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Returning 35 results for 'bard blows diffusing currents round'.
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Monsters
Planescape: Adventures in the Multiverse
", "rollAction":"Unarmed Strike", "rollDamageType":"bludgeoning"} bludgeoning damage.The instinct can take up to three reactions per round but only one per turn.
Deflect Blow. In response to being hit by a
martial artists, instincts have learned to fight unburdened by thought, deflecting the blows of their enemies in rapid succession.
Ancient Silver Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
fog cloud spell. The fog lasts until initiative count 20 on the next round.
A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on
’s or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage.
Given days or longer to work, the dragon can make clouds and fog within its lair as solid as stone
Adult Silver Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
spell. The fog lasts until initiative count 20 on the next round.
A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 15
its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage.
Given days or longer to work, the dragon can make clouds and fog within its lair as solid as stone, forming
Monsters
Waterdeep: Dungeon of the Mad Mage
dragon creates fog as if it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
A blisteringly cold wind blows through the lair near the dragon. Each creature within
60 feet per round and take no falling damage.
Given days or longer to work, the dragon can make clouds and fog within its lair as solid as stone, forming structures and other objects as it wishes
Monsters
Princes of the Apocalypse
saving throw or be pulled up to 20 feet into the water and knocked prone.
Water within 120 feet of Olhydra becomes murky and opaque until initiative count 20 of the next round. A creature with
round. Creatures and objects within or beyond the fog are heavily obscured. A creature that enters the freezing cloud for the first time on a turn or starts its turn there takes 10 (3d6);{"diceNotation
Monsters
Journeys through the Radiant Citadel
rivers. These spirits of nature take shape to defend their waters and interact with those who travel along their currents. From the waist up, riverines have skin the color of the waters they protect but
20 on the next round. Any creature, other than the riverine, that enters the affected area or starts its turn there takes 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"River's
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Singing Sands Features Dyson Logos Map 4.15: Singing Sands View Player Version During the day, the Singing Sands consist of two small dunes of gleaming, crystalline sand. The wind blows the sand
across the desert at 1 mile per hour (10 feet per round). It reflects the sun and shines brightly, imposing disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight within 50
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Singing Sands Features Dyson Logos Map 4.15: Singing Sands View Player Version During the day, the Singing Sands consist of two small dunes of gleaming, crystalline sand. The wind blows the sand
across the desert at 1 mile per hour (10 feet per round). It reflects the sun and shines brightly, imposing disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight within 50
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Singing Sands Features Dyson Logos Map 4.15: Singing Sands View Player Version During the day, the Singing Sands consist of two small dunes of gleaming, crystalline sand. The wind blows the sand
across the desert at 1 mile per hour (10 feet per round). It reflects the sun and shines brightly, imposing disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight within 50
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Feather Fall Level 1 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Reaction, which you take when you or a creature you can see within 60 feet of you falls
Range: 60 feet
Components: V, M
(a small feather or piece of down)
Duration: 1 minute
Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Feather Fall Level 1 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Reaction, which you take when you or a creature you can see within 60 feet of you falls
Range: 60 feet
Components: V, M
(a small feather or piece of down)
Duration: 1 minute
Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Feather Fall Level 1 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Reaction, which you take when you or a creature you can see within 60 feet of you falls
Range: 60 feet
Components: V, M
(a small feather or piece of down)
Duration: 1 minute
Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Message Transmutation Cantrip (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: S, M (a copper wire)
Duration: 1 round
You point toward a creature within range
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Feather Fall Level 1 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Reaction, which you take when you or a creature you can see within 60 feet of you falls
Range: 60 feet
Components: V, M
(a small feather or piece of down)
Duration: 1 minute
Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Message Transmutation Cantrip (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: S, M (a copper wire)
Duration: 1 round
You point toward a creature within range
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Message Transmutation Cantrip (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: S, M (a copper wire)
Duration: 1 round
You point toward a creature within range
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Feather Fall Level 1 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Reaction, which you take when you or a creature you can see within 60 feet of you falls
Range: 60 feet
Components: V, M
(a small feather or piece of down)
Duration: 1 minute
Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Message Transmutation Cantrip (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: S, M (a copper wire)
Duration: 1 round
You point toward a creature within range
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Feather Fall Level 1 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Reaction, which you take when you or a creature you can see within 60 feet of you falls
Range: 60 feet
Components: V, M
(a small feather or piece of down)
Duration: 1 minute
Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Message Transmutation Cantrip (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: S, M (a copper wire)
Duration: 1 round
You point toward a creature within range
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Message Transmutation Cantrip (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: S, M (a copper wire)
Duration: 1 round
You point toward a creature within range
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Feather Fall Level 1 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Reaction, which you take when you or a creature you can see within 60 feet of you falls
Range: 60 feet
Components: V, M
(a small feather or piece of down)
Duration: 1 minute
Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
excellence to deal devastating blows. Improved Critical Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. Remarkable Athlete Starting
at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Feather Fall Level 1 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Reaction, which you take when you or a creature you can see within 60 feet of you falls
Range: 60 feet
Components: V, M
(a small feather or piece of down)
Duration: 1 minute
Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Feather Fall Level 1 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Reaction, which you take when you or a creature you can see within 60 feet of you falls
Range: 60 feet
Components: V, M
(a small feather or piece of down)
Duration: 1 minute
Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
excellence to deal devastating blows. Improved Critical Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. Remarkable Athlete Starting
at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
excellence to deal devastating blows. Improved Critical Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. Remarkable Athlete Starting
at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
excellence to deal devastating blows. Improved Critical Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. Remarkable Athlete Starting
at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
excellence to deal devastating blows. Improved Critical Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. Remarkable Athlete Starting
at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
excellence to deal devastating blows. Improved Critical Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. Remarkable Athlete Starting
at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a
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
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
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






