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Returning 35 results for 'bard barriers diffusing chance refuse'.
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Monsters
Storm King's Thunder
people should be given every chance to prosper, free of tyranny.”
Bond: “I’ll lay down my life to protect Triboar and its citizens.”
Flaw: “I refuse to back down. Push me, and I’ll push back.”
Monsters
Strixhaven: A Curriculum of Chaos
structures and find the safest paths as they search. When confronted, they confound their foes by channeling the stasis of perfect order, creating resilient barriers of force and quashing hostile
mystical study divide between those who see history as an unpredictable jumble of chance and those who believe events form a perfect—and predictable—pattern.Force
Mummy Lord
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn.
Whirlwind of Sand (Costs 2 Actions). The mummy lord magically transforms into a
;{"diceNotation":"1d100","rollType":"roll","rollAction":"Misleading Result Chance"} chance to provide misleading results, as determined by the DM. If a divination spell already has a chance to fail or become
Monsters
Tyranny of Dragons
(Costs 2 Actions). Diderius magically unleashes negative energy. Creatures within 60 feet of him, including ones behind barriers and around corners, can’t regain hit points until the end of his next
drinks are spoiled — wine turning to vinegar, for instance.
Divination spells cast within the lair by creatures other than the mummy lord have a 25 percent chance to provide misleading results
Monsters
Waterdeep: Dungeon of the Mad Mage
Negative Energy (Costs 2 Actions). The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit
vinegar, for instance.
Divination spells cast within the lair by creatures other than the mummy lord have a 25 percent chance to provide misleading results, as determined by the DM. If a divination
Monsters
Candlekeep Mysteries
energy. Creatures within 60 feet of Valin, including ones behind barriers and around corners, can’t regain hit points until the end of Valin’s next turn.
Whirlwind of Sand (Costs 2 Actions
made for me. It has come to me. It is part of me.”
Flaw. “Each future that allows a chance for my failure to occur must be tracked, must be focused on, and must be destroyed.”Valin
Giff
Legacy
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Monsters
Mordenkainen’s Tome of Foes
refuse to fight other giff, and will never agree to a contract unless it stipulates that they can sit out a battle rather than wage war against their kin. A giff prizes the reputation of its unit above its
much damage and isn’t knocked prone.
Every other keg of gunpowder within 20 feet of an exploding keg has a 50 percent chance of also exploding. Check each keg only once per turn, no matter how many other kegs explode around it.
Monsters
Planescape: Adventures in the Multiverse
;{"diceNotation":"1d100","rollType":"roll","rollAction":"Summon Yugoloth"} chance of summoning its choice of 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Summon Yugoloth (Mezzoloths
primal evil power before other yugoloths or that they come from an epoch before the current manifestation of the planes. Baernaloths refuse to say, but most obsess over secrets and obscene lore regarding
Magic Items
Acquisitions Incorporated
.
Class-Based Living Loot Satchel
Class
Satchel
Barbarian
Broad belt with a dozen hanging pockets
Bard
Lute case
Cleric
Hollowed-out holy tome
Druid
Made from natural
you really don’t want to know about, there is no chance for the spell to end.
That Thing You Need
At rank 3, you can use a bonus action to reach into your living loot satchel and make a DC 15
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
defeated elsewhere, there is a 25 percent chance that it’s here when the characters arrive, in which case the door to the room is open. If Otto is not present, the door is closed and has a silver coin
brimming with skulls, jars of powdered substances, and leather-bound journals filled with Maddgoth’s mad scribblings.
Refuse. The floor is strewn with bits of broken glass, scraps of parchment, and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
of the dead), patrols the cemetery from sunset to sunrise, chasing off grave robbers and making sure the dead stay buried. Characters who creep around the cemetery in the dark have a 30 percent chance
of running into him. If that happens, he escorts them out and alerts the City Guard if they refuse to leave.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
3rd Filled with a rage that channels the primal magic of the storm Barbarian Path of the Zealot 3rd Fueled by a religious zeal that visits destruction on foes Bard College of Glamour 3rd Wields the
beguiling, glorious magic of the Feywild Bard College of Swords 3rd Entertains and slays with daring feats of weapon prowess Bard College of Whispers 3rd Plants fear and doubt in the minds of others
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
the motivation to overcome my barriers, then their matter is unworthy of my attention.
8 On a long enough timescale, all actions are meaningless. So why should I deny myself anything?
Gold
history. By acting strategically, I tip the ultimate balance toward justice and virtue. (Good)
4 Objectivity. I remain impartial in my judgments and refuse to let personal feelings get in the way of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
lot of noise. Once combat starts, Zemk fights to the death. How Krentz reacts to the adventurers depends on how they treated him earlier. If they helped him, he gives them a chance to leave in peace
, but he fights alongside Zemk if they refuse to withdraw. If the duergar is killed, Krentz flees if he can or surrenders if he must. Neither Zemk nor Krentz carries any treasure. Both report to Grum’shar (see area Q7).
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Sending Level 3 Divination (Bard, Cleric, Wizard) Casting Time: Action
Range: Unlimited
Components: V, S, M (a copper wire)
Duration: Instantaneous
You send a short message of 25 words or
different plane than you, there is a 5 percent chance that the message doesn’t arrive. You know if the delivery fails. Upon receiving your message, a creature can block your ability to reach it again
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Sending Level 3 Divination (Bard, Cleric, Wizard) Casting Time: Action
Range: Unlimited
Components: V, S, M (a copper wire)
Duration: Instantaneous
You send a short message of 25 words or
different plane than you, there is a 5 percent chance that the message doesn’t arrive. You know if the delivery fails. Upon receiving your message, a creature can block your ability to reach it again
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Slow Level 3 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S, M (a drop of molasses)
Duration: Concentration, up to 1 minute
You alter time around
takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell’s gestures too slowly. An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Respect quandary Ally Quandary. The adventurers have a better chance of achieving their goal with the help of two individuals whose expertise is all but essential. However, these two NPCs hate each
other and refuse to work together even if the fate of the world hangs in the balance. The adventurers must choose the NPC that is most likely to help them accomplish their goal. Friend Quandary. An
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Slow Level 3 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S, M (a drop of molasses)
Duration: Concentration, up to 1 minute
You alter time around
takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell’s gestures too slowly. An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
is, tales of overcrowding, starvation, and disease. Although we at the Voice of Breland sympathize with all who suffer, we refuse to ignore the deadly threat in our midst. The majority of Cyrans who
, Tavick’s Landing offers a host of opportunities to enjoy food and entertainment from distant lands. Or you might find yourself here for one of a few specific reasons, such as: Take a chance. The
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
scraps of parchment. He plans to become an adventuring bard but hasn’t the courage to tell his parents, who would never tolerate such a pedestrian, dangerous life for their son. Mazia Foulard (lawful good
nobles with an extra skill: Performance +7. The students are friendly but scream loudly and try to hide if confronted by unidentified intruders. They refuse to cooperate with anyone opposed to Sythian
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
might hear you!” hisses another.
Ebbin Fulchre and his three companions are unarmed commoners who refuse to enter the cabin, even on a dare. Morbid curiosity brought them here, but they’re nothing
, and he has nowhere else to go. Toadhop’s inhabitants are too frightened to speak to him, so Frody has been waiting for braver souls to arrive so he can explain his plight to them. Given the chance, he
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
DM might allow a bard to engage in the Raise Morale activity by playing bawdy songs on deck to lift the crew’s spirits. The party’s pace has no effect on the activities they can engage in while
DM might decide that a threat can be noticed only by characters in a specific area of the ship. For example, only characters below deck might have a chance to hear or spot a creature hiding on board
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Guards and Wards Level 6 Abjuration (Bard, Wizard) Casting Time: 1 hour
Range: Touch
Components: V, S, M (a silver rod worth 10+ GP)
Duration: 24 hours
You create a ward that protects up to
. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Guards and Wards Level 6 Abjuration (Bard, Wizard) Casting Time: 1 hour
Range: Touch
Components: V, S, M (a silver rod worth 10+ GP)
Duration: 24 hours
You create a ward that protects up to
. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Me the Odds Odds and probability are your bread and butter. During downtime activities that involve games of chance or figuring odds on the best plan, you can get a solid sense of which choice is
addicted to the thrill of winning or losing everything on a turn of fortune. For some, gambling is less a matter of chance and more a matter of seeking every advantage to ensure the outcome. The best
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
named Yaliek Iltizmar (N female Rashemi bard; see appendix B), who is also a member of the Harpers. She pays close attention to characters who nose around backstage, then shares any interesting
characters refuse, and makes good on its threat if the characters don’t share the wealth. The faerie dragon doesn’t have a hoard of its own, since it gives its earnings to unfortunate Waterdavians by
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Students?” A character who is a bard (or pretends to be one) can petition Sythian to become a student at Skalderang Conservatory. The character must first prove they can afford Sythian’s tutelage (by
laugh and orders the characters to leave at once. If the characters refuse, Sythian and Joster flee to area C15, where Sythian equips himself with Golden Axe and tries to escape out the window using the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. Rubble-Filled Cellar A wall has collapsed, creating a larger space out of two smaller rooms. The air is heavy with dust, and the floor is strewn with rubble, refuse, and rat droppings. Secret Door
. It opens into an alley behind a boarded-up tenement. B9. Rat-Infested Cellar These rooms are situated below a hostel (75 percent chance) or an orphanage (25 percent chance). Harmless rats crawl about
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
presence begins to erode the barriers between their location and the Abyss. It can take a few years for weaker demons to warp their environment, while changes begin to occur around the location of a
that infest the area. The effects of the event might persist for a few months or even centuries, but the barriers between the Abyss and the world remain intact. A Growing Menace If the first stage of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
be persuaded to help fight the dragon. (“A wizard worth her weight never passes up a chance to test her magic against the mightiest foes,” she says brazenly.) There’s room in the kobolds’ sleds to
transport the characters and their gear. If the characters insist on steering these sleds, the kobolds fuss about handing over the reins but do so, piling into the cargo beds. If the characters refuse to
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
allies, the Darklord learns of noteworthy characters before they hear of him. By manufacturing a chance encounter, Harkon takes the opportunity to be impressed by or indebt himself to the characters
initially patient with those who refuse his aid but manufactures perils that push the character to rely on him. The Darklord’s Betrayal. Inevitably, the Darklord grows tired of his protégés. Harkon begins
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
two umber hulks on board for use as shock troops during their raids. The nightspider is 250 feet away from the Moondancer when the characters spot it. The characters likely have little chance of
characters allow him to do this is up to them. If Captain Sartell is compelled to refuse Daar’vik’s offer of escort (perhaps because someone is holding her ship hostage or using magic to control her
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Ward to drop off his lady friend. She now has the stone — a fact that characters can discover by questioning the man, a bard named Agorn Fuoco. Agorn made such a good impression on Manshoon that he
don’t recognize and far from welcoming, even toward those who show them charity. These people would tear the clothes from the characters’ backs given half a chance. Ice Escapades Playing on the ice
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. The fog swirls through this cavern, agitated by the dancing of eleven chanting minotaurs.
Offal Pile. Low stone barriers constrain a massive pile of rotting, dismembered body parts.
Altar. Behind
has no chance of working. But the sacrifices performed in this area have saturated the cave with evil power, such that any humanoid that makes a weapon attack in this area must succeed on a DC 18 Wisdom






