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Returning 35 results for 'bards battle diffusing chapter religion'.
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Magic Items
Dungeon Master’s Guide
a lich.
A treacherous lieutenant named Kas the Betrayer;Kas brought Vecna’s rule to an end in a terrible battle. Of Vecna, all that remained were one hand and one eye, grisly Artifacts that
damage on a failed save or half as much damage on a successful one. A creature reduced to 0 Hit Points by this damage is transformed into green slime (see chapter 3) that covers the ground in its
Classes
Player’s Handbook
, Arcana, Insight, Medicine, Nature, Perception, Religion, or Survival
Weapon Proficiencies
Simple weapons
Tool Proficiencies
Herbalism Kit
Armor Training
Light armor and Shields
Traits table: Hit Point Die and training with Light armor and Shields.
Gain the Druid’s level 1 features, which are listed in the Druid Features table. See the multiclassing rules in chapter 2
Classes
Player’s Handbook
, Medicine, Persuasion, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
Light and Medium armor and Shields
Starting Equipment
Choose A or B: (A) Chain Shirt, Shield
, a Cleric can reach out to the divine magic of the Outer Planes—where gods dwell—and channel it to bolster people and battle foes.
Because their power is a divine gift, Clerics typically
Monsters
Forgotten Realms: Adventures in Faerûn
Calimemnon Crystal (see chapter 8), the legendary prison of the powerful genies Calim and Memnon. She believes obtaining that crystal would allow her to wipe Calimshan off the map and seize control of
a cunning mind. Biha Babir is politically savvy and prefers to outsmart her opponents rather than battle them, though she doesn’t shy from combat if necessary.
Biha Babir covets opulence, but
Equipment
Written by Bloodlord Varrox, Battle Master’s Compendium is a military treatise. Each of its thirteen chapters covers a different skill related to military strategy and tactics. The book’s
detailed analysis covers military units, weapons, strategy, rank, discipline, and much more.
When you study a chapter in the book for 1 hour during a short or long rest, you learn interesting
Monsters
Acquisitions Incorporated
adventurer was nearly cut short during a battle of which the bards still sing. Unleashing a devastating attack with the aptly named Apocalypse Dagger, the rogue destroyed a giant single-handedly — and lost
Monsters
The Book of Many Things
Bastion)Knights of the Solar Bastion are battle-hardened veterans who operate independently across the multiverse. When word reaches the organization that a Deck of Many Things has appeared, the nearest
, knights who track the Grim Harrow through the multiverse might resemble rangers instead of paladins.
In addition, Sir Jared, detailed at the end of chapter 10, can serve as a model for knights with a lower challenge rating.
Monsters
The Book of Many Things
discovery. She’s as likely to be found climbing trees or poring over arcane texts as she is brandishing her sword in battle. Anyone who engages Asteria in conversation about her interests finds
, but she nevertheless opposes groups like the Grim Harrow (see chapter 19) that seek to destroy the Deck of Many Things.PoisonEmpowering Aegis (Recharge 4–6);{"diceNotation":"1d6","rollType":"recharge
Monsters
Mythic Odysseys of Theros
lives are rarely what they expected—not that they remember what it was they expected. As a result of having followed the Path of Phenax (see chapter 4), the Returned lose their identities
.
Returned Masks. Adventurers who defeat Returned foes might marvel at their fortune in claiming such rich spoils after a battle. The mask of a Returned is worth approximately 100 gp, based on its
Classes
Tasha’s Cauldron of Everything
force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others
chapter 3 of Tasha's Cauldron of Everything.
Also, remember that the swarm’s appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!
Monsters
Bigby Presents: Glory of the Giants
lava. As the scion dreams of battle—perhaps a battle to rouse Annam from seclusion by uniting the giants or a war to conquer all in Surtur’s name—the volcano rumbles and spews molten
scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See “Giants of Myth” in chapter 3 for additional inspiration.)
Scions of
monsters
this dark mass. A du’ulora can turn a victim’s anger into manifested heat; in battle, it grapples its victims and burns them with their own fury.
Manipulating Fury. While they feed on
anger and hatred, du’ulora rarely act rashly. They are cunning and calculating strategists who excel at inspiring fury in others and turning it against them. In battle this can cause their victims
Monsters
Mythic Odysseys of Theros
, where they serve the vicious will of Tymaret the Murder King (see chapter 3).
Returned have escaped the Underworld and dwell among the living once more, but their second lives are rarely what they
expected—not that they remember what it was they expected. As a result of having followed the Path of Phenax (see chapter 4), the Returned lose their identities, which manifest as separate beings
Monsters
Mythic Odysseys of Theros
the living once more, but their second lives are rarely what they expected—not that they remember what it was they expected. As a result of having followed the Path of Phenax (see chapter 4
shadow plays without weight or substance.
Returned Masks. Adventurers who defeat Returned foes might marvel at their fortune in claiming such rich spoils after a battle. The mask of a Returned is worth
Monsters
Mythic Odysseys of Theros
second lives are rarely what they expected—not that they remember what it was they expected. As a result of having followed the Path of Phenax (see chapter 4), the Returned lose their identities
.
Returned Masks. Adventurers who defeat Returned foes might marvel at their fortune in claiming such rich spoils after a battle. The mask of a Returned is worth approximately 100 gp, based on its
Backgrounds
Sword Coast Adventurer's Guide
behind the life of a soldier for hire, but your skills are undeniably suited for battle, so now you fight on in a different way.
MERCENARIES OF THE NORTH
Countless mercenary companies
-states in the North are willing to field an army alongside the Chill, but several are happy to quietly pay the Chill to battle the Uthgardt, orcs, trolls of the Evermoors, and other threats to
Monsters
Bigby Presents: Glory of the Giants
plume of smoke to rise, sometimes lit from below by fiery bursts of lava. As the scion dreams of battle—perhaps a battle to rouse Annam from seclusion by uniting the giants or a war to conquer
“Giants of Myth” in chapter 3 for additional inspiration.)
Scions of giants’ gods are enormously powerful beings who infuse the world around them with primeval magic. In many worlds
Species
Mythic Odysseys of Theros
, or belligerent. The truth is that many leonin simply enjoy fighting, whether verbal or physical. They take pleasure in argument, wrestling, sparring, and even battle, enjoying the opportunity to
.
Leonin rely on themselves and their prides. A pride is bound together by the experience of a shared challenge and, in particular, the sacred act of the hunt. See chapter 3 for more details on Oreskos and
Classes
Tasha’s Cauldron of Everything
force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others
chapter 3 of Tasha's Cauldron of Everything.
Also, remember that the swarm’s appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!
Monsters
Bigby Presents: Glory of the Giants
its cradle is functionally identical to a glacier or iceberg, nestled in an alpine valley or drifting in a polar sea. In its wintry seclusion, the scion dreams of battle and glory.
If it is disturbed
the substance of the world together. (See “Giants of Myth” in chapter 3 for additional inspiration.)
Scions of giants’ gods are enormously powerful beings who infuse the world around
Backgrounds
Ghosts of Saltmarsh
You were trained for battle on sandy beaches and rocky shores. You have launched midnight raids from swift ships whose names evoke terror in the hearts of your adversaries. The water is your second
home, the rain your shelter, and the crashing waves your battle cry.
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: Vehicles (water, land)
Equipment: A dagger that
Magic Items
Acquisitions Incorporated
, organic, locally sourced woven fibers
Fighter
A thick, battle-scarred iron lockbox
Paladin
A metal case with fine engraving and scrollwork
Ranger
A fur-lined bindle
Rogue
A
Dexterity (Sleight of Hand) check. On a success, you draw forth an item of your choice on the Adventuring Gear table in chapter 5 of the Player’s Handbook. The item must be of a size that can fit
Monsters
Bigby Presents: Glory of the Giants
or drifting in a polar sea. In its wintry seclusion, the scion dreams of battle and glory.
If it is disturbed, the scion’s cradle of the frost scion;cradle animates as a bipedal figure formed of
” in chapter 3 for additional inspiration.)
Scions of giants’ gods are enormously powerful beings who infuse the world around them with primeval magic. In many worlds, they slumber and have
Backgrounds
Planescape: Adventures in the Multiverse
coins from different worlds and planes
Sigil Faction Affinities
Faction
Skill
Athar
Religion
Bleak Cabal
Insight
Doomguard
Nature
Fated
Intimidation
these groups or another ideological faction, perhaps one of your own creation.
The primary factions of Sigil, which are further detailed in chapter 2, adhere to the following philosophies:
Athar
Backgrounds
Sword Coast Adventurer's Guide
important than the gear and fighting style of its members, and so most of these orders aren’t limited to fighting types, but are open to all sorts of folk who are willing to battle and die for the
you owe allegiance to.
Skill Proficiencies: Persuasion, plus one from among Arcana, History, Nature, and Religion, as appropriate for your order
Tool Proficiencies: One type of gaming set or musical
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
in the shadows. Order agents tend to be proficient in Religion, and frequently seek aid from law enforcement friendly to the order’s ideals, and the clergy of the order’s patron gods.
The
Goblin
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
appreciation for the finer things!
— Volo
Goblins occupy an uneasy place in a dangerous world, and they react by lashing out at any creatures they believe they can bully. Cunning in battle and
goblin tribe has to nobility is the caste of lashers — families of goblins trained in the ways of battle, and also possessed of key skills such as strategy, trap-building, beast taming, mining
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Bards Bards hold a special place of responsibility and respect in the Forgotten Realms. They are bearers of news, gossip, and messages in their travels from place to place, in addition to being
living storehouses of history and folklore. Bards know a great deal, and they tend to be willing to share what they know, or at least barter for it. The arrival of a renowned bard is a special occasion
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Bards Bards hold a special place of responsibility and respect in the Forgotten Realms. They are bearers of news, gossip, and messages in their travels from place to place, in addition to being
living storehouses of history and folklore. Bards know a great deal, and they tend to be willing to share what they know, or at least barter for it. The arrival of a renowned bard is a special occasion
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Proficiencies Choose any 3 skills (see chapter 1) Weapon Proficiencies Simple weapons Tool Proficiencies Choose 3 Musical Instruments (see chapter 6) Armor Training Light armor Starting Equipment
Choose A or B: (A) Leather Armor, 2 Daggers, Musical Instrument of your choice, Entertainer’s Pack, and 19 GP; or (B) 90 GP Invoking magic through music, dance, and verse, Bards are expert at inspiring
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Bards Bards hold a special place of responsibility and respect in the Forgotten Realms. They are bearers of news, gossip, and messages in their travels from place to place, in addition to being
living storehouses of history and folklore. Bards know a great deal, and they tend to be willing to share what they know, or at least barter for it. The arrival of a renowned bard is a special occasion
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Proficiencies Choose any 3 skills (see chapter 1) Weapon Proficiencies Simple weapons Tool Proficiencies Choose 3 Musical Instruments (see chapter 6) Armor Training Light armor Starting Equipment
Choose A or B: (A) Leather Armor, 2 Daggers, Musical Instrument of your choice, Entertainer’s Pack, and 19 GP; or (B) 90 GP Invoking magic through music, dance, and verse, Bards are expert at inspiring
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Proficiencies Choose any 3 skills (see chapter 1) Weapon Proficiencies Simple weapons Tool Proficiencies Choose 3 Musical Instruments (see chapter 6) Armor Training Light armor Starting Equipment
Choose A or B: (A) Leather Armor, 2 Daggers, Musical Instrument of your choice, Entertainer’s Pack, and 19 GP; or (B) 90 GP Invoking magic through music, dance, and verse, Bards are expert at inspiring
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Knights Battle Masters and Heroic Wanderers Habitat: Any; Treasure: Armaments, Individual Knights are skilled warriors trained for war and tested in battle. Many serve the rulers of a realm, a religion, or an order devoted to a cause.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Knights Battle Masters and Heroic Wanderers Habitat: Any; Treasure: Armaments, Individual Knights are skilled warriors trained for war and tested in battle. Many serve the rulers of a realm, a religion, or an order devoted to a cause.






