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Returning 35 results for 'bard brutal diffusing concerned removed'.
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Barbarian
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
violated, or a coup that removed you from a position of authority.
QUICK BUILD
You can make a barbarian quickly by following these suggestions. First, put your highest ability score in Strength
+2
8th
+3
Ability Score Improvement
4
+2
9th
+4
Brutal Critical (1 die)
4
+3
10th
+4
Path Feature
4
+3
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Hadozee Bard Illustration (p. 13) The illustration of the hadozee bard has been removed.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Hadozee Bard Illustration (p. 13) The illustration of the hadozee bard has been removed.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Hadozee Bard Illustration (p. 13) The illustration of the hadozee bard has been removed.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority. Quick Build You can make a barbarian quickly by following these suggestions
, Fast Movement
3
+2
6th
+3
Path Feature
4
+2
7th
+3
Feral Instinct
4
+2
8th
+3
Ability Score Improvement
4
+2
9th
+4
Brutal Critical (1 die)
4
+3
10th
+4
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority. Quick Build You can make a barbarian quickly by following these suggestions
, Fast Movement
3
+2
6th
+3
Path Feature
4
+2
7th
+3
Feral Instinct
4
+2
8th
+3
Ability Score Improvement
4
+2
9th
+4
Brutal Critical (1 die)
4
+3
10th
+4
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority. Quick Build You can make a barbarian quickly by following these suggestions
, Fast Movement
3
+2
6th
+3
Path Feature
4
+2
7th
+3
Feral Instinct
4
+2
8th
+3
Ability Score Improvement
4
+2
9th
+4
Brutal Critical (1 die)
4
+3
10th
+4
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
interested in understanding the people of Khorvaire; if there’s any chance to negotiate a peace with Dhakaan, it would be with this clan. As far as the goblins are concerned, humans stole their lands
, pillaged their tombs, and enslaved their descendants. The Dhakaani aren’t evil, but they believe humanity to be brutal and cruel, people without muut or atcha. Faced with an adventurer wielding a magic
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
interested in understanding the people of Khorvaire; if there’s any chance to negotiate a peace with Dhakaan, it would be with this clan. As far as the goblins are concerned, humans stole their lands
, pillaged their tombs, and enslaved their descendants. The Dhakaani aren’t evil, but they believe humanity to be brutal and cruel, people without muut or atcha. Faced with an adventurer wielding a magic
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
interested in understanding the people of Khorvaire; if there’s any chance to negotiate a peace with Dhakaan, it would be with this clan. As far as the goblins are concerned, humans stole their lands
, pillaged their tombs, and enslaved their descendants. The Dhakaani aren’t evil, but they believe humanity to be brutal and cruel, people without muut or atcha. Faced with an adventurer wielding a magic
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Bardic Colleges In addition to the tradition of apprenticing with a master bard, the Sword Coast has some bardic colleges where masters teach students the bardic arts. They hark back to the great
master bard attended each of the elder colleges, seeking to learn its musical and magical secrets. Traditionally, the colleges were attended in the order given above, starting with Fochlucan. That
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Bardic Colleges In addition to the tradition of apprenticing with a master bard, the Sword Coast has some bardic colleges where masters teach students the bardic arts. They hark back to the great
master bard attended each of the elder colleges, seeking to learn its musical and magical secrets. Traditionally, the colleges were attended in the order given above, starting with Fochlucan. That
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Bardic Colleges In addition to the tradition of apprenticing with a master bard, the Sword Coast has some bardic colleges where masters teach students the bardic arts. They hark back to the great
master bard attended each of the elder colleges, seeking to learn its musical and magical secrets. Traditionally, the colleges were attended in the order given above, starting with Fochlucan. That
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
knight only serves creatures it chooses to obey. Fheralai Stormsworn appeased it by using a kidnapped bard to sing it songs from its homeland. If the bard stops singing against Emberlost’s will or is
removed from the vessel, the dreadnaught shunts itself angrily from the rocks and withdraws to sea. At your discretion, the haunted soul of the death knight could be won over, using other means (see
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
knight only serves creatures it chooses to obey. Fheralai Stormsworn appeased it by using a kidnapped bard to sing it songs from its homeland. If the bard stops singing against Emberlost’s will or is
removed from the vessel, the dreadnaught shunts itself angrily from the rocks and withdraws to sea. At your discretion, the haunted soul of the death knight could be won over, using other means (see
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
knight only serves creatures it chooses to obey. Fheralai Stormsworn appeased it by using a kidnapped bard to sing it songs from its homeland. If the bard stops singing against Emberlost’s will or is
removed from the vessel, the dreadnaught shunts itself angrily from the rocks and withdraws to sea. At your discretion, the haunted soul of the death knight could be won over, using other means (see
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Mirage Arcane Level 7 Illusion (Bard, Druid, Wizard) Casting Time: 10 minutes
Range: Sight
Components: V, S
Duration: 10 days
You make terrain in an area up to 1 mile square look, sound
impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately. Creatures with Truesight can see through the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mirage Arcane Level 7 Illusion (Bard, Druid, Wizard) Casting Time: 10 minutes
Range: Sight
Components: V, S
Duration: 10 days
You make terrain in an area up to 1 mile square look, sound
impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately. Creatures with Truesight can see through the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mirage Arcane Level 7 Illusion (Bard, Druid, Wizard) Casting Time: 10 minutes
Range: Sight
Components: V, S
Duration: 10 days
You make terrain in an area up to 1 mile square look, sound
impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately. Creatures with Truesight can see through the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Mirage Arcane Level 7 Illusion (Bard, Druid, Wizard) Casting Time: 10 minutes
Range: Sight
Components: V, S
Duration: 10 days
You make terrain in an area up to 1 mile square look, sound
impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately. Creatures with Truesight can see through the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mirage Arcane Level 7 Illusion (Bard, Druid, Wizard) Casting Time: 10 minutes
Range: Sight
Components: V, S
Duration: 10 days
You make terrain in an area up to 1 mile square look, sound
impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately. Creatures with Truesight can see through the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Mirage Arcane Level 7 Illusion (Bard, Druid, Wizard) Casting Time: 10 minutes
Range: Sight
Components: V, S
Duration: 10 days
You make terrain in an area up to 1 mile square look, sound
impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately. Creatures with Truesight can see through the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
magical effects.
Siege Monster. The goristro deals double damage to objects and structures.
Actions
Multiattack. The goristro makes one Brutal Gore attack and two Slam attacks.
Brutal Gore
to attack rolls immediately after dealing damage to the ooze and coming into contact with it. The weapon is destroyed if the penalty reaches −5. The penalty can be removed by casting the Mending
Compendium
- Sources->Dungeons & Dragons->Monster Manual
magical effects.
Siege Monster. The goristro deals double damage to objects and structures.
Actions
Multiattack. The goristro makes one Brutal Gore attack and two Slam attacks.
Brutal Gore
to attack rolls immediately after dealing damage to the ooze and coming into contact with it. The weapon is destroyed if the penalty reaches −5. The penalty can be removed by casting the Mending
Compendium
- Sources->Dungeons & Dragons->Monster Manual
magical effects.
Siege Monster. The goristro deals double damage to objects and structures.
Actions
Multiattack. The goristro makes one Brutal Gore attack and two Slam attacks.
Brutal Gore
to attack rolls immediately after dealing damage to the ooze and coming into contact with it. The weapon is destroyed if the penalty reaches −5. The penalty can be removed by casting the Mending
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Mordenkainen’s Magnificent Mansion Level 7 Conjuration (Bard, Wizard) Casting Time: 1 minute
Range: 300 feet
Components: V, S, M (a miniature door worth 15+ GP)
Duration: 24 hours
You conjure
this spell dissipate into smoke if removed from it. A staff of 100 near-transparent servants attends all who enter. You determine the appearance of these servants and their attire. They are invulnerable
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Mordenkainen’s Magnificent Mansion Level 7 Conjuration (Bard, Wizard) Casting Time: 1 minute
Range: 300 feet
Components: V, S, M (a miniature door worth 15+ GP)
Duration: 24 hours
You conjure
this spell dissipate into smoke if removed from it. A staff of 100 near-transparent servants attends all who enter. You determine the appearance of these servants and their attire. They are invulnerable
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Mordenkainen’s Magnificent Mansion Level 7 Conjuration (Bard, Wizard) Casting Time: 1 minute
Range: 300 feet
Components: V, S, M (a miniature door worth 15+ GP)
Duration: 24 hours
You conjure
this spell dissipate into smoke if removed from it. A staff of 100 near-transparent servants attends all who enter. You determine the appearance of these servants and their attire. They are invulnerable
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mordenkainen’s Magnificent Mansion Level 7 Conjuration (Bard, Wizard) Casting Time: 1 Minute
Range: 300 feet
Components: V, S, M (a miniature door worth 15+ GP)
Duration: 24 Hours
You conjure
this spell dissipate into smoke if removed from it. A staff of 100 near-transparent servants attends all who enter. You determine the appearance of these servants and their attire. They are invulnerable
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mordenkainen’s Magnificent Mansion Level 7 Conjuration (Bard, Wizard) Casting Time: 1 Minute
Range: 300 feet
Components: V, S, M (a miniature door worth 15+ GP)
Duration: 24 Hours
You conjure
this spell dissipate into smoke if removed from it. A staff of 100 near-transparent servants attends all who enter. You determine the appearance of these servants and their attire. They are invulnerable
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mordenkainen’s Magnificent Mansion Level 7 Conjuration (Bard, Wizard) Casting Time: 1 Minute
Range: 300 feet
Components: V, S, M (a miniature door worth 15+ GP)
Duration: 24 Hours
You conjure
this spell dissipate into smoke if removed from it. A staff of 100 near-transparent servants attends all who enter. You determine the appearance of these servants and their attire. They are invulnerable
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
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
faces of the guests. Not all of them are amused. 31–32 A shifter glowers in a corner booth, looking angry at the world. 33–34 A warforged bard uses its body as a percussion instrument to entertain the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
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
faces of the guests. Not all of them are amused. 31–32 A shifter glowers in a corner booth, looking angry at the world. 33–34 A warforged bard uses its body as a percussion instrument to entertain the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
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
faces of the guests. Not all of them are amused. 31–32 A shifter glowers in a corner booth, looking angry at the world. 33–34 A warforged bard uses its body as a percussion instrument to entertain the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
of an imp. The imp wears a leather vest that conceals the message, and the laces of the vest are knitted into the imp’s heart. If the vest is removed by anyone other than the intended recipient, that
best, with no guarantee that any correspondence truly reaches him. The Greatest Game Dispater’s trade in souls is concerned mainly with the acquisition of secrets. His imps scour the Material Plane in






