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Returning 35 results for 'bard barrier diffusing calling round'.
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Magic Items
Dungeon Master’s Guide
regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one Swarm of Rats with each expended charge if
24 hours. On a failed save, the swarm is swayed by the pipes’ music and becomes Friendly to you and your allies for as long as you continue to play the pipes each round as a Magic action. A
Monsters
Waterdeep: Dungeon of the Mad Mage
(spell save DC 20). The planetar can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil
initiative count 20 on the next round. No creature within 120 feet of the planetar can regain hit points until the effect ends.
Fazrian's eyes become smoldering black voids until initiative count 20
classes
Xanathar's Guide to Everything
Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing songs, and telling
against others through extortion and threats.
Many other bards hate the College of Whispers, viewing it as a parasite that uses a bard’s reputation to acquire wealth and power. For this reason
classes
Xanathar's Guide to Everything
Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing songs, and telling
against others through extortion and threats.
Many other bards hate the College of Whispers, viewing it as a parasite that uses a bard’s reputation to acquire wealth and power. For this reason
Pipes of the Sewers
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
unless you threaten or harm them.
The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended
long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If
classes
Basic Rules (2014)
, ensuring that her companions’ words will be well received.
Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds
, create illusions, and even heal wounds.
Music and Magic
In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master
Zariel
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
), detect evil and good, fireball, invisibility (self only), wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Legendary Resistance (3/Day). If Zariel fails a saving throw
create images of intruders’ loved ones being burned alive. Zariel doesn’t need to concentrate on the spells, which end on initiative count 20 of the next round. Each creature that can see
Monsters
Mordenkainen Presents: Monsters of the Multiverse
and using Charisma as the spellcasting ability (spell save DC 20):
At will: command, dancing lights, detect magic, thaumaturgy
2/day each: banishment, blade barrier, cure wounds, hold person, plane
action two rounds in a row:
Perceive Interlopers. The drow projects her mind throughout her lair, marking any potential threats against her or her retinue. Until initiative count 20 of the next round
Monsters
Mordenkainen Presents: Monsters of the Multiverse
evil and good, fireball, invisibility (self only), major image, wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Teleport. Zariel teleports, along with any equipment
. Zariel prefers to create images of intruders’ loved ones being burned alive. Zariel doesn’t need to concentrate on the spells, which end on initiative count 20 of the next round. Each
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Message Transmutation Cantrip (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: S, M (a copper wire)
Duration: 1 round
You point toward a creature within range
target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Message Transmutation Cantrip (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: S, M (a copper wire)
Duration: 1 round
You point toward a creature within range
target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Message Transmutation Cantrip (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: S, M (a copper wire)
Duration: 1 round
You point toward a creature within range
target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Message Transmutation Cantrip (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: S, M (a copper wire)
Duration: 1 round
You point toward a creature within range
target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Message Transmutation Cantrip (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: S, M (a copper wire)
Duration: 1 round
You point toward a creature within range
target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Message Transmutation Cantrip (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: S, M (a copper wire)
Duration: 1 round
You point toward a creature within range
target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
and using Charisma as the spellcasting ability (spell save DC 20):
At will: command, dancing lights, detect magic, thaumaturgy
2/day each: banishment, blade barrier, cure wounds, hold person, plane
any potential threats against her or her retinue. Until initiative count 20 of the next round, hostile creatures within the lair can’t become hidden from her and gain no benefit from the
Magic Items
Tasha’s Cauldron of Everything
conjecture than fact, often referring to otherworldly beings, the mysterious Barrier Peaks in Oerth, and the supposedly related device known as the Machine of Lum the Mad. The best details on the device
, though, the servant uses its Ghost in the Machine property and turns the crew members against each other.
If the crew members successfully implement the code, at the end of the third round, the
Monsters
The Book of Many Things
2/day: Mass Cure Wounds (cast at 8th level)
1/day each: Blade Barrier, Divination, Greater RestorationThe medusa can take 3 legendary actions, choosing from the options below. It can take only one
on initiative count 20 on the following round.
Sudden Stonework. The medusa creates a wall of stone on a solid surface it can see within the lair. The wall can be up to 60 feet long, 20 feet high
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Shield 1st-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Components: V, S Duration: 1 round An invisible
barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Duration: 1 round
An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Shield 1st-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Components: V, S Duration: 1 round An invisible
barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Duration: 1 round
An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Shield 1st-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Components: V, S Duration: 1 round An invisible
barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Duration: 1 round
An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Duration: 1 round
An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Duration: 1 round
An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Duration: 1 round
An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Duration: 1 round
An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Duration: 1 round
An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Shield 1st-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Components: V, S Duration: 1 round An invisible
barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Duration: 1 round
An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Shield 1st-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Components: V, S Duration: 1 round An invisible
barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Shield 1st-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Components: V, S Duration: 1 round An invisible
barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Learning from Experience True bards are not common in the world. Not every minstrel singing in a tavern or jester cavorting in a royal court is a bard. Discovering the magic hidden in music requires
beyond the horizon — makes an adventuring career a natural calling. Every adventure is an opportunity to learn, practice a variety of skills, enter long-forgotten tombs, discover lost works of magic
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Learning from Experience True bards are not common in the world. Not every minstrel singing in a tavern or jester cavorting in a royal court is a bard. Discovering the magic hidden in music requires
beyond the horizon — makes an adventuring career a natural calling. Every adventure is an opportunity to learn, practice a variety of skills, enter long-forgotten tombs, discover lost works of magic






