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Returning 21 results for 'days imposing are bonded'.
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Spells
Xanathar's Guide to Everything
bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.
.
Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell.
Wedding. You touch adult humanoids willing to be
Magic Items
Acquisitions Incorporated
target one creature you can see that is about to attempt an ability check, attack roll, or saving throw, either granting advantage or imposing disadvantage on the roll. The bead crumbles to dust when
death of a creature has unintended consequences. Within seven days of a creature’s death, you can use your occultant abacus to divine ways to reverse or mitigate events resulting from that death. As
Monsters
Eberron: Rising from the Last War
actual locations, imposing disadvantage on the creature’s attack rolls against those targets. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect
effects fade over the course of 1d10;{"diceNotation":"1d10","rollType":"roll"} days.
Madness of Belashyrra
If a creature goes mad in Belashyrra’s lair or while it can see the daelkyr, it gains
Magic Items
Infernal Machine Rebuild
of the conjuration school, as follows:
1/day: conjure animals, summon lesser demons
1/7 days: conjure minor elementals, conjure woodland beings, summon greater demon
1/month: conjure elemental
, necessitating seven days’ worth of repairs and reprogramming, as well as the expenditure of 500 gp in parts, before it can be used again. When these repairs are done, the cumulative chance of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, the target can’t become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to
, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite. You touch one corpse, and for the next 7 days
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
within the house’s walls. The House of Lament is capable of imposing itself over other lands and can appear in other Domains of Dread. A version of the house stands in western Borca (see chapter 3
), and the structure can be accessed there no matter where else it appears. The house travels at the whims of the Dark Powers and might appear and linger for days or years before vanishing. When the House
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
beautiful place.
The stone golem looks at the party member who is bonded with it as if awaiting its next command. The sarcophagus is 5 feet tall and covered in Netherese incantations that have kept the
, a Nether Scroll of Azumar is not a consumable magic item. It takes 30 days of concentrated study—at least 8 hours per day—to attempt to understand this scroll. After completing this study, you must
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
flame storm usually lasts 2d4 minutes, though the originating storm clouds can persist for days, creating multiple flame storms. Necrotic Tempest. Storms infused with the essence of death roil with
crops withered and wells undrinkable for 1d4 days after its passing. Thrym’s Howl. These bone-chilling blizzards drive a wall of wind and snow like a living glacier. The storm projects extreme cold (see
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
imposing female gray dwarf. She is fully armored and bears an insignia you have not seen on any other duergar. She is flanked by two Stone Guards who remain bythe door.
“I am Captain Errde
days imprisoned and then are sold back to the drow. Xalith and her squad meet up with Ilvara and then return to Velkynvelve, if the characters can’t manage to escape from their captors. If the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
reaction, you can target one creature you can see that is about to attempt an ability check, attack roll, or saving throw, either granting advantage or imposing disadvantage on the roll. The bead crumbles
the Balance As a rank 4 occultant, you learn that sometimes the death of a creature has unintended consequences. Within seven days of a creature’s death, you can use your occultant abacus to divine
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
succeeds automatically. The character can use the feature granted in this way only once and must use it within 7 days. Reroll if you’ve already rolled this effect. Far Realm As souls travel away from
every hour, ending the effect on itself on a success. 10–18 An elder evil turns its attention to the region, imposing the pressure of its unfathomable presence upon the place. Any creature that finishes
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
flesh is transparent. 7 The creature has extra limbs. 8 The creature is bioluminescent. 9 The creature has an additional head. 10 The creature sheds its skin every 60 days. Beholders Beholders served as
, imposing disadvantage on the creature’s attack rolls against those targets. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
below. Three-foot-high barriers line the causeway’s edges, funneling travelers toward the gatehouse of Vrakir’s imposing fortress.
The bridge crosses the lava river at its narrowest point, spanning 300
platform. Each one can be described as follows: This imposing tower is buttressed by the stone cliffs of the stronghold’s upper level. Its battlements have a commanding view of the hold’s upper and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
losses, including those of life and limb. Instead, its plethora of back rooms and antechambers act as de facto offices for the menagerie of shady characters who spend their days drinking here. Ostensibly
the jutting outcropping still known as Dumper’s Rock. The main appeal of Insight Park is the Drawing Tree. Planted by Torimesh and grown to full-size in a matter of days, the tree is of a species no one
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
losses, including those of life and limb. Instead, its plethora of back rooms and antechambers act as de facto offices for the menagerie of shady characters who spend their days drinking here. Ostensibly
Insight Park is the Drawing Tree. Planted by Torimesh and grown to full-size in a matter of days, the tree is of a species no one can identify, and Torimesh steadfastly refuses to say anything about its
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
12 Wisdom (Medicine) check. On a success, the character confirms that the gnome was battered to death roughly ten days ago. Characters who cast Speak with Dead on the corpse can learn the following
Rattle and thought it best to adopt them before they harmed themselves or someone else. The orphans are Neutral; they have bonded with their adoptive mother and don’t know what happened to their
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Urnrayle replaces the guards in a few hours with the cultists from area B14. In a few days, he augments this force with two ogres. B5. East Guardroom The crumbling masonry in this old guardroom
monsters can be bonded with cultists. Each bulette is chained securely to one of the big pillars in the room (the northeast, center west, and southeast pillars, specifically). The chains keep the bulettes
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
character can examine the area and make a DC 15 Wisdom (Survival) check. On a success, the character notices days-old, partially concealed boot prints in the snow. These prints are several feet in length and
amulet it’s bonded to (see area D7), the guardian fights the closest creature as it continues trying to protect its former controller, the halfling Deena Finkleton. Southwest Alcove. This alcove
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
serve as bonded mounts for two Dark Tide knights (see chapter 7) who live in the hut on the island. One knight is standing guard on the island when the characters first arrive; the other one is resting
to the Plane of Water. No more watery globes form within the Plunging Torrents, and the water in the node returns to normal levels. Over the course of the next few days, much of the remaining water siphons out into the surrounding earth.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Charisma check. A character with proficiency in the Animal Handling skill has advantage on the check. The bonded tressym obeys that character’s commands and no one else’s. Near the top of Moongleam Tower is
, they must pay for her services. She charges 250 gp per person for training and another 25 gp per person per day of travel. Characters who want to be trained must undergo three days of intense lessons
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
piercing and 4 (1d4 + 2) poison damage. Treasure. The chest and sacks contain the lair’s wealth. The chest holds 1,700 ep, a gold-bonded ivory scepter (100 gp), and a gold crown in the shape of a coiled
otherwise bare cell.
A lizardfolk commoner (see appendix C) has been kept here for a few days as a disciplinary measure. It hisses and cowers in the corner if approached. It escapes to area 44 if






