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Returning 35 results for 'bard behave diffusing condition received'.
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Spells
Player’s Handbook
You gain the Invisible condition at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends immediately after you
make an attack roll, deal damage, or cast a spell.
As a Magic action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is
Monsters
Curse of Strahd
are crafted with potent magic to follow the commands of their creators. When not commanded, they follow the last order they received to the best of their ability, and can act independently to fulfill
creators to ride them, in which case they behave like typical brooms of flying. A broom of animated attack, however, can carry only half the weight that a broom of flying can.Poison, Psychic
Monsters
Quests from the Infinite Staircase
damage, it must succeed on a DC 10 Constitution saving throw or have the stunned condition until the start of its next turn.Multiattack. The android makes two Force Strike attacks.
Force Strike. Melee or
prone condition.
Spellcasting (Diplomat and Medic Only). The android casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability:
2/day each
Bard
Legacy
This doesn't reflect the latest rules and lore.
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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
Monsters
Vecna: Eve of Ruin
damage and has the stunned condition until the start of Tasha’s next turn. On a successful save, the target takes half as much damage only.
Spellcasting. Tasha casts one of the following
When Zybilna received Alustriel Silverhand’s summons to combat Vecna, the archfey was sorely needed in Prismeer. As a compromise, and to honor Tasha’s friendship with Alustriel, Zybilna
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Mislead Level 5 Illusion (Bard, Warlock, Wizard) Casting Time: Action
Range: Self
Components: S
Duration: Concentration, up to 1 hour
You gain the Invisible condition at the same time that an
action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable. You can see through its eyes and hear through its ears as if you were located where it is.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mislead Level 5 Illusion (Bard, Warlock, Wizard) Casting Time: Action
Range: Self
Components: S
Duration: Concentration, up to 1 hour
You gain the Invisible condition at the same time that an
action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable. You can see through its eyes and hear through its ears as if you were located where it is.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Mislead Level 5 Illusion (Bard, Warlock, Wizard) Casting Time: Action
Range: Self
Components: S
Duration: Concentration, up to 1 hour
You gain the Invisible condition at the same time that an
action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable. You can see through its eyes and hear through its ears as if you were located where it is.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mislead Level 5 Illusion (Bard, Warlock, Wizard) Casting Time: Action
Range: Self
Components: S
Duration: Concentration, up to 1 hour
You gain the Invisible condition at the same time that an
action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable. You can see through its eyes and hear through its ears as if you were located where it is.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Mislead Level 5 Illusion (Bard, Warlock, Wizard) Casting Time: Action
Range: Self
Components: S
Duration: Concentration, up to 1 hour
You gain the Invisible condition at the same time that an
action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable. You can see through its eyes and hear through its ears as if you were located where it is.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mislead Level 5 Illusion (Bard, Warlock, Wizard) Casting Time: Action
Range: Self
Components: S
Duration: Concentration, up to 1 hour
You gain the Invisible condition at the same time that an
action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable. You can see through its eyes and hear through its ears as if you were located where it is.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
. Even though most bards in the region aren’t Harpers (and many who are don’t advertise that fact), common folk in the North often behave as if all bards are legendary wandering heroes, and are as
likely to ask a bard for the solution to a problem troubling their community as they are a wandering fighter or wizard. This reputation cuts both ways, however, as some enemies of the Harpers suspiciously assume any humble minstrel might secretly be a Harper agent.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
. Even though most bards in the region aren’t Harpers (and many who are don’t advertise that fact), common folk in the North often behave as if all bards are legendary wandering heroes, and are as
likely to ask a bard for the solution to a problem troubling their community as they are a wandering fighter or wizard. This reputation cuts both ways, however, as some enemies of the Harpers suspiciously assume any humble minstrel might secretly be a Harper agent.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (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.
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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (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.
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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (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.
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
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
. Even though most bards in the region aren’t Harpers (and many who are don’t advertise that fact), common folk in the North often behave as if all bards are legendary wandering heroes, and are as
likely to ask a bard for the solution to a problem troubling their community as they are a wandering fighter or wizard. This reputation cuts both ways, however, as some enemies of the Harpers suspiciously assume any humble minstrel might secretly be a Harper agent.
Compendium
- Sources->Dungeons & Dragons->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.
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
Compendium
- Sources->Dungeons & Dragons->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.
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
Compendium
- Sources->Dungeons & Dragons->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.
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
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Power Word Heal Level 9 Enchantment (Bard, Cleric) Casting Time: Action
Range: 60 feet
Component: V
Duration: Instantaneous
A wave of healing energy washes over one creature you can see
within range. The target regains all its Hit Points. If the creature has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned condition, the condition ends. If the creature has the Prone condition, it can use its Reaction to stand up.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Project Image Level 7 Illusion (Bard, Wizard) Casting Time: Action
Range: 500 miles
Components: V, S, M (a statuette of yourself worth 5+ GP)
Duration: Concentration, up to 1 day
You create
Magic action, you can move it up to 60 feet and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. Physical interaction with the image reveals it to
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Project Image Level 7 Illusion (Bard, Wizard) Casting Time: Action
Range: 500 miles
Components: V, S, M (a statuette of yourself worth 5+ GP)
Duration: Concentration, up to 1 day
You create
Magic action, you can move it up to 60 feet and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. Physical interaction with the image reveals it to
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Project Image Level 7 Illusion (Bard, Wizard) Casting Time: Action
Range: 500 miles
Components: V, S, M (a statuette of yourself worth 5+ GP)
Duration: Concentration, up to 1 day
You create
Magic action, you can move it up to 60 feet and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. Physical interaction with the image reveals it to
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Power Word Heal Level 9 Enchantment (Bard, Cleric) Casting Time: Action
Range: 60 feet
Component: V
Duration: Instantaneous
A wave of healing energy washes over one creature you can see
within range. The target regains all its Hit Points. If the creature has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned condition, the condition ends. If the creature has the Prone condition, it can use its Reaction to stand up.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Power Word Heal Level 9 Enchantment (Bard, Cleric) Casting Time: Action
Range: 60 feet
Component: V
Duration: Instantaneous
A wave of healing energy washes over one creature you can see
within range. The target regains all its Hit Points. If the creature has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned condition, the condition ends. If the creature has the Prone condition, it can use its Reaction to stand up.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Power Word Heal Level 9 Enchantment (Bard, Cleric) Casting Time: Action
Range: 60 feet
Component: V
Duration: Instantaneous
A wave of healing energy washes over one creature you can see
within range. The target regains all its Hit Points. If the creature has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned condition, the condition ends. If the creature has the Prone condition, it can use its Reaction to stand up.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Greater Invisibility Level 4 Illusion (Bard, Sorcerer, Wizard) Casting Time: Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
A creature you touch has the Invisible condition until the spell ends.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Lesser Restoration Level 2 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Bonus Action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Lesser Restoration Level 2 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Bonus Action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Lesser Restoration Level 2 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Bonus Action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Power Word Heal Level 9 Enchantment (Bard, Cleric) Casting Time: Action
Range: 60 feet
Component: V
Duration: Instantaneous
A wave of healing energy washes over one creature you can see
within range. The target regains all its Hit Points. If the creature has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned condition, the condition ends. If the creature has the Prone condition, it can use its Reaction to stand up.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Power Word Heal Level 9 Enchantment (Bard, Cleric) Casting Time: Action
Range: 60 feet
Component: V
Duration: Instantaneous
A wave of healing energy washes over one creature you can see
within range. The target regains all its Hit Points. If the creature has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned condition, the condition ends. If the creature has the Prone condition, it can use its Reaction to stand up.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Power Word Stun Level 8 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V
Duration: Instantaneous
You overwhelm the mind of one creature you can
see within range. If the target has 150 Hit Points or fewer, it has the Stunned condition. Otherwise, its Speed is 0 until the start of your next turn. The Stunned target makes a Constitution saving throw at the end of each of its turns, ending the condition on itself on a success.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Power Word Stun Level 8 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V
Duration: Instantaneous
You overwhelm the mind of one creature you can
see within range. If the target has 150 Hit Points or fewer, it has the Stunned condition. Otherwise, its Speed is 0 until the start of your next turn. The Stunned target makes a Constitution saving throw at the end of each of its turns, ending the condition on itself on a success.






