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Returning 35 results for 'deeds minute after'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
hag. Over time, “Granny” or “Grampy” convinces the child that it’s okay to do bad deeds—starting with breaking things or wandering without permission, then
through brute strength, insults, and superstition.
Iron Token
An annis hag can pull out one of their iron teeth or nails and spend 1 minute shaping and polishing it into the form of a coin, a ring
Monsters
Curse of Strahd
failure, the target is paralyzed until the Vladimir deals damage to it, or until the end of Vladimir next turn. When the paralysis ends, the target is frightened of Vladimir for 1 minute. The
.
When Strahd became a vampire, Vladimir and his revenants should have gone to their eternal rest. But Strahd's deeds were so heinous that Barovia and the knight's spirits became trapped behind
Monsters
Sleeping Dragon’s Wake
creature of Lhammaruntosz's choice that is within 120 feet of her and aware of her must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the
surrounding area as the captain of the Scaly Eye, a fleet that battled pirates and other threats. To honor her deeds, the Swords of Leilon constructed the Bronze Shrine, a massive temple to Bahamut, god
Monsters
Storm King's Thunder
saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is
about the deeds and whereabouts of surface-world creatures in the North and along the Sword Coast than any other being alive today. Old Snarl obeys strange whims that prompt him to perform acts of
Monsters
Infernal Machine Rebuild
throw or be frightened for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Eye of Flame. The target must make a DC
living, commanding individuals to perform evil deeds of the undead's choosing or be destroyed. If its commands are not obeyed, an eye of fear and flame throws back its hood to reveal its skull—set
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
—whether true or exaggerated—of your great deeds. As a bonus action, you gain the following benefits for 1 minute: You are blessed with an otherworldly presence, gaining advantage on all Charisma checks
Paladin: Oath of Glory Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
—whether true or exaggerated—of your great deeds. As a bonus action, you gain the following benefits for 1 minute: You are blessed with an otherworldly presence, gaining advantage on all Charisma checks
Paladin: Oath of Glory Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they’re all ready when destiny calls. Tenets of Glory
The tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend.
Actions over Words. Strive to be known by glorious deeds, not words.
Challenges Are but
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they’re all ready when destiny calls. Tenets of Glory
The tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend.
Actions over Words. Strive to be known by glorious deeds, not words.
Challenges Are but
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well
target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it. This benefit lasts for 1 minute or until you successfully use this feature against a different target
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
the world of the living, commanding individuals to perform evil deeds of the undead’s choosing or be destroyed. If its commands are not obeyed, an eye of fear and flame throws back its hood to reveal
Fear. The target and up to four other creatures of the eye of fear and flame’s choice within 10 feet of the target must each succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. An
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well
target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it. This benefit lasts for 1 minute or until you successfully use this feature against a different target
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
the world of the living, commanding individuals to perform evil deeds of the undead’s choosing or be destroyed. If its commands are not obeyed, an eye of fear and flame throws back its hood to reveal
Fear. The target and up to four other creatures of the eye of fear and flame’s choice within 10 feet of the target must each succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. An
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
wings into their helmets or coats of arms.
These paladins share the following tenets:
Let your word be your promise. Protect the weak and never fear to act. Let your honorable deeds be an example
glory through deeds of heroism. They train diligently and encourage their companions, so they’re all ready when destiny calls. POLAR ENGINE Oath of Glory Subclass
These paladins share the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
wings into their helmets or coats of arms.
These paladins share the following tenets:
Let your word be your promise. Protect the weak and never fear to act. Let your honorable deeds be an example
glory through deeds of heroism. They train diligently and encourage their companions, so they’re all ready when destiny calls. POLAR ENGINE Oath of Glory Subclass
These paladins share the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
who threaten them. Show mercy to your foes, but temper it with wisdom. Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing
. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
who threaten them. Show mercy to your foes, but temper it with wisdom. Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing
. Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
who threaten them. Show mercy to your foes, but temper it with wisdom. Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing
. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
who threaten them. Show mercy to your foes, but temper it with wisdom. Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing
. Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
okay to do bad deeds—starting with breaking things or wandering without permission, then graduating to pushing someone down the stairs or setting a house on fire. Eventually, the child’s terrified
and spend 1 minute shaping and polishing it into the form of a coin, a ring, or a tiny mirror. Thereafter, any creature that holds this iron token can have a whispered conversation with the hag
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Ancient Silver Dragon Ancient silver dragons pursue world-wide change. They defend their communities and allies, encouraging them to perform deeds worthy of legend. Some set their sights on other
, when it repeats the save. Second Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Ancient Silver Dragon Ancient silver dragons pursue world-wide change. They defend their communities and allies, encouraging them to perform deeds worthy of legend. Some set their sights on other
, when it repeats the save. Second Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
okay to do bad deeds—starting with breaking things or wandering without permission, then graduating to pushing someone down the stairs or setting a house on fire. Eventually, the child’s terrified
and spend 1 minute shaping and polishing it into the form of a coin, a ring, or a tiny mirror. Thereafter, any creature that holds this iron token can have a whispered conversation with the hag
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
condition (your choice) for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success. Once you use this benefit, you can’t use it again until you
, you cast Command without expending a spell slot, and you take on an unearthly appearance for 1 minute or until your Concentration ends. During this time, you can cast Command as a Bonus Action without
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
condition (your choice) for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success. Once you use this benefit, you can’t use it again until you
, you cast Command without expending a spell slot, and you take on an unearthly appearance for 1 minute or until your Concentration ends. During this time, you can cast Command as a Bonus Action without
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. Let the light of your joy and courage shine forth in all your deeds. Oath Spells You gain oath spells at the paladin levels listed. Oath of the Ancients Spells Paladin Level
Spells
3rd
failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. Let the light of your joy and courage shine forth in all your deeds. Oath Spells You gain oath spells at the paladin levels listed. Oath of the Ancients Spells Paladin Level
Spells
3rd
failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. Blessings As described in chapter 7 of the Dungeon Master’s Guide, the gods sometimes use blessings to reward their faithful servants for momentous deeds. Completing a quest bestowed by the god is an
minute. Once you use this blessing, you can’t use it again until the next dawn. Blessing of Resilience (Requires Piety 3+). When you are about to take acid, cold, fire, lightning, or thunder damage, you
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. Blessings As described in chapter 7 of the Dungeon Master’s Guide, the gods sometimes use blessings to reward their faithful servants for momentous deeds. Completing a quest bestowed by the god is an
minute. Once you use this blessing, you can’t use it again until the next dawn. Blessing of Resilience (Requires Piety 3+). When you are about to take acid, cold, fire, lightning, or thunder damage, you
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
that distinguishes itself with great deeds can earn an invitation to join a higher caste. Through a combination of herbal tonics and ritual magic, an elevated grung changes color and is inducted into
harmless to them but poisonous to other creatures. A grung also uses venom to poison its weapons. VARIANT: GRUNG POISON
Grung poison loses its potency 1 minute after being removed from a grung. A
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
that distinguishes itself with great deeds can earn an invitation to join a higher caste. Through a combination of herbal tonics and ritual magic, an elevated grung changes color and is inducted into
harmless to them but poisonous to other creatures. A grung also uses venom to poison its weapons. VARIANT: GRUNG POISON
Grung poison loses its potency 1 minute after being removed from a grung. A
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Occultant Our next kill changes everything. — Occultant divination An occultant tracks the creatures and foes that a franchise has bested or killed, weighing them against the deeds the franchise has
. Over a period of 1 minute, you can study a creature killed by someone in your franchise within the last 24 hours, then grant the character who slew it a d10. Once within the next hour, that character
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Aurnozci within the Firehive The cult’s leader, the Eye of Aurnozci, focuses on powerful mortals or enemies of the cult. High-level characters with a record of heroic deeds can easily fall into this
: Burning Corpse. When the creature dies, its body is reduced to a pile of smoldering embers in the space where it fell. The ashes take 1 minute to cool. Until then, a creature takes 3 (1d6) fire damage when
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
Eye of Fear and Flame An eye of fear and flame stalks the world of the living, commanding individuals to perform evil deeds of the undead’s choosing or be destroyed. If its commands are not obeyed
of fear and flame’s choice within 10 feet of the target must each succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. An affected creature can repeat the saving throw at the end of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
your clothes.
But none among us can compare
To one wily, swift, and stand-up hare—
Scarf that’s glorious, thief notorious,
His deeds are truly meritorious!
With a wink and a grin, he’ll show
the gourd. (Give each player a minute or so to think about what the character’s memory could be and then to note it on their character sheet, as a matter of record.) Removing the stopper releases all