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Returning 35 results for 'promote acts and his conjure'.
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Magic Items
Dungeon Master’s Guide
The Moonblade has the properties of a Ring of Spell Storing.
100
You can take a Magic action to conjure a spectral entity that resembles a shadowy elf if you don’t already have one
. You control this entity, deciding how it acts and moves. It remains until it drops to 0 Hit Points or you dismiss it as a Magic action.
Monsters
Storm King's Thunder
Slam action option. An animated tree acts as an ally of Turlang . The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until Turlang
, pass without trace, speak with animals
1/day each: commune with nature (cast as 1 action), conjure woodland beings, hallucinatory terrain (cast as 1 action)A xenophobic, moss-covered treant named Turlang.Bludgeoning, PiercingFire
Magic Items
Mordenkainen Presents: Monsters of the Multiverse
scraping them through blood. The nightmare appears at the start of your next turn, within 20 feet of you. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you
or it dies, or until you dismiss it as an action. If the nightmare dies, it reforms in the Nine Hells within 24 hours, after which you can summon it again.
The tack doesn’t conjure a nightmare
Backgrounds
Sword Coast Adventurer's Guide
: Founded more than a millennium ago, disbanded and reorganized several times, the Harpers remain a powerful, behind-the-scenes agency, which acts to thwart evil and promote fairness through
agenda similar to that of the Harpers. Its methods are vastly different, however: bearers of the gauntlet are holy warriors on a righteous quest to crush evil and promote justice, and they never hide
Drow Priestess of Lolth
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
disease, ray of sickness
2nd level (3 slots): lesser restoration, protection from poison, web
3rd level (3 slots): conjure animals (2 giant spiders), dispel magic
4th level (3 slots): divination
, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.
Infernal Tack
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Mordenkainen’s Tome of Foes
nightmare appears at the start of your next turn, within 20 feet of you. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you or it dies, or until you dismiss it
as an action. If the nightmare dies, it reforms in the Nine Hells within 24 hours, after which you can summon it again.
The tack doesn’t conjure a nightmare from thin air; one must first be
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
and reorganized several times, the Harpers remain a powerful, behind-the-scenes agency, which acts to thwart evil and promote fairness through knowledge, rather than brute force. Harper agents are often
different, however: bearers of the gauntlet are holy warriors on a righteous quest to crush evil and promote justice, and they never hide in the shadows. Order agents tend to be proficient in Religion, and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
and reorganized several times, the Harpers remain a powerful, behind-the-scenes agency, which acts to thwart evil and promote fairness through knowledge, rather than brute force. Harper agents are often
different, however: bearers of the gauntlet are holy warriors on a righteous quest to crush evil and promote justice, and they never hide in the shadows. Order agents tend to be proficient in Religion, and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you or it dies, or until you dismiss it as an action. If the nightmare dies, it reforms in the Nine Hells
within 24 hours, after which you can summon it again. The tack doesn’t conjure a nightmare from thin air; one must first be subdued so the tack can be placed on it. No nightmare accepts this forced servitude willingly, but some eventually form strong loyalties to their masters and become partners in evil.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you or it dies, or until you dismiss it as an action. If the nightmare dies, it reforms in the Nine Hells
within 24 hours, after which you can summon it again. The tack doesn’t conjure a nightmare from thin air; one must first be subdued so the tack can be placed on it. No nightmare accepts this forced servitude willingly, but some eventually form strong loyalties to their masters and become partners in evil.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Demotion. When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils
. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Demotion. When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils
. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
familiar acts independently of you, but it obeys your commands. Telepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a
ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. Disappearance of the Familiar. When the familiar
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
poison, web
3rd level (3 slots): conjure animals (2 giant spiders), dispel magic
4th level (3 slots): divination, freedom of movement
5th level (2 slots): insect plague, mass cure wounds
with a 30 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
poison, web
3rd level (3 slots): conjure animals (2 giant spiders), dispel magic
4th level (3 slots): divination, freedom of movement
5th level (2 slots): insect plague, mass cure wounds
with a 30 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
warriors on a righteous quest to crush evil and promote justice, and they never hide in the shadows. Evil must be opposed openly and vanquished in the light of day, so that all can see and be emboldened by
characters are known to have committed acts of a dubious moral nature, Ontharr Frume will be pressured to withhold his support. Members of the order will seek proof that the party is righteous or has
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
warriors on a righteous quest to crush evil and promote justice, and they never hide in the shadows. Evil must be opposed openly and vanquished in the light of day, so that all can see and be emboldened by
characters are known to have committed acts of a dubious moral nature, Ontharr Frume will be pressured to withhold his support. Members of the order will seek proof that the party is righteous or has
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
seems warm, pleasant, and lighthearted, doling out wisdom and small acts of kindness like a caring father. The ultimate evil he represents can be seen only when he wills it so, or if he forgets
greater devils can promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. All diabolic promotions
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
seems warm, pleasant, and lighthearted, doling out wisdom and small acts of kindness like a caring father. The ultimate evil he represents can be seen only when he wills it so, or if he forgets
greater devils can promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. All diabolic promotions
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the world in a concrete way through acts such as these: Turning a wild field into fertile cropland Feeding those who are starving Defending a farm from monsters Building or restoring a temple to
Karametra Your piety score to Karametra decreases if you diminish her influence in the world, contradict her ideals, or undermine her civilizing influence through acts such as these: Destroying a
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the world in a concrete way through acts such as these: Turning a wild field into fertile cropland Feeding those who are starving Defending a farm from monsters Building or restoring a temple to
Karametra Your piety score to Karametra decreases if you diminish her influence in the world, contradict her ideals, or undermine her civilizing influence through acts such as these: Destroying a
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
The Dead Three The plots of patriars and the schemes of Guild operatives fill the gossip and whispers of Baldur’s Gate. Yet, throughout the city, no names are as synonymous with dastardly acts as
learn from or command the dead. Those who plunder tombs for lost knowledge, grim entrepreneurs who see business sense in undead servants, even pragmatic necromancers seeking to conjure secrets from the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
The Dead Three The plots of patriars and the schemes of Guild operatives fill the gossip and whispers of Baldur’s Gate. Yet, throughout the city, no names are as synonymous with dastardly acts as
learn from or command the dead. Those who plunder tombs for lost knowledge, grim entrepreneurs who see business sense in undead servants, even pragmatic necromancers seeking to conjure secrets from the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
appears at the start of your next turn, within 20 feet of you. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you or it dies, or until you dismiss it as an
action. If the nightmare dies, it reforms in the Nine Hells within 24 hours, after which you can summon it again. The tack doesn’t conjure a nightmare; one must first be subdued so the tack can be
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
The Dead Three The plots of patriars and the schemes of Guild operatives fill the gossip and whispers of Baldur’s Gate. Yet, throughout the city, no names are as synonymous with dastardly acts as
learn from or command the dead. Those who plunder tombs for lost knowledge, grim entrepreneurs who see business sense in undead servants, even pragmatic necromancers seeking to conjure secrets from the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
appears at the start of your next turn, within 20 feet of you. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you or it dies, or until you dismiss it as an
action. If the nightmare dies, it reforms in the Nine Hells within 24 hours, after which you can summon it again. The tack doesn’t conjure a nightmare; one must first be subdued so the tack can be
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
itself on a success. You can’t use this property again until you finish a Short or Long Rest. 96–99 The Moonblade has the properties of a Ring of Spell Storing. 00 You can take a Magic action to conjure a
changes: it is a Fey, has a Neutral alignment, and doesn’t create new shadows. You control this entity, deciding how it acts and moves. It remains until it drops to 0 Hit Points or you dismiss it as a Magic action.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
itself on a success. You can’t use this property again until you finish a Short or Long Rest. 96–99 The Moonblade has the properties of a Ring of Spell Storing. 00 You can take a Magic action to conjure a
changes: it is a Fey, has a Neutral alignment, and doesn’t create new shadows. You control this entity, deciding how it acts and moves. It remains until it drops to 0 Hit Points or you dismiss it as a Magic action.
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
The Dead Three The plots of patriars and the schemes of Guild operatives fill the gossip and whispers of Baldur’s Gate. Yet, throughout the city, no names are as synonymous with dastardly acts as
learn from or command the dead. Those who plunder tombs for lost knowledge, grim entrepreneurs who see business sense in undead servants, even pragmatic necromancers seeking to conjure secrets from the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
through blood. The nightmare appears at the start of your next turn, within 20 feet of you. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you or it dies
, or until you dismiss it as an action. If the nightmare dies, it reforms in the Nine Hells within 24 hours, after which you can summon it again.
The tack doesn’t conjure a nightmare from thin air; one
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
through blood. The nightmare appears at the start of your next turn, within 20 feet of you. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you or it dies
, or until you dismiss it as an action. If the nightmare dies, it reforms in the Nine Hells within 24 hours, after which you can summon it again.
The tack doesn’t conjure a nightmare from thin air; one
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Level 3: Nature’s Wrath As a Magic action, you can expend one use of your Channel Divinity to conjure spectral vines around nearby creatures. Each creature of your choice that you can see within 15 feet
using a Bonus Action instead. Oath of Vengeance Punish Evildoers at Any Cost The Oath of Vengeance is a solemn commitment to punish those who have committed grievously evil acts. When evil armies
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
with the conjure animals spell use their blindsight to target enemies that are engulfed in magical darkness. If her defeat is inevitable and escape proves impossible, Erelal makes whatever
unoccupied space within 60 feet of him, acts as his ally, and can’t summon other demons. The summoned demon remains until Drivvin dismisses it as an action or until the demon is reduced to 0 hit points
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
with the conjure animals spell use their blindsight to target enemies that are engulfed in magical darkness. If her defeat is inevitable and escape proves impossible, Erelal makes whatever
unoccupied space within 60 feet of him, acts as his ally, and can’t summon other demons. The summoned demon remains until Drivvin dismisses it as an action or until the demon is reduced to 0 hit points
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Level 3: Nature’s Wrath As a Magic action, you can expend one use of your Channel Divinity to conjure spectral vines around nearby creatures. Each creature of your choice that you can see within 15 feet
using a Bonus Action instead. Oath of Vengeance Punish Evildoers at Any Cost The Oath of Vengeance is a solemn commitment to punish those who have committed grievously evil acts. When evil armies