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Returning 35 results for 'connection willing red'.
Spells
Player’s Handbook
You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Resonant Connection. If the banderhobb has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that
banderhobbs—a hag who knows the ritual might be willing to teach it for the right price. Some other wicked Fey and powerful Fiends also know of the process, as do a few mortal mages.
During its
Monsters
Storm King's Thunder
resentful of most kinds of magic. Seldom do they choose to become shamans. Instead, the role is thrust upon those who are born with a strong connection to the spirit world. To be a shaman is to stand
Wolf: beast sense (wolf or dire wolf only), moonbeam, speak with animals (wolf or dire wolf only)
Great Worm: crusader's mantle, hypnotic pattern
Griffon: beast sense (birds only), fly
Red Tiger
Monsters
Fizban's Treasury of Dragons
", "rollAction":"Heat Breath", "rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful one. Metal objects in that area glow red-hot until the end of the dragonborn
. Their breath weapon, a blast of heat, is believed to be an echo of long-lost Sardior's breath.
Dragonborn Champions
The connection between dragonborn and their draconic ancestors manifests in a
Monsters
Quests from the Infinite Staircase
roll to use, potentially turning the failure into a success.Leprechauns are manifestations of the Feywild rules of hospitality and reciprocity. These rules infuse leprechauns with a deep connection to
. They delight in pranking such foolish creatures or pilfering from them in return.
Leprechauns take pride in their appearances, dressing in dapper outfits that typically feature red fabrics, gleaming
Monsters
The Book of Many Things
willing creature the living portent can see within 30 feet of itself. The target’s hit point maximum and current hit points increase by 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"roll
Whisperer. A purple star whose guidance and minions seem to help for a time but whose influence inevitably leads to disaster.
Hadar, the Dark Hunger. A cinder-red dying star that siphons life from its
Monsters
Tales from the Yawning Portal
occupied by a Small or Medium creature. If that creature is willing, both creatures teleport, swapping places. Var can use this feature again only after he finishes a long rest or casts a conjuration spell
next 24 hours.After failing in an earlier task for the Red Wizards, the lich Tarul Var is sequestered within the Doomvault (Dead in Thay), where he tries to avoid the attention of Szass Tam
Classes
Tasha’s Cauldron of Everything
Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself
spies.
Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many
Classes
Tasha’s Cauldron of Everything
Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself
spies.
Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many
Species
Guildmasters’ Guide to Ravnica
in any capacity, loxodons devote themselves to maintaining that bond. They coordinate their efforts and are often willing to sacrifice themselves for the sake of the group. They expect reciprocal
’s resonant nasal chambers, that indicate status, family connection, and community role. Since most non-loxodons can’t distinguish these underlying tones, let alone produce them, loxodons
Monsters
Fizban's Treasury of Dragons
. Deep dragons look down on any creature that isn’t useful to them, though they are willing to bargain for knowledge they lack.
Creating a Deep Dragon
Use the Deep Dragon Personality Traits and
flesh.
6
I might be willing to exert myself to take out a mind flayer. Those disgusting creatures must be stopped.
7
I dream of seeing the deepest places in the ocean.
8
I find I
Shifter
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Eberron: Rising from the Last War
ready for change or opportunity.
Shifters have a natural inclination toward classes with a primal connection. A shifter barbarian draws their rage from the beast within. A shifter ranger indulges
names” with strangers. These are usually tied to a physical or personality trait.
Shifter Names: Badger, Bear, Cat, Fang, Grace, Grim, Moon, Rain, Red, Scar, Stripe, Swift, Talon, Wolf
Backgrounds
Ghosts of Saltmarsh
ten other people each day.
FISHING TALE
You can tell a compelling tale, whether tall or true, to impress and entertain others. Once a day, you can tell your story to willing listeners. At the DM
work ethic, and they admire others who earn their living honestly. Fishers tend to be superstitious, forming attachments to particular fishing lures or special fishing spots. They have a connection
Genasi
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
Genasi inherit something from both sides of their dual nature. They resemble humans but have unusual skin color (red, green, blue, or gray), and there is something odd about them. The elemental blood
mountains. Fitting backgrounds include charlatan, entertainer, and noble.
Earth genasi are more withdrawn, and their connection to the earth keeps them from being comfortable in most cities. Their uncommon
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
brightly colored, with feathers of red, orange, or yellow. Females have more subdued colors, usually brown or gray. Their heads complete the avian appearance, being something like a parrot or eagle with
have historical ties to the Wind Dukes of Aaqa. Exceptional individuals honor that connection and might seek out the missing pieces of the Rod of Seven Parts, the remains of an artifact fashioned by
Warding Bond
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and
spells
You touch a willing creature, transforming its skin into red scales. Until the spell ends, the target has Resistance to Cold, Fire, and Lightning damage, and the target also gains Immunity to Poison damage.
Magic Items
Lost Laboratory of Kwalish
metal bosses adorn the armor in seemingly random fashion. On the back of the armor’s left gauntlet is a rectangular metal box, from which projects a short rod tipped with a cone-shaped red
magic that generates a conduit something like an astral silver cord. While so connected, a willing ally can give up hit points as a reaction to fuel the armor’s abilities.
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
owner, they are often willing to take the chance of revealing themselves because the potential reward is worth the risk.
Dragon Servitors
Kobolds believe that they were created by Tiamat from the blood
see magic as part of their connection to dragons, and are proud to be blessed with the ability to wield such power. Young kobold sorcerers are trained by elders, and the training has an almost
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Gaze of Two Minds You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you
, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Gaze of Two Minds You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you
, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
) Duration: 1 hour This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
duration)
Duration: 1 hour
You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
) Duration: 1 hour This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
) Duration: 1 hour This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
duration)
Duration: 1 hour
You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
) Duration: 1 hour This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
duration)
Duration: 1 hour
You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it
, Wizard)
Casting Time: Action or Ritual
Range: 30 feet
Components: V, S, M (a short reed)
Duration: 24 hours
This spell grants up to ten willing creatures of your choice within range the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
duration)
Duration: 1 hour
You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it
, Wizard)
Casting Time: Action or Ritual
Range: 30 feet
Components: V, S, M (a short reed)
Duration: 24 hours
This spell grants up to ten willing creatures of your choice within range the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
willing to do favors for those who supported her. In comparison to the feeble members of the Cult of the Dragon, who offer Tiamat devotion but little else, the Red Wizards who opened the gate for her
Chapter 16: Mission to Thay Early during his rise to power, Severin enlisted the aid of a group of Thayan exiles in his scheme to return Tiamat to the world. He needs the Red Wizards’ expertise in
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
willing to do favors for those who supported her. In comparison to the feeble members of the Cult of the Dragon, who offer Tiamat devotion but little else, the Red Wizards who opened the gate for her
Chapter 16: Mission to Thay Early during his rise to power, Severin enlisted the aid of a group of Thayan exiles in his scheme to return Tiamat to the world. He needs the Red Wizards’ expertise in
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
willing to do favors for those who supported her. In comparison to the feeble members of the Cult of the Dragon, who offer Tiamat devotion but little else, the Red Wizards who opened the gate for her
Chapter 16: Mission to Thay Early during his rise to power, Severin enlisted the aid of a group of Thayan exiles in his scheme to return Tiamat to the world. He needs the Red Wizards’ expertise in
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
willing to do favors for those who supported her. In comparison to the feeble members of the Cult of the Dragon, who offer Tiamat devotion but little else, the Red Wizards who opened the gate for her
Chapter 16: Mission to Thay Early during his rise to power, Severin enlisted the aid of a group of Thayan exiles in his scheme to return Tiamat to the world. He needs the Red Wizards’ expertise in
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
manifest physically in Eberron, but they have other options. They can possess willing humanoids, creating agents known as the Inspired (see chapter 6). They can also manipulate the dreams of mortals. The
infiltrate other organizations. Anyone could become an Inspired vessel, or be prompted into taking foolish action by a dream. Its agents are scattered across the world and have no obvious connection to one another, until they reveal their true nature and purpose.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
manifest physically in Eberron, but they have other options. They can possess willing humanoids, creating agents known as the Inspired (see chapter 6). They can also manipulate the dreams of mortals. The
infiltrate other organizations. Anyone could become an Inspired vessel, or be prompted into taking foolish action by a dream. Its agents are scattered across the world and have no obvious connection to one another, until they reveal their true nature and purpose.