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Returning 25 results for 'bard blocking diffusing conjured readies'.
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Basic Rules (2014)
Humming as she traces her fingers over an ancient monument in a long-forgotten ruin, a half-elf in rugged leathers finds knowledge springing into her mind, conjured forth by the magic of her song
, 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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Bard Humming as she traces her fingers over an ancient monument in a long-forgotten ruin, a half-elf in rugged leathers finds knowledge springing into her mind, conjured forth by the magic of her
, 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.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Bard Humming as she traces her fingers over an ancient monument in a long-forgotten ruin, a half-elf in rugged leathers finds knowledge springing into her mind, conjured forth by the magic of her
, 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.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Bard Humming as she traces her fingers over an ancient monument in a long-forgotten ruin, a half-elf in rugged leathers finds knowledge springing into her mind, conjured forth by the magic of her
, 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.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Bard Humming as she traces her fingers over an ancient monument in a long-forgotten ruin, a half-elf in rugged leathers finds knowledge springing into her mind, conjured forth by the magic of her
, 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.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Bard Humming as she traces her fingers over an ancient monument in a long-forgotten ruin, a half-elf in rugged leathers finds knowledge springing into her mind, conjured forth by the magic of her
, 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.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Bard Humming as she traces her fingers over an ancient monument in a long-forgotten ruin, a half-elf in rugged leathers finds knowledge springing into her mind, conjured forth by the magic of her
, 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.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Forcecage Level 7 Evocation (Bard, Warlock, Wizard) Casting Time: Action
Range: 100 feet
Components: V, S, M (ruby dust worth 1,500+ GP, which the spell consumes)
Duration: Concentration, up to
solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage’s area is
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Forcecage Level 7 Evocation (Bard, Warlock, Wizard) Casting Time: Action
Range: 100 feet
Components: V, S, M (ruby dust worth 1,500+ GP, which the spell consumes)
Duration: Concentration, up to
solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage’s area is
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Forcecage Level 7 Evocation (Bard, Warlock, Wizard) Casting Time: Action
Range: 100 feet
Components: V, S, M (ruby dust worth 1,500+ GP, which the spell consumes)
Duration: Concentration, up to
solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage’s area is
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Forcecage Level 7 Evocation (Bard, Warlock, Wizard) Casting Time: Action
Range: 100 feet
Components: V, S, M (ruby dust worth 1,500+ GP, which the spell consumes)
Duration: Concentration, up to
solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage’s area is
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Forcecage Level 7 Evocation (Bard, Warlock, Wizard) Casting Time: Action
Range: 100 feet
Components: V, S, M (ruby dust worth 1,500+ GP, which the spell consumes)
Duration: Concentration, up to
solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage’s area is
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Forcecage Level 7 Evocation (Bard, Warlock, Wizard) Casting Time: Action
Range: 100 feet
Components: V, S, M (ruby dust worth 1,500+ GP, which the spell consumes)
Duration: Concentration, up to
solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage’s area is
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
takes 22 (4d10) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. Objects that block the sphere, such as a conjured wall
, a successful DC 20 Strength (Athletics) check is needed to push the door open. Each check requires an action. Disable the Statues. A statue can be disabled by blocking the flow of gas from its mouth
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
takes 22 (4d10) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. Objects that block the sphere, such as a conjured wall
, a successful DC 20 Strength (Athletics) check is needed to push the door open. Each check requires an action. Disable the Statues. A statue can be disabled by blocking the flow of gas from its mouth
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
takes 22 (4d10) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. Objects that block the sphere, such as a conjured wall
, a successful DC 20 Strength (Athletics) check is needed to push the door open. Each check requires an action. Disable the Statues. A statue can be disabled by blocking the flow of gas from its mouth
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
blocking it out of the way. Characters attempting to hold the door become suddenly distracted, unable to remember why they were doing so. Characters who refuse to enter the inn feel oddly compelled to move
to the fireplace is an unoccupied raised stage where a bard might strike up a tune. The bar is to your left, where a half-elf in a heavy leather duster receives a drink from a tall female elf wearing a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
blocking it out of the way. Characters attempting to hold the door become suddenly distracted, unable to remember why they were doing so. Characters who refuse to enter the inn feel oddly compelled to move
to the fireplace is an unoccupied raised stage where a bard might strike up a tune. The bar is to your left, where a half-elf in a heavy leather duster receives a drink from a tall female elf wearing a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
blocking it out of the way. Characters attempting to hold the door become suddenly distracted, unable to remember why they were doing so. Characters who refuse to enter the inn feel oddly compelled to move
to the fireplace is an unoccupied raised stage where a bard might strike up a tune. The bar is to your left, where a half-elf in a heavy leather duster receives a drink from a tall female elf wearing a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
in pieces that litter the ground. Crab of Cuthbert. The day before the Marshal sank, Clergol of the Viola, a bard and a follower of St. Cuthbert, cast the awaken spell on a crab he named Barnacle
to discern that an item of power was likely buried somewhere aboard the Marshal, he conjured a water elemental and sent it forth to uncover what it could. The elemental found the staff and, remaining
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
in pieces that litter the ground. Crab of Cuthbert. The day before the Marshal sank, Clergol of the Viola, a bard and a follower of St. Cuthbert, cast the awaken spell on a crab he named Barnacle
to discern that an item of power was likely buried somewhere aboard the Marshal, he conjured a water elemental and sent it forth to uncover what it could. The elemental found the staff and, remaining
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
in pieces that litter the ground. Crab of Cuthbert. The day before the Marshal sank, Clergol of the Viola, a bard and a follower of St. Cuthbert, cast the awaken spell on a crab he named Barnacle
to discern that an item of power was likely buried somewhere aboard the Marshal, he conjured a water elemental and sent it forth to uncover what it could. The elemental found the staff and, remaining
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, blocking a short staircase that climbs to a turret, is a ten-foot-tall marble statue of a reindeer.
The statue is a stone golem that guards the way to area P12. Zorhanna, her simulacrum, or someone
is convinced that the characters were conjured by this entity to harm her, so she attacks them. She casts cone of cold or lightning bolt every round on her turn for as long as she is able to do so. If
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, blocking a short staircase that climbs to a turret, is a ten-foot-tall marble statue of a reindeer.
The statue is a stone golem that guards the way to area P12. Zorhanna, her simulacrum, or someone
is convinced that the characters were conjured by this entity to harm her, so she attacks them. She casts cone of cold or lightning bolt every round on her turn for as long as she is able to do so. If
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, blocking a short staircase that climbs to a turret, is a ten-foot-tall marble statue of a reindeer.
The statue is a stone golem that guards the way to area P12. Zorhanna, her simulacrum, or someone
is convinced that the characters were conjured by this entity to harm her, so she attacks them. She casts cone of cold or lightning bolt every round on her turn for as long as she is able to do so. If






