows coil down her left arm, ending in runes on the fingers of her left hand.
Knotwork. Purple and blue knotwork and runes run down her right arm, across the back of her right
Magic Items
Waterdeep: Dungeon of the Mad Mage
limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.
In addition, you can speak the sword’s command word to
cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.
Evil creatures can’t
Magic Items
Keys from the Golden Vault
the painting remains a subject of debate. The portrait is one of several paintings commissioned by the late Daiyani Grysthorn, a crime lord who frequently gave magical paintings as gifts to her most
Portrait. While you are attuned to the painting, you can command it to guard its location against one or more creatures you identify as the painting’s enemies. The painting performs this function
Backgrounds
Guildmasters’ Guide to Ravnica
are gifts of the angels.
8
I pace when standing and fidget incessantly when forced to sit.
Ideals
d6
Ideal
1
Guild. My guild is all that really matters. (Any
;Society functions only if people do their duty and respect the chain of command. (Lawful)
6
Conviction. Anything worth doing is worth doing with your whole heart. (Lawful)
Bonds
Monsters
Mythic Odysseys of Theros
settlements. Whether it acts at the command of the god Thassa or to sate its own hunger, Tromokratis numbers among the most feared threats in the sea, having no fixed lair and wandering where it will
:
The titanic monster’s carapace cracks, revealing a pulsing, red-purple heart buried amid heaps of blubber and muscle. Fissures run across the beast’s ancient shell, revealing three
Monsters
Mordenkainen Presents: Monsters of the Multiverse
material components and using Charisma as the spellcasting ability (spell save DC 21):
At will: command, dispel magic, hold monster
1/day: feeblemind
Warp Creature. The sibriex targets up to three
parcel out lore only when doing so advances their plans.
Sibriexes can channel the power of the Abyss to create new demons from other creatures. Some demons petition sibriexes for physical gifts, for
Backgrounds
Baldur’s Gate: Descent into Avernus
, government institution, or — certainly — the Guild. This operative will hear you out and, at their discretion, take your information or request up their chain of command. These meetings almost
tail and run when things look bad.
6
An innocent person is in prison for a crime that I committed. I’m okay with that.
Monsters
Fizban's Treasury of Dragons
power manifests visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon’s back, dancing and shifting with
charmed in this way obeys to the best of its ability any command the dragon issues that isn’t directly harmful to the creature.
Cancellation. The dragon chooses an active spell of 5th level or
Monsters
Fizban's Treasury of Dragons
dragon’s psionic power manifests visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon’s back
the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn’t directly harmful to the creature.
Cancellation. The dragon chooses an
Arcane Hand
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the
hand moves with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the
Bigby's Hand
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Player’s Handbook (2014)
You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the
hand moves with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the
backgrounds
, and your existence pleases them. Whether you were born under a lucky star, had a favorable run-in with a nature spirit, or simply were in the right place at the right time, the fey favor you with small
gifts and boons. You find small trinkets in your shoes when you wake up in the morning. Beasts of the forest and field are more receptive to your presence and your training. Will this blessing
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, negotiate a treaty, or achieve some other objective. Successfully completing the encounter means achieving that goal. Some DMs run social interaction as a free-form roleplaying opportunity, where dice
rarely come into play. Other DMs resolve interactions by having characters make Charisma checks. Most games fall somewhere in between, balancing roleplaying with the occasional ability check.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
treaty, or achieve whatever other objective led to the interaction in the first place. The creatures they interact with also have agendas. Some DMs prefer to run a social interaction as a free-form
roleplaying exercise, where dice rarely come into play. Other DMs prefer to resolve the outcome of an interaction by having characters make Charisma checks. Either approach works, and most games fall
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
With the Red Dragon Army on its way, Becklin Uth Viharin summons the characters to Cudgel’s command tent at the village’s edge. When they arrive, read the introduction to scenario 1 in Dragonlance
gifts them one of the community’s few treasures: a folded paper kingfisher that functions as a Quaal’s feather token (bird). Characters gain no rewards for a loss.
At the end of the scenario
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Friendly to you and your allies, and it obeys your commands. If you fail to command it, the djinni defends itself against attackers but takes no other actions. After the djinni departs, it can’t be
summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies. Rings of Djinni Summoning are often created by the djinn they summon and given to mortals as gifts of friendship or
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
of the corruptible, the resolve of the truly heroic—the Dark Powers savor these traits. Whether for a night or an eternity, Ravenloft seeks heroes of all sorts and pits them against their greatest
adventures. Lineages. Consider an origin that ties you to a grim progenitor or inexplicable experience. Lineages can serve as your character’s race or overshadow your previous race. Dark Gifts. Determine
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
party. If that occurs, resolve what happens to these wandering characters after the play has run its course.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Friendly to you and your allies, and it obeys your commands. If you fail to command it, the djinni defends itself against attackers but takes no other actions. After the djinni departs, it can’t be
summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies. Rings of Djinni Summoning are often created by the djinn they summon and given to mortals as gifts of friendship or tokens of esteem.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
question. He spends his idle hours making gifts for her and, in bat form, leaving them in front of her tower. The lovestruck fool is otherwise bereft of conscience, and he presides over the werebat tribe
with iron-fisted resolve. As a rule, he does not treat with adventurers; he’d rather rob them and feed on their blood. If combat breaks out here, the werebats throughout area 16 investigate, converging
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
characters’ path. Ideally, you should run all three encounters in the following order before the characters arrive at Loomlurch or travel to Yon: Nib’s Cave. The characters meet an old man who offers them
gifts made from spun gold and who knows where the characters might find Will of the Feywild, a troublesome boy with a penchant for causing Granny Nightshade grief. Little Oak. Will of the Feywild leads
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
ship under the command of a captain who is friendly toward Mirt and Spelljammer Academy. The characters are then dispatched to a coastal city and told to await the ship’s arrival. Graduation Gifts As a
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Supernatural Gifts Most heroes of Theros have some kind of supernatural aid to help them achieve their goals. Often this aid comes from the gods, but some heroes might find their support from other
character’s gift. These supernatural gifts are intended for starting characters, but some might be bestowed by gods as rewards for remarkable deeds. HEROIC FEATS
If your campaign uses the optional feat
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
checks are needed to rid the dragon of his despair, whereupon he dismisses any remaining undead under his command, causing them to vanish and never return. His spirits lifted by the characters’ gifts
, around which gather eleven shadows and four shadow assassins (see appendix A) under Umbraxakar’s command. (These undead act immediately after the dragon in the initiative count.)
Dragon’s Dais. To
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
eventually, whether to smuggle goods, avoid taxes, or quietly resolve conflicts. Society lieutenants run gambling dens disguised as tea rooms along the pier, while samurai and scoundrels test their
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Fellbranch. He is joined by Jeryth Phaulkon, a noblewoman turned demigod who serves Mielikki, divine lady of the forest. The Snobeedle Orchard and Meadery is run by the Snobeedle family of halflings, among
“Emerald Enclave,” Chapter 2) provides free food and care for the adventurers’ animals at Phaulkonmere. One adventurer receives a supernatural charm (see “Supernatural Gifts” in chapter 7 of the Dungeon Master’s Guide) bestowed by Jeryth Phaulkon (see “Emerald Enclave,” Chapter 2).
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
paladins of the Blood of Vol were fused into suits of bonecraft armor, whose magic focused their divine gifts, allowing them to command units of mindless undead. Bonecraft armor can’t be removed
Bone Knight Bone knights are the champions of the Order of the Emerald Claw. Clad in distinctive bonecraft armor—heavy armor adorned with the bones of fallen enemies—these fearsome warriors command
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
and fight at Vizeran’s command. Between one and three suits guard each room and corridor of the tower. If Vizeran is threatened, he uses them to run interference, buying him time to escape or
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
16. Blood Baths The iron stench of blood floods this chamber. Along one wall, a row of gore-filled pools sink into the floor. Blood trails and bloody footprints run between the pools.
When they
“Chultan Names” sidebar in the book’s introduction). The blood-drenched yuan-ti keep their weapons at the back of each alcove. If they hear the gong alarm sound, the yuan-ti command their slaves to