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Returning 35 results for 'bard beyond divinity contrast refuges'.
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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
Monk
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
landscapes of the worlds of D&D, tiny refuges from the flow of ordinary life, where time seems to stand still. The monks who live there seek personal perfection through contemplation and rigorous
important mission beyond the cloister? Perhaps you were cast out because of some violation of the community’s rules. Did you dread leaving, or were you happy to go? Is there something you hope to
Lizardfolk
Legacy
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Species
Volo's Guide to Monsters
hold and controls their actions. In contrast, lizardfolk see emotions as traits assigned to other creatures, objects, and situations. A lizardfolk doesn’t think, “I’m scared.&rdquo
plans, or cultivating other methods to progress beyond their simple existence as hunters and gatherers.
Hapless Soft Ones
At their core, lizardfolk view other humanoids with an indifference verging on
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Blackgate The jackalweres live in the northern neighborhood of Blackgate, not far from the Wide. This district is part of the Outer City, a sprawl of settlements that stretch beyond the city’s actual
walls. The Outer City is home to Baldur’s Gate’s poorer inhabitants, who live in ramshackle huts and flimsy tents—a stark contrast to the opulence of the Upper City. Merchants with wares too meager
Druid
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.
Druid spells are oriented toward nature and
includes the worship of Nature as a primal force beyond personification, but also encompasses the worship of Beory, the Oerth Mother, as well as devotees of Obad-Hai, Ehlonna, and Ulaa.
In the worlds
Paladin
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
undead, and to protect the innocent and those who join them in the fight for justice.
Beyond the Mundane Life
Almost by definition, the life of a paladin is an adventuring life. Unless a lasting injury
your quests? Perhaps you stumbled into a sacred grove or a hidden elven enclave and found yourself called to protect all such refuges of goodness and beauty. Or you might have known from your
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
magic 13th freedom of movement, guardian of faith 17th commune, flame strike Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. Sacred Weapon
. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, dispel magic
13th
freedom of movement, guardian of faith
17th
commune, flame strike
Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options
. Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with
compendium
- Sources->Dungeons & Dragons->One-Shot Wonders: Holiday Adventure Pack
Notable Landmarks Mount Fyn - Few have reached the summit of the highest peak in the Thornscale Mountains. The Ridge - The High Council warn civilians not to venture beyond the Ridge, for their own
safety. Icemoon Vale - The source of the sacred Ebcansu river, a spot associated with great divinity. Plains of l’smere - Named after a great dragon who lived here before Mirabilis was founded. Nilse
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Message Transmutation Cantrip (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: S, M (a copper wire)
Duration: 1 round
You point toward a creature within range
target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Message Transmutation Cantrip (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: S, M (a copper wire)
Duration: 1 round
You point toward a creature within range
target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Learning from Experience True bards are not common in the world. Not every minstrel singing in a tavern or jester cavorting in a royal court is a bard. Discovering the magic hidden in music requires
beyond the horizon — makes an adventuring career a natural calling. Every adventure is an opportunity to learn, practice a variety of skills, enter long-forgotten tombs, discover lost works of magic
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Learning from Experience True bards are not common in the world. Not every minstrel singing in a tavern or jester cavorting in a royal court is a bard. Discovering the magic hidden in music requires
beyond the horizon — makes an adventuring career a natural calling. Every adventure is an opportunity to learn, practice a variety of skills, enter long-forgotten tombs, discover lost works of magic
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
their legs and can fling these dagger-sized spikes at enemies beyond the reach of their claws. Adult Kruthik
Medium monstrosity, unaligned
Armor Class 18 (natural armor)
Hit Points 39 (6d8 + 12
hives serve a purpose in the natural world. Bees pollinate flowers. Termites make earth out of wood. Kruthiks, by contrast, slay societies. Perhaps that function is just as necessary.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
bell. The Dark Powers have created a false image of Strahd’s ancestral home within the fog, just beyond reach. Strahd comes to the hill on occasion to gaze upon the city, even though he knows it can’t
god gave up his divinity to preserve the world from destruction and that his last exhalation as a god produced this mist. Within it were all his memories of the world and all his visions of its possible
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Halflings Folk think of elves as aloof and graceful, dwarves as fierce and hardy, and of gnomes — if they think of them at all — as clever and shy. Halflings, in contrast, have the reputation of
common sense, and tales about halflings abound with lucky breaks and narrow escapes. Beyond these typical elements of the halfling character, halflings can be divided into two major subraces. Many
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
uses when you finish a long rest. Channel Divinity: Radiance of the Dawn Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to
lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.
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->D&D Beyond Basic Rules
Mordenkainen’s Magnificent Mansion Level 7 Conjuration (Bard, Wizard) Casting Time: 1 Minute
Range: 300 feet
Components: V, S, M (a miniature door worth 15+ GP)
Duration: 24 Hours
You conjure
can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is imperceptible. Beyond
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Conflagration, howling winds from the Plane of Air mix with the cinder storms and lava of the Sea of Fire. This plane is an endless storm of flames, smoke, and ash. The thick ash obscures sight beyond a
fundamentally similar to places found on the Material Plane—the place where all four elements mingle freely. At a symbolic level, the Para-elemental Planes represent the interaction and sometimes the contrast
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Mordenkainen’s Magnificent Mansion Level 7 Conjuration (Bard, Wizard) Casting Time: 1 minute
Range: 300 feet
Components: V, S, M (a miniature door worth 15+ GP)
Duration: 24 hours
You conjure
can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is imperceptible. Beyond
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Ghallanda tavern. Inside, the halfling bartender uses prestidigitation to chill and flavor an array of exotic beverages. A Phiarlan bard entertains the crowd with song and a dazzling display of
dragonmarked houses provide magical services that are beyond the powers of a common magewright. And manifest zones are specific locations where the energies of the planes bleed into Eberron; these allow dramatic effects that can’t be replicated elsewhere, such as the colossal towers of Sharn.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
more deserving of divinity
In spite of my mortal mother.”
Scowling, all-wise Annam spoke to his daughter:
“Mighty are my sons in strength,
And Hiatea, your half sister, her heroism showed
In
challenge:
Bring me pure perfection—
Something my craft cannot better.”
Diancastra, undaunted, departed the sanctum
And journeyed to the waters beyond worlds.
She sailed forgotten seas into
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
to learn about the flora and fauna of the rest of Khorvaire and beyond 6 A cleric from Karrnath who aspires to learn the arts of necromancy — for the noblest aims, of course 7 A piratical bard from
Humans Dwarves are stoic. Elves are wise. Gnomes are cunning. And humans? They can’t make up their mind, so they try to be all of these things at once.
— Kessler, bard of Sharn
The first human
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
adventures, particularly as they contrast with what majorities consider the status quo. In folk horror tales, characters often discover that their beliefs aren’t as universally held as they assumed, and
traditions beyond their understanding. Alternatively, characters might realize their own beliefs are lies as others reveal unsettling truths. Communities that ascribe to the traditions of folk horror
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Cities and Sites Beyond the magnificence of Sharn, Breland hosts a vast spectrum of other wonders. Argonth The floating fortress of Breland, Argonth is one of the marvels of the Last War. The product
before some incident led you to become an adventurer. Black Pit A massive chasm in the Blackcap Mountains, the Black Pit is over a mile across and descends beyond the limits of sight. It’s said to be an
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that
feet beyond that. You can end this effect early (no action required). This effect also ends if you aren’t carrying the weapon. Level 7: Aura of Devotion You and your allies have Immunity to the Charmed
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
themselves the shadar-kai, and they gathered others like themselves around their queen in hopes that, once she achieved divinity, she would unify all the elves. The queen’s plan was to use the souls of
opportunity to siphon off the energy of the shadar-kai for themselves by performing their own self-serving ritual, which would impart to them magical powers beyond those of the greatest elven wizards of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you
also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that. You can end this effect early (no action required). This effect also ends if you aren’t carrying the weapon. Level 7: Aura
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
mollusks. In stark contrast to other sites along the coast, no seabirds can be seen near the island.
As reported by the scouts, a long stone causeway leads southward from the marshy coastline, crossing
the entire span just above the waterline. By looking south from the coast, you can see that it ends at a ledge with a set of large stone doors just beyond.
Allow the characters to plan and execute
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
of a storm giant can affect the fate of thousands.
Distant Prophet-Kings. Storm giants live in isolated refuges so far above the surface of the world or below the sea that they are beyond the reach
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
awaits the coming of the death god, which it believes heralds the fall of divinity. Until that day, the aboleth humbly obeys Withers (whom the creature refers to by his original name of Gorra) and attacks
the master of the lake and has no lair actions as a result. Ancient beyond reckoning, G’lyh’rul has accumulated tens of thousands of years of knowledge. If the characters establish telepathic
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Setessa’s Surroundings Beyond the city’s encircling trees, the territory of Setessa extends to cover about a third of the Nessian Wood and a wide swath of the open chaparral. In contrast to Meletis
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Entrance Above the doors is written an inscription in Old Omuan: “Unkh urges us to contrast all options before acting.” Unkh’s priests were contemplative but prone to indecision. Their message is a clue
hanging from hooks on the wall. Some are bent and broken, while others are rusted beyond repair. The rest look serviceable.
One of the keys unlocks the pedestal in area 8C. If the characters know which
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. Others are monumental epics, most notably The Cosmogony, a poem by an unnamed Meletian sage that includes several (sometimes conflicting) tales of the creation of the world and beyond. The people of
, by contrast, is about the exploits of a single mortal hero, Callaphe the Mariner, who snuck into Mount Velus and stole Purphoros’s tears, hid behind Phenax and wrote down his secrets, and raced Thassa






