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Returning 35 results for 'promises arcane and his command'.
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promise arcane and his company
promise arcane and his common
promised arcane and his commands
promise arcane and his commune
promised arcane and his common
Monsters
Baldur’s Gate: Descent into Avernus
Command ability.
Spear. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spear"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3
":"piercing"} piercing damage when used with two hands to make a melee attack.
Voice of Command. The iron consul selects up to two allies within 90 feet of it that can hear its commands. Each ally can
Monsters
Baldur’s Gate: Descent into Avernus
gifts and promises of power to turn them into loyal vassals.
Cruel Tyrants. Whenever Bane’s followers gain power, they institute draconian measures to ensure that their rule is unquestioned. They
field officers who excel at coordinating the fists in combat. The black gauntlet of bane;black gauntlets are the priests who command the consuls.
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
Draconic Command. Whenever a Dragon or a creature with the Draconic Devotion trait within 30 feet of Verminaard makes an attack roll, the creature can roll a d4;{"diceNotation":"1d4", "rollType
":"roll", "rollAction":"Draconic Command"} and add the number rolled to the attack roll.
Legendary Resistance (3/Day). If Verminaard fails a saving throw, he can choose to succeed instead.
Special
Magic Items
Eberron: Rising from the Last War
This small stylized key plays a vital role in the work of House Kundarak. If you cast the alarm, arcane lock, or glyph of warding spell, you can tie the effect to the keycharm so that whoever holds
it receives the notification from the alarm spell, bypasses the lock of the arcane lock spell, or avoids triggering the glyph placed by the glyph of warding spell. In addition, the holder (who needn
Monsters
Icewind Dale: Rime of the Frostmaiden
flame, thaumaturgy
1st level (4 slots): command, inflict wounds, shield of faith
2nd level (3 slots): hold person, spiritual weaponMultiattack. The fanatic makes two melee attacks.
Dagger. Melee or
in cult affairs because he fears her spellcasting ability and her connection to the Arcane Brotherhood. She could take over the cult anytime she wanted, and Kadroth doesn't want to give her any reason
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
spell slot used to cast it is not expended.High fae mages are some of the mightiest magic users among the faeries of Eldraine. These skilled spellcasters have mastered the arcane art of dealmaking
always be repaid, promises must be honored, and outright lies must never be spoken (though misdirection and riddles are always welcome). To amuse themselves over the long centuries of their lives, high fae
Magic Items
Vecna: Eve of Ruin
again until the next dawn.
Rod Pieces
Piece
Spell
Rod of Seven Parts (First Piece);First
Commune
Rod of Seven Parts (Second Piece);Second
Arcane Gate
Rod of Seven Parts
Piece);Sixth
Mirage Arcane
Rod of Seven Parts (Seventh Piece);Seventh
Simulacrum
Possessing the Whole Rod. Once all seven pieces are reassembled, a creature can attune to the Rod
Monsters
Van Richten’s Guide to Ravenloft
turn.
Innate Spellcasting (Psionics). The inquisitor casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save DC 15):
At will: arcane eye
, calm emotions, detect magic, detect thoughts, dispel magic, sending, suggestion
1/day each: mass suggestion, modify memory
Inquisitor’s Command (Recharge 5–6);{"diceNotation":"1d6","rollType
Monsters
Mordenkainen Presents: Monsters of the Multiverse
this demon lord is a warning that not all that is beautiful is good. Every plane and curve of his nine-foot-tall body, every glance of his burning eyes, promises a mixture of pleasure and pain. Graz
pageantry.
Lair Actions
On initiative count 20 (losing initiative ties), Graz’zt can take one of the following lair actions; he can’t take the same lair action two rounds in a row:
Command
Monsters
Bigby Presents: Glory of the Giants
Constitution saving throw; on a failed save, the creature has the poisoned condition until the end of its next turn.Some fomorians search for the arcane glory their kind possessed before their banishment
qualities, tempting them with promises of higher standing in the ordning, and incited his descendants to launch an assault on the Feywild. When the assault failed, the fomorians were banished to the Underdark
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollDamageType":"necrotic"} necrotic damage.
Infernal Command. Each of Bael’s allies within 60 feet of him can’t be charmed or frightened until the end of his next turn.
Spellcasting. Bael casts
’s turn. Bael regains spent legendary actions at the start of his turn.
Fiendish Magic. Bael uses Spellcasting or Teleport.
Infernal Command. Bael uses Infernal Command.
Attack (Costs 2 Actions
Monsters
Guildmasters’ Guide to Ravnica
":"Spellcasting"} to hit with spell attacks). Isperia has the following cleric spells prepared:
Cantrips (at will): guidance, light, resistance, sacred flame, thaumaturgy
1st level (4 slots): command
, detect evil and good, ensnaring strike, sanctuary, shield of faith
2nd level (3 slots): arcane lock, augury, calm emotions, hold person, silence, zone of truth
3rd level (3 slots): bestow curse
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
DC 17):
At will: detect magic, mage hand, prestidigitation
2/day each: dispel magic, hunger of Hadar, lightning bolt
1/day each: arcane eye, dimension door, plane shift (self only)Far Realm Step
One whispers promises of reality-defying knowledge and world-bending power. When a wizard or a warlock hears that whisper and listens too intently, they might set foot on the twisting path toward
Backgrounds
Guildmasters’ Guide to Ravnica
footsteps of a Boros parent, succumbed to the persuasion of a charismatic recruiter’s lofty promises, or were drawn in by the prospect of a life of action.
Skill Proficiencies: Athletics
;Society functions only if people do their duty and respect the chain of command. (Lawful)
6
Conviction. Anything worth doing is worth doing with your whole heart. (Lawful)
Bonds
Backgrounds
Guildmasters’ Guide to Ravnica
3rd
gaseous form, meld into stone, nondetection
4th
arcane eye, freedom of movement
5th
modify memory
Your magic is meant to be subtle and undetectable, but
.
Dimir Contacts
d8
Contact
1
I know a Dimir courier who relays messages to me from someone higher up the chain of command.
2
I get orders from a shapeshifter I recognize only
Backgrounds
Guildmasters’ Guide to Ravnica
friends, message
1st
command, ensnaring strike
2nd
arcane lock, calm emotions, hold person
3rd
clairvoyance, counterspell
4th
compulsion, divination
Monsters
Fizban's Treasury of Dragons
connections with other creatures. When they do connect with others, it is most often for intellectual and philosophical pursuits or to fulfill some arcane purpose involving the dragons’ echoes across
count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn’t directly harmful to the creature.
Imprisoning Force. The
Monsters
Fizban's Treasury of Dragons
and rarely cultivating connections with other creatures. When they do connect with others, it is most often for intellectual and philosophical pursuits or to fulfill some arcane purpose involving the
the best of its ability any command the dragon issues that isn’t directly harmful to the creature.
Imprisoning Force. The dragon casts the forcecage spell, using its spell save DC and requiring
Monsters
Fizban's Treasury of Dragons
-foot-diameter tunnel in its wake.
Warp Perception (1/Day). The dragon can cast mirage arcane, requiring no spell components and using Intelligence as the spellcasting ability.Multiattack. The dragon
this way obeys to the best of its ability any command the dragon issues that isn’t directly harmful to the creature.
Distort Perceptions. The dragon attempts to alter the perceptions of one
Knowledge Domain
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Player’s Handbook (2014)
Spells
1st
command, identify
3rd
augury, suggestion
5th
nondetection, speak with dead
7th
arcane eye, confusion
9th
legend lore, scrying
Classes
Player’s Handbook (2014)
Spells
3rd
augury, command, identify, suggestion
5th
nondetection, speak with dead
7th
arcane eye, confusion
9th
legend lore, scrying
magic-items
This broad, black tallow candle is engraved with arcane symbols. When lit, its smoke is greasy and pungent, and its flame is pale gray, but it never burns down. The candle has the following
properties.
Word of Flame and Darkness. As a Bonus Action, you can light or extinguish the candle by speaking a command word while within 60 feet of it. It sheds Dim Light in a 30-foot radius.
Witchlight
Hobgoblin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
to keep the knowledge fresh for new generations. When hobgoblins aren’t waging war, they farm, they build, and they practice both martial and arcane arts.
These trappings of civil society do
discipline, and he is thought to be pleased by displays of those principles.
In the stories that hobgoblins tell one another, Bargrivyek serves as Nomog-Geaya’s second in command. Nomog-Geaya
Druid
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
communicate with and command these spirits. Different druidic sects, though, hold different philosophies about the proper relationship of these spirits to each other and to the forces of civilization. The
Ashbound, for example, believe that arcane magic is an abomination against nature, the Children of Winter venerate the forces of death, and the Gatekeepers preserve ancient traditions meant to protect
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Keycharm Wondrous item, common (requires attunement by a creature with the Mark of Warding) This small stylized key plays a vital role in the work of House Kundarak. If you cast the alarm, arcane
lock, or glyph of warding spell, you can tie the effect to the keycharm so that whoever holds it receives the notification from the alarm spell, bypasses the lock of the arcane lock spell, or avoids
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Keycharm Wondrous item, common (requires attunement by a creature with the Mark of Warding) This small stylized key plays a vital role in the work of House Kundarak. If you cast the alarm, arcane
lock, or glyph of warding spell, you can tie the effect to the keycharm so that whoever holds it receives the notification from the alarm spell, bypasses the lock of the arcane lock spell, or avoids
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Keycharm Wondrous item, common (requires attunement by a creature with the Mark of Warding) This small stylized key plays a vital role in the work of House Kundarak. If you cast the alarm, arcane
lock, or glyph of warding spell, you can tie the effect to the keycharm so that whoever holds it receives the notification from the alarm spell, bypasses the lock of the arcane lock spell, or avoids
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Keycharm Wondrous item, common (requires attunement by a creature with the Mark of Warding) This small stylized key plays a vital role in the work of House Kundarak. If you cast the alarm, arcane
lock, or glyph of warding spell, you can tie the effect to the keycharm so that whoever holds it receives the notification from the alarm spell, bypasses the lock of the arcane lock spell, or avoids
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
would make it worthy of note, but Fistandia’s additions in the margins are even more interesting. In arcane shorthand, she details how she created a permanent Mordenkainen’s magnificent mansion spell and
records the command word to open the mansion’s doorway. Many researchers perused this book over the years it spent in Candlekeep, but knowledge of the command word was useless without the location of
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Installing the Helm Petty Officer Winston Ryeback instructs the characters to place the spelljamming helm on the tyrant ship’s Command Deck (even though the helm can function anywhere on the ship
). Getting the helm to the Command Deck will take a bit of work, given that the tyrant ship’s access shafts are designed for hovering beholders. Characters can use the climbing kits, pitons, and ropes to
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
would make it worthy of note, but Fistandia’s additions in the margins are even more interesting. In arcane shorthand, she details how she created a permanent Mordenkainen’s magnificent mansion spell and
records the command word to open the mansion’s doorway. Many researchers perused this book over the years it spent in Candlekeep, but knowledge of the command word was useless without the location of
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
the end of the ceremony, Mirt closes out with a few words memorializing those that were recently lost and promises to keep Spelljammer Academy open and safe. Each character can choose to remain at the
ship under the command of a captain who is friendly toward Mirt and Spelljammer Academy. The characters are then dispatched to a coastal city and told to await the ship’s arrival. Graduation Gifts As a
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Installing the Helm Petty Officer Winston Ryeback instructs the characters to place the spelljamming helm on the tyrant ship’s Command Deck (even though the helm can function anywhere on the ship
). Getting the helm to the Command Deck will take a bit of work, given that the tyrant ship’s access shafts are designed for hovering beholders. Characters can use the climbing kits, pitons, and ropes to
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
the end of the ceremony, Mirt closes out with a few words memorializing those that were recently lost and promises to keep Spelljammer Academy open and safe. Each character can choose to remain at the
ship under the command of a captain who is friendly toward Mirt and Spelljammer Academy. The characters are then dispatched to a coastal city and told to await the ship’s arrival. Graduation Gifts As a
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
transmutation). His theory suggests that the central obelisk grants a boost in arcane power to mages across the cosmos, and he urges the characters to aid him in empowering it. In truth, Ubbalux has
concocted this theory to dupe the characters into testing his latest escape plan. Characters who examine the standing stones and succeed on a DC 15 Intelligence (Arcana) check discern that the arcane runes