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Returning 35 results for 'bard blast divinity current remote'.
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Monsters
The Book of Many Things
Blast attacks.
Eldritch Blast. Ranged Spell Attack: +5;{"diceNotation":"1d20+5", "rollType":"spell", "rollAction":"Eldritch Blast"} to hit, range 120 ft., one target. Hit: 8 (1d10 + 3);{"diceNotation
":"1d10+3", "rollType":"damage", "rollAction":"Eldritch Blast", "rollDamageType":"force"} force damage.
Gore. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Gore
Yuan-ti Mind Whisperer
Legacy
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Monsters
Volo's Guide to Monsters
transformed. If it dies, it stays in its current form.
Innate Spellcasting (Yuan-ti Form Only). The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the
spells:
Cantrips (at will): eldritch blast (range 300 ft., +3 bonus to each damage roll), friends, message, minor illusion, poison spray, prestidigitation
1st–3rd level (2 3rd-level slots): charm person
Monsters
Mordenkainen Presents: Monsters of the Multiverse
especially cruel, the hag adopts the appearance of a kindly elder, approaches a child in a remote place, and gives them an iron token (described below), through which the child can magically confide in the
tokens at any distance (no action required), whereupon the token retains its current form but loses its magic.Cold
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. The blizzard that rages unendingly around a mountain peak, the vortex that swirls around a remote island, or the thunderstorm that howls ceaselessly up and down a rugged coastline could, in fact, be
lairs. Their lair is usually a secluded region or prominent geographic feature, such as a mountain peak, a great waterfall, a remote island, a fog-shrouded loch, a beautiful coral reef, or a windswept
Ancient Silver Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
uses one of the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8
abandoned mines, silver dragons covet the lost outposts of humanoid civilization. An abandoned mountaintop citadel or a remote tower raised by a long-dead wizard is the sort of lair that every silver
Adult Silver Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
of the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8
mines, silver dragons covet the lost outposts of humanoid civilization. An abandoned mountaintop citadel or a remote tower raised by a long-dead wizard is the sort of lair that every silver dragon
Yuan-ti Nightmare Speaker
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
transformed. If it dies, it stays in its current form.
Death Fangs (2/Day). The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10);{"diceNotation":"3d10
following warlock spells:
Cantrip (at will): chill touch, eldritch blast (range 300 ft., +3 bonus to each damage roll), mage hand, message, poison spray, prestidigitation
1st–3rd level (2 3rd
Elder Brain
Legacy
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Monsters
Volo's Guide to Monsters
","rollDamageType":"psychic"} psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to four targets grappled at a time.
Mind Blast (Recharge 5–6);{"diceNotation":"1d6
","rollType":"recharge","rollAction":"Mind Blast"}. The elder brain magically emits psychic energy. Creatures of the elder brain’s choice within 60 feet of it must succeed on a DC 18 Intelligence
Monsters
Icewind Dale: Rime of the Frostmaiden
her divine spark vanishes. She is dead until the next winter solstice, when she reappears at full health in a cold, remote location of her choosing.
Frigid Aura. So long as Auril has at least 1 hit
invincible while underestimating her mortal enemies, even in her current weakened state.
Auril’s Three Forms
In her current weakened state, Auril can assume three different forms. To destroy her
Storm Giant Quintessent
Legacy
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Monsters
Volo's Guide to Monsters
waterfall, a remote island, a fog-shrouded loch, a beautiful coral reef, or a windswept desert bluff. As befits the environment, the storm in which the giant lives could be a blizzard, a typhoon, a
be dispersed by wind.
The giant creates a 60-foot-long, 10-foot-wide line of strong wind (or strong current within water) originating from a point anywhere in its lair. Each creature in that line must
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon turtle can breathe air and water
Blessing of the Sea (Recharges after a Short or Long Rest). If the dragon turtle would be reduced to 0 hit points, its current hit point total
and talk endlessly with sailors and adventurers to stay current on the latest happenings on land.
Dragon Turtle Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal
Monsters
Fizban's Treasury of Dragons
Chromatic Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 425 hit points, it recharges its Breath
","rollType":"recharge","rollAction":"Breath Weapon"}. The greatwyrm exhales a blast of energy in a 300-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw. On a failed save, the
Monsters
Fizban's Treasury of Dragons
Chromatic Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 425 hit points, it recharges its Breath
","rollType":"recharge","rollAction":"Breath Weapon"}. The greatwyrm exhales a blast of energy in a 300-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw. On a failed save, the
Monsters
Fizban's Treasury of Dragons
Chromatic Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 425 hit points, it recharges its Breath
","rollType":"recharge","rollAction":"Breath Weapon"}. The greatwyrm exhales a blast of energy in a 300-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw. On a failed save, the
Monsters
Planescape: Adventures in the Multiverse
primal evil power before other yugoloths or that they come from an epoch before the current manifestation of the planes. Baernaloths refuse to say, but most obsess over secrets and obscene lore regarding
on some other plane, baernaloths lair in remote mountain crags and secluded caves. Their lairs have ample places to house and restrain “guests,” particularly those the baernaloths keep
Monsters
Fizban's Treasury of Dragons
Chromatic Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 425 hit points, it recharges its Breath
","rollType":"recharge","rollAction":"Breath Weapon"}. The greatwyrm exhales a blast of energy in a 300-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw. On a failed save, the
Monsters
Fizban's Treasury of Dragons
Chromatic Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 425 hit points, it recharges its Breath
","rollType":"recharge","rollAction":"Breath Weapon"}. The greatwyrm exhales a blast of energy in a 300-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw. On a failed save, the
Monsters
Icewind Dale: Rime of the Frostmaiden
Short or Long Rest). Auril causes a magical blast of cold air to erupt from her hand. Each creature in a 60-foot cone must make a DC 21 Constitution saving throw, taking 36 (8d8);{"diceNotation":"8d8
her current weakened state.
Auril’s Three Forms
In her current weakened state, Auril can assume three different forms. To destroy her, heroes must reduce each of her forms to 0 hit points one
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->Player's Handbook (2014)
successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. Channel Divinity: Destructive Wrath
Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Aid Level 2 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Action
Range: 30 feet
Components: V, S, M (a strip of white cloth)
Duration: 8 hours
Choose up to three creatures
within range. Each target’s Hit Point maximum and current Hit Points increase by 5 for the duration. Using a Higher-Level Spell Slot. Each target’s Hit Points increase by 5 for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Aid Level 2 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Action
Range: 30 feet
Components: V, S, M (a strip of white cloth)
Duration: 8 hours
Choose up to three creatures
within range. Each target’s Hit Point maximum and current Hit Points increase by 5 for the duration. Using a Higher-Level Spell Slot. Each target’s Hit Points increase by 5 for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Aid Level 2 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Action
Range: 30 feet
Components: V, S, M (a strip of white cloth)
Duration: 8 hours
Choose up to three creatures
within range. Each target’s Hit Point maximum and current Hit Points increase by 5 for the duration. Using a Higher-Level Spell Slot. Each target’s Hit Points increase by 5 for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
that uses either of those skills. Channel Divinity: Knowledge of the Ages Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one
skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool. Channel Divinity: Read Thoughts At 6th level, you can use your Channel Divinity to read a creature’s thoughts. You can
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Prerequisites To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a
study in your new class, having a natural aptitude that is reflected by higher-than-average ability scores. Multiclassing Prerequisites Class Ability Score Minimum Barbarian Strength 13 Bard
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Stinking Cloud Level 3 Conjuration (Bard, Sorcerer, Wizard) Casting Time: Action
Range: 90 feet
Components: V, S, M (a rotten egg)
Duration: Concentration, up to 1 minute
You create a 20-foot
by Gust of Wind) disperses it. Each creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the Poisoned condition until the end of the current turn. While Poisoned in this way, the creature can’t take an action or a Bonus Action.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Stinking Cloud Level 3 Conjuration (Bard, Sorcerer, Wizard) Casting Time: Action
Range: 90 feet
Components: V, S, M (a rotten egg)
Duration: Concentration, up to 1 minute
You create a 20-foot
by Gust of Wind) disperses it. Each creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the Poisoned condition until the end of the current turn. While Poisoned in this way, the creature can’t take an action or a Bonus Action.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Stinking Cloud Level 3 Conjuration (Bard, Sorcerer, Wizard) Casting Time: Action
Range: 90 feet
Components: V, S, M (a rotten egg)
Duration: Concentration, up to 1 minute
You create a 20-foot
by Gust of Wind) disperses it. Each creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the Poisoned condition until the end of the current turn. While Poisoned in this way, the creature can’t take an action or a Bonus Action.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Prerequisites To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a
study in your new class, having a natural aptitude that is reflected by higher-than-average ability scores. Class Ability Score Minimum Barbarian Strength 13 Bard Charisma 13 Cleric Wisdom 13 Druid
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the King’s Guard, the leader of a powerful druid circle, a quirky monk who lives in a remote mountaintop pagoda, a barbarian chieftain, a warlock living among nomads as a fortune-teller, or an
absentminded bard whose plays and poetry are known throughout the land. A character who agrees to training as a reward must spend downtime with the trainer (see chapter 6 for more information on downtime
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Etherealness Level 7 Conjuration (Bard, Cleric, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Up to 8 hours
You step into the border regions of the
Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction. If you move up or down, every foot of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Background Centuries ago, a family living in a remote water mill endured a string of unfortunate events. A malevolent spirit called Shemshime attached itself to the family and caused the “accidents
cautionary tale meant to warn people to keep their attention on their chores. When a traveling gnome bard heard the tale, he was so intrigued that he set the story down in the book, Shemshime’s Bedtime
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Adventure Background Froderic Dartwild—Frody to those who knew him well—was a gifted human bard born and raised in the hamlet of Toadhop. He could play the mandolin by age three and performed
. While he excelled at none of the instruments, he realized he could pay off his family’s debts by turning his home into a conservatory for young musicians from wealthy families. One of his current
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
evil tyrants. In the current situation, it doesn’t take long for them to suspect that the Zhentarim is wholly or partially responsible for the escalation of violence in Waterdeep. Harper spies might
overwhelmed, one or more Harpers come to their rescue. A Harper rescue team usually consists of a bard (see appendix B) or a mage, plus 1d4 + 3 spies or veterans.






