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Returning 35 results for 'bards barriers diffusing cave requires'.
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Spells
Planescape: Adventures in the Multiverse
check using your spellcasting ability. On a successful check, you learn the destination plane of the portal and what portal key it requires, then the spell ends. On a failed check, you learn nothing and
can’t study that portal again using this spell until you cast it again.
The spell can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
dream eater lies not in brute force but in the ability to pierce its illusions and wrest others from its terrors. As such, bards and other persuasive adventurers find themselves uniquely poised to
eater. A creature within 15 feet of the dream eater also can use its action to attempt to free an engulfed target. Doing so requires the creature to use its action to make a DC 16 Charisma (Persuasion
Bard
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
from Experience True bards are not common in the world. Not every minstrel singing in a tavern or jester cavorting in a royal court is a bard. Discovering the magic hidden in music requires hard study
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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
that path is long and fraught with barriers. Alhoons are mind flayers who have used a shortcut to attain a lichlike state.
Elder brains forbid mind flayers from pursuing magic power aside from psionics
achieving lichdom requires an arcane spellcaster to be at the apex of power—a significant challenge for mind flayers, given the scarcity of available mentors and training.
Confronting this
Monsters
Out of the Abyss
starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.
An
the beholder sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed
Beholder
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
after next. Each creature of the beholder’s choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful
then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed before, harmless slime might coat a statue, and so on. These effects apply only to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Learning from Experience True bards are not common in the world. Not every minstrel singing in a tavern or jester cavorting in a royal court is a bard. Discovering the magic hidden in music requires
hard study and some measure of natural talent that most troubadours and jongleurs lack. It can be hard to spot the difference between these performers and true bards, though. A bard’s life is spent
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Learning from Experience True bards are not common in the world. Not every minstrel singing in a tavern or jester cavorting in a royal court is a bard. Discovering the magic hidden in music requires
hard study and some measure of natural talent that most troubadours and jongleurs lack. It can be hard to spot the difference between these performers and true bards, though. A bard’s life is spent
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Learning from Experience True bards are not common in the world. Not every minstrel singing in a tavern or jester cavorting in a royal court is a bard. Discovering the magic hidden in music requires
hard study and some measure of natural talent that most troubadours and jongleurs lack. It can be hard to spot the difference between these performers and true bards, though. A bard’s life is spent
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Learning from Experience True bards are not common in the world. Not every minstrel singing in a tavern or jester cavorting in a royal court is a bard. Discovering the magic hidden in music requires
hard study and some measure of natural talent that most troubadours and jongleurs lack. It can be hard to spot the difference between these performers and true bards, though. A bard’s life is spent
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Learning from Experience True bards are not common in the world. Not every minstrel singing in a tavern or jester cavorting in a royal court is a bard. Discovering the magic hidden in music requires
hard study and some measure of natural talent that most troubadours and jongleurs lack. It can be hard to spot the difference between these performers and true bards, though. A bard’s life is spent
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Learning from Experience True bards are not common in the world. Not every minstrel singing in a tavern or jester cavorting in a royal court is a bard. Discovering the magic hidden in music requires
hard study and some measure of natural talent that most troubadours and jongleurs lack. It can be hard to spot the difference between these performers and true bards, though. A bard’s life is spent
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Instrument of the Bards Wondrous Item, Rarity Varies (Requires Attunement by a Bard) An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments
exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Instrument of the Bards Wondrous Item, Rarity Varies (Requires Attunement by a Bard) An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments
exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Instrument of the Bards Wondrous Item, Rarity Varies (Requires Attunement by a Bard) An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments
exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
the characters bring with them.
Walls. Climbing the rough stone walls of the cave without equipment requires a successful DC 13 Strength (Athletics) check.
Arrival at Salt Cave If the characters talk to Marciano Belta at the head house, they learn that the sahuagin utilize several entrances to Salt Cave to attack the town. The characters can find the
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
the characters bring with them.
Walls. Climbing the rough stone walls of the cave without equipment requires a successful DC 13 Strength (Athletics) check.
Arrival at Salt Cave If the characters talk to Marciano Belta at the head house, they learn that the sahuagin utilize several entrances to Salt Cave to attack the town. The characters can find the
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
the characters bring with them.
Walls. Climbing the rough stone walls of the cave without equipment requires a successful DC 13 Strength (Athletics) check.
Arrival at Salt Cave If the characters talk to Marciano Belta at the head house, they learn that the sahuagin utilize several entrances to Salt Cave to attack the town. The characters can find the
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
fallen ill—and that a nasty smell pervades their caves. Adult myconids know that the “crystal cave” (area B6) is the source of the foul odor and that Sinensa fell ill after going into that cave to
investigate the issue. The myconids normally avoid that cave because sunlight filters into it by way of the vent at the western end of the cave, and even diffuse sunlight is unpleasant to these cave
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
fallen ill—and that a nasty smell pervades their caves. Adult myconids know that the “crystal cave” (area B6) is the source of the foul odor and that Sinensa fell ill after going into that cave to
investigate the issue. The myconids normally avoid that cave because sunlight filters into it by way of the vent at the western end of the cave, and even diffuse sunlight is unpleasant to these cave
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
this place.
Gnomengarde has five cave entrances perched atop ledges with sheer, rocky slopes. Climbing to a cave requires a successful DC 13 Strength (Athletics) check. A narrow footpath ascends the northeast slope, making it an easy climb to that cave entrance without a check.
islands covered with two-foot-tall red, green, and purple mushrooms. Several cave openings overlook the pool from rocky ledges twenty to thirty feet above. The mountain blocks any sunlight from reaching
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Instrument of the Bards Wondrous item, rarity varies (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Instrument of the Bards Wondrous item, rarity varies (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
fallen ill—and that a nasty smell pervades their caves. Adult myconids know that the “crystal cave” (area B6) is the source of the foul odor and that Sinensa fell ill after going into that cave to
investigate the issue. The myconids normally avoid that cave because sunlight filters into it by way of the vent at the western end of the cave, and even diffuse sunlight is unpleasant to these cave
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
this place.
Gnomengarde has five cave entrances perched atop ledges with sheer, rocky slopes. Climbing to a cave requires a successful DC 13 Strength (Athletics) check. A narrow footpath ascends the northeast slope, making it an easy climb to that cave entrance without a check.
islands covered with two-foot-tall red, green, and purple mushrooms. Several cave openings overlook the pool from rocky ledges twenty to thirty feet above. The mountain blocks any sunlight from reaching
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
this place.
Gnomengarde has five cave entrances perched atop ledges with sheer, rocky slopes. Climbing to a cave requires a successful DC 13 Strength (Athletics) check. A narrow footpath ascends the northeast slope, making it an easy climb to that cave entrance without a check.
islands covered with two-foot-tall red, green, and purple mushrooms. Several cave openings overlook the pool from rocky ledges twenty to thirty feet above. The mountain blocks any sunlight from reaching
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Instrument of the Bards Wondrous item, rarity varies (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
through it. The cave appears to be a dead end, and the hook horrors fight to the death against any creatures that enter. Characters who take the time to search the cave spot a hole in the 10-foot-high
ceiling (marked C on the map), which requires a successful DC 12 Strength (Athletics) check to climb up into. It leads to area 4.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
through it. The cave appears to be a dead end, and the hook horrors fight to the death against any creatures that enter. Characters who take the time to search the cave spot a hole in the 10-foot-high
ceiling (marked C on the map), which requires a successful DC 12 Strength (Athletics) check to climb up into. It leads to area 4.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
through it. The cave appears to be a dead end, and the hook horrors fight to the death against any creatures that enter. Characters who take the time to search the cave spot a hole in the 10-foot-high
ceiling (marked C on the map), which requires a successful DC 12 Strength (Athletics) check to climb up into. It leads to area 4.
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
cave entrance that leads to area C4 is 20 feet high. Climbing the walls of the cliff to reach either entrance requires a successful DC 11 Strength (Athletics) check. Each pike bears the head of a
Arrival As the characters approach Claugiyliamatar’s lair, read the following boxed text aloud to set the scene: A few scattered pine trees stand before a vine-covered cliff. Two large cave openings
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
cave entrance that leads to area C4 is 20 feet high. Climbing the walls of the cliff to reach either entrance requires a successful DC 11 Strength (Athletics) check. Each pike bears the head of a
Arrival As the characters approach Claugiyliamatar’s lair, read the following boxed text aloud to set the scene: A few scattered pine trees stand before a vine-covered cliff. Two large cave openings
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
cave entrance that leads to area C4 is 20 feet high. Climbing the walls of the cliff to reach either entrance requires a successful DC 11 Strength (Athletics) check. Each pike bears the head of a
Arrival As the characters approach Claugiyliamatar’s lair, read the following boxed text aloud to set the scene: A few scattered pine trees stand before a vine-covered cliff. Two large cave openings
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
boulder out of the way requires a successful DC 11 Strength (Athletics) check. The sound of the rolling boulder is loud enough to be heard by the creatures in area 9. The cave has an 8-foot-high
8. Hark’s Hoard A large round rock fills the low, 4-foot-diameter tunnel leading to this cave. The boulder fits snugly in the tunnel and must be pushed into the cave to clear the passage. Moving the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
boulder out of the way requires a successful DC 11 Strength (Athletics) check. The sound of the rolling boulder is loud enough to be heard by the creatures in area 9. The cave has an 8-foot-high
8. Hark’s Hoard A large round rock fills the low, 4-foot-diameter tunnel leading to this cave. The boulder fits snugly in the tunnel and must be pushed into the cave to clear the passage. Moving the






