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Returning 35 results for 'bard blows defusing constantly resolve'.
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Monsters
The Wild Beyond the Witchlight
these visitors enter into an agreement with Bavlorna, she’ll use her powers to resolve their pressing problem in exchange for something of use to her.
Alignment. Neutral evil.
Personality
independently, constantly scanning her surroundings. Stained and moldering patchwork garments hide much of the leathery, mummified flesh that stretches over Bavlorna’s compact frame and
Elf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
insults with vengeance.
Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They
. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
everyone at the table appreciate the scale of the encounter. The Loud Behaviors table offers more suggestions. Loud Behaviors d6 Behavior 1 The giant constantly (and loudly) encourages smaller
’ ears ringing. 4 The giant’s sneeze, snore, or sigh rattles windows or blows leaves off trees. 5 The giant’s laughter feels like a small earthquake. 6 The giant’s armor or weapons clang thunderously.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
everyone at the table appreciate the scale of the encounter. The Loud Behaviors table offers more suggestions. Loud Behaviors d6 Behavior 1 The giant constantly (and loudly) encourages smaller
’ ears ringing. 4 The giant’s sneeze, snore, or sigh rattles windows or blows leaves off trees. 5 The giant’s laughter feels like a small earthquake. 6 The giant’s armor or weapons clang thunderously.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
everyone at the table appreciate the scale of the encounter. The Loud Behaviors table offers more suggestions. Loud Behaviors d6 Behavior 1 The giant constantly (and loudly) encourages smaller
’ ears ringing. 4 The giant’s sneeze, snore, or sigh rattles windows or blows leaves off trees. 5 The giant’s laughter feels like a small earthquake. 6 The giant’s armor or weapons clang thunderously.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
countryside visit as little as possible. A cold wind blows in constantly from the sea, frequently escalating into howling storms. When the winds die down, they’re replaced by a shroud of bone-chilling
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
countryside visit as little as possible. A cold wind blows in constantly from the sea, frequently escalating into howling storms. When the winds die down, they’re replaced by a shroud of bone-chilling
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
countryside visit as little as possible. A cold wind blows in constantly from the sea, frequently escalating into howling storms. When the winds die down, they’re replaced by a shroud of bone-chilling
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
of the corruptible, the resolve of the truly heroic—the Dark Powers savor these traits. Whether for a night or an eternity, Ravenloft seeks heroes of all sorts and pits them against their greatest
whether the Dark Powers of Ravenloft have exerted their influence upon you, granting you a double-edged supernatural gift. Subclass Options. Consider choosing the College of Spirits bard or the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
of the corruptible, the resolve of the truly heroic—the Dark Powers savor these traits. Whether for a night or an eternity, Ravenloft seeks heroes of all sorts and pits them against their greatest
whether the Dark Powers of Ravenloft have exerted their influence upon you, granting you a double-edged supernatural gift. Subclass Options. Consider choosing the College of Spirits bard or the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
of the corruptible, the resolve of the truly heroic—the Dark Powers savor these traits. Whether for a night or an eternity, Ravenloft seeks heroes of all sorts and pits them against their greatest
whether the Dark Powers of Ravenloft have exerted their influence upon you, granting you a double-edged supernatural gift. Subclass Options. Consider choosing the College of Spirits bard or the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Breaking the Archetypes To the uninitiated, fighters are the simpletons of the adventuring world, flailing away with their weapons while taking repeated blows to the head. But those folk know
, providing a boon to your franchise’s standing in the community. Any franchise could do worse than having you as its public face — especially when your sense of quiet resolve is needed to quietly resolve some unexpected business disaster.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Breaking the Archetypes To the uninitiated, fighters are the simpletons of the adventuring world, flailing away with their weapons while taking repeated blows to the head. But those folk know
, providing a boon to your franchise’s standing in the community. Any franchise could do worse than having you as its public face — especially when your sense of quiet resolve is needed to quietly resolve some unexpected business disaster.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Breaking the Archetypes To the uninitiated, fighters are the simpletons of the adventuring world, flailing away with their weapons while taking repeated blows to the head. But those folk know
, providing a boon to your franchise’s standing in the community. Any franchise could do worse than having you as its public face — especially when your sense of quiet resolve is needed to quietly resolve some unexpected business disaster.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Plane of Earth Earth symbolizes stability, rigidity, stern resolve, and tradition. The plane’s position opposite the Plane of Air in the ring of the Elemental Planes reflects its opposition to
these treasures. The region of the plane nearest the Swamp of Oblivion is called the Mud Hills. Landslides constantly wear away the slopes of the hills, sending cascades of earth and stone into the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Plane of Earth Earth symbolizes stability, rigidity, stern resolve, and tradition. The plane’s position opposite the Plane of Air in the ring of the Elemental Planes reflects its opposition to
these treasures. The region of the plane nearest the Swamp of Oblivion is called the Mud Hills. Landslides constantly wear away the slopes of the hills, sending cascades of earth and stone into the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
The Mud Hills abut the swampy Para-elemental Plane of Ooze. Landslides wear away the slopes of the hills, sending cascades of earth and stone into the bottomless swamp. The Plane of Earth constantly
regenerates the land, pushing new hills up as the old ones erode to nothing. Plane of Earth Adventures Earth symbolizes stability, rigidity, stern resolve, and tradition. The plane’s position opposite
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Plane of Earth Earth symbolizes stability, rigidity, stern resolve, and tradition. The plane’s position opposite the Plane of Air in the ring of the Elemental Planes reflects its opposition to
these treasures. The region of the plane nearest the Swamp of Oblivion is called the Mud Hills. Landslides constantly wear away the slopes of the hills, sending cascades of earth and stone into the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
The Mud Hills abut the swampy Para-elemental Plane of Ooze. Landslides wear away the slopes of the hills, sending cascades of earth and stone into the bottomless swamp. The Plane of Earth constantly
regenerates the land, pushing new hills up as the old ones erode to nothing. Plane of Earth Adventures Earth symbolizes stability, rigidity, stern resolve, and tradition. The plane’s position opposite
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Guards and Wards Level 6 Abjuration (Bard, Wizard) Casting Time: 1 hour
Range: Touch
Components: V, S, M (a silver rod worth 10+ GP)
Duration: 24 hours
You create a ward that protects up to
lasts) Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts) Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
The Mud Hills abut the swampy Para-elemental Plane of Ooze. Landslides wear away the slopes of the hills, sending cascades of earth and stone into the bottomless swamp. The Plane of Earth constantly
regenerates the land, pushing new hills up as the old ones erode to nothing. Plane of Earth Adventures Earth symbolizes stability, rigidity, stern resolve, and tradition. The plane’s position opposite
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Guards and Wards Level 6 Abjuration (Bard, Wizard) Casting Time: 1 hour
Range: Touch
Components: V, S, M (a silver rod worth 10+ GP)
Duration: 24 hours
You create a ward that protects up to
lasts) Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts) Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Guards and Wards Level 6 Abjuration (Bard, Wizard) Casting Time: 1 hour
Range: Touch
Components: V, S, M (a silver rod worth 10+ GP)
Duration: 24 hours
You create a ward that protects up to
lasts) Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts) Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Guards and Wards Level 6 Abjuration (Bard, Wizard) Casting Time: 1 hour
Range: Touch
Components: V, S, M (a silver rod worth 10+ GP)
Duration: 24 hours
You create a ward that protects up to
lasts) Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts) Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Guards and Wards Level 6 Abjuration (Bard, Wizard) Casting Time: 1 hour
Range: Touch
Components: V, S, M (a silver rod worth 10+ GP)
Duration: 24 hours
You create a ward that protects up to
lasts) Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts) Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Guards and Wards Level 6 Abjuration (Bard, Wizard) Casting Time: 1 hour
Range: Touch
Components: V, S, M (a silver rod worth 10+ GP)
Duration: 24 hours
You create a ward that protects up to
lasts) Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts) Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
that would make an ogre barbarian blush.
5 You constantly converse with your opponents during the battle, doing whatever you can to distract them or get into their heads. It’s surprising how many
enemies to avoid those hazards while fending off your blows.
Wielding the Best It might seem ridiculous to say that your weapon, armor, or shield is your best friend and most stalwart companion — but
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
that would make an ogre barbarian blush.
5 You constantly converse with your opponents during the battle, doing whatever you can to distract them or get into their heads. It’s surprising how many
enemies to avoid those hazards while fending off your blows.
Wielding the Best It might seem ridiculous to say that your weapon, armor, or shield is your best friend and most stalwart companion — but
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
that would make an ogre barbarian blush.
5 You constantly converse with your opponents during the battle, doing whatever you can to distract them or get into their heads. It’s surprising how many
enemies to avoid those hazards while fending off your blows.
Wielding the Best It might seem ridiculous to say that your weapon, armor, or shield is your best friend and most stalwart companion — but
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
;Kurtulmak: God of Kobolds” sidebar). In the world they occupy, kobolds are often bullied and enslaved by larger creatures — or, when they live on their own, they are constantly fearful of
waking time is spent working, adversarial kobolds rarely have opportunities to exchange insults, let alone come to blows over their differences.
Kobolds choose mates primarily for convenience. Their
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Apprentice Silverquill Apprentice
Medium or Small Humanoid (Bard), Any Alignment
Armor Class 12 (15 with mage armor)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2
Medium or Small Humanoid (Bard), Any Alignment
Armor Class 13 (16 with mage armor)
Hit Points 66 (12d8 + 12)
Speed 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
13 (+1)
INT
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of the game, and it comes to the fore during social interactions. Your character’s quirks, mannerisms, and personality influence how interactions resolve. There are two styles you can use when
sits at Tordek’s table and tries to strike up a conversation with the dwarf. Chris says, “Tordek spits on the floor, growls an insult at the bard, and stomps over to the bar. He sits on a stool and
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
give an initial focus to the campaign—setting a tone and giving players an initial investment in the story. The player characters may be meeting in a tavern—but it’s their favorite tavern. The bard
performs twice a week and the barbarian has a huge bar tab to resolve. This section explores three different starting points. Callestan is in Lower Dura. It’s a dangerous district riddled with crime and
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
give an initial focus to the campaign—setting a tone and giving players an initial investment in the story. The player characters may be meeting in a tavern—but it’s their favorite tavern. The bard
performs twice a week and the barbarian has a huge bar tab to resolve. This section explores three different starting points. Callestan is in Lower Dura. It’s a dangerous district riddled with crime and
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Apprentice Silverquill Apprentice
Medium or Small Humanoid (Bard), Any Alignment
Armor Class 12 (15 with mage armor)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2
Medium or Small Humanoid (Bard), Any Alignment
Armor Class 13 (16 with mage armor)
Hit Points 66 (12d8 + 12)
Speed 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
13 (+1)
INT






