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Returning 35 results for 'bards barrel diffusing contain rely'.
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Bard
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
of song, speech, and the magic they contain. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation
still resound throughout the cosmos. The music of bards is an attempt to snatch and harness those echoes, subtly woven into their spells and powers. The greatest strength of bards is their sheer
Backgrounds
Sword Coast Adventurer's Guide
knowledge, rather than brute force. Harper agents are often proficient in Investigation, enabling them to be adept at snooping and spying. They often seek aid from other Harpers, sympathetic bards and
to be knowledgeable in History, and can always rely on the aid of the governments that are part of the Alliance, plus other leaders and groups who uphold the Alliance’s ideals.
The Zhentarim
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Music and Magic In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain
. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Music and Magic In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain
. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Music and Magic In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain
. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Music and Magic In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain
. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Music and Magic In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain
. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Music and Magic In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain
. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
betters. Leaders rely on this zealotry in their plans, and although they don’t needlessly waste the lives of purebloods on futile actions, most strategies include a fallback option in which mobs
you’re roleplaying a yuan-ti, the following tables contain possible inspiration. They suggest characteristics that a yuan-ti might possess.
Yuan-ti Personality Traits
d8
Personality
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Zil Characters As you develop a Zil character, consider the following factors: Family Ties. In a nation shaped by intrigue, you need someone you can rely on. For the Zil, that’s family. Unless you’re
appropriate, reflecting their love of intrigue. Classes that specialize in melee combat are rare among the Zil. The soldiers of Zilargo include rogues, bards, wizards, and artificers. The Trust. In
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
worship gods, and no clerics or paladins are among them. The Kech Volaar have picked up some of the elven traditions of wizardry, and all clans have bards known as duur’kala (dirge singers), but in general the Dhakaani don’t rely on magic on the battlefield.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
whether you have ties to one of the orc tribes or the integrated clans. The Clans blend the traditions of human and orc, building towns and working with steel. They still rely on skilled hunters, and
they have their own unique traditions of art and music. Rangers, rogues, and bards all have a place in the clans, and there are gatekeeper druids among them. Some in the clans worship a limited form of
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
whether you have ties to one of the orc tribes or the integrated clans. The Clans blend the traditions of human and orc, building towns and working with steel. They still rely on skilled hunters, and
they have their own unique traditions of art and music. Rangers, rogues, and bards all have a place in the clans, and there are gatekeeper druids among them. Some in the clans worship a limited form of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
worship gods, and no clerics or paladins are among them. The Kech Volaar have picked up some of the elven traditions of wizardry, and all clans have bards known as duur’kala (dirge singers), but in general the Dhakaani don’t rely on magic on the battlefield.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
whether you have ties to one of the orc tribes or the integrated clans. The Clans blend the traditions of human and orc, building towns and working with steel. They still rely on skilled hunters, and
they have their own unique traditions of art and music. Rangers, rogues, and bards all have a place in the clans, and there are gatekeeper druids among them. Some in the clans worship a limited form of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
worship gods, and no clerics or paladins are among them. The Kech Volaar have picked up some of the elven traditions of wizardry, and all clans have bards known as duur’kala (dirge singers), but in general the Dhakaani don’t rely on magic on the battlefield.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Zil Characters As you develop a Zil character, consider the following factors: Family Ties. In a nation shaped by intrigue, you need someone you can rely on. For the Zil, that’s family. Unless you’re
appropriate, reflecting their love of intrigue. Classes that specialize in melee combat are rare among the Zil. The soldiers of Zilargo include rogues, bards, wizards, and artificers. The Trust. In
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Zil Characters As you develop a Zil character, consider the following factors: Family Ties. In a nation shaped by intrigue, you need someone you can rely on. For the Zil, that’s family. Unless you’re
appropriate, reflecting their love of intrigue. Classes that specialize in melee combat are rare among the Zil. The soldiers of Zilargo include rogues, bards, wizards, and artificers. The Trust. In
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Their spellcasting ability is Charisma (spell save DC 11). While in sunlight, they have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. 28b. Armory Crates
. Crates stacked in the middle of the room contain sixty shortswords, one hundred hand crossbows, and thousands of bolts for the hand crossbows.
Tunnel Entrance. A gash in the north wall forms the entrance to a tunnel network (see area 24b).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Their spellcasting ability is Charisma (spell save DC 11). While in sunlight, they have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. 28b. Armory Crates
. Crates stacked in the middle of the room contain sixty shortswords, one hundred hand crossbows, and thousands of bolts for the hand crossbows.
Tunnel Entrance. A gash in the north wall forms the entrance to a tunnel network (see area 24b).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Their spellcasting ability is Charisma (spell save DC 11). While in sunlight, they have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. 28b. Armory Crates
. Crates stacked in the middle of the room contain sixty shortswords, one hundred hand crossbows, and thousands of bolts for the hand crossbows.
Tunnel Entrance. A gash in the north wall forms the entrance to a tunnel network (see area 24b).
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Roleplaying Gnolls and Cultists of Yeenoghu When you’re roleplaying a cultist or gnoll of Yeenoghu, the following tables contain possible inspiration. They suggest characteristics that the NPC might
. 4 I have stopped using language and instead rely on growls and shrieks. 5 I have no fear of death and welcome it in battle. 6 My berserk fury makes a rabid dog look gentle. Gnoll/Cultist Ideals d6
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Roleplaying Gnolls and Cultists of Yeenoghu When you’re roleplaying a cultist or gnoll of Yeenoghu, the following tables contain possible inspiration. They suggest characteristics that the NPC might
. 4 I have stopped using language and instead rely on growls and shrieks. 5 I have no fear of death and welcome it in battle. 6 My berserk fury makes a rabid dog look gentle. Gnoll/Cultist Ideals d6
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Roleplaying Gnolls and Cultists of Yeenoghu When you’re roleplaying a cultist or gnoll of Yeenoghu, the following tables contain possible inspiration. They suggest characteristics that the NPC might
. 4 I have stopped using language and instead rely on growls and shrieks. 5 I have no fear of death and welcome it in battle. 6 My berserk fury makes a rabid dog look gentle. Gnoll/Cultist Ideals d6
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
; for example, the “Orcs” section contains stat blocks for various kinds of orcs, including tanarukks (demonic orcs). Immediately following this chapter are two appendices that contain additional stat
chapter, the lore and maps in chapter 1 might inspire you. Similarly, the racial traits in chapter 2 can be applied to the stat blocks in appendix B to create such memorable NPCs as goliath champions, kenku master thieves, and tabaxi bards.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
; for example, the “Orcs” section contains stat blocks for various kinds of orcs, including tanarukks (demonic orcs). Immediately following this chapter are two appendices that contain additional stat
chapter, the lore and maps in chapter 1 might inspire you. Similarly, the racial traits in chapter 2 can be applied to the stat blocks in appendix B to create such memorable NPCs as goliath champions, kenku master thieves, and tabaxi bards.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
cities contain an inexplicably large number of buildings, an amount greater than their highest populations would have ever warranted. Rat swarms prowl city streets like packs of dogs. RICHEMULOISE
? Do you rob your neighbors or rely on their kindness?
Are you a survivor of the Gnawing Plague? Did someone tend to you while you were sick? Did you undergo a remarkable treatment? What scars or
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
; for example, the “Orcs” section contains stat blocks for various kinds of orcs, including tanarukks (demonic orcs). Immediately following this chapter are two appendices that contain additional stat
chapter, the lore and maps in chapter 1 might inspire you. Similarly, the racial traits in chapter 2 can be applied to the stat blocks in appendix B to create such memorable NPCs as goliath champions, kenku master thieves, and tabaxi bards.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
cities contain an inexplicably large number of buildings, an amount greater than their highest populations would have ever warranted. Rat swarms prowl city streets like packs of dogs. RICHEMULOISE
? Do you rob your neighbors or rely on their kindness?
Are you a survivor of the Gnawing Plague? Did someone tend to you while you were sick? Did you undergo a remarkable treatment? What scars or
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
cities contain an inexplicably large number of buildings, an amount greater than their highest populations would have ever warranted. Rat swarms prowl city streets like packs of dogs. RICHEMULOISE
? Do you rob your neighbors or rely on their kindness?
Are you a survivor of the Gnawing Plague? Did someone tend to you while you were sick? Did you undergo a remarkable treatment? What scars or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. It weighs 25 pounds. Muiral carries the key that unlocks this chest. The lock can be picked with thieves’ tools and a successful
DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical. The chest has compartments that contain five flasks of alchemist’s fire, plus the following material
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
humanoid rather than reflecting the creature’s physical form. Sages postulate that the first perytons were humans transformed by a hideous curse or magical experiment, but bards tell a different tale
of an enemy’s reach.
Keen Sight and Smell. The peryton has advantage on Wisdom (Perception) checks that rely on sight or smell.
Actions
Multiattack. The peryton makes one gore attack and one
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
representatives around) in exchange for an equal share of whatever treasure it might contain. She and the characters have each other over a barrel. She can’t have them arrested for burglary without the authorities
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. It weighs 25 pounds. Muiral carries the key that unlocks this chest. The lock can be picked with thieves’ tools and a successful
DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical. The chest has compartments that contain five flasks of alchemist’s fire, plus the following material
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
representatives around) in exchange for an equal share of whatever treasure it might contain. She and the characters have each other over a barrel. She can’t have them arrested for burglary without the authorities






