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Returning 35 results for 'bard both diffusing contact reliable'.
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Monsters
Waterdeep: Dragon Heist
(spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). He has the following bard spells prepared:
Cantrips (at will): mage hand, mending
, even while drunk, and uses an elven lute as a spellcasting focus.
Davil can put the characters in contact with other leaders of the Black Network's Waterdeep division, namely Istrid Horn (if they need
Criminal / Spy
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Basic Rules (2014)
CONTACT
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances
Backgrounds
Baldur’s Gate: Descent into Avernus
arrested or killed with their idiocy.
FEATURE: CRIMINAL CONTACT
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages
to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
BALDUR’S GATE
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
ranks and titles for the groups in your campaign. Perks Earning renown within a group might come with certain benefits. A character with a Renown Score of 3+ might gain access to a reliable contact, a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
-fleshed fruit larger than bush berries. Waterdeep, Secomber, Yartar, and points beyond consume the temple’s reliable output: carefully husbanded grains and dried, oil-packed, or salted foodstuffs
“food for a tenday or more on the road, and seeds for the future beyond that.” Reason to Visit. Darovik is a useful contact for characters with a connection to the Emerald Enclave. Goldenfields is also an intended destination of the missing delegation, though they obviously never arrived.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
ranks and titles for the groups in your campaign. Perks Earning renown within a group might come with certain benefits. A character with a Renown Score of 3+ might gain access to a reliable contact, a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
ranks and titles for the groups in your campaign. Perks Earning renown within a group might come with certain benefits. A character with a Renown Score of 3+ might gain access to a reliable contact, a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
-fleshed fruit larger than bush berries. Waterdeep, Secomber, Yartar, and points beyond consume the temple’s reliable output: carefully husbanded grains and dried, oil-packed, or salted foodstuffs
“food for a tenday or more on the road, and seeds for the future beyond that.” Reason to Visit. Darovik is a useful contact for characters with a connection to the Emerald Enclave. Goldenfields is also an intended destination of the missing delegation, though they obviously never arrived.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
-fleshed fruit larger than bush berries. Waterdeep, Secomber, Yartar, and points beyond consume the temple’s reliable output: carefully husbanded grains and dried, oil-packed, or salted foodstuffs
“food for a tenday or more on the road, and seeds for the future beyond that.” Reason to Visit. Darovik is a useful contact for characters with a connection to the Emerald Enclave. Goldenfields is also an intended destination of the missing delegation, though they obviously never arrived.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Heat Metal Level 2 Transmutation (Bard, Druid) Casting Time: Action
Range: 60 feet
Components: V, S, M (a piece of iron and a flame)
Duration: Concentration, up to 1 minute
Choose a
manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Heat Metal Level 2 Transmutation (Bard, Druid) Casting Time: Action
Range: 60 feet
Components: V, S, M (a piece of iron and a flame)
Duration: Concentration, up to 1 minute
Choose a
manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Heat Metal Level 2 Transmutation (Bard, Druid) Casting Time: Action
Range: 60 feet
Components: V, S, M (a piece of iron and a flame)
Duration: Concentration, up to 1 minute
Choose a
manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Heat Metal Level 2 Transmutation (Bard, Druid) Casting Time: Action
Range: 60 feet
Components: V, S, M (a piece of iron and a flame)
Duration: Concentration, up to 1 minute
Choose a
manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Heat Metal Level 2 Transmutation (Bard, Druid) Casting Time: Action
Range: 60 feet
Components: V, S, M (a piece of iron and a flame)
Duration: Concentration, up to 1 minute
Choose a
manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Heat Metal Level 2 Transmutation (Bard, Druid) Casting Time: Action
Range: 60 feet
Components: V, S, M (a piece of iron and a flame)
Duration: Concentration, up to 1 minute
Choose a
manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
table; roll a d10, or choose a location of interest. Bazaar Merchants d10 Merchant 1 Secondhand Strings. A must-stop shop for the bard on a budget, with a variety of gently used instruments. 2
Korryn’s Quill. A reliable source for cartographers, calligraphers, and scribes of all stripes. 3 Seven Leagues. Owned by the cobbler Boots, this small stall has a remarkable selection of footwear. 4
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
table; roll a d10, or choose a location of interest. Bazaar Merchants d10 Merchant 1 Secondhand Strings. A must-stop shop for the bard on a budget, with a variety of gently used instruments. 2
Korryn’s Quill. A reliable source for cartographers, calligraphers, and scribes of all stripes. 3 Seven Leagues. Owned by the cobbler Boots, this small stall has a remarkable selection of footwear. 4
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
table; roll a d10, or choose a location of interest. Bazaar Merchants d10 Merchant 1 Secondhand Strings. A must-stop shop for the bard on a budget, with a variety of gently used instruments. 2
Korryn’s Quill. A reliable source for cartographers, calligraphers, and scribes of all stripes. 3 Seven Leagues. Owned by the cobbler Boots, this small stall has a remarkable selection of footwear. 4
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
help them explore the house and document strange phenomena. If the party accepts the investigators’ offer, they acquire reliable allies. One of the investigators offers to join the party in their
exploration the house. The other stays in the parlor to prepare to contact the house’s spirits (see the “Séances” section). In the case of Rudolph van Richten, he remains in the parlor while the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
help them explore the house and document strange phenomena. If the party accepts the investigators’ offer, they acquire reliable allies. One of the investigators offers to join the party in their
exploration the house. The other stays in the parlor to prepare to contact the house’s spirits (see the “Séances” section). In the case of Rudolph van Richten, he remains in the parlor while the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
help them explore the house and document strange phenomena. If the party accepts the investigators’ offer, they acquire reliable allies. One of the investigators offers to join the party in their
exploration the house. The other stays in the parlor to prepare to contact the house’s spirits (see the “Séances” section). In the case of Rudolph van Richten, he remains in the parlor while the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
3 Enforcer 4 Fence 5 Highway robber 6 Hired killer 7 Pickpocket 8 Smuggler Feature: Criminal Contact You have a reliable and trustworthy contact who acts as your liaison to a network of other
criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
3 Enforcer 4 Fence 5 Highway robber 6 Hired killer 7 Pickpocket 8 Smuggler Feature: Criminal Contact You have a reliable and trustworthy contact who acts as your liaison to a network of other
criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
3 Enforcer 4 Fence 5 Highway robber 6 Hired killer 7 Pickpocket 8 Smuggler Feature: Criminal Contact You have a reliable and trustworthy contact who acts as your liaison to a network of other
criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
3 Enforcer 4 Fence 5 Highway robber 6 Hired killer 7 Pickpocket 8 Smuggler Feature: Criminal Contact You have a reliable and trustworthy contact who acts as your liaison to a network of other
criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
3 Enforcer 4 Fence 5 Highway robber 6 Hired killer 7 Pickpocket 8 Smuggler Feature: Criminal Contact You have a reliable and trustworthy contact who acts as your liaison to a network of other
criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
3 Enforcer 4 Fence 5 Highway robber 6 Hired killer 7 Pickpocket 8 Smuggler Feature: Criminal Contact You have a reliable and trustworthy contact who acts as your liaison to a network of other
criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
ancient crystal touched by the evil god Cyric. Though Vargan defeats the archmage, prolonged contact with the crystal corrupts the bard, convincing him that his former allies are too powerful and
the pitiless lord and prevent him from hurting anyone ever again. Act II Vargan tracks down Lord Rathmore in a bustling city. Unsure how to proceed, the young bard starts asking around the city for
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
ancient crystal touched by the evil god Cyric. Though Vargan defeats the archmage, prolonged contact with the crystal corrupts the bard, convincing him that his former allies are too powerful and
the pitiless lord and prevent him from hurting anyone ever again. Act II Vargan tracks down Lord Rathmore in a bustling city. Unsure how to proceed, the young bard starts asking around the city for
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
ancient crystal touched by the evil god Cyric. Though Vargan defeats the archmage, prolonged contact with the crystal corrupts the bard, convincing him that his former allies are too powerful and
the pitiless lord and prevent him from hurting anyone ever again. Act II Vargan tracks down Lord Rathmore in a bustling city. Unsure how to proceed, the young bard starts asking around the city for
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
characters in contact with an adventuring party on any kind of journey. Each of these characters might spark an entire new adventure, or might be little more than a momentary diversion. Determine details
audience. 19–20 A destitute bard plays the harp with mediocre skill while asking for donations. 21–22 A deaf couple communicate with each other by sign language, but suddenly stop when they notice they are
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
characters in contact with an adventuring party on any kind of journey. Each of these characters might spark an entire new adventure, or might be little more than a momentary diversion. Determine details
audience. 19–20 A destitute bard plays the harp with mediocre skill while asking for donations. 21–22 A deaf couple communicate with each other by sign language, but suddenly stop when they notice they are
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
characters in contact with an adventuring party on any kind of journey. Each of these characters might spark an entire new adventure, or might be little more than a momentary diversion. Determine details
audience. 19–20 A destitute bard plays the harp with mediocre skill while asking for donations. 21–22 A deaf couple communicate with each other by sign language, but suddenly stop when they notice they are
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
akin to making first contact all over again. Establishing trade with this “new” human outpost would require forming new relationships, a process that could take weeks or months. The elves’ chaotic
and chaos can’t possibly be reliable allies. In particular situations, of course, the benefits of cooperating with humans or elves can override the dwarves’ concern about the shortcomings of those races
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
akin to making first contact all over again. Establishing trade with this “new” human outpost would require forming new relationships, a process that could take weeks or months. The elves’ chaotic
and chaos can’t possibly be reliable allies. In particular situations, of course, the benefits of cooperating with humans or elves can override the dwarves’ concern about the shortcomings of those races






