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Returning 35 results for 'conjure resolve gives to have rebuke'.
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conjure remove give to have rebuke
Monsters
Keys from the Golden Vault
isn’t incapacitated.Fiendish Rebuke (3/Day). Immediately after a creature within 5 feet of Sythian hits him with an attack roll, Sythian forces that creature to make a DC 14 Constitution saving
throw. The creature takes 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Fiendish Rebuke", "rollDamageType":"fire"} fire damage on a failed saving throw, or half as much damage on a
Monsters
Guildmasters’ Guide to Ravnica
Actions). The Obzedat ghosts conjure 1d6;{"diceNotation":"1d6","rollType":"roll"} indentured spirit;indentured spirits within 60 feet of one of them.The ghosts who make up the Obzedat are
his will.
Grandfather Karlov. The head of the council, who gives final approval to its decisions and breaks ties within the group, is Karlov, known as Grandfather. In life, Karlov was the greediest of
Backgrounds
Guildmasters’ Guide to Ravnica
Spell Level
Spells
Cantrip
fire bolt, produce flame
1st
compelled duel, speak with animals, thunderwave
2nd
beast sense, shatter
3rd
conjure animals
, conjure barrage
4th
dominate beast, stoneskin
5th
destructive wave
Fueled by the fire of rage burning in your heart, your magic is almost always accompanied by fiery
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Expeditious Retreat
Hellish Rebuke
Illusory Script
Protection from Evil and Good
Unseen Servant
2nd Level
Darkness
Enthrall
Hold Person
Invisibility
Mirror Image
Misty Step
Ray of
Vampiric Touch
4th Level
Banishment
Blight
Dimension Door
Hallucinatory Terrain
5th Level
Contact Other Plane
Dream
Hold Monster
Scrying
6th Level
Circle of Death
Conjure Fey
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Expeditious Retreat
Hellish Rebuke
Illusory Script
Protection from Evil and Good
Unseen Servant
2nd Level
Darkness
Enthrall
Hold Person
Invisibility
Mirror Image
Misty Step
Ray of
Vampiric Touch
4th Level
Banishment
Blight
Dimension Door
Hallucinatory Terrain
5th Level
Contact Other Plane
Dream
Hold Monster
Scrying
6th Level
Circle of Death
Conjure Fey
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Agathys
Arms of Hadar
Charm Person
Comprehend Languages
Expeditious Retreat
Hellish Rebuke
Hex
Illusory Script
Protection from Evil and Good
Unseen Servant
Witch Bolt
Conjure Fey
Create Undead
Eyebite
Flesh to Stone
Mass Suggestion
True Seeing
7th Level Etherealness
Finger of Death
Forcecage
Plane Shift
8th Level Demiplane
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Azer Pyromancer Azer pyromancers conjure flames from the Elemental Plane of Fire to defend themselves and stoke magical forges. Azer Pyromancer Medium Elemental, Lawful Neutral
AC 18 Initiative +2
ability (spell save DC 15):
At Will: Elementalism, Mage Hand
1/Day: Fireball
Reactions
Hellish Rebuke (2/Day). The azer casts Hellish Rebuke in response to that spell’s trigger, using the same spellcasting ability as Spellcasting.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Azer Pyromancer Azer pyromancers conjure flames from the Elemental Plane of Fire to defend themselves and stoke magical forges. Azer Pyromancer Medium Elemental, Lawful Neutral
AC 18 Initiative +2
ability (spell save DC 15):
At Will: Elementalism, Mage Hand
1/Day: Fireball
Reactions
Hellish Rebuke (2/Day). The azer casts Hellish Rebuke in response to that spell’s trigger, using the same spellcasting ability as Spellcasting.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Agathys
Arms of Hadar
Charm Person
Comprehend Languages
Expeditious Retreat
Hellish Rebuke
Hex
Illusory Script
Protection from Evil and Good
Unseen Servant
Witch Bolt
Conjure Fey
Create Undead
Eyebite
Flesh to Stone
Mass Suggestion
True Seeing
7th Level Etherealness
Finger of Death
Forcecage
Plane Shift
8th Level Demiplane
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Cultist Doomsayer and Fanatic Cultists devote themselves to their faith’s leaders and otherworldly masters. While this zeal grants cultists no magical powers, it gives them remarkable resolve in the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
friends and foes. Chapter 1 gives an overview of life and study at Strixhaven. It introduces the main features of the central campus and each of the five colleges. Chapter 2 is your guide to creating a
. Whether student adventurers get caught up in a duel with their rivals or face a dreaded mage hunter, the stat blocks in this chapter give you the information you need to resolve the situation.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
friends and foes. Chapter 1 gives an overview of life and study at Strixhaven. It introduces the main features of the central campus and each of the five colleges. Chapter 2 is your guide to creating a
. Whether student adventurers get caught up in a duel with their rivals or face a dreaded mage hunter, the stat blocks in this chapter give you the information you need to resolve the situation.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
in action.) In such situations, have the characters take turns, though it’s usually not necessary to roll Initiative as you would in a combat encounter. Resolve one character’s actions before moving
attributes to provide direction. A character who succeeds on an Intelligence (Investigation) check might notice a clue that gives the players a hint to the puzzle’s solution.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
in action.) In such situations, have the characters take turns, though it’s usually not necessary to roll Initiative as you would in a combat encounter. Resolve one character’s actions before moving
attributes to provide direction. A character who succeeds on an Intelligence (Investigation) check might notice a clue that gives the players a hint to the puzzle’s solution.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
situation, ask the players what their characters want to do. Note what the players say, and identify how to resolve their actions. Ask them for more information if you need it. Sometimes the players
characters don’t need to take turns, but you need to give each player a chance to tell you what their character is doing so you can decide how to resolve everyone’s actions. In combat, everyone takes
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
situation, ask the players what their characters want to do. Note what the players say, and identify how to resolve their actions. Ask them for more information if you need it. Sometimes the players
characters don’t need to take turns, but you need to give each player a chance to tell you what their character is doing so you can decide how to resolve everyone’s actions. In combat, everyone takes
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites
inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level. Mighty Summoner Starting at 6th level, beasts and fey that you conjure are more
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites
inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level. Mighty Summoner Starting at 6th level, beasts and fey that you conjure are more
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes. Rebuke the Violent. You can use your Channel Divinity to
rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes. Rebuke the Violent. You can use your Channel Divinity to
rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Hand
Reactions
Elemental Absorption (1/Day). Trigger: The cultist takes Acid, Cold, Fire, Lightning, or Thunder damage. Response: The cultist gives itself Resistance to that instance of damage
version), Thaumaturgy
2/Day: Fireball (level 6 version)
Reactions
Hellish Rebuke. The cultist casts Hellish Rebuke in response to that spell’s trigger, using the same spellcasting ability as Spellcasting.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Hand
Reactions
Elemental Absorption (1/Day). Trigger: The cultist takes Acid, Cold, Fire, Lightning, or Thunder damage. Response: The cultist gives itself Resistance to that instance of damage
version), Thaumaturgy
2/Day: Fireball (level 6 version)
Reactions
Hellish Rebuke. The cultist casts Hellish Rebuke in response to that spell’s trigger, using the same spellcasting ability as Spellcasting.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
gives them remarkable resolve in the face of threats. Cultists perform much of a cult’s mundane work, which might include evangelism, criminal acts, or serving as sacrifices. Cultist Medium or Small
Compendium
- Sources->Dungeons & Dragons->Monster Manual
gives them remarkable resolve in the face of threats. Cultists perform much of a cult’s mundane work, which might include evangelism, criminal acts, or serving as sacrifices. Cultist Medium or Small
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
to collapse under our weight?
Unlike a game of make-believe, D&D gives structure to the stories, a way of determining the consequences of the adventurers’ action. Players roll dice to resolve whether
they want their adventurers to do. Will they walk across the dangerously weathered drawbridge? Tie themselves together with rope to minimize the chance that someone will fall if the drawbridge gives
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
to collapse under our weight?
Unlike a game of make-believe, D&D gives structure to the stories, a way of determining the consequences of the adventurers’ action. Players roll dice to resolve whether
they want their adventurers to do. Will they walk across the dangerously weathered drawbridge? Tie themselves together with rope to minimize the chance that someone will fall if the drawbridge gives
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
to collapse under our weight?
Unlike a game of make-believe, D&D gives structure to the stories, a way of determining the consequences of the adventurers’ action. Players roll dice to resolve
gives way? Or cast a spell to carry them over the chasm? Then the DM determines the results of the adventurers’ actions and narrates what they experience. Because the DM can improvise to react to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
to collapse under our weight?
Unlike a game of make-believe, D&D gives structure to the stories, a way of determining the consequences of the adventurers’ action. Players roll dice to resolve
gives way? Or cast a spell to carry them over the chasm? Then the DM determines the results of the adventurers’ actions and narrates what they experience. Because the DM can improvise to react to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
talk with the characters and part with one of his scales. If the characters mention the contents of the Vault of Dragons, Zelifarn demands a promise of 10 percent of the gold before he gives them what
) check or learn it through information gathering. They can request an audience with Laeral through Jalester Silvermane or Mirt. Laeral gives them a gift — a feather quill given to her by the archmage
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
talk with the characters and part with one of his scales. If the characters mention the contents of the Vault of Dragons, Zelifarn demands a promise of 10 percent of the gold before he gives them what
) check or learn it through information gathering. They can request an audience with Laeral through Jalester Silvermane or Mirt. Laeral gives them a gift — a feather quill given to her by the archmage
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
sits in the middle of the chamber. A sliver of light streaming down on it from a hole in the cavern’s ceiling gives it a dark-blue sheen. Hovering near the meteorite are two identical creatures, each
spectators can’t decide which of them should guard the meteorite, and they are anxious for someone to help resolve their dispute. The gazers were drawn to the cavern by the spectators’ argument but lack the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
individuals in a clan to fall prey to occasional bickering and infighting. Abbathor’s influence affects some dwarves more than others, and even those with the strongest resolve can be tempted to
, dwarves of other clans rally against the threat without question. The standoffish diplomacy that marks their normal relations gives way to an unshakable alliance. An attack on one dwarf clan is an
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
individuals in a clan to fall prey to occasional bickering and infighting. Abbathor’s influence affects some dwarves more than others, and even those with the strongest resolve can be tempted to
, dwarves of other clans rally against the threat without question. The standoffish diplomacy that marks their normal relations gives way to an unshakable alliance. An attack on one dwarf clan is an
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
sits in the middle of the chamber. A sliver of light streaming down on it from a hole in the cavern’s ceiling gives it a dark-blue sheen. Hovering near the meteorite are two identical creatures, each
spectators can’t decide which of them should guard the meteorite, and they are anxious for someone to help resolve their dispute. The gazers were drawn to the cavern by the spectators’ argument but lack the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
person, detect magic, dispel magic, hellish rebuke, invisibility, major image, speak with dead, suggestion
1/day each: banishment, demiplane, dominate person, fly, forcecage, geas, plane shift
character signing one of these contracts gives up their soul forever. After the signing character reaches 17th level, if at any point they die, their death is permanent, with no chance to return from