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Returning 35 results for 'bard both diffusing combatants result'.
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bards both diffusing combatants result
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Monsters
Acquisitions Incorporated
Brahma Lutier left the group. In fact, his first assignment was to assist in the team's attempts to apprehend the wandering bard. An adopted child of the “C” Team's Rosie Beestinger, Pendragon is his
himself in the process. Despite his having been resurrected at Rosie's request, things remain cool between the two.
Pendragon was kicked out of wizarding school as a result of the dark rumors following
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
single tournament has twelve combatants and consists of three fights with short rests in between. Failure to heed the following rules result in a combatant’s disqualification: All tournament
combatants must wait in area X7 until they’re called to area X6 to fight. During a fight event, no combatant can leave the arena or attack anyone who isn’t a combatant in that event. Tournament Structure Noska
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
single tournament has twelve combatants and consists of three fights with short rests in between. Failure to heed the following rules result in a combatant’s disqualification: All tournament
combatants must wait in area X7 until they’re called to area X6 to fight. During a fight event, no combatant can leave the arena or attack anyone who isn’t a combatant in that event. Tournament Structure Noska
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
single tournament has twelve combatants and consists of three fights with short rests in between. Failure to heed the following rules result in a combatant’s disqualification: All tournament
combatants must wait in area X7 until they’re called to area X6 to fight. During a fight event, no combatant can leave the arena or attack anyone who isn’t a combatant in that event. Tournament Structure Noska
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
bonus is +3, and the Fighter’s AC is 18, so the roll needed is 15 (18 − 3). Finding 15 in the “Normal” column and reading across to the “Out of 8” column, the DM gets a result of 2/8—two of the zombies
hit. Using the zombies’ average damage (4 Bludgeoning damage), the Fighter takes 8 Bludgeoning damage. After seeing the Fighter mauled by zombies, the Bard casts Shatter, centering the spell on the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
bonus is +3, and the Fighter’s AC is 18, so the roll needed is 15 (18 − 3). Finding 15 in the “Normal” column and reading across to the “Out of 8” column, the DM gets a result of 2/8—two of the zombies
hit. Using the zombies’ average damage (4 Bludgeoning damage), the Fighter takes 8 Bludgeoning damage. After seeing the Fighter mauled by zombies, the Bard casts Shatter, centering the spell on the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
bonus is +3, and the Fighter’s AC is 18, so the roll needed is 15 (18 − 3). Finding 15 in the “Normal” column and reading across to the “Out of 8” column, the DM gets a result of 2/8—two of the zombies
hit. Using the zombies’ average damage (4 Bludgeoning damage), the Fighter takes 8 Bludgeoning damage. After seeing the Fighter mauled by zombies, the Bard casts Shatter, centering the spell on the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
needs in order to hit a target by subtracting its attack bonus from the target’s AC. You’ll need to refer to the result throughout the battle, so it’s best to write it down. Look up the minimum d20 roll
, their combined efforts result in one of them hitting the target. For example, eight orcs surround a fighter. The orcs’ attack bonus is +5, and the fighter’s AC is 19. The orcs need a 14 or higher to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
needs in order to hit a target by subtracting its attack bonus from the target’s AC. You’ll need to refer to the result throughout the battle, so it’s best to write it down. Look up the minimum d20 roll
, their combined efforts result in one of them hitting the target. For example, eight orcs surround a fighter. The orcs’ attack bonus is +5, and the fighter’s AC is 19. The orcs need a 14 or higher to
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
conflict is a great war of attrition — the combatants don’t often gain or lose territory as the result of battle. But on a personal scale, combat is brutal, with no quarter given or expected. The duergar
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
conflict is a great war of attrition — the combatants don’t often gain or lose territory as the result of battle. But on a personal scale, combat is brutal, with no quarter given or expected. The duergar
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Cold War No one knows what caused the Mourning, and the fear of repeating this cataclysm — not the Treaty of Thronehold — is what keeps potential combatants at bay. No one is happy with the
outcome of the war, but no one dares to continue fighting, since all believe that renewed full-scale conflict could result in utter destruction. That said, the general belief is that the mystery of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
needs in order to hit a target by subtracting its attack bonus from the target’s AC. You’ll need to refer to the result throughout the battle, so it’s best to write it down. Look up the minimum d20 roll
, their combined efforts result in one of them hitting the target. For example, eight orcs surround a fighter. The orcs’ attack bonus is +5, and the fighter’s AC is 19. The orcs need a 14 or higher to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Cold War No one knows what caused the Mourning, and the fear of repeating this cataclysm — not the Treaty of Thronehold — is what keeps potential combatants at bay. No one is happy with the
outcome of the war, but no one dares to continue fighting, since all believe that renewed full-scale conflict could result in utter destruction. That said, the general belief is that the mystery of the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
conflict is a great war of attrition — the combatants don’t often gain or lose territory as the result of battle. But on a personal scale, combat is brutal, with no quarter given or expected. The duergar
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Cold War No one knows what caused the Mourning, and the fear of repeating this cataclysm — not the Treaty of Thronehold — is what keeps potential combatants at bay. No one is happy with the
outcome of the war, but no one dares to continue fighting, since all believe that renewed full-scale conflict could result in utter destruction. That said, the general belief is that the mystery of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
young bard three tables over.
Then all the noise is eclipsed by a shout: “Ya pig! Like killin’ me mates, does ya?” Then a seven-foot-tall half-orc is hit by a wild, swinging punch from a male human
before you can see if blood is drawn, a crowd of spectators clusters around the brawl. What do you do?
The human combatants are five members of the Xanathar Guild (CE human bandits). The one with
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
young bard three tables over.
Then all the noise is eclipsed by a shout: “Ya pig! Like killin’ me mates, does ya?” Then a seven-foot-tall half-orc is hit by a wild, swinging punch from a male human
before you can see if blood is drawn, a crowd of spectators clusters around the brawl. What do you do?
The human combatants are five members of the Xanathar Guild (CE human bandits). The one with
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
young bard three tables over.
Then all the noise is eclipsed by a shout: “Ya pig! Like killin’ me mates, does ya?” Then a seven-foot-tall half-orc is hit by a wild, swinging punch from a male human
before you can see if blood is drawn, a crowd of spectators clusters around the brawl. What do you do?
The human combatants are five members of the Xanathar Guild (CE human bandits). The one with
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Geas Level 5 Enchantment (Bard, Cleric, Druid, Paladin, Wizard) Casting Time: 1 minute
Range: 60 feet
Components: V
Duration: 30 days
You give a verbal command to a creature that you can see
takes this damage no more than once each day. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. A
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Slow Level 3 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S, M (a drop of molasses)
Duration: Concentration, up to 1 minute
You alter time around
takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell’s gestures too slowly. An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Geas Level 5 Enchantment (Bard, Cleric, Druid, Paladin, Wizard) Casting Time: 1 minute
Range: 60 feet
Components: V
Duration: 30 days
You give a verbal command to a creature that you can see
takes this damage no more than once each day. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. A
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Slow Level 3 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S, M (a drop of molasses)
Duration: Concentration, up to 1 minute
You alter time around
takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell’s gestures too slowly. An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Slow Level 3 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S, M (a drop of molasses)
Duration: Concentration, up to 1 minute
You alter time around
takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell’s gestures too slowly. An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Geas Level 5 Enchantment (Bard, Cleric, Druid, Paladin, Wizard) Casting Time: 1 minute
Range: 60 feet
Components: V
Duration: 30 days
You give a verbal command to a creature that you can see
takes this damage no more than once each day. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. A
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Geas Level 5 Enchantment (Bard, Cleric, Druid, Paladin, Wizard) Casting Time: 1 minute
Range: 60 feet
Components: V
Duration: 30 days
You give a verbal command to a creature that you can see
takes this damage no more than once each day. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. A
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Geas Level 5 Enchantment (Bard, Cleric, Druid, Paladin, Wizard) Casting Time: 1 minute
Range: 60 feet
Components: V
Duration: 30 days
You give a verbal command to a creature that you can see
takes this damage no more than once each day. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. A
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Slow Level 3 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S, M (a drop of molasses)
Duration: Concentration, up to 1 minute
You alter time around
takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell’s gestures too slowly. An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Geas Level 5 Enchantment (Bard, Cleric, Druid, Paladin, Wizard) Casting Time: 1 minute
Range: 60 feet
Components: V
Duration: 30 days
You give a verbal command to a creature that you can see
takes this damage no more than once each day. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. A
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Slow Level 3 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S, M (a drop of molasses)
Duration: Concentration, up to 1 minute
You alter time around
takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell’s gestures too slowly. An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Slow Level 3 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S, M (a drop of molasses)
Duration: Concentration, up to 1 minute
You alter time around
takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell’s gestures too slowly. An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.
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
apprentice magically weaves together stirring prose, allowing the creature to reroll the saving throw and use the higher result.
Silverquill Pledgemage Silverquill Pledgemage Silverquill Pledgemage
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
apprentice magically weaves together stirring prose, allowing the creature to reroll the saving throw and use the higher result.
Silverquill Pledgemage Silverquill Pledgemage Silverquill Pledgemage
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
apprentice magically weaves together stirring prose, allowing the creature to reroll the saving throw and use the higher result.
Silverquill Pledgemage Silverquill Pledgemage Silverquill Pledgemage
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
apprehend the wandering bard. An adopted child of the “C” Team’s Rosie Beestinger, Pendragon is his mother’s foil in almost every way — including his goal of wanting to mainstream some of the family’s
between the two. Pendragon was kicked out of wizarding school as a result of the dark rumors following the Beestinger clan. Now a self-taught mage, he specializes in making use of the dangerous spells






