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Returning 35 results for 'bard blessed diffusing cunning reason'.
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Monsters
Lost Laboratory of Kwalish
. Once the inspiration die is rolled, it is lost. A creature can have only one inspiration die at a time.
Cunning Action. On each of his turns, Garret can use a bonus action to take the Dash
the following bard spells prepared:
Cantrips (at will): blade ward, vicious mockery
1st level (4 slots): charm person, detect magic, disguise self, identify, Tasha's hideous laughterShortsword. Melee
Classes
Xanathar's Guide to Everything
against others through extortion and threats.
Many other bards hate the College of Whispers, viewing it as a parasite that uses a bard’s reputation to acquire wealth and power. For this reason
Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing songs, and telling
Classes
Xanathar's Guide to Everything
against others through extortion and threats.
Many other bards hate the College of Whispers, viewing it as a parasite that uses a bard’s reputation to acquire wealth and power. For this reason
Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing songs, and telling
Yuan-ti Malison (Type 3)
Legacy
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Monsters
Monster Manual (2014)
their race, allowing them to shed their frail humanity like dead skin. Those that did not transform eventually became slaves or food for the blessed of the serpent gods. The yuan-ti empires withered
are cunning and ruthless tacticians who readily sacrifice lesser yuan-ti if potential victory justifies such losses. They have no sense of honorable combat and strike first in decisive ambush if they
backgrounds
Forgotten Realms: Heroes of Faerûn
you’re just good at getting the job done by any means necessary. Whatever your reason, you enlisted with the Zhentarim, the most notorious mercenary guild in the Realms. Though the Zhentarim&rsquo
;s leaders insist the organization is more like a family than a shadowy syndicate, few families exhibit as much dishonesty, nepotism, and corruption as this one. You’ve honed your cunning, reflexes, and blade to climb the guild’s ranks.
Backgrounds
Sword Coast Adventurer's Guide
provided. The following section, discussing possible homelands, includes some suggested reasons that are appropriate for each location.
d6
Reason
d6
Reason
1
Emissary
4
Pilgrim
hundreds of miles of the Great Glacier and the Great Ice Sea. No one from your nation makes the effort to cross such colossal barriers without a convincing reason. You must fear something truly
Tortle
Legacy
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Species
The Tortle Package
. Tortles tend to be most uncomfortable underground, where neither the sun nor the moon is visible to them.
Blessed are the days when both the sun and moon are visible in the sky at the same time
prefer simple, non-gender-specific names that are usually no more than two syllables. If a tortle doesn’t like its name for whatever reason, it can change it. A tortle might change its name a dozen
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Orog Orogs are orcs blessed with a surprisingly keen intellect that ordinary orcs believe is a gift from the orc goddess Luthic. Like Luthic, orogs prefer to live underground, although the scarcity
of food often brings them to the surface to hunt. Orcs respect an orog’s strength and cunning, and a lone orog might command an orc war band. Stronger and Smarter. An orog uses its strength to bully
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Orog Orogs are orcs blessed with a surprisingly keen intellect that ordinary orcs believe is a gift from the orc goddess Luthic. Like Luthic, orogs prefer to live underground, although the scarcity
of food often brings them to the surface to hunt. Orcs respect an orog’s strength and cunning, and a lone orog might command an orc war band. Stronger and Smarter. An orog uses its strength to bully
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Orog Orogs are orcs blessed with a surprisingly keen intellect that ordinary orcs believe is a gift from the orc goddess Luthic. Like Luthic, orogs prefer to live underground, although the scarcity
of food often brings them to the surface to hunt. Orcs respect an orog’s strength and cunning, and a lone orog might command an orc war band. Stronger and Smarter. An orog uses its strength to bully
Kobold
Legacy
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Species
Volo's Guide to Monsters
undetected and don’t give their targets reason to harm them. For example, a group of city kobolds might sneak into a cobbler’s house at night to loot it of knives, leather bits, nails, and
, giving each individual and every generation a reason to feel pride and self-respect. The kobolds prefer to run away than fight, to live off the scraps of others, and they are often dominated by larger
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Arcane Magic Users Unlike some other humanoids, kobolds don’t fear or shun arcane magic. They see magic as part of their connection to dragons, and are proud to be blessed with the ability to wield
damaging magic (which can also be used in mining), augmentation (of materials or allies), or divination (to find raw materials and foresee threats to the tribe). The main reason why kobolds depend on
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Arcane Magic Users Unlike some other humanoids, kobolds don’t fear or shun arcane magic. They see magic as part of their connection to dragons, and are proud to be blessed with the ability to wield
damaging magic (which can also be used in mining), augmentation (of materials or allies), or divination (to find raw materials and foresee threats to the tribe). The main reason why kobolds depend on
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Arcane Magic Users Unlike some other humanoids, kobolds don’t fear or shun arcane magic. They see magic as part of their connection to dragons, and are proud to be blessed with the ability to wield
damaging magic (which can also be used in mining), augmentation (of materials or allies), or divination (to find raw materials and foresee threats to the tribe). The main reason why kobolds depend on
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Har’Akir’s people say this oasis’s waters are poison, as the oasis was given by the gods to the beasts of the land. Prides of cunning lions hunt nearby, frequently washing their kills here. Sek’s Tears
to die soon, for one reason or another, and seek to cleanse themselves with the White Oasis’s waters before meeting their end.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Humans “The dwarf is stoic. The elf is wise. The gnome is cunning. And humans? They can’t make up their mind, so they try to be all of these things at once.”
—Kessler, Sharn bard
Humans have
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Humans “The dwarf is stoic. The elf is wise. The gnome is cunning. And humans? They can’t make up their mind, so they try to be all of these things at once.”
—Kessler, Sharn bard
Humans have
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Har’Akir’s people say this oasis’s waters are poison, as the oasis was given by the gods to the beasts of the land. Prides of cunning lions hunt nearby, frequently washing their kills here. Sek’s Tears
to die soon, for one reason or another, and seek to cleanse themselves with the White Oasis’s waters before meeting their end.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Har’Akir’s people say this oasis’s waters are poison, as the oasis was given by the gods to the beasts of the land. Prides of cunning lions hunt nearby, frequently washing their kills here. Sek’s Tears
to die soon, for one reason or another, and seek to cleanse themselves with the White Oasis’s waters before meeting their end.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Helmed Horror This construct possesses intelligence, the ability to reason and adjust its tactics, and an unswerving devotion to its maker that persists even after its maker’s demise. Resembling an
understand the difference between an order’s intent and its exact wording. Unlike many constructs, it seeks to fulfill the former rather than slavishly follow the latter. Tactical Cunning. A helmed horror
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Helmed Horror This construct possesses intelligence, the ability to reason and adjust its tactics, and an unswerving devotion to its maker that persists even after its maker’s demise. Resembling an
understand the difference between an order’s intent and its exact wording. Unlike many constructs, it seeks to fulfill the former rather than slavishly follow the latter. Tactical Cunning. A helmed horror
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Humans “The dwarf is stoic. The elf is wise. The gnome is cunning. And humans? They can’t make up their mind, so they try to be all of these things at once.”
—Kessler, Sharn bard
Humans have
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Helmed Horror This construct possesses intelligence, the ability to reason and adjust its tactics, and an unswerving devotion to its maker that persists even after its maker’s demise. Resembling an
understand the difference between an order’s intent and its exact wording. Unlike many constructs, it seeks to fulfill the former rather than slavishly follow the latter. Tactical Cunning. A helmed horror
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
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
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
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
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
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
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
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
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
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
most of their time on the Astral Plane. For this reason, astral travelers avoid using years as a measurement of time.
Travel by Thought Alone A creature doesn’t need a vessel to travel through the
can move in any direction at a flying speed in feet equal to 5 × its Intelligence score. Astral Sea Navigation One doesn’t need a map to navigate the Astral Sea. Here, all creatures are blessed with
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
.” The daughter finally destroyed Shemshime by crushing it under a millstone that had been blessed by a traveling halfling cleric of Chauntea (god of agriculture). The story became a local legend, a
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->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
most of their time on the Astral Plane. For this reason, astral travelers avoid using years as a measurement of time.
Travel by Thought Alone A creature doesn’t need a vessel to travel through the
can move in any direction at a flying speed in feet equal to 5 × its Intelligence score. Astral Sea Navigation One doesn’t need a map to navigate the Astral Sea. Here, all creatures are blessed with
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
.” The daughter finally destroyed Shemshime by crushing it under a millstone that had been blessed by a traveling halfling cleric of Chauntea (god of agriculture). The story became a local legend, a
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->Candlekeep Mysteries
.” The daughter finally destroyed Shemshime by crushing it under a millstone that had been blessed by a traveling halfling cleric of Chauntea (god of agriculture). The story became a local legend, a
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->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
most of their time on the Astral Plane. For this reason, astral travelers avoid using years as a measurement of time.
Travel by Thought Alone A creature doesn’t need a vessel to travel through the
can move in any direction at a flying speed in feet equal to 5 × its Intelligence score. Astral Sea Navigation One doesn’t need a map to navigate the Astral Sea. Here, all creatures are blessed with
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
horrors — a variety of things that lurk in the dark and embody the deepest fears of Ravnica’s people. All are evil creatures with dim reason and preternatural cunning. At least three guilds have been
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
horrors — a variety of things that lurk in the dark and embody the deepest fears of Ravnica’s people. All are evil creatures with dim reason and preternatural cunning. At least three guilds have been
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the target of cunning thieves and fast-talking swindlers more than once, and she perceives betrayal as a humanoid trait. She fears what might happen if one or more factions turn against the metallic
cautious. If the party contains any character with a personal reputation for shady dealings (particularly a rogue or bard), she is unfriendly. Concession. Pick one magic item owned by a member of the






