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Returning 35 results for 'bard bleak diffusing creature rogues'.
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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
Mordenkainen Presents: Monsters of the Multiverse
-foot cube originating from the bard must make a DC 12 Constitution saving throw. On a failed save, a creature takes 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Cacophony
", "rollDamageType":"thunder"} thunder damage and is pushed up to 10 feet away from the bard. On a successful save, a creature takes half as much damage and isn’t pushed.
Spellcasting. The bard casts
Bard
Legacy
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Monsters
Volo's Guide to Monsters
on its turn to target one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls
Spellcasting. The bard is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Spellcasting"} to hit with
Monsters
Princes of the Apocalypse
is Charisma (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). Windharrow knows the following bard spells:
Cantrips (at will
","rollAction":"Rapier"} to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3","rollType":"damage","rollAction":"Rapier","rollDamageType":"piercing"} piercing damage.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Two Heads. The sorrowsworn has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Rising Anger. If another creature deals damage to the
other creature has dealt damage to it since the end of its last turn.Multiattack. The sorrowsworn makes two Hook attacks.
Hook. Melee Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Wretched Pack Tactics. The sorrowsworn has advantage on an attack roll against a creature if at least one of the sorrowsworn’s allies is within 5 feet of the creature and the ally isn’t
spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach the sorrowsworn.Horrid little monsters, wretched sorrowsworn—or the Wretched&mdash
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Psychic Leech. At the start of each of the sorrowsworn’s turns, each creature within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6);{"diceNotation":"3d6", "rollType
", "rollDamageType":"piercing"} piercing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. The sorrowsworn has two harpoon arms and can grapple up to two creatures at once
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"4d10+3", "rollType":"damage", "rollAction":"Embrace", "rollDamageType":"piercing"} piercing damage, and the target is grappled (escape DC 14) if it is a Medium or smaller creature. Until the grapple
sorrowsworn can grapple only one creature at a time.Tightening Embrace. If the sorrowsworn takes damage, the creature grappled by Embrace takes 18 (4d8);{"diceNotation":"4d8", "rollType":"damage
Circle of Power
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Spells
Player’s Handbook (2014)
Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly
creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Life Hunger. If a creature within 60 feet of the sorrowsworn regains hit points, the sorrowsworn gains two benefits until the end of its next turn: it has advantage on attack rolls, and its Bite
creature, the sorrowsworn can’t make a Claw attack.Horrible creatures with grasping claws and distended jaws, hungry sorrowsworn—also known as the Hungry—do whatever is necessary to
Monsters
Lost Laboratory of Kwalish
one chosen creature (other than him) a d6 inspiration die. The chosen creature must be within 60 feet of Garret and able to hear him. Once within the next 10 minutes, the creature can roll the die and
add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can use the inspiration die after the roll is made but before the DM says whether it succeeds or fails
Monsters
Waterdeep: Dragon Heist
(spell save DC 12, +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). She has the following bard spells prepared:
Cantrips (at will): friends, mage
paintings and causes its subject to spring forth, becoming a creature of that kind provided its CR is 3 or lower. The creature appears in an unoccupied space within 5 feet of the painting, which becomes
Monsters
Acquisitions Incorporated
(spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). She has the following bard spells prepared:
Cantrips (at will): mage hand
to target one creature she can see within 30 feet of her. If the target can hear Brahma, it must succeed on a DC 13 Charisma saving throw or have disadvantage on ability checks, attack rolls, and
Instrument of the Bards
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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
magic-items
use it as a Spellcasting Focus for your Bard spells. Bard spells cast using the warhorn gain the following benefits:
If the spell has a duration of 1 minute or longer, its duration is doubled, to a
minutes, any time an ally within 600 feet of you that can hear you makes an attack roll or a saving throw, it adds 1d4 to the attack roll or save. If the creature is a goblinoid, it adds 2d4 instead of 1d4
Monsters
Candlekeep Mysteries
at a creature he can see within 60 feet of him. If the creature can hear Quill (though it need not understand him), it must succeed on a DC 17 Wisdom saving throw or take 66 (12d10);{"diceNotation
charismatic bard who carries himself with a quiet confidence that doesn't hint at the full extent of his skills or powers. A scar cuts across his handsome face, curving from the top of his left
Monsters
Mordenkainen Presents: Monsters of the Multiverse
: Poison Quills. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Poison Quills"} to hit, reach 5 ft., one creature. Hit: 3 (1d6);{"diceNotation":"1d6", "rollType
grappled (escape DC 12) if it is a Medium or smaller creature. Until this grapple ends, the sea spawn can’t use this tentacle on another target.Many of the stories sung as sea chanteys and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Bladecutter
When brute force won’t get the job done, or when magic isn’t available or appropriate, the rogue rises to the fore. With skills tied to stealth, subterfuge, and trickery, rogues can get
into and out of trouble in ways that few other characters can emulate. Some rogues who turn to adventuring are former criminals who have decided that dodging monsters is preferable to remaining one
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Bladecutter
When brute force won’t get the job done, or when magic isn’t available or appropriate, the rogue rises to the fore. With skills tied to stealth, subterfuge, and trickery, rogues can get
into and out of trouble in ways that few other characters can emulate. Some rogues who turn to adventuring are former criminals who have decided that dodging monsters is preferable to remaining one
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Bladecutter
When brute force won’t get the job done, or when magic isn’t available or appropriate, the rogue rises to the fore. With skills tied to stealth, subterfuge, and trickery, rogues can get
into and out of trouble in ways that few other characters can emulate. Some rogues who turn to adventuring are former criminals who have decided that dodging monsters is preferable to remaining one
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Bleak Cabal Void Soother A void soother cares for creatures struck by curses and the negative effects of the planes. These warriors go to dangerous planes and areas torn by conflict to provide relief
to those they find there. Bleak Cabal Void Soother Small or Medium Humanoid, Any Alignment
Armor Class 16 (breastplate)
Hit Points 55 (10d8 + 10)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Bleak Cabal Void Soother A void soother cares for creatures struck by curses and the negative effects of the planes. These warriors go to dangerous planes and areas torn by conflict to provide relief
to those they find there. Bleak Cabal Void Soother Small or Medium Humanoid, Any Alignment
Armor Class 16 (breastplate)
Hit Points 55 (10d8 + 10)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Bleak Cabal Void Soother A void soother cares for creatures struck by curses and the negative effects of the planes. These warriors go to dangerous planes and areas torn by conflict to provide relief
to those they find there. Bleak Cabal Void Soother Small or Medium Humanoid, Any Alignment
Armor Class 16 (breastplate)
Hit Points 55 (10d8 + 10)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Character Creation Options Next are four chapters of character-focused content: Chapter 6: Rogue. This chapter provides advice and new magic items suited to bards, rangers, rogues, and other
characters who prioritize their skills. The “Rogues’ Gallery” section presents treacherous adversaries for when a player draws the Rogue card from the deck. Chapter 7: Sage. This chapter focuses on sorcerers
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Character Creation Options Next are four chapters of character-focused content: Chapter 6: Rogue. This chapter provides advice and new magic items suited to bards, rangers, rogues, and other
characters who prioritize their skills. The “Rogues’ Gallery” section presents treacherous adversaries for when a player draws the Rogue card from the deck. Chapter 7: Sage. This chapter focuses on sorcerers
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Character Creation Options Next are four chapters of character-focused content: Chapter 6: Rogue. This chapter provides advice and new magic items suited to bards, rangers, rogues, and other
characters who prioritize their skills. The “Rogues’ Gallery” section presents treacherous adversaries for when a player draws the Rogue card from the deck. Chapter 7: Sage. This chapter focuses on sorcerers
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Cacophony (Recharge 4–6). Each creature in a 15-foot cube originating from the bard must make a DC 12
Constitution saving throw. On a failed save, a creature takes 9 (2d8) thunder damage and is pushed up to 10 feet away from the bard. On a successful save, a creature takes half as much damage and
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Cacophony (Recharge 4–6). Each creature in a 15-foot cube originating from the bard must make a DC 12
Constitution saving throw. On a failed save, a creature takes 9 (2d8) thunder damage and is pushed up to 10 feet away from the bard. On a successful save, a creature takes half as much damage and
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Cacophony (Recharge 4–6). Each creature in a 15-foot cube originating from the bard must make a DC 12
Constitution saving throw. On a failed save, a creature takes 9 (2d8) thunder damage and is pushed up to 10 feet away from the bard. On a successful save, a creature takes half as much damage and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Bard Class Features As a Bard, you gain the following class features when you reach the specified Bard levels. These features are listed in the Bard Features table. Bard Features ——Spell Slots
All Trades D6 2 5 3 — — — — — — — — 3 +2 Bard Subclass D6 2 6 4 2 — — — — — — — 4 +2 Ability Score Improvement D6 3 7 4 3 — — — — — — — 5 +3 Font of Inspiration D8 3 9 4 3 2 — — — — — — 6 +3 Subclass
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Bard Class Features As a Bard, you gain the following class features when you reach the specified Bard levels. These features are listed in the Bard Features table. Bard Features ——Spell Slots
All Trades D6 2 5 3 — — — — — — — — 3 +2 Bard Subclass D6 2 6 4 2 — — — — — — — 4 +2 Ability Score Improvement D6 3 7 4 3 — — — — — — — 5 +3 Font of Inspiration D8 3 9 4 3 2 — — — — — — 6 +3 Subclass
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Bard Class Features As a Bard, you gain the following class features when you reach the specified Bard levels. These features are listed in the Bard Features table. Bard Features ——Spell Slots
All Trades D6 2 5 3 — — — — — — — — 3 +2 Bard Subclass D6 2 6 4 2 — — — — — — — 4 +2 Ability Score Improvement D6 3 7 4 3 — — — — — — — 5 +3 Font of Inspiration D8 3 9 4 3 2 — — — — — — 6 +3 Subclass






