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Returning 35 results for 'bard being dagger continual recover'.
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bard being dagger continue recovery
Classes
Player’s Handbook
Core Bard Traits
Primary Ability
Charisma
Hit Point Die
D8 per Bard level
Saving Throw Proficiencies
Dexterity and Charisma
Skill Proficiencies
Choose any 3 skills
Weapon Proficiencies
Simple weapons
Tool Proficiencies
Choose 3 Musical Instruments
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather Armor, 2 Dagger
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
Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage
Monsters
Eberron: Rising from the Last War
: knockDagger. Melee or Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1);{"diceNotation":"1d4
+1","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.In Khorvaire, magic is part of everyday life. A chef might use prestidigitation to heat and season food
Monsters
Mordenkainen Presents: Monsters of the Multiverse
immersed in water for at least 1 hour during a day, it suffers 1 level of exhaustion at the end of that day. The grung can recover from this exhaustion only through magic or by immersing itself in water for
at least 1 hour.Dagger. Melee or Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2
Monsters
Mordenkainen Presents: Monsters of the Multiverse
immersed in water for at least 1 hour during a day, it suffers 1 level of exhaustion at the end of that day. The grung can recover from this exhaustion only through magic or by immersing itself in water for
at least 1 hour.Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3
Monsters
Mordenkainen Presents: Monsters of the Multiverse
immersed in water for at least 1 hour during a day, it suffers 1 level of exhaustion at the end of that day. The grung can recover from this exhaustion only through magic or by immersing itself in water for
at least 1 hour.Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3
Monsters
Candlekeep Mysteries
Multiattack. Quill makes two attacks with his dagger and uses Supreme Mockery.
Dagger. Melee or Ranged Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Dagger"} to hit
, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 4);{"diceNotation":"1d6+4","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.
Quill’s Fable
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Class Features As a bard, you gain the following class features. Hit Points Hit Dice: 1d8 per bard level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5
) + your Constitution modifier per bard level after 1st Proficiencies Armor: Light armor Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords Tools: Three musical instruments of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
is hidden somewhere in the wreck. Saltmarsh Story Hook. Eliander Fireborn asks the characters to investigate the matter, offering 300 gp if they neutralize the threat and recover the dagger. Cursed
deck of the Marshal. The undead attack the characters when they come below, fighting to the death. Ignoring the Threat. If the characters don’t kill the undead and recover the dagger, the undead attack
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
recover the soul of said intern. (Clearly, none of those hells paid for him either.) The rogue Viari is one of Acquisitions Incorporated’s best internship success stories. In fact, he was so
to an ongoing defamation suit, we can no longer refer to as “the Mad Mage”). From regrowing his own arm after an unfortunate incident with the Apocalypse Dagger, to wrangling dinosaurs to win street
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
item No Cloak of displacement Wondrous item Yes Cloak of the bat Wondrous item Yes Cube of force Wondrous item Yes Daern’s instant fortress Wondrous item No Dagger of venom Weapon No Dimensional
teleportation Wondrous item Yes Horn of blasting Wondrous item No Horn of Valhalla (silver or brass) Wondrous item No Instrument of the bards (Canaith mandolin) Wondrous item Yes (bard) Instrument of
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Dependency. If the grung isn’t immersed in water for at least 1 hour during a day, it suffers 1 level of exhaustion at the end of that day. The grung can recover from this exhaustion only through magic or by
immersing itself in water for at least 1 hour.
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 5 (2d4
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon
ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
spells:
At will: mage hand, prestidigitation
Rituals: knock
Actions
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing
Healer Resistance, spare the dying. Ritual only: detect poison and disease, lesser restoration (1 hour). Medicine (+4), herbalism kit 4 Lamplighter Light. Ritual only: continual flame (1 hour). Tinker’s
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
in Nexal, capital city of the Maztican Empire. The gem is a relic of the cult of Zaltec, and its dagger-like point was plunged into the hearts of countless sacrifices. An adventuring band known as
," and appendix D) is keen to recover the Skull Chalice of Ch’gakare as part of her bid to reclaim the throne of Omu. To obtain it, characters must first survive the perils of the hall of the golden mastodon (area 67).
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
ruthless. Goblinoid NPCs d8 NPC 1 A hobgoblin bard of the Kech Volaar leads an elite team of dungeon delvers to recover Dhakaani artifacts from ancient ruins. 2 A remarkably intelligent goblin
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Rathmore leaves Vargan alive as a witness to his village’s punishment, but not before slashing him across the face with a crystal dagger. The event changes Vargan forever, and he vows to bring down
the pitiless lord and prevent him from hurting anyone ever again. Act II Vargan tracks down Lord Rathmore in a bustling city. Unsure how to proceed, the young bard starts asking around the city for
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
truncheon, a dagger, and a buckler. Because most citizens in Waterdeep don’t bear weapons, these tools prove a more than ample deterrent to criminal activity. Members of the Watch typically don’t carry
with a continual flame spell. A watch post serves as an organizational headquarters and armory. Anyone who wishes to report a crime may do so at a watch post in the event a Watch constable can’t be
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a
a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Two-Handed. This weapon requires two hands
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost. Finesse When making an attack
one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don’t add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost. Finesse When making an attack
one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don’t add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
you’ll take that risk. If you had to choose between entering a battle without your favorite combat gear or without the party’s bard, Singy McLuteface can sit this one out. You and your equipment have
whose heads bear the mark of a lightning bolt, and which give a distinctive whistle when fired
2 A shield made from the shell of a giant turtle
3 A matching shortsword and dagger, decorated
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
not stab him with the magical crystal dagger until they’re all back in the manor. If the characters fail to earn his trust, Quill pretends to be agreeable but tries to escape using his teleport spell
once he escapes the painting, denying characters the chance to stab him with the dagger. Where the teleport spell takes him is up to you, but the destination must be somewhere in Wisteria Vale. Arrant
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
exhaustion at the end of that day. A grung can recover from this exhaustion only through magic or by immersing itself in water for at least 1 hour. Grung
Small humanoid (grung), lawful evil
a success.
Standing Leap. The grung’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Points by Class Class Hit Point Maximum Barbarian 12 + Con. modifier Fighter, Paladin, or Ranger 10 + Con. modifier Bard, Cleric, Druid, Monk, Rogue, or Warlock 8 + Con. modifier Sorcerer or Wizard
Hit Die. You can spend Hit Dice during a Short Rest to recover Hit Points. Your character sheet also includes space to note how many Hit Dice you’ve spent. Initiative. Write your Dexterity modifier
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Level 1 Hit Points by Class Class Hit Point Maximum Barbarian 12 + Con. modifier Fighter, Paladin, or Ranger 10 + Con. modifier Bard, Cleric, Druid, Monk, Rogue, or Warlock 8 + Con. modifier Sorcerer
character has 1 Hit Die. You can spend Hit Dice during a Short Rest to recover Hit Points. Your character sheet also includes space to note how many Hit Dice you’ve spent. Initiative. Write your Dexterity
compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
always smells faintly of honey
21 A one-armed Viari doll (Apocalypse Dagger accessory missing)
22 A leather pouch filled with various finger bones of unknown provenance
23 The collar
bard Spice Caraway
75 The eye of a basilisk in a crystal box
76 A postcard from Ravnica
77 A stamp collection
78 A small piece of solidified smoke
79 A six-sided die that
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
home village slashed his face with a dagger. It serves as a constant reminder of his past. Although outwardly friendly, Quill is driven by three selfish desires: to preserve his well-being, to
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level
(round up), and none of the slots can be level 6 or higher. For example, if you’re a level 4 Wizard, you can recover up to two levels’ worth of spell slots, regaining either one level 2 spell slot or two
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
save DC 14, +6 to hit with spell attacks). He has the following bard spells prepared:
Cantrips (at will): mage hand, mending, minor illusion, vicious mockery
1st level (4 slots): cure wounds
, polymorph
5th level (2 slots): dominate person, greater restoration
6th level (1 slot): Otto’s irresistible dance
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
lantern with a continual flame spell cast on it hangs above the bed.
Maleen and Tendra have come from Shadowdusk Hold (level 22) on the orders of Halaster Blackcloak. Under the guise of seeking an
blood, and a blood-caked obsidian dagger rests at the statue’s feet. Any creature that removes the statue from the shrine immediately contracts a disease called slimy doom. The disease lasts for 7 days
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Two magic items are displayed here as well. Anstruth Harp. An exquisitely crafted harp sized for a human rests on a shelf. This instrument of the bards was acquired from a human bard who counseled
bronze lantern hanging above the table has a continual flame spell cast within it. Treasure Among Sansuri’s collection of books are four historical texts chronicling the rise and fall of Ostoria (worth 500
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
into their profits. Treasure. Each roper has consumed four amethysts, each worth 30 gp. The xorn in area G14 is desperate to recover these amethysts. G11: Talhundereth Passage Breaking into this room
those amethysts back. Tower. If the characters give Zoklork the amethysts, or if the characters killed the ropers but didn’t recover the amethysts, the xorn considers it a great favor and shares a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the end of its next turn.
Hold Breath. The initiate can hold its breath for 30 minutes.
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit
: 6 (1d6 + 3) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Hurricane Hurricanes profess their
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
), in the guise of Zardoz Zord (absent if he’s marshalling the Day of Wonders parade; see “Special Events”) Margo Verida, a female Amnian human bard (see appendix B) Khafeyta Murzan, a female Mulhorandi
dartboard mounted on one wall has a shiny dagger sticking into it. Attack Mannequins. As a bonus action, Jarlaxle can command the five magic mannequins to animate and attack a single target of his choice






