Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'bard blast diffusing common ram'.
Other Suggestions:
bark beast diffusing common ram
born beast diffusing common ram
bird beast diffusing common ram
bond beast diffusing common ram
bards blast diffusing common ram
magic-items
is Explosive and has a Save DC of 13.
Charge. A common Blast Disk holds a single charge, the dragonshards shattering when the effect is triggered.
Disarming a Disk.When used on the
A Blast Disk holds destructive arcane power. A typical Blast Disk is about nine inches in diameter and one inch thick, made from layers of different metal; dragonshards are embedded in the surface of
Magic Items
Dungeon Master’s Guide
An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the
spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom
Monsters
Bigby Presents: Glory of the Giants
-defense, channeling the power it absorbs into a magical blast to drive off predators.
If the fleece is shorn from the ram without damaging the creature, it can be made into a protective magical
Magic Resistance. The ram has advantage on saving throws against spells and other magical effects.Ram. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Ram"} to
Winter Wolf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
","rollType":"recharge","rollAction":"Cold Breath"}. The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8
. Winter wolves communicate with one another using growls and barks, but they speak Common and Giant well enough to follow simple conversations.Cold
Monsters
Phandelver and Below: The Shattered Obelisk
Sunlight Sensitivity. While in sunlight, the mutate has disadvantage on attack rolls.Multiattack. The mutate makes two Unarmed Strike or Nightmare Blast attacks.
Unarmed Strike. Melee Weapon Attack
.
Nightmare Blast. Ranged Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Nightmare Blast"} to hit, range 60 ft., one creature. Hit: 7 (2d6);{"diceNotation":"2d6", "rollType
Bard
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
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 hard study
, 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
Monsters
Eberron: Rising from the Last War
magical effects.Multiattack. The quori makes two Soul Binding attacks. Alternatively, it can make four attacks with Arcane Blast.
Arcane Blast. Ranged Spell Attack: +13;{"diceNotation":"1d20+13
","rollType":"to hit","rollAction":"Arcane Blast"} to hit, range 120 ft., one target. Hit: 12 (1d10 + 7);{"diceNotation":"1d10+7","rollType":"damage","rollAction":"Arcane Blast","rollDamageType":"force
Instrument of the Bards
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The
following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must
Monsters
Waterdeep: Dungeon of the Mad Mage
sight, and allows him to see invisible creatures and objects, as well as into the Ethereal Plane, out to a range of 120 feet.
Halaster wields a blast scepter (a very rare magic item that requires
attunement). It can be used as an arcane focus. Whoever is attuned to the blast scepter gains resistance to fire and lightning damage and can, as an action, use it to cast thunderwave as a 4th-level spell
Monsters
Candlekeep Mysteries
that distance appear transparent and don’t prevent light from passing through them. This vision can penetrate 5 feet of stone, 3 inches of common metal, and up to 10 feet of wood or dirt. Thicker
":"Breath Weapon"}. Miirym uses one of the following breath weapons:
Cold Breath. Miirym exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 21 Constitution saving throw
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
fleece’s magic for self-defense, channeling the power it absorbs into a magical blast to drive off predators. If the fleece is shorn from the ram without damaging the creature, it can be made into a
Giant Ram Giant rams are prized livestock among giants. The rams’ fleece stores magical energy by absorbing ambient magic and drawing power from spells. While a ram is alive and unshorn, it uses its
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
fleece’s magic for self-defense, channeling the power it absorbs into a magical blast to drive off predators. If the fleece is shorn from the ram without damaging the creature, it can be made into a
Giant Ram Giant rams are prized livestock among giants. The rams’ fleece stores magical energy by absorbing ambient magic and drawing power from spells. While a ram is alive and unshorn, it uses its
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
fleece’s magic for self-defense, channeling the power it absorbs into a magical blast to drive off predators. If the fleece is shorn from the ram without damaging the creature, it can be made into a
Giant Ram Giant rams are prized livestock among giants. The rams’ fleece stores magical energy by absorbing ambient magic and drawing power from spells. While a ram is alive and unshorn, it uses its
Species
Mordenkainen Presents: Monsters of the Multiverse
Originating in the Feywild—a realm of pure emotion— satyrs thrive on the energy of merriment. They resemble elves but have goatlike legs, cloven hooves, and ram or goat horns. The magic
, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Befuddlement Level 8 Enchantment (Bard, Druid, Warlock, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a key ring with no keys)
Duration: Instantaneous
You blast the mind
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Ogre Battering Ram An ogre battering ram carries an enormous club used primarily for bashing doors into kindling, but which also works well for smashing foes. These ogres are drilled in two simple
tasks: rushing forward to shatter enemy fortifications, and using their weapons to force an advancing enemy to halt. Ogre Battering Ram
Large giant, chaotic evil
Armor Class 14 (ring mail)
Hit
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Ogre Battering Ram An ogre battering ram carries an enormous club used primarily for bashing doors into kindling, but which also works well for smashing foes. These ogres are drilled in two simple
tasks: rushing forward to shatter enemy fortifications, and using their weapons to force an advancing enemy to halt. Ogre Battering Ram
Large giant, chaotic evil
Armor Class 14 (ring mail)
Hit
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Befuddlement Level 8 Enchantment (Bard, Druid, Warlock, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a key ring with no keys)
Duration: Instantaneous
You blast the mind
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Befuddlement Level 8 Enchantment (Bard, Druid, Warlock, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a key ring with no keys)
Duration: Instantaneous
You blast the mind
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Befuddlement Level 8 Enchantment (Bard, Druid, Warlock, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a key ring with no keys)
Duration: Instantaneous
You blast the mind
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Befuddlement Level 8 Enchantment (Bard, Druid, Warlock, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a key ring with no keys)
Duration: Instantaneous
You blast the mind
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Befuddlement Level 8 Enchantment (Bard, Druid, Warlock, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a key ring with no keys)
Duration: Instantaneous
You blast the mind
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Ogre Battering Ram An ogre battering ram carries an enormous club used primarily for bashing doors into kindling, but which also works well for smashing foes. These ogres are drilled in two simple
tasks: rushing forward to shatter enemy fortifications, and using their weapons to force an advancing enemy to halt. Ogre Battering Ram
Large giant, chaotic evil
Armor Class 14 (ring mail)
Hit
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Senses passive Perception 14
Languages Giant Elk, understands Common, Elvish, and Sylvan but can’t speak them
Challenge 2 (450 XP)
Charge. If the elk moves at least 20 feet straight toward a target
and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Senses passive Perception 14
Languages Giant Elk, understands Common, Elvish, and Sylvan but can’t speak them
Challenge 2 (450 XP)
Charge. If the elk moves at least 20 feet straight toward a target
and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Senses passive Perception 14
Languages Giant Elk, understands Common, Elvish, and Sylvan but can’t speak them
Challenge 2 (450 XP)
Charge. If the elk moves at least 20 feet straight toward a target
and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone
Compendium
- Sources->Dungeons & Dragons->Divine Contention
drums from its oar deck. The death knight dreadnaught can perceive through the magical fog, but its crew cannot. If the dreadnaught sights an unknown ship, it tries to ambush and ram the vessel. The
attack is designed to strike terror into its enemies: first by striking their main deck with a blast from its Hellfire Orb, and then by ramming into their flank so to the dreadnaught’s skeletal figurehead
Compendium
- Sources->Dungeons & Dragons->Divine Contention
drums from its oar deck. The death knight dreadnaught can perceive through the magical fog, but its crew cannot. If the dreadnaught sights an unknown ship, it tries to ambush and ram the vessel. The
attack is designed to strike terror into its enemies: first by striking their main deck with a blast from its Hellfire Orb, and then by ramming into their flank so to the dreadnaught’s skeletal figurehead
Compendium
- Sources->Dungeons & Dragons->Divine Contention
drums from its oar deck. The death knight dreadnaught can perceive through the magical fog, but its crew cannot. If the dreadnaught sights an unknown ship, it tries to ambush and ram the vessel. The
attack is designed to strike terror into its enemies: first by striking their main deck with a blast from its Hellfire Orb, and then by ramming into their flank so to the dreadnaught’s skeletal figurehead
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, they resemble giant apes with pale fur and ram-like horns. Yetis easily blend in with snow and icy cliffs, revealing themselves with blood-chilling howls just before striking with their icy claws
yetis are more common than sightings. Whether a distant scream is the howl of an enraged yeti or just the wind, few can be certain. Nevertheless, many mountainous settlements burn bonfires to ward off yetis, taking advantage of these brutes’ aversion to fire.
Richard Luong
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
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
the bards (Cli lyre) Wondrous item Yes (bard) Ioun stone (awareness) Wondrous item Yes Ioun stone (protection) Wondrous item Yes Ioun stone (reserve) Wondrous item Yes Ioun stone (sustenance) Wondrous
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
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
the bards (Cli lyre) Wondrous item Yes (bard) Ioun stone (awareness) Wondrous item Yes Ioun stone (protection) Wondrous item Yes Ioun stone (reserve) Wondrous item Yes Ioun stone (sustenance) Wondrous
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, they resemble giant apes with pale fur and ram-like horns. Yetis easily blend in with snow and icy cliffs, revealing themselves with blood-chilling howls just before striking with their icy claws
yetis are more common than sightings. Whether a distant scream is the howl of an enraged yeti or just the wind, few can be certain. Nevertheless, many mountainous settlements burn bonfires to ward off yetis, taking advantage of these brutes’ aversion to fire.
Richard Luong
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
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
the bards (Cli lyre) Wondrous item Yes (bard) Ioun stone (awareness) Wondrous item Yes Ioun stone (protection) Wondrous item Yes Ioun stone (reserve) Wondrous item Yes Ioun stone (sustenance) Wondrous
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, they resemble giant apes with pale fur and ram-like horns. Yetis easily blend in with snow and icy cliffs, revealing themselves with blood-chilling howls just before striking with their icy claws
yetis are more common than sightings. Whether a distant scream is the howl of an enraged yeti or just the wind, few can be certain. Nevertheless, many mountainous settlements burn bonfires to ward off yetis, taking advantage of these brutes’ aversion to fire.
Richard Luong






