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Returning 35 results for 'bard before direct contact rush'.
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Grung
Legacy
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Monsters
Volo's Guide to Monsters
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on
Grung Wildling
Legacy
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Monsters
Volo's Guide to Monsters
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on
Grung Elite Warrior
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on
Monsters
Mordenkainen's Fiendish Folio Volume 1
speak to and understand rat;rats and giant rat;giant rats.
Swarming Rush. A jermlaine adds 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Swarming Rush"} to its weapon damage rolls while
, and caverns inhabited by much larger, more dangerous folk. The jermlaine huddle in their small tunnels, avoiding contact with all other creatures unless they can marshal overwhelming numbers. When the
Monsters
Waterdeep: Dragon Heist
(spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). He has the following bard spells prepared:
Cantrips (at will): mage hand, mending
, even while drunk, and uses an elven lute as a spellcasting focus.
Davil can put the characters in contact with other leaders of the Black Network's Waterdeep division, namely Istrid Horn (if they need
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on
magic-items
expended charge for each hour it spends in direct sunlight and 1d6 + 1 expended charges daily at dawn.
Radiant Absorption. When a creature within 30 feet of you takes radiant damage, you can use your
per charge expended.
Dreamcatcher. While attuned to the suncatcher, you are aware when a creature is using the dream spell to contact you and can choose to end the spell early.
magic-items
regains 1 expended charge for each hour it spends in direct sunlight and 1d6 + 1 expended charges daily at dawn.
Radiant Absorption. When a creature within 30 feet of you takes radiant damage, you can use
damage per charge expended.
Dreamcatcher. While attuned to the suncatcher, you are aware when a creature is using the dream spell to contact you and can choose to end the spell early.
Very rare variant
magic-items
regains 1 expended charge for each hour it spends in direct sunlight and 1d6 + 1 expended charges daily at dawn.
Radiant Absorption. When a creature within 30 feet of you takes radiant damage, you can use
damage per charge expended.
Dreamcatcher. While attuned to the suncatcher, you are aware when a creature is using the dream spell to contact you and can choose to end the spell early.
Rare variant: You
magic-items
regains 1 expended charge for each hour it spends in direct sunlight and 1d6 + 1 expended charges daily at dawn.
Radiant Absorption. When a creature within 30 feet of you takes radiant damage, you can use
damage per charge expended.
Dreamcatcher. While attuned to the suncatcher, you are aware when a creature is using the dream spell to contact you and can choose to end the spell early.
magic-items
regains 1 expended charge for each hour it spends in direct sunlight and 1d6 + 1 expended charges daily at dawn.
Radiant Absorption. When a creature within 30 feet of you takes radiant damage, you can use
damage per charge expended.
Dreamcatcher. While attuned to the suncatcher, you are aware when a creature is using the dream spell to contact you and can choose to end the spell early.
Very rare variant
magic-items
regains 1 expended charge for each hour it spends in direct sunlight and 1d6 + 1 expended charges daily at dawn.
Radiant Absorption. When a creature within 30 feet of you takes radiant damage, you can use
damage per charge expended.
Dreamcatcher. While attuned to the suncatcher, you are aware when a creature is using the dream spell to contact you and can choose to end the spell early.
Rare variant: You
magic-items
regains 1 expended charge for each hour it spends in direct sunlight and 1d6 + 1 expended charges daily at dawn.
Radiant Absorption. When a creature within 30 feet of you takes radiant damage, you can use
damage per charge expended.
Dreamcatcher. While attuned to the suncatcher, you are aware when a creature is using the dream spell to contact you and can choose to end the spell early.
Rare variant: You
magic-items
regains 1 expended charge for each hour it spends in direct sunlight and 1d6 + 1 expended charges daily at dawn.
Radiant Absorption. When a creature within 30 feet of you takes radiant damage, you can use
damage per charge expended.
Dreamcatcher. While attuned to the suncatcher, you are aware when a creature is using the dream spell to contact you and can choose to end the spell early.
magic-items
regains 1 expended charge for each hour it spends in direct sunlight and 1d6 + 1 expended charges daily at dawn.
Radiant Absorption. When a creature within 30 feet of you takes radiant damage, you can use
damage per charge expended.
Dreamcatcher. While attuned to the suncatcher, you are aware when a creature is using the dream spell to contact you and can choose to end the spell early.
Monsters
Strixhaven: A Curriculum of Chaos
components and using Intelligence as the spellcasting ability:
1/day each: contact other plane (as an action, contacting a long-dead spirit), divination, move earth, wall of forceVelomachus can take 3
exploration and discovery through the lens of creating a direct conduit to the past.
She founded Lorehold College to ensure mortals would never forget the lessons of the past. After living for centuries
magic-items
regains 1 expended charge for each hour it spends in direct sunlight and 1d6 + 1 expended charges daily at dawn.
Radiant Absorption. When a creature within 30 feet of you takes radiant damage, you can use
damage per charge expended.
Dreamcatcher. While attuned to the suncatcher, you are aware when a creature is using the dream spell to contact you and can choose to end the spell early.
Very rare variant
Monsters
Mordenkainen Presents: Monsters of the Multiverse
that rely on sight.
Web Sense. While in contact with a web, the choldrith knows the exact location of any other creature in contact with the same web.
Web Walker. The choldrith ignores movement
could lay eggs that birthed more chitines (and the rare choldrith) and could direct the chitines in their work. But the devotees soon realized their mistake—choldriths belonged to Lolth, body
Backgrounds
Baldur’s Gate: Descent into Avernus
their faceless selves.
d8
Personality Trait
1
I’m earnest and uncommonly direct.
2
I strive to have no personality — it’s easier to forget what’s hardly
comes to us all eventually.
2
I never make eye contact or hold it unflinchingly.
3
I have no sense of humor. Laughing is uncomfortable and embarrassing.
4
I overexert myself
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Religious Order Contacts Your primary contact within the religious order is usually some kind of priest—not necessarily a cleric or druid, but someone who holds a priestly office and a position of
some authority in the hierarchy of the organization. This person might direct you and your adventures according to their interpretation of divine will, or they might trust the gods to lead you to do
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Religious Order Contacts Your primary contact within the religious order is usually some kind of priest—not necessarily a cleric or druid, but someone who holds a priestly office and a position of
some authority in the hierarchy of the organization. This person might direct you and your adventures according to their interpretation of divine will, or they might trust the gods to lead you to do
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Religious Order Contacts Your primary contact within the religious order is usually some kind of priest—not necessarily a cleric or druid, but someone who holds a priestly office and a position of
some authority in the hierarchy of the organization. This person might direct you and your adventures according to their interpretation of divine will, or they might trust the gods to lead you to do
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Madryck’s Reward If you used the “Warlock’s Quest” adventure hook, the characters might want to contact their employer, Madryck Roslof, and let him know that Zybilna is well. If she is asked, Zybilna
is willing to convey a message to Madryck so that the characters don’t have to rush home with the news. Characters who waste no time getting back to Madryck find him safe at home, still clinging to
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Madryck’s Reward If you used the “Warlock’s Quest” adventure hook, the characters might want to contact their employer, Madryck Roslof, and let him know that Zybilna is well. If she is asked, Zybilna
is willing to convey a message to Madryck so that the characters don’t have to rush home with the news. Characters who waste no time getting back to Madryck find him safe at home, still clinging to
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Madryck’s Reward If you used the “Warlock’s Quest” adventure hook, the characters might want to contact their employer, Madryck Roslof, and let him know that Zybilna is well. If she is asked, Zybilna
is willing to convey a message to Madryck so that the characters don’t have to rush home with the news. Characters who waste no time getting back to Madryck find him safe at home, still clinging to
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Challenge 1/4 (50 XP)
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a
DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Find the Path Level 6 Divination (Bard, Cleric, Druid) Casting Time: 1 minute
Range: Self
Components: V, S, M (a set of divination tools—such as cards or runes—worth 100+ GP)
Duration
: Concentration, up to 1 day
You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Challenge 1/4 (50 XP)
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a
DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Find the Path Level 6 Divination (Bard, Cleric, Druid) Casting Time: 1 minute
Range: Self
Components: V, S, M (a set of divination tools—such as cards or runes—worth 100+ GP)
Duration
: Concentration, up to 1 day
You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Challenge 1/4 (50 XP)
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a
DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
magical field around the statue attracts metal objects of any kind (not just ferrous metal). Any metal object that comes into direct contact with the shield disintegrates, showering the floor with
disadvantage. The shield disintegrates only metal objects that come into direct contact with it, so a metal object stored in a backpack would be protected from destruction by the pack’s leather. A
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
magical field around the statue attracts metal objects of any kind (not just ferrous metal). Any metal object that comes into direct contact with the shield disintegrates, showering the floor with
disadvantage. The shield disintegrates only metal objects that come into direct contact with it, so a metal object stored in a backpack would be protected from destruction by the pack’s leather. A
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
magical field around the statue attracts metal objects of any kind (not just ferrous metal). Any metal object that comes into direct contact with the shield disintegrates, showering the floor with
disadvantage. The shield disintegrates only metal objects that come into direct contact with it, so a metal object stored in a backpack would be protected from destruction by the pack’s leather. A