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Returning 35 results for 'bards bars diffusing contact regarded'.
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Classes
Tasha’s Cauldron of Everything
Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more persuasive than facts. These bards
College of Glamour
Legacy
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Classes
Xanathar's Guide to Everything
, these bards learn to use their magic to delight and captivate others.
The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. These bards
The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey
Classes
Tasha’s Cauldron of Everything
Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more persuasive than facts. These bards
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, eladrin, and other fey, these bards learn to use their magic to delight and captivate others. The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of
College of Glamour The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, eladrin, and other fey, these bards learn to use their magic to delight and captivate others. The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of
College of Glamour The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, eladrin, and other fey, these bards learn to use their magic to delight and captivate others. The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of
College of Glamour The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Bard: College of Eloquence Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more
persuasive than facts. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to appeal to the emotions of
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Bard: College of Eloquence Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more
persuasive than facts. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to appeal to the emotions of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Halflings of the Five Nations Quick and charming, many halflings put their natural talents to use as bards, barristers, merchants, and politicians throughout Khorvaire. Of course, these same talents
the criminal empire, but your past may yet catch up with you. You could also be the point of contact who has made the Boromar Clan your party’s group patron, as described later in this chapter.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Halflings of the Five Nations Quick and charming, many halflings put their natural talents to use as bards, barristers, merchants, and politicians throughout Khorvaire. Of course, these same talents
the criminal empire, but your past may yet catch up with you. You could also be the point of contact who has made the Boromar Clan your party’s group patron, as described later in this chapter.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Halflings of the Five Nations Quick and charming, many halflings put their natural talents to use as bards, barristers, merchants, and politicians throughout Khorvaire. Of course, these same talents
the criminal empire, but your past may yet catch up with you. You could also be the point of contact who has made the Boromar Clan your party’s group patron, as described later in this chapter.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Bard: College of Eloquence Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more
persuasive than facts. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to appeal to the emotions of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
arrived through a gate and successfully bribed Gorglak, they might come here looking for his contact, Werz Saltbaron. Assassins Interrupted The characters spot a male duergar merchant at the end of a
bars block the 5-foot-wide passage, but removing them activates an alarm that warns the Gray Ghosts inside the caverns. A character can notice the alarm’s trigger — a thin wire connected to the top of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
arrived through a gate and successfully bribed Gorglak, they might come here looking for his contact, Werz Saltbaron. Assassins Interrupted The characters spot a male duergar merchant at the end of a
bars block the 5-foot-wide passage, but removing them activates an alarm that warns the Gray Ghosts inside the caverns. A character can notice the alarm’s trigger — a thin wire connected to the top of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
arrived through a gate and successfully bribed Gorglak, they might come here looking for his contact, Werz Saltbaron. Assassins Interrupted The characters spot a male duergar merchant at the end of a
bars block the 5-foot-wide passage, but removing them activates an alarm that warns the Gray Ghosts inside the caverns. A character can notice the alarm’s trigger — a thin wire connected to the top of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
warns them about the demonic magic suffusing the crystal and urges them not to come in direct contact with any of the fragments. Characters who are determined to find the stolen chardalyn fragments can
spends most of his free time in a tavern called the Wet Trout. Scython is widely regarded as a font of useful information. Although he doesn’t know anything about the duergar or the stolen chardalyn
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
warns them about the demonic magic suffusing the crystal and urges them not to come in direct contact with any of the fragments. Characters who are determined to find the stolen chardalyn fragments can
spends most of his free time in a tavern called the Wet Trout. Scython is widely regarded as a font of useful information. Although he doesn’t know anything about the duergar or the stolen chardalyn
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
warns them about the demonic magic suffusing the crystal and urges them not to come in direct contact with any of the fragments. Characters who are determined to find the stolen chardalyn fragments can
spends most of his free time in a tavern called the Wet Trout. Scython is widely regarded as a font of useful information. Although he doesn’t know anything about the duergar or the stolen chardalyn
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
are in the broad field of history. You might dream of using magic to contact great historical figures or your own ancestors or of recreating the mighty magic of a distant age. Skill Proficiencies
Lorehold. Bards thrive in Lorehold, and wizards (particularly those of the School of Divination) are numerous among its students. Clerics (often with the Knowledge or Light domains) are also quite common
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
are in the broad field of history. You might dream of using magic to contact great historical figures or your own ancestors or of recreating the mighty magic of a distant age. Skill Proficiencies
Lorehold. Bards thrive in Lorehold, and wizards (particularly those of the School of Divination) are numerous among its students. Clerics (often with the Knowledge or Light domains) are also quite common
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
are in the broad field of history. You might dream of using magic to contact great historical figures or your own ancestors or of recreating the mighty magic of a distant age. Skill Proficiencies
Lorehold. Bards thrive in Lorehold, and wizards (particularly those of the School of Divination) are numerous among its students. Clerics (often with the Knowledge or Light domains) are also quite common
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
chamber floor to levitate stone in contact with it, so the floor’s magic can be detected with detect magic (transmutation school). A moderate impact on the floor, such as a dropped object weighing at
until you are ready to carry on with the next part of the adventure.) He carries four Mirabar trade bars, each a foot-long spindle of iron, like two long, four-sided pyramids joined at the base. These
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
chamber floor to levitate stone in contact with it, so the floor’s magic can be detected with detect magic (transmutation school). A moderate impact on the floor, such as a dropped object weighing at
until you are ready to carry on with the next part of the adventure.) He carries four Mirabar trade bars, each a foot-long spindle of iron, like two long, four-sided pyramids joined at the base. These
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
chamber floor to levitate stone in contact with it, so the floor’s magic can be detected with detect magic (transmutation school). A moderate impact on the floor, such as a dropped object weighing at
until you are ready to carry on with the next part of the adventure.) He carries four Mirabar trade bars, each a foot-long spindle of iron, like two long, four-sided pyramids joined at the base. These
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
stone, mostly marble. Caverns are rough-hewn stone. Ceilings rise from 20 feet to vaults of 30 feet. Caverns have natural ceilings roughly 30 feet high. Corridor ceilings are 20 feet high. Contact
Stones. Each zone contains a circle of magical glyphs displayed on a wall or an object. These locations serve as contact stones, allowing someone who has a glyph key to contact the gatehouse. The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
stone, mostly marble. Caverns are rough-hewn stone. Ceilings rise from 20 feet to vaults of 30 feet. Caverns have natural ceilings roughly 30 feet high. Corridor ceilings are 20 feet high. Contact
Stones. Each zone contains a circle of magical glyphs displayed on a wall or an object. These locations serve as contact stones, allowing someone who has a glyph key to contact the gatehouse. The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
stone, mostly marble. Caverns are rough-hewn stone. Ceilings rise from 20 feet to vaults of 30 feet. Caverns have natural ceilings roughly 30 feet high. Corridor ceilings are 20 feet high. Contact
Stones. Each zone contains a circle of magical glyphs displayed on a wall or an object. These locations serve as contact stones, allowing someone who has a glyph key to contact the gatehouse. The
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
top. Any other creature that comes into contact with an anemone must make a DC 10 Dexterity saving throw. On a failed save, the creature takes 11 (2d10) poison damage from the anemone’s poisonous
iron portcullises covered in barnacle. A portcullis can be raised or lowered with a successful DC 26 Strength (Athletics) check. A Small creature can slip between the bars with ease, while a Medium
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
top. Any other creature that comes into contact with an anemone must make a DC 10 Dexterity saving throw. On a failed save, the creature takes 11 (2d10) poison damage from the anemone’s poisonous
iron portcullises covered in barnacle. A portcullis can be raised or lowered with a successful DC 26 Strength (Athletics) check. A Small creature can slip between the bars with ease, while a Medium
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
top. Any other creature that comes into contact with an anemone must make a DC 10 Dexterity saving throw. On a failed save, the creature takes 11 (2d10) poison damage from the anemone’s poisonous
iron portcullises covered in barnacle. A portcullis can be raised or lowered with a successful DC 26 Strength (Athletics) check. A Small creature can slip between the bars with ease, while a Medium
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
stationed at each position marked W on the map. Each of the barracks is secured by a barred gate through which the bugbears can keep an eye on the captives. Each set of bars is secured by a lock and a bolt
can escape. Treasure. The tribe’s leader has four gems worth 100 gp each. Nine of the other troglodytes have single gems, seven worth 50 gp each and two 10 gp ones. These gems are regarded as holy
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
stationed at each position marked W on the map. Each of the barracks is secured by a barred gate through which the bugbears can keep an eye on the captives. Each set of bars is secured by a lock and a bolt
can escape. Treasure. The tribe’s leader has four gems worth 100 gp each. Nine of the other troglodytes have single gems, seven worth 50 gp each and two 10 gp ones. These gems are regarded as holy
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
stationed at each position marked W on the map. Each of the barracks is secured by a barred gate through which the bugbears can keep an eye on the captives. Each set of bars is secured by a lock and a bolt
can escape. Treasure. The tribe’s leader has four gems worth 100 gp each. Nine of the other troglodytes have single gems, seven worth 50 gp each and two 10 gp ones. These gems are regarded as holy
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. West of it is a contact stone.
Creatures. Six Thayan apprentices and eight Thayan warriors (see appendix B for both stat blocks) are resting here, watched over by a wight. Half the warriors and
gate. North of the gate is a contact stone.
If the pigs from area 19 rush into this room, they move unwittingly toward the skeletons, knocking half of them prone before retreating back into the pigpen
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. West of it is a contact stone.
Creatures. Six Thayan apprentices and eight Thayan warriors (see appendix B for both stat blocks) are resting here, watched over by a wight. Half the warriors and
gate. North of the gate is a contact stone.
If the pigs from area 19 rush into this room, they move unwittingly toward the skeletons, knocking half of them prone before retreating back into the pigpen






