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Returning 35 results for 'bard barriers diffusing conduct rely'.
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Cloud Giant Smiling One
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
(spell save DC 15, +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). The giant has the following bard spells prepared:
Cantrips (at will): minor
): major image, tongues
Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell.Multiattack. The giant makes two attacks with its morningstar.
Morningstar. Melee Weapon Attack
Monsters
Storm King's Thunder
Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell.
Innate Spellcasting. The giant's innate spellcasting ability is Charisma. It can innately cast the following
gains a +2 bonus to its AC against ranged weapon attacks, and all open flames within the aura are extinguished unless they are magical.Some adult cloud giants have the magical ability to create barriers
Soulknife
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Tasha’s Cauldron of Everything
, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves&rsquo
; guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy.
Amid
Backgrounds
Baldur’s Gate: Descent into Avernus
adventuring and trade together.
Feature: Guild Membership
As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will
: the Upper City, the Lower City, or the Outer City. This is the district where you conduct most of your business. Whenever you need information about something in one of that district’s
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, merciless, and resilient, and their dead flesh can carry on even after suffering grievous wounds. While they can follow simple orders, they rely on primal drives rather than thought. They fulfill
commands by working tirelessly or battering through foes, but they are easily stymied by barriers or unexpected circumstances. Zombies are usually created from Humanoid corpses, but the remains of other
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, merciless, and resilient, and their dead flesh can carry on even after suffering grievous wounds. While they can follow simple orders, they rely on primal drives rather than thought. They fulfill
commands by working tirelessly or battering through foes, but they are easily stymied by barriers or unexpected circumstances. Zombies are usually created from Humanoid corpses, but the remains of other
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, merciless, and resilient, and their dead flesh can carry on even after suffering grievous wounds. While they can follow simple orders, they rely on primal drives rather than thought. They fulfill
commands by working tirelessly or battering through foes, but they are easily stymied by barriers or unexpected circumstances. Zombies are usually created from Humanoid corpses, but the remains of other
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
desired. Villages rely heavily on trade with other settlements, including larger towns and cities. Merchants pass through regularly, selling necessities and luxuries to the villagers, and any successful
merchant has far-reaching contacts across the region. Traveling merchants pass on gossip and adventure hooks to the characters as they conduct their business. Since merchants make their living
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
desired. Villages rely heavily on trade with other settlements, including larger towns and cities. Merchants pass through regularly, selling necessities and luxuries to the villagers, and any successful
merchant has far-reaching contacts across the region. Traveling merchants pass on gossip and adventure hooks to the characters as they conduct their business. Since merchants make their living
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
desired. Villages rely heavily on trade with other settlements, including larger towns and cities. Merchants pass through regularly, selling necessities and luxuries to the villagers, and any successful
merchant has far-reaching contacts across the region. Traveling merchants pass on gossip and adventure hooks to the characters as they conduct their business. Since merchants make their living
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Bard: College of Spirits Bards of the College of Spirits seek tales with inherent power—be they legends, histories, or fictions—and bring their subjects to life. Using occult trappings, these bards
conjure spiritual embodiments of powerful forces to change the world once more. Such spirits are capricious, though, and what a bard summons isn’t always entirely under their control. Guiding Whispers
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Bard: College of Spirits Bards of the College of Spirits seek tales with inherent power—be they legends, histories, or fictions—and bring their subjects to life. Using occult trappings, these bards
conjure spiritual embodiments of powerful forces to change the world once more. Such spirits are capricious, though, and what a bard summons isn’t always entirely under their control. Guiding Whispers
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Bard: College of Spirits Bards of the College of Spirits seek tales with inherent power—be they legends, histories, or fictions—and bring their subjects to life. Using occult trappings, these bards
conjure spiritual embodiments of powerful forces to change the world once more. Such spirits are capricious, though, and what a bard summons isn’t always entirely under their control. Guiding Whispers
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
knight only serves creatures it chooses to obey. Fheralai Stormsworn appeased it by using a kidnapped bard to sing it songs from its homeland. If the bard stops singing against Emberlost’s will or is
lamps that burn with eerie green flames. These cast dim light throughout the vessel’s interior, imposing disadvantage on Wisdom (Perception) checks that rely on sight.
Unholy Presence. The dreadnaught
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
knight only serves creatures it chooses to obey. Fheralai Stormsworn appeased it by using a kidnapped bard to sing it songs from its homeland. If the bard stops singing against Emberlost’s will or is
lamps that burn with eerie green flames. These cast dim light throughout the vessel’s interior, imposing disadvantage on Wisdom (Perception) checks that rely on sight.
Unholy Presence. The dreadnaught
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
knight only serves creatures it chooses to obey. Fheralai Stormsworn appeased it by using a kidnapped bard to sing it songs from its homeland. If the bard stops singing against Emberlost’s will or is
lamps that burn with eerie green flames. These cast dim light throughout the vessel’s interior, imposing disadvantage on Wisdom (Perception) checks that rely on sight.
Unholy Presence. The dreadnaught
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
advisor to Open Lord Laeral Silverhand. See appendix B for more information on these NPCs. Harpers prefer to conduct their business in bustling inns and taverns such as the Yawning Portal, or in quiet
overwhelmed, one or more Harpers come to their rescue. A Harper rescue team usually consists of a bard (see appendix B) or a mage, plus 1d4 + 3 spies or veterans.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
advisor to Open Lord Laeral Silverhand. See appendix B for more information on these NPCs. Harpers prefer to conduct their business in bustling inns and taverns such as the Yawning Portal, or in quiet
overwhelmed, one or more Harpers come to their rescue. A Harper rescue team usually consists of a bard (see appendix B) or a mage, plus 1d4 + 3 spies or veterans.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
advisor to Open Lord Laeral Silverhand. See appendix B for more information on these NPCs. Harpers prefer to conduct their business in bustling inns and taverns such as the Yawning Portal, or in quiet
overwhelmed, one or more Harpers come to their rescue. A Harper rescue team usually consists of a bard (see appendix B) or a mage, plus 1d4 + 3 spies or veterans.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
possibly against the dangers they perceive from the city’s less-well-off districts, which all lie outside the main wall. The walls are impressive barriers of massive, fitted stone. Like other structures
of the Market Ward and Merchants’ Ward until the all clear sounds. TROUBLESHOOTING
There’s enough happening in Port Nyanzaru that you won’t need to rely on random encounters to keep things
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
possibly against the dangers they perceive from the city’s less-well-off districts, which all lie outside the main wall. The walls are impressive barriers of massive, fitted stone. Like other structures
of the Market Ward and Merchants’ Ward until the all clear sounds. TROUBLESHOOTING
There’s enough happening in Port Nyanzaru that you won’t need to rely on random encounters to keep things
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Fast Friends 3rd-level enchantment Casting Time: 1 action Range: 30 feet Components: V Duration: Concentration, up to 1 hour When you need to make sure something gets done, you can’t rely on vague
, consider the following allocation.
Bard Spells
1st level: distort value
2nd level: gift of gab
3rd level: fast friends, motivational speech
Cleric Spells
3rd level: fast friends, incite
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
possibly against the dangers they perceive from the city’s less-well-off districts, which all lie outside the main wall. The walls are impressive barriers of massive, fitted stone. Like other structures
of the Market Ward and Merchants’ Ward until the all clear sounds. TROUBLESHOOTING
There’s enough happening in Port Nyanzaru that you won’t need to rely on random encounters to keep things
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Fast Friends 3rd-level enchantment Casting Time: 1 action Range: 30 feet Components: V Duration: Concentration, up to 1 hour When you need to make sure something gets done, you can’t rely on vague
, consider the following allocation.
Bard Spells
1st level: distort value
2nd level: gift of gab
3rd level: fast friends, motivational speech
Cleric Spells
3rd level: fast friends, incite
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Fast Friends 3rd-level enchantment Casting Time: 1 action Range: 30 feet Components: V Duration: Concentration, up to 1 hour When you need to make sure something gets done, you can’t rely on vague
, consider the following allocation.
Bard Spells
1st level: distort value
2nd level: gift of gab
3rd level: fast friends, motivational speech
Cleric Spells
3rd level: fast friends, incite
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
stone to Agorn Fuoco, a bard who is attending a play in a nearby theater (encounter 6, “Theater”), before leading her pursuers on a merry chase through the snow-covered streets (encounter 3, “Street
(Perception) checks that rely on hearing or sight. The wind also extinguishes open fires smaller than a torch flame. Visibility is reduced to 60 feet. Snow on the ground creates difficult terrain in
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
’ wealth and influence. Whose interest, then, does the Chronicle serve?
All the more reason, loyal readers, to rely on the Voice of Breland for unbiased news you can use.
Civilian. Some groups include
as a bard or sorcerer) can supplement natural Charisma with magical persuasion. A character with the charlatan background, proficiency in Deception, or proficiency with a Disguise kit might also fill
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
’ wealth and influence. Whose interest, then, does the Chronicle serve?
All the more reason, loyal readers, to rely on the Voice of Breland for unbiased news you can use.
Civilian. Some groups include
as a bard or sorcerer) can supplement natural Charisma with magical persuasion. A character with the charlatan background, proficiency in Deception, or proficiency with a Disguise kit might also fill
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
stone to Agorn Fuoco, a bard who is attending a play in a nearby theater (encounter 6, “Theater”), before leading her pursuers on a merry chase through the snow-covered streets (encounter 3, “Street
(Perception) checks that rely on hearing or sight. The wind also extinguishes open fires smaller than a torch flame. Visibility is reduced to 60 feet. Snow on the ground creates difficult terrain in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
stone to Agorn Fuoco, a bard who is attending a play in a nearby theater (encounter 6, “Theater”), before leading her pursuers on a merry chase through the snow-covered streets (encounter 3, “Street
(Perception) checks that rely on hearing or sight. The wind also extinguishes open fires smaller than a torch flame. Visibility is reduced to 60 feet. Snow on the ground creates difficult terrain in
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
’ wealth and influence. Whose interest, then, does the Chronicle serve?
All the more reason, loyal readers, to rely on the Voice of Breland for unbiased news you can use.
Civilian. Some groups include
as a bard or sorcerer) can supplement natural Charisma with magical persuasion. A character with the charlatan background, proficiency in Deception, or proficiency with a Disguise kit might also fill
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Outpost Locations The duergar outpost was not built with the intention of being aesthetically pleasing or welcoming to strangers. There is no interior lighting, since the duergar rely on darkvision
he moves the lever to trigger a trap. Trap. When the lever is pulled, iron spikes spring out from the floor and ceiling to form barriers across each doorway. A creature in either opening must succeed
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Outpost Locations The duergar outpost was not built with the intention of being aesthetically pleasing or welcoming to strangers. There is no interior lighting, since the duergar rely on darkvision
he moves the lever to trigger a trap. Trap. When the lever is pulled, iron spikes spring out from the floor and ceiling to form barriers across each doorway. A creature in either opening must succeed
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Outpost Locations The duergar outpost was not built with the intention of being aesthetically pleasing or welcoming to strangers. There is no interior lighting, since the duergar rely on darkvision
he moves the lever to trigger a trap. Trap. When the lever is pulled, iron spikes spring out from the floor and ceiling to form barriers across each doorway. A creature in either opening must succeed
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
me push beyond my limitations. 6 My anger needed to be channeled into battle, or I risked becoming an indiscriminate killer. Bard d6 I became a bard because … 1 I awakened my latent bardic
abilities through trial and error. 2 I was a gifted performer and attracted the attention of a master bard who schooled me in the old techniques. 3 I joined a loose society of scholars and orators to learn






