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Returning 35 results for 'patron action and his contrast'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
become restrained as shadowy tendrils wrap around it for 1 minute. A restrained target can use its action to repeat the saving throw, ending the effect on itself on a success.
Spellcasting. The
forging of a pact between a warlock and a patron is no minor occasion—at least not for the warlock. The consequences of breaking that pact can be dire and, in some cases, lethal. A warlock who fails
Dark Shard Amulet
Legacy
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Magic Items
Xanathar's Guide to Everything
This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits:
You can
Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.
Monsters
Quests from the Infinite Staircase
successful save, a creature takes half as much damage only and moves to the nearest unoccupied space outside the vortex.
On subsequent turns, Nafas can use this action to move the vortex up to 60 feet
with it.
A creature restrained by the vortex, or another creature that can reach it, can use its action to make a DC 22 Strength check. On a successful check, the restrained creature is no longer
Monsters
Fizban's Treasury of Dragons
or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses its action to end it.The greatwyrm can take 3 legendary
actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The greatwyrm regains spent legendary actions at
Monsters
Baldur’s Gate: Descent into Avernus
in an unoccupied space within 60 feet of him, acts as his ally, and can’t summon other devils. The erinyes remains for 10 minutes or until Mahadi dismisses it as an action. If the erinyes dies
, Mahadi loses this action option.Mahadi appears as a wealthy merchant lord. Though extremely powerful, Mahadi doesn’t believe in taking unnecessary risks, particularly in the Nine Hells where he
Monsters
Vecna: Eve of Ruin
, Minor Illusion, Web
2/day each: Dominate Monster, Mass Suggestion, Mirror Image, Telekinesis, TeleportMiska can take 3 legendary actions, choosing from the options below. Only one legendary action can
strength is his cunning mind.
History
Ages ago, Miska led the hordes of Chaos against the forces of Law at the behest of his patron, the enigmatic Queen of Chaos. It seemed Miska’s domination
Monsters
Fizban's Treasury of Dragons
, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses its action to end it.The greatwyrm can take 3 legendary actions
, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The greatwyrm regains spent legendary actions at the start
Monsters
Fizban's Treasury of Dragons
, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses its action to end it.The greatwyrm can take 3 legendary actions
, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The greatwyrm regains spent legendary actions at the start
Monsters
Fizban's Treasury of Dragons
, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses its action to end it.The greatwyrm can take 3 legendary actions
, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The greatwyrm regains spent legendary actions at the start
Monsters
Fizban's Treasury of Dragons
, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses its action to end it.The greatwyrm can take 3 legendary actions
, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The greatwyrm regains spent legendary actions at the start
Monsters
The Book of Many Things
outside the cylinder. The vortex lasts until the start of Malaxxix’s next turn.Malaxxix can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a
worthwhile. When Malaxxix deigns to speak with others, the fiend displays grandiloquent diction and a pompous demeanor—a stark contrast to the yugoloth’s usual fury.
Curse of Malaxxix
A creature
Monsters
Fizban's Treasury of Dragons
one.The aspect can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The aspect
, the target must succeed on a DC 27 Wisdom saving throw or become frightened of the aspect until the end of the target’s next turn.Known as the Platinum Dragon, Bahamut is the patron and
Backgrounds
Sword Coast Adventurer's Guide
in the shadows. Order agents tend to be proficient in Religion, and frequently seek aid from law enforcement friendly to the order’s ideals, and the clergy of the order’s patron gods.
The
, empathizing with them and always working toward peace.
3
I see omens in every event and action. The gods try to speak to us, we just need to listen.
4
Nothing can shake my optimistic
monsters
feet equal to the chosen radius. The spellvoid wisp can alter the radius as an action. Multiattack. The wisp makes two Shock attacks.
Shock. Melee Attack Roll: +7;{"diceNotation":"1d20+7
into a bizarre form of sustenance. They are more likely than other wisps to be intellectual or scholarly, and most know about—and revere—the malevolent patron of wisps, Nhimbaloth. They
Demilich (Variant)
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Monsters
Monster Manual (2014)
-forms in an unoccupied space nearest to the gem and in the same state as when it was trapped.The demilich can take 3 legendary actions, choosing from the options below. Only one legendary action option
their quest for power beyond the mortal world. As their patron did, they secure their remains within well-guarded vaults, using soul gems to maintain their phylacteries and destroy the adventurers who
monsters
Action, a creature can insult the sinner’s skill and renown as a pirate captain. The sinner must succeed on a DC 15 Wisdom saving throw or take 10 Psychic damage and have Disadvantage on attack
) and using Charisma as the spellcasting ability (spell save DC 17):
At Will: Bane, Bestow Curse, Major Image, Remove Curse
1/Day Each: Animate Dead, Creation, DarknessLegendary Action Uses: 3
monsters
regains 20 Hit Points.Legendary Action Uses: 3. Immediately after another creature’s turn, the Wicker Man can expend a use to take one of the following actions. The Wicker Man regains all
", "rollAction":"Burning Clutch", "rollDamageType":"Fire"} Fire damage. Failure or Success: The Wicker Man can’t take this action again until the start of its next turn.
Slam. The Wicker Man makes one
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Intrigue Stories in the noir tradition tend to start slowly and build gradually as the mystery gets deeper and more convoluted, until the situation erupts in a climactic confrontation. In contrast to
the pulse-pounding action of a pulp adventure, noir typically relies on intrigue — in every sense of the word — to keep the protagonists engaged as they move deeper into the story. Setting the Stage
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Intrigue Stories in the noir tradition tend to start slowly and build gradually as the mystery gets deeper and more convoluted, until the situation erupts in a climactic confrontation. In contrast to
the pulse-pounding action of a pulp adventure, noir typically relies on intrigue — in every sense of the word — to keep the protagonists engaged as they move deeper into the story. Setting the Stage
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
on you already, that’s not to say it couldn’t still happen. Special Terms d6 Term 1 When directed, you must take immediate action against a specific enemy of your patron. 2 Your pact tests your
receive a patron’s favor — are always dictated by the patron. On occasion, those terms include a special proviso that might seem odd or whimsical, but warlocks take these dictates as seriously as they do
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
on you already, that’s not to say it couldn’t still happen. Special Terms d6 Term 1 When directed, you must take immediate action against a specific enemy of your patron. 2 Your pact tests your
receive a patron’s favor — are always dictated by the patron. On occasion, those terms include a special proviso that might seem odd or whimsical, but warlocks take these dictates as seriously as they do
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
champions of Dhakaan — live on after death, becoming the patron ancestors of the Tairnadal. Upon reaching adulthood, a Tairnadal elf forms a bond with one of these ancestors and strives to follow in
the footsteps of this ancestor, living as the patron did. In this way, the champion comes to embody their ancestor, allowing the dead to live on. The Tairnadal have three distinct lines: the Draleus
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
champions of Dhakaan — live on after death, becoming the patron ancestors of the Tairnadal. Upon reaching adulthood, a Tairnadal elf forms a bond with one of these ancestors and strives to follow in
the footsteps of this ancestor, living as the patron did. In this way, the champion comes to embody their ancestor, allowing the dead to live on. The Tairnadal have three distinct lines: the Draleus
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
goblin empire. The greatest heroes of those struggles live on after death, known as the patron ancestors. When you became an adult, one of the patron ancestors formed a bond with you. Now it is your
duty to follow in the footsteps of your patron, living your life as they lived theirs, allowing this champion to live on through you. This is why your people constantly seek out conflict; you need to
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
goblin empire. The greatest heroes of those struggles live on after death, known as the patron ancestors. When you became an adult, one of the patron ancestors formed a bond with you. Now it is your
duty to follow in the footsteps of your patron, living your life as they lived theirs, allowing this champion to live on through you. This is why your people constantly seek out conflict; you need to
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it. Level 14: Bewitching Magic Your patron grants you the ability to weave your magic
. Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it. Great Old One Patron Unearth
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it. Level 14: Bewitching Magic Your patron grants you the ability to weave your magic
. Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it. Great Old One Patron Unearth
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
become restrained as shadowy tendrils wrap around it for 1 minute. A restrained target can use its action to repeat the saving throw, ending the effect on itself on a success.
PATRON-SPECIFIC SPELLS
You can customize a deathlock by replacing some or all of the spells in its Spellcasting trait with spells specific to its patron. Here are examples.
Deathlock
Archfey patron: blink, faerie fire
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
become restrained as shadowy tendrils wrap around it for 1 minute. A restrained target can use its action to repeat the saving throw, ending the effect on itself on a success.
PATRON-SPECIFIC SPELLS
You can customize a deathlock by replacing some or all of the spells in its Spellcasting trait with spells specific to its patron. Here are examples.
Deathlock
Archfey patron: blink, faerie fire
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. The Initiative of a controlled mount changes to match yours when you mount it. It moves on your turn as you direct it, and it has only three action options during that turn: Dash, Disengage, and Dodge
. A controlled mount can move and act even on the turn that you mount it. In contrast, an independent mount—one that lets you ride but ignores your control—retains its place in the Initiative order
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
The Parasite Patron Become One with a Cosmic Being
Your patron is a cosmic parasite, draining the vitality of entire peoples and worlds. Upon forging a pact with such a patron, you become host to
one of its nascent offspring. As you grow in power, the boundary between your identity and the parasitic larva within blurs.
Level 3: Spell Siphon Your patron has taught you to siphon magic from
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
resemble those assigned by any other patron. Without a patron directing your assignments, your group is free to pursue its own goals, whether you’re seeking wealth, struggling against evil, pursuing a
. An assignment involves finding something or solving a mystery (see “Inquisitive Agency”). 7 Military Action. Your party is invited to serve as a military unit (see “Military Force”). 8 Gathering News
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Pact Boon At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice. Pact of the Chain You learn the find familiar
special forms: imp, pseudodragon, quasit, or sprite. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. The Initiative of a controlled mount changes to match yours when you mount it. It moves on your turn as you direct it, and it has only three action options during that turn: Dash, Disengage, and Dodge
. A controlled mount can move and act even on the turn that you mount it. In contrast, an independent mount—one that lets you ride but ignores your control—retains its place in the Initiative order
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
resemble those assigned by any other patron. Without a patron directing your assignments, your group is free to pursue its own goals, whether you’re seeking wealth, struggling against evil, pursuing a
. An assignment involves finding something or solving a mystery (see “Inquisitive Agency”). 7 Military Action. Your party is invited to serve as a military unit (see “Military Force”). 8 Gathering News