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Returning 35 results for 'bards basic define contiguous rest'.
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Spells
Player’s Handbook
A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous
creature or object. The wall doesn’t need to be vertical or rest on a firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a
Spells
Player’s Handbook
Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.
The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it
cast a spell until you finish a Long Rest, you take 1d10 Necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength score becomes 3
Bard
Legacy
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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
Wall of Stone
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot- by-10-foot panels. Each panel must be contiguous
object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or
Monsters
Van Richten’s Guide to Ravenloft
until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A Humanoid slain in this way and then buried in the ground rises as a nosferatu after 1d10
momentarily be convinced to converse with other creatures. However, those who talk with nosferatu typically find them selfish, duplicitous creatures whose memories are faded and whose basic respect for life is long dead.Necrotic
Monsters
Mordenkainen Presents: Monsters of the Multiverse
it in to be devoured while holding the rest at bay.
If bullywug;bullywugs (see the Monster Manual) come across a froghemoth, the bullywugs may treat the froghemoth as a god and do all they can to coax
the monster into their den. A froghemoth can be tamed (after a fashion) by offering it food, and bullywugs can communicate with it on a basic level, so the creature might eat only a few bullywugs
Monsters
Icewind Dale: Rime of the Frostmaiden
from the rest of the world, and a shroud of mist conceals her island in the Sea of Moving Ice.
Roleplaying Auril
Portraying a deity, even a lesser god such as Auril the Frostmaiden, can be daunting
, define her.
Lesser gods in the D&D multiverse are extremely powerful and arrogant, but also fallible and blind to their own flaws. It’s appropriate for Auril to act as though she’s
Wish
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.
The basic use of this spell is to
, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops
Monsters
Icewind Dale: Rime of the Frostmaiden
disturb her self-imposed isolation. Terrible blizzards have cut off Icewind Dale from the rest of the world, and a shroud of mist conceals her island in the Sea of Moving Ice.
Roleplaying Auril
demystifying her in the eyes of your players. Let her actions, not her words, define her.
Lesser gods in the D&D multiverse are extremely powerful and arrogant, but also fallible and blind to their
Monsters
Icewind Dale: Rime of the Frostmaiden
Short or Long Rest). Auril causes a magical blast of cold air to erupt from her hand. Each creature in a 60-foot cone must make a DC 21 Constitution saving throw, taking 36 (8d8);{"diceNotation":"8d8
that can harm her.
Auril’s worshipers know better than to disturb her self-imposed isolation. Terrible blizzards have cut off Icewind Dale from the rest of the world, and a shroud of mist
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
? Brilliant and charming? Nimble and hardy? Ability scores define these qualities — a creature’s assets as well as weaknesses. The three main rolls of the game — the ability check, the saving throw
, and the attack roll — rely on the six ability scores. The Introduction describes the basic rule behind these rolls: roll a d20, add an ability modifier derived from one of the six ability scores, and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
? Brilliant and charming? Nimble and hardy? Ability scores define these qualities--a creature's assets as well as weaknesses. The three main rolls of the game -- the ability check, the saving throw
, and the attack roll -- rely on the six ability scores. The Introduction describes the basic rule behind these rolls: roll a d20, add an ability modifier derived from one of the six ability scores, and compare the total to a target number.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
? Brilliant and charming? Nimble and hardy? Ability scores define these qualities — a creature’s assets as well as weaknesses. The three main rolls of the game — the ability check, the saving throw
, and the attack roll — rely on the six ability scores. The Introduction describes the basic rule behind these rolls: roll a d20, add an ability modifier derived from one of the six ability scores, and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
? Brilliant and charming? Nimble and hardy? Ability scores define these qualities--a creature's assets as well as weaknesses. The three main rolls of the game -- the ability check, the saving throw
, and the attack roll -- rely on the six ability scores. The Introduction describes the basic rule behind these rolls: roll a d20, add an ability modifier derived from one of the six ability scores, and compare the total to a target number.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
? Brilliant and charming? Nimble and hardy? Ability scores define these qualities--a creature's assets as well as weaknesses. The three main rolls of the game -- the ability check, the saving throw
, and the attack roll -- rely on the six ability scores. The Introduction describes the basic rule behind these rolls: roll a d20, add an ability modifier derived from one of the six ability scores, and compare the total to a target number.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
? Brilliant and charming? Nimble and hardy? Ability scores define these qualities — a creature’s assets as well as weaknesses. The three main rolls of the game — the ability check, the saving throw
, and the attack roll — rely on the six ability scores. The Introduction describes the basic rule behind these rolls: roll a d20, add an ability modifier derived from one of the six ability scores, and
Adult Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
A deep dragon lair might share the same basic structure as the sapphire dragon lair shown on map 5.12, but instead of being formed from stone, it might consist of chambers hollowed out within a fungus
allies and servitors. Like the rest of the lair, this chamber is lit by phosphorescent fungal blooms that give off soft green, blue, and purple light.
Hoard Chamber. The dragon’s hoard is hidden
Ancient Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Fizban's Treasury of Dragons
share the same basic structure as the sapphire dragon lair shown on map 5.12, but instead of being formed from stone, it might consist of chambers hollowed out within a fungus network growing near an
the rest of the lair, this chamber is lit by phosphorescent fungal blooms that give off soft green, blue, and purple light.
Hoard Chamber. The dragon’s hoard is hidden away in a more remote
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
— Wizard Soldier While your players follow the steps of character creation as outlined in the Basic Rules, pay attention to the choices they make. The backgrounds they choose define who their
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
— Wizard Soldier While your players follow the steps of character creation as outlined in the Basic Rules, pay attention to the choices they make. The backgrounds they choose define who their
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
— Wizard Soldier While your players follow the steps of character creation as outlined in the Basic Rules, pay attention to the choices they make. The backgrounds they choose define who their
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Resting Threats abound within the caves. The characters can take only Short Rests within them. To take a Long Rest, they must first exit any cave they’re in. For more on resting, see the D&D Beyond Basic Rules.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Resting Threats abound within the caves. The characters can take only Short Rests within them. To take a Long Rest, they must first exit any cave they’re in. For more on resting, see the D&D Beyond Basic Rules.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Resting Unlike in the other two adventure settings, the keep is a safe place to rest and resupply. The characters can freely take Long Rests in the keep. For more on resting, see the D&D Beyond Basic Rules.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Resting Threats abound within the caves. The characters can take only Short Rests within them. To take a Long Rest, they must first exit any cave they’re in. For more on resting, see the D&D Beyond Basic Rules.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Resting Unlike in the other two adventure settings, the keep is a safe place to rest and resupply. The characters can freely take Long Rests in the keep. For more on resting, see the D&D Beyond Basic Rules.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Resting Unlike in the other two adventure settings, the keep is a safe place to rest and resupply. The characters can freely take Long Rests in the keep. For more on resting, see the D&D Beyond Basic Rules.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
The Material Plane The Material Plane is the nexus where the philosophical and elemental forces that define the other planes collide in the jumbled existence of mortal life and mundane matter. All
fantasy gaming worlds exist within the Material Plane, making it the starting point for most campaigns and adventures. The rest of the multiverse is defined in relation to the Material Plane. The worlds
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Sleep Just as in the real world, D&D characters spend many hours sleeping, most often as part of a long rest. Most monsters also need to sleep. While a creature sleeps, it is subjected to the unconscious condition. Here are a few rules that expand on that basic fact.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Casting a Spell When a character casts any spell, the same basic rules are followed, regardless of the character's class or the spell's effects. Each spell description begins with a block of
information, including the spell's name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell's effect.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
The Material Plane The Material Plane is the nexus where the philosophical and elemental forces that define the other planes collide in the jumbled existence of mortal life and mundane matter. All
fantasy gaming worlds exist within the Material Plane, making it the starting point for most campaigns and adventures. The rest of the multiverse is defined in relation to the Material Plane. The worlds
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Hit Points and Hit Dice Your character’s hit points define how tough your character is in combat and other dangerous situations. Your hit points are determined by your Hit Dice (short for Hit Point
Hit Die your character uses and the number of Hit Dice you have. After you rest, you can spend Hit Dice to regain hit points (see “Resting” in chapter 8, "Adventuring").
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
3rd level, but lower-level characters can survive if they’re cautious and rest often. Before running this location, review the underwater combat rules in the Basic Rules.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Casting a Spell When a character casts any spell, the same basic rules are followed, regardless of the character's class or the spell's effects. Each spell description begins with a block of
information, including the spell's name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell's effect.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
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
, 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






