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Returning 15 results for 'bard both diffusing comprises recovery'.
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bards both diffusing comprises recovery
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Likes... Primary Ability Complexity Barbarian Battle Strength Average Bard Performing Charisma High Cleric Gods Wisdom Average Druid Nature Wisdom High Fighter Weapons Strength or Dexterity Low
Occult lore Charisma High Wizard Spellbooks Intelligence Average A Balanced Party
The classic D&D party comprises a Cleric, Fighter, Rogue, and Wizard. Those four classes have the longest history in
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
... Primary Ability Complexity Barbarian Battle Strength Average Bard Performing Charisma High Cleric Gods Wisdom Average Druid Nature Wisdom High Fighter Weapons Strength or Dexterity Low Monk Unarmed
Charisma High Wizard Spellbooks Intelligence Average A Balanced Party
The classic D&D party comprises a Cleric, Fighter, Rogue, and Wizard. Those four classes have the longest history in the game
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
... Primary Ability Complexity Barbarian Battle Strength Average Bard Performing Charisma High Cleric Gods Wisdom Average Druid Nature Wisdom High Fighter Weapons Strength or Dexterity Low Monk Unarmed
Charisma High Wizard Spellbooks Intelligence Average A Balanced Party
The classic D&D party comprises a Cleric, Fighter, Rogue, and Wizard. Those four classes have the longest history in the game
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Likes... Primary Ability Complexity Barbarian Battle Strength Average Bard Performing Charisma High Cleric Gods Wisdom Average Druid Nature Wisdom High Fighter Weapons Strength or Dexterity Low
Occult lore Charisma High Wizard Spellbooks Intelligence Average A Balanced Party
The classic D&D party comprises a Cleric, Fighter, Rogue, and Wizard. Those four classes have the longest history in
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
... Primary Ability Complexity Barbarian Battle Strength Average Bard Performing Charisma High Cleric Gods Wisdom Average Druid Nature Wisdom High Fighter Weapons Strength or Dexterity Low Monk Unarmed
Charisma High Wizard Spellbooks Intelligence Average A Balanced Party
The classic D&D party comprises a Cleric, Fighter, Rogue, and Wizard. Those four classes have the longest history in the game
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Likes... Primary Ability Complexity Barbarian Battle Strength Average Bard Performing Charisma High Cleric Gods Wisdom Average Druid Nature Wisdom High Fighter Weapons Strength or Dexterity Low
Occult lore Charisma High Wizard Spellbooks Intelligence Average A Balanced Party
The classic D&D party comprises a Cleric, Fighter, Rogue, and Wizard. Those four classes have the longest history in
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
section presents the Circle of the Land subclass. Circle of the Land Celebrate Connection to the Natural World The Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites
your choice in that area regains 2d6 Hit Points. The damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6). Level 6: Natural Recovery You can cast one of the level 1
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
section presents the Circle of the Land subclass. Circle of the Land Celebrate Connection to the Natural World The Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites
your choice in that area regains 2d6 Hit Points. The damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6). Level 6: Natural Recovery You can cast one of the level 1
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
section presents the Circle of the Land subclass. Circle of the Land Celebrate Connection to the Natural World The Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites
your choice in that area regains 2d6 Hit Points. The damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6). Level 6: Natural Recovery You can cast one of the level 1
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
comprises mystics and sages who safeguard ancient knowledge and rites. These Druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest
Recovery You can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a Long Rest before you do so again. In addition
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
comprises mystics and sages who safeguard ancient knowledge and rites. These Druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest
Recovery You can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a Long Rest before you do so again. In addition
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
comprises mystics and sages who safeguard ancient knowledge and rites. These Druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest
Recovery You can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a Long Rest before you do so again. In addition
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
the recovery. If the characters recover the statue without talking to the wizards, the mages attack the characters, demanding the statue be given to them. The mages fight until one of them falls. Iron
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
the recovery. If the characters recover the statue without talking to the wizards, the mages attack the characters, demanding the statue be given to them. The mages fight until one of them falls. Iron
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
the recovery. If the characters recover the statue without talking to the wizards, the mages attack the characters, demanding the statue be given to them. The mages fight until one of them falls. Iron






