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Returning 35 results for 'bards barriers diffusing completely revealing'.
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Classes
Player’s Handbook
Strike Foes with Psionic Blades
A Soulknife strikes with the mind, cutting through barriers both physical and psychic. These Rogues discover psionic power within themselves and channel it to do
their roguish work. As a Soulknife, your psionic abilities might have haunted you since childhood, revealing their full potential only as you experienced the stress of adventure. Or you might have sought out an order of psychic adepts and spent years learning how to manifest your power.
Soulknife
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Tasha’s Cauldron of Everything
, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves&rsquo
revealing their full potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psychic adepts and spent years learning how to manifest your power.
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
provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
1 foot per hour until the tunnels are completely flooded. However, chipping away at any of the cracks causes more of the ceiling to collapse, doubling the amount of water pouring into the complex but
also revealing a diverted underground river that is the source of the water. Once the water level rises to the ceiling, the flow is slowed and the characters can swim upward for 30 feet to reach the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
1 foot per hour until the tunnels are completely flooded. However, chipping away at any of the cracks causes more of the ceiling to collapse, doubling the amount of water pouring into the complex but
also revealing a diverted underground river that is the source of the water. Once the water level rises to the ceiling, the flow is slowed and the characters can swim upward for 30 feet to reach the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
1 foot per hour until the tunnels are completely flooded. However, chipping away at any of the cracks causes more of the ceiling to collapse, doubling the amount of water pouring into the complex but
also revealing a diverted underground river that is the source of the water. Once the water level rises to the ceiling, the flow is slowed and the characters can swim upward for 30 feet to reach the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
52–54 Helm of Comprehending Languages 55 Immovable Rod 56–57 Instrument of the Bards (Doss lute, Fochlucan bandore, or Mac-Fuirmidh cittern) 58–59 Lantern of Revealing 60–61 Nature’s Mantle 62–63 Oil
3 spell) 33–36 Folding Boat 37–40 Glamoured Studded Leather 41–44 Heward’s Handy Haversack 45–48 Horseshoes of Speed 49–52 Instrument of the Bards (Canaith mandolin or Cli lyre) 53–56 Ioun Stone
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
52–54 Helm of Comprehending Languages 55 Immovable Rod 56–57 Instrument of the Bards (Doss lute, Fochlucan bandore, or Mac-Fuirmidh cittern) 58–59 Lantern of Revealing 60–61 Nature’s Mantle 62–63 Oil
3 spell) 33–36 Folding Boat 37–40 Glamoured Studded Leather 41–44 Heward’s Handy Haversack 45–48 Horseshoes of Speed 49–52 Instrument of the Bards (Canaith mandolin or Cli lyre) 53–56 Ioun Stone
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
52–54 Helm of Comprehending Languages 55 Immovable Rod 56–57 Instrument of the Bards (Doss lute, Fochlucan bandore, or Mac-Fuirmidh cittern) 58–59 Lantern of Revealing 60–61 Nature’s Mantle 62–63 Oil
3 spell) 33–36 Folding Boat 37–40 Glamoured Studded Leather 41–44 Heward’s Handy Haversack 45–48 Horseshoes of Speed 49–52 Instrument of the Bards (Canaith mandolin or Cli lyre) 53–56 Ioun Stone
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
, this one has been cleared completely of debris, forming a seemingly easy path forward. Unfortunately, it’s a trap. While there are no outward signs for characters to notice that might give this fact
area. Both icy barriers have AC 12, 30 hit points each, vulnerability to fire damage, and immunity to poison and psychic damage.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
, this one has been cleared completely of debris, forming a seemingly easy path forward. Unfortunately, it’s a trap. While there are no outward signs for characters to notice that might give this fact
area. Both icy barriers have AC 12, 30 hit points each, vulnerability to fire damage, and immunity to poison and psychic damage.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
, this one has been cleared completely of debris, forming a seemingly easy path forward. Unfortunately, it’s a trap. While there are no outward signs for characters to notice that might give this fact
area. Both icy barriers have AC 12, 30 hit points each, vulnerability to fire damage, and immunity to poison and psychic damage.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
easily defended glade with an artesian spring. Most of the city is toppled and almost completely covered in undergrowth. Intruders who enter the ruins will discover that the ancient streets now serve as
newly collapsed area, revealing a jagged hole with a debris-covered slide, leading down into darkness. PLACING THE ADVENTURE
In the original adventure, set in the world of Greyhawk, the Hidden Shrine is
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
easily defended glade with an artesian spring. Most of the city is toppled and almost completely covered in undergrowth. Intruders who enter the ruins will discover that the ancient streets now serve as
newly collapsed area, revealing a jagged hole with a debris-covered slide, leading down into darkness. PLACING THE ADVENTURE
In the original adventure, set in the world of Greyhawk, the Hidden Shrine is
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
down the characters’ resources with brief zombie attacks. If the characters feel completely overwhelmed, Talon priests with potions of healing might appear, or an officer can enlist characters to
.
4 A panicked Talon mage recklessly casts destructive spells, catching zombies and soldiers in the effects.
5 A group of commoners attempts to flee the city, revealing a hidden gap in the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
easily defended glade with an artesian spring. Most of the city is toppled and almost completely covered in undergrowth. Intruders who enter the ruins will discover that the ancient streets now serve as
newly collapsed area, revealing a jagged hole with a debris-covered slide, leading down into darkness. PLACING THE ADVENTURE
In the original adventure, set in the world of Greyhawk, the Hidden Shrine is
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
otherwise be as different or similar as the player wishes. Incarnations might use completely different character options, they might have different physical forms, or they might simply have cosmetic
“Running Glitch Characters” section. Let players discover that dead characters return in new incarnations during play rather than revealing this outright. When an incarnation appears, they are attuned to
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
down the characters’ resources with brief zombie attacks. If the characters feel completely overwhelmed, Talon priests with potions of healing might appear, or an officer can enlist characters to
.
4 A panicked Talon mage recklessly casts destructive spells, catching zombies and soldiers in the effects.
5 A group of commoners attempts to flee the city, revealing a hidden gap in the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
otherwise be as different or similar as the player wishes. Incarnations might use completely different character options, they might have different physical forms, or they might simply have cosmetic
“Running Glitch Characters” section. Let players discover that dead characters return in new incarnations during play rather than revealing this outright. When an incarnation appears, they are attuned to
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
down the characters’ resources with brief zombie attacks. If the characters feel completely overwhelmed, Talon priests with potions of healing might appear, or an officer can enlist characters to
.
4 A panicked Talon mage recklessly casts destructive spells, catching zombies and soldiers in the effects.
5 A group of commoners attempts to flee the city, revealing a hidden gap in the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
otherwise be as different or similar as the player wishes. Incarnations might use completely different character options, they might have different physical forms, or they might simply have cosmetic
“Running Glitch Characters” section. Let players discover that dead characters return in new incarnations during play rather than revealing this outright. When an incarnation appears, they are attuned to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
copper, come crashing down, sealing off the indicated area. These barriers are a foot thick; each has an AC of 15 and 100 hit points. Lifting a door requires a successful DC 25 Strength (Athletics) check
rapidly through the holes. The floor is swiftly covered by the sand, which builds up at a rate of 2 feet per minute. Therefore, it takes 10 minutes for the sand to completely fill the hallway. The area
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
possibly against the dangers they perceive from the city’s less-well-off districts, which all lie outside the main wall. The walls are impressive barriers of massive, fitted stone. Like other structures
because it’s home to the temple of Savras, is completely walled off from lower ground. A wide stone bridge crosses on arched columns from Temple Hill to Throne Hill, site of Goldenthrone. A second bridge
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
possibly against the dangers they perceive from the city’s less-well-off districts, which all lie outside the main wall. The walls are impressive barriers of massive, fitted stone. Like other structures
because it’s home to the temple of Savras, is completely walled off from lower ground. A wide stone bridge crosses on arched columns from Temple Hill to Throne Hill, site of Goldenthrone. A second bridge
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
copper, come crashing down, sealing off the indicated area. These barriers are a foot thick; each has an AC of 15 and 100 hit points. Lifting a door requires a successful DC 25 Strength (Athletics) check
rapidly through the holes. The floor is swiftly covered by the sand, which builds up at a rate of 2 feet per minute. Therefore, it takes 10 minutes for the sand to completely fill the hallway. The area
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
copper, come crashing down, sealing off the indicated area. These barriers are a foot thick; each has an AC of 15 and 100 hit points. Lifting a door requires a successful DC 25 Strength (Athletics) check
rapidly through the holes. The floor is swiftly covered by the sand, which builds up at a rate of 2 feet per minute. Therefore, it takes 10 minutes for the sand to completely fill the hallway. The area
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
possibly against the dangers they perceive from the city’s less-well-off districts, which all lie outside the main wall. The walls are impressive barriers of massive, fitted stone. Like other structures
because it’s home to the temple of Savras, is completely walled off from lower ground. A wide stone bridge crosses on arched columns from Temple Hill to Throne Hill, site of Goldenthrone. A second bridge
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
completely reasonable and plausible explanation. Singing songs and strumming lutes might be fine for most bards. Who doesn’t like a rousing shanty now and then? But standing in a crowded tavern playing for
copper pieces tossed by commoners isn’t for everyone — and it certainly isn’t for bards in the Acq Inc world. The power and magic tied up in the voice of a franchise bard is meant for greater things
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
completely reasonable and plausible explanation. Singing songs and strumming lutes might be fine for most bards. Who doesn’t like a rousing shanty now and then? But standing in a crowded tavern playing for
copper pieces tossed by commoners isn’t for everyone — and it certainly isn’t for bards in the Acq Inc world. The power and magic tied up in the voice of a franchise bard is meant for greater things
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
completely reasonable and plausible explanation. Singing songs and strumming lutes might be fine for most bards. Who doesn’t like a rousing shanty now and then? But standing in a crowded tavern playing for
copper pieces tossed by commoners isn’t for everyone — and it certainly isn’t for bards in the Acq Inc world. The power and magic tied up in the voice of a franchise bard is meant for greater things
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the party in combat and attempting to help the threats of that stage finish them off. The Keymaster bargains for its life if reduced to 35 hit points or fewer, revealing the following if the characters
are being used to anchor a complex ritual that will open a portal to the Far Realm. When the portal opens completely, an otherworldly army will emerge to destroy Red Larch, sweep across the Sword Coast
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
courtyard when the characters arrive will make a hasty but silent retreat to places of safety outside the temple. T2. Upper Court The upper court of the temple has been completely cleared of debris. Six
the malisons are a chime of opening and a lantern of revealing (which they use as a precaution against invisible enemies). After the malison strikes the chime for the first time, the item has 5 uses
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
courtyard when the characters arrive will make a hasty but silent retreat to places of safety outside the temple. T2. Upper Court The upper court of the temple has been completely cleared of debris. Six
the malisons are a chime of opening and a lantern of revealing (which they use as a precaution against invisible enemies). After the malison strikes the chime for the first time, the item has 5 uses
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
courtyard when the characters arrive will make a hasty but silent retreat to places of safety outside the temple. T2. Upper Court The upper court of the temple has been completely cleared of debris. Six
the malisons are a chime of opening and a lantern of revealing (which they use as a precaution against invisible enemies). After the malison strikes the chime for the first time, the item has 5 uses
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the party in combat and attempting to help the threats of that stage finish them off. The Keymaster bargains for its life if reduced to 35 hit points or fewer, revealing the following if the characters
are being used to anchor a complex ritual that will open a portal to the Far Realm. When the portal opens completely, an otherworldly army will emerge to destroy Red Larch, sweep across the Sword Coast






