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Returning 35 results for 'bards bear diffusing condition ranger'.
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Monsters
Monster Manual
Multiattack. The bear makes one Bite attack and one Claw attack.
Bite. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 7 (1d8 + 3
"}, reach 5 ft. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"Slashing"} Slashing damage. If the target is a Large or smaller creature, it has the Prone condition.
Magic Items
Dungeon Master’s Guide
, Stinking Cloud.
21–25
Nothing happens at the chosen point of origin. Instead, you have the Stunned condition until the start of your next turn, believing something awesome just happened
30-foot Emanation. Each creature in the area must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the save at the end of each of its turns
Magic Items
Dungeon Master’s Guide
apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.
Button 5. The rod transforms into a handheld battering
with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the
Monsters
Eberron: Forge of the Artificer
benefit from the Invisible condition until the end of the heir’s next turn.
Spellcasting. The heir casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13
dragonmarked heirs of House Vadalis, most of whom are human, are more fearsome than their innocuous-seeming house suggests—especially when accompanied by a Giant Boar, Polar Bear, or Rhinoceros .Spur
Monsters
Forgotten Realms: Adventures in Faerûn
damage if it fails, provided it doesn’t have the Incapacitated condition.
Magic Resistance. The nimblewright has Advantage on saving throws against spells and other magical effects.Multiattack
and clockwork gears. Some nimblewrights bear metal plates to protect their cogs and springs, while others have their workings exposed. No mere automatons, nimblewrights can form rudimentary plans and
Magic Items
Forgotten Realms: Heroes of Faerûn
a successful save, the wonder drops to 1 Hit Point instead.
Wind-Up Operation. The wonder has the Unconscious condition until another creature winds it with the wonder’s unique key for 1
minute. Once wound, the wonder operates for 10 days or until a creature touches the wonder with its key as a Utilize action to deactivate it, after which the wonder has the Unconscious condition until it
Magic Items
The Book of Many Things
This crossbow is crafted from blackened wood, and its limbs bear pearl inlays depicting constellations. You ignore the loading property with this crossbow. If you load no ammunition in the weapon, it
a ranged attack roll using this crossbow, the attack deals an additional 2d8 fire damage.
Rogue. Until the end of your next turn, you have the invisible condition, and anything you are wearing or carrying is also invisible.
Shifter
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Eberron: Rising from the Last War
body and mind. Some shifters believe that these spirits are independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression
bear or boar: stoic, stubborn, and thick-skinned.
Longtooth shifters typically have lupine traits and prefer to run with a pack.
Swiftstride are often predatory and feline, but a swiftstride could
Classes
Xanathar's Guide to Everything
Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock
might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most
Classes
Xanathar's Guide to Everything
Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock
might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most
Monsters
Quests from the Infinite Staircase
creature, it has the grappled condition (escape DC 14), and the horrid plant can pull the target up to 25 feet closer to itself. Until the grapple ends, the target has the restrained condition, and the
and bear fragrant white berries during temperate seasons. Between encounters, the plant buries its weapons— wide, razor-sharp outer leaves—in the loose dirt around itself to catch
Monsters
Fizban's Treasury of Dragons
gift to share in another’s joy, even if sometimes you must bear their pain, too. (Good)
3
Hospitality. We all live beautiful lives—it would be a shame not to share our lives with others
rain from the sky in a beautiful but dangerous display. Rumors quickly spread that a crystal dragon is responsible.
3
A crystal dragon invites the greatest bards and philosophers to partake in
monsters
. Abilities such as the Pass Without Trace spell or the Ranger’s Nature’s Veil feature do not impede the quori’s ability to track its target. The quori remains alert to danger even when it is
", "rollAction":"Tentacle", "rollDamageType":"Fire"} Fire damage, and the target has the Grappled condition (escape DC 17) from one of three tentacles. While Grappled, the target takes 10 (3d6);{"diceNotation
Monsters
Fizban's Treasury of Dragons
something new. (Chaotic)
2
Empathy. It’s a gift to share in another’s joy, even if sometimes you must bear their pain, too. (Good)
3
Hospitality. We all live beautiful lives—it
the greatest bards and philosophers to partake in “the Great Dialogue” in the dragon’s mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can
Monsters
Fizban's Treasury of Dragons
. It’s a gift to share in another’s joy, even if sometimes you must bear their pain, too. (Good)
3
Hospitality. We all live beautiful lives—it would be a shame not to share our
Prismatic shards rain from the sky in a beautiful but dangerous display. Rumors quickly spread that a crystal dragon is responsible.
3
A crystal dragon invites the greatest bards and philosophers
Monsters
Quests from the Infinite Staircase
, it has the grappled condition (escape DC 20), and Zargon can pull the creature up to 20 feet straight toward itself. Zargon has six tentacles, each of which can grapple one creature. Zargon can move
save, the creature takes 38 (7d10);{"diceNotation":"7d10", "rollType":"damage", "rollAction":"Slime Wave", "rollDamageType":"acid"} acid damage and has the poisoned condition for 1 minute. On a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Greensingers The Greensingers are devoted to the fey, and serve as mediators between the fey and mortals. The ranks of the Greensingers include bards as well as warlocks with Archfey patrons; a druid or ranger might also serve a specific archfey.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Greensingers The Greensingers are devoted to the fey, and serve as mediators between the fey and mortals. The ranks of the Greensingers include bards as well as warlocks with Archfey patrons; a druid or ranger might also serve a specific archfey.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Greensingers The Greensingers are devoted to the fey, and serve as mediators between the fey and mortals. The ranks of the Greensingers include bards as well as warlocks with Archfey patrons; a druid or ranger might also serve a specific archfey.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
13. Bear Laboratory Whenever anyone enters this area, a low growling rises from the animals kept here. A number of large, sturdy cages house one pair each of black bears, brown bears, and polar bears
on a DC 14 Wisdom (Animal Handling) check can successfully quiet them. Barbatos The ranger Barbatos is either here or in area 12 (a 50 percent chance for either), accompanied by his hell hound
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
13. Bear Laboratory Whenever anyone enters this area, a low growling rises from the animals kept here. A number of large, sturdy cages house one pair each of black bears, brown bears, and polar bears
on a DC 14 Wisdom (Animal Handling) check can successfully quiet them. Barbatos The ranger Barbatos is either here or in area 12 (a 50 percent chance for either), accompanied by his hell hound
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
13. Bear Laboratory Whenever anyone enters this area, a low growling rises from the animals kept here. A number of large, sturdy cages house one pair each of black bears, brown bears, and polar bears
on a DC 14 Wisdom (Animal Handling) check can successfully quiet them. Barbatos The ranger Barbatos is either here or in area 12 (a 50 percent chance for either), accompanied by his hell hound
Monsters
Fizban's Treasury of Dragons
. (Chaotic)
2
Empathy. It’s a gift to share in another’s joy, even if sometimes you must bear their pain, too. (Good)
3
Hospitality. We all live beautiful lives—it would be a
bards and philosophers to partake in “the Great Dialogue” in the dragon’s mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can leave the lair
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Speak with Animals Level 1 Divination (Bard, Druid, Ranger, Warlock) Casting Time: Action or Ritual
Range: Self
Components: V, S
Duration: 10 minutes
For the duration, you can comprehend and
, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day. JESPER EJSING A human Druid uses Speak with Animals to chat with his best bear friend
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Speak with Animals Level 1 Divination (Bard, Druid, Ranger, Warlock) Casting Time: Action or Ritual
Range: Self
Components: V, S
Duration: 10 minutes
For the duration, you can comprehend and
, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day. JESPER EJSING A human Druid uses Speak with Animals to chat with his best bear friend
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Speak with Animals Level 1 Divination (Bard, Druid, Ranger, Warlock) Casting Time: Action or Ritual
Range: Self
Components: V, S
Duration: 10 minutes
For the duration, you can comprehend and
, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day. JESPER EJSING A human Druid uses Speak with Animals to chat with his best bear friend
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Protection from Poison Level 2 Abjuration (Cleric, Druid, Paladin, Ranger) Casting Time: Action
Range: Touch
Components: V, S
Duration: 1 hour
You touch a creature and end the Poisoned
condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Protection from Poison Level 2 Abjuration (Cleric, Druid, Paladin, Ranger) Casting Time: Action
Range: Touch
Components: V, S
Duration: 1 hour
You touch a creature and end the Poisoned
condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Protection from Poison Level 2 Abjuration (Cleric, Druid, Paladin, Ranger) Casting Time: Action
Range: Touch
Components: V, S
Duration: 1 hour
You touch a creature and end the Poisoned
condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Protection from Poison Level 2 Abjuration (Cleric, Druid, Paladin, Ranger) Casting Time: Action
Range: Touch
Components: V, S
Duration: 1 hour
You touch a creature and end the Poisoned
condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Protection from Poison Level 2 Abjuration (Cleric, Druid, Paladin, Ranger) Casting Time: Action
Range: Touch
Components: V, S
Duration: 1 hour
You touch a creature and end the Poisoned
condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Protection from Poison Level 2 Abjuration (Cleric, Druid, Paladin, Ranger) Casting Time: Action
Range: Touch
Components: V, S
Duration: 1 hour
You touch a creature and end the Poisoned
condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Protection from Poison Level 2 Abjuration (Cleric, Druid, Paladin, Ranger) Casting Time: Action
Range: Touch
Components: V, S
Duration: 1 hour
You touch a creature and end the Poisoned
condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Protection from Poison Level 2 Abjuration (Cleric, Druid, Paladin, Ranger) Casting Time: Action
Range: Touch
Components: V, S
Duration: 1 hour
You touch a creature and end the Poisoned
condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Protection from Poison Level 2 Abjuration (Cleric, Druid, Paladin, Ranger) Casting Time: Action
Range: Touch
Components: V, S
Duration: 1 hour
You touch a creature and end the Poisoned
condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage.






