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Bard
Legacy
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Classes
Basic Rules (2014)
—knowledge of the people who constructed the monument and the mythic saga it depicts. A stern human warrior bangs his sword rhythmically against his scale mail, setting the tempo for his war chant
, 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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Bard Humming as she traces her fingers over an ancient monument in a long-forgotten ruin, a half-elf in rugged leathers finds knowledge springing into her mind, conjured forth by the magic of her
song — knowledge of the people who constructed the monument and the mythic saga it depicts. A stern human warrior bangs his sword rhythmically against his scale mail, setting the tempo for his war chant
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Bard Humming as she traces her fingers over an ancient monument in a long-forgotten ruin, a half-elf in rugged leathers finds knowledge springing into her mind, conjured forth by the magic of her
song — knowledge of the people who constructed the monument and the mythic saga it depicts. A stern human warrior bangs his sword rhythmically against his scale mail, setting the tempo for his war chant
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Bard Humming as she traces her fingers over an ancient monument in a long-forgotten ruin, a half-elf in rugged leathers finds knowledge springing into her mind, conjured forth by the magic of her
song — knowledge of the people who constructed the monument and the mythic saga it depicts. A stern human warrior bangs his sword rhythmically against his scale mail, setting the tempo for his war chant
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Bard Humming as she traces her fingers over an ancient monument in a long-forgotten ruin, a half-elf in rugged leathers finds knowledge springing into her mind, conjured forth by the magic of her
song — knowledge of the people who constructed the monument and the mythic saga it depicts. A stern human warrior bangs his sword rhythmically against his scale mail, setting the tempo for his war chant
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Bard Humming as she traces her fingers over an ancient monument in a long-forgotten ruin, a half-elf in rugged leathers finds knowledge springing into her mind, conjured forth by the magic of her
song — knowledge of the people who constructed the monument and the mythic saga it depicts. A stern human warrior bangs his sword rhythmically against his scale mail, setting the tempo for his war chant
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Bard Humming as she traces her fingers over an ancient monument in a long-forgotten ruin, a half-elf in rugged leathers finds knowledge springing into her mind, conjured forth by the magic of her
song — knowledge of the people who constructed the monument and the mythic saga it depicts. A stern human warrior bangs his sword rhythmically against his scale mail, setting the tempo for his war chant
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
. (Evil)
4 Adaptability. It is not the most powerful, but the most flexible who survive. (Chaotic)
5 Patience. There’s no need to rush a poorly constructed plan when time is on your side. (Any
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
. (Evil)
4 Adaptability. It is not the most powerful, but the most flexible who survive. (Chaotic)
5 Patience. There’s no need to rush a poorly constructed plan when time is on your side. (Any
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
. (Evil)
4 Adaptability. It is not the most powerful, but the most flexible who survive. (Chaotic)
5 Patience. There’s no need to rush a poorly constructed plan when time is on your side. (Any
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
walk single-file. The journey takes half an hour. Two-thirds of the way up, at a switchback turnaround, Grumink’s miners constructed a trap. Its purpose is to make noise and warn the lookouts in area D2
character who is looking for traps instead finds the tripwire with a successful DC 10 Wisdom (Perception) check. If the tripwire is sprung, it tumbles one boulder along with a rush of smaller stones and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
walk single-file. The journey takes half an hour. Two-thirds of the way up, at a switchback turnaround, Grumink’s miners constructed a trap. Its purpose is to make noise and warn the lookouts in area D2
character who is looking for traps instead finds the tripwire with a successful DC 10 Wisdom (Perception) check. If the tripwire is sprung, it tumbles one boulder along with a rush of smaller stones and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
walk single-file. The journey takes half an hour. Two-thirds of the way up, at a switchback turnaround, Grumink’s miners constructed a trap. Its purpose is to make noise and warn the lookouts in area D2
character who is looking for traps instead finds the tripwire with a successful DC 10 Wisdom (Perception) check. If the tripwire is sprung, it tumbles one boulder along with a rush of smaller stones and
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
beholder Arrant Quill and the Fake Quill Neutral evil human (age 36) Quill is a charismatic bard who carries himself with a quiet confidence that doesn’t hint at the full extent of his skills or
or delicate movements. A housekeeper named Damien takes care of the cooking and cleaning. He is a constructed commoner and the only full-time staff member in the manor, although some local villagers
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
beholder Arrant Quill and the Fake Quill Neutral evil human (age 36) Quill is a charismatic bard who carries himself with a quiet confidence that doesn’t hint at the full extent of his skills or
or delicate movements. A housekeeper named Damien takes care of the cooking and cleaning. He is a constructed commoner and the only full-time staff member in the manor, although some local villagers
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
beholder Arrant Quill and the Fake Quill Neutral evil human (age 36) Quill is a charismatic bard who carries himself with a quiet confidence that doesn’t hint at the full extent of his skills or
or delicate movements. A housekeeper named Damien takes care of the cooking and cleaning. He is a constructed commoner and the only full-time staff member in the manor, although some local villagers
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
long tails and beady eyes. They rush to attack as soon as you notice them.
The two giant rats are aggressive, giving chase if the characters run away. Underground River. Thermal vents keep this
. M6. Bucket Lift A wooden pulley system has been constructed around a large hole in the floor. A bucket big enough to hold a humanoid is held up by thick rope. Three alcoves next to the lift contain
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
long tails and beady eyes. They rush to attack as soon as you notice them.
The two giant rats are aggressive, giving chase if the characters run away. Underground River. Thermal vents keep this
. M6. Bucket Lift A wooden pulley system has been constructed around a large hole in the floor. A bucket big enough to hold a humanoid is held up by thick rope. Three alcoves next to the lift contain
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
long tails and beady eyes. They rush to attack as soon as you notice them.
The two giant rats are aggressive, giving chase if the characters run away. Underground River. Thermal vents keep this
. M6. Bucket Lift A wooden pulley system has been constructed around a large hole in the floor. A bucket big enough to hold a humanoid is held up by thick rope. Three alcoves next to the lift contain
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
zombies that rush to consume entrants. B36: Slime Fountain This malodorous chamber is dominated by a polluted fountain sculpted into a five-foot-tall ziggurat. A spout atop the fountain dribbles yellow
-brown slime into a pool of burping sludge. A dwarf’s shriveled corpse slumps over the pool’s edge.
Constructed to honor the ziggurat’s architect, this fountain draws from a contaminated reservoir
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
lift connects 20 feet below to the Antechamber of Sacred Repose (area G9) and 20 feet above to the gardens’ pinnacle (area G25). G20: Astral Garden The rush of falling water resounds in this misty
hangs on the wall above the fountain’s spout. On the east and west, six cages constructed from heavy iron bars stand empty.
The mirror is a Mirror of Life Trapping, which contains the denizens of
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
lift connects 20 feet below to the Antechamber of Sacred Repose (area G9) and 20 feet above to the gardens’ pinnacle (area G25). G20: Astral Garden The rush of falling water resounds in this misty
hangs on the wall above the fountain’s spout. On the east and west, six cages constructed from heavy iron bars stand empty.
The mirror is a Mirror of Life Trapping, which contains the denizens of
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
lift connects 20 feet below to the Antechamber of Sacred Repose (area G9) and 20 feet above to the gardens’ pinnacle (area G25). G20: Astral Garden The rush of falling water resounds in this misty
hangs on the wall above the fountain’s spout. On the east and west, six cages constructed from heavy iron bars stand empty.
The mirror is a Mirror of Life Trapping, which contains the denizens of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
zombies that rush to consume entrants. B36: Slime Fountain This malodorous chamber is dominated by a polluted fountain sculpted into a five-foot-tall ziggurat. A spout atop the fountain dribbles yellow
-brown slime into a pool of burping sludge. A dwarf’s shriveled corpse slumps over the pool’s edge.
Constructed to honor the ziggurat’s architect, this fountain draws from a contaminated reservoir
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
zombies that rush to consume entrants. B36: Slime Fountain This malodorous chamber is dominated by a polluted fountain sculpted into a five-foot-tall ziggurat. A spout atop the fountain dribbles yellow
-brown slime into a pool of burping sludge. A dwarf’s shriveled corpse slumps over the pool’s edge.
Constructed to honor the ziggurat’s architect, this fountain draws from a contaminated reservoir
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
. Cage Door. The cage door to the south leads to area 6, where two prisoners languish under the orcs’ indifferent care. The prisoners leap to their feet and rush to the cage door to cry for help when
. Secret Doors. The passage to the south branches in a Y shape. The southwest branch connects to area 5, and the southeast one leads to a secret door cleverly constructed to blend into the natural rock
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
. Cage Door. The cage door to the south leads to area 6, where two prisoners languish under the orcs’ indifferent care. The prisoners leap to their feet and rush to the cage door to cry for help when
. Secret Doors. The passage to the south branches in a Y shape. The southwest branch connects to area 5, and the southeast one leads to a secret door cleverly constructed to blend into the natural rock
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
. Cage Door. The cage door to the south leads to area 6, where two prisoners languish under the orcs’ indifferent care. The prisoners leap to their feet and rush to the cage door to cry for help when
. Secret Doors. The passage to the south branches in a Y shape. The southwest branch connects to area 5, and the southeast one leads to a secret door cleverly constructed to blend into the natural rock
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
a grand scale, sending a region or an entire world back to an earlier time (effectively erasing part of history). The obelisks were constructed to counteract the effects of calamitous spells and
Stars!” A character who succeeds on a DC 15 Intelligence (History) check knows this legendary piece of music, as does any bard in the party. If the characters enter the music hall, read: This grand
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
a grand scale, sending a region or an entire world back to an earlier time (effectively erasing part of history). The obelisks were constructed to counteract the effects of calamitous spells and
Stars!” A character who succeeds on a DC 15 Intelligence (History) check knows this legendary piece of music, as does any bard in the party. If the characters enter the music hall, read: This grand
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
of the elements, skyweavers thrill with the rush of releasing raw elemental energy. Skyweaver
Medium humanoid (human), chaotic evil
Armor Class 12 (15 with mage armor)
Hit Points 44 (8d8 + 8
.
Spellcasting. Windharrow is an 8th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Windharrow knows the following bard spells:
Cantrips
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
of the elements, skyweavers thrill with the rush of releasing raw elemental energy. Skyweaver
Medium humanoid (human), chaotic evil
Armor Class 12 (15 with mage armor)
Hit Points 44 (8d8 + 8
.
Spellcasting. Windharrow is an 8th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Windharrow knows the following bard spells:
Cantrips
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
of the elements, skyweavers thrill with the rush of releasing raw elemental energy. Skyweaver
Medium humanoid (human), chaotic evil
Armor Class 12 (15 with mage armor)
Hit Points 44 (8d8 + 8
.
Spellcasting. Windharrow is an 8th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Windharrow knows the following bard spells:
Cantrips
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
a grand scale, sending a region or an entire world back to an earlier time (effectively erasing part of history). The obelisks were constructed to counteract the effects of calamitous spells and
Stars!” A character who succeeds on a DC 15 Intelligence (History) check knows this legendary piece of music, as does any bard in the party. If the characters enter the music hall, read: This grand
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
feet and rising 30 feet above the river’s surface. Constructed of heavy basalt blocks, the bridge’s piers are plated with iron. B2: Gatehouse Two mighty towers of black stone flank the fortress’s iron
. If either Venture or the characters start a prison riot, all the duergar from areas B11 and area B18 rush to area B4 to quell it. The erinyes in areas B2, area B3, and area B8 watch in amusement but






