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Returning 29 results for 'bards been deception curled rites'.
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Classes
Player’s Handbook
Plumb the Depths of Magical Knowledge
Bards of the College of Lore collect spells and secrets from diverse sources, such as scholarly tomes, mystical rites, and peasant tales. The college’s
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
frequently proficient in Deception. They seek aid from the wizards, mercenaries, merchants and priesthoods allied with the Zhentarim.
FEATURE: SAFE HAVEN
As a faction agent, you have
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks. Deception. Your Charisma (Deception) check determines whether you can convincingly
hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Bard Subclass A Bard subclass is a specialization that grants you features at certain Bard levels, as specified in the subclass. Bards form loose associations, which they call colleges, to preserve
their traditions. This section presents the College of Lore subclass. College of Lore Plumb the Depths of Magical Knowledge Bards of the College of Lore collect spells and secrets from diverse sources
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks. Deception Your Charisma (Deception) check determines whether you can convincingly
hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
cloak or disguise one’s appearance), and proficiency with skills such as Deception, Performance, and Sleight of Hand all greatly benefit the Chameleon. Bards and rogues, as well as characters with
patron’s behalf. Consider some or all of these roles for the characters in your party: Chameleon. A master of disguise, sleight of hand, and deception, the Chameleon can perform the work of the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
College of Whispers Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing
songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Bard Subclasses A Bard subclass is a specialization that grants you features at certain Bard levels, as specified in the subclass. Bards form loose associations, which they call colleges, to preserve
Harmony with the Cosmos Bards of the College of Dance know that the Words of Creation can’t be contained within speech or song; the words are uttered by the movements of celestial bodies and flow
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
give them a broad range of knowledge to support their schemes. Bards, rogues, and wizards are often drawn to this role. Safecracker. The “breaking” part of “breaking and entering” is the Safecracker’s
relies on interpersonal skills and a network of contacts falls into the role of the Talker. Charisma proves useful for this role, along with proficiencies in skills such as Deception, Intimidation
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
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
audiences. Silver Tongue 3rd-level College of Eloquence feature You are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the affairs of the universe. People gather in public shrines to worship gods of life and wisdom, or meet in hidden places to venerate gods of deception or destruction. Each deity in a pantheon has a
religious rites and festivals. Priests at such sites relate stories of the gods, teach the ethics of their patron deities, offer advice and blessings, perform religious rites, and provide training in
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
ballrooms, boardrooms, and seedy taverns, willing to do whats necessary to get what they need. Those in this role often exude Charisma and might be adept with the Deception, Intimidation, and Persuasion
skills. Bards and rogues make natural academic Financiers, as do those with the charlatan and noble backgrounds. Research Assistant. Whether their seeking to graduate, get published, or make their
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
proficient in Investigation, enabling them to be adept at snooping and spying. They often seek aid from other Harpers, sympathetic bards and innkeepers, rangers, and the clergy of gods that are
in nature. Agents of the Black Network must often work in secret, and are frequently proficient in Deception. They seek aid from the wizards, mercenaries, merchants and priesthoods allied with the Zhentarim.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
filled with Janyans enraptured by the low-toned, hypnotic music of a group of bards. Xoese-Addae leads the characters to a private audience suite overlooking the quad, occupied by a single Janyan wearing
two civilizations. Diplomacy. If the characters don’t want to publicly align themselves with either faction, a character brings the debate to an end civilly by succeeding on a DC 16 Charisma (Deception
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
days equal to his or her current renown multiplied by 10, the character’s renown increases by 1. Performing Sacred Rites A pious character can spend time between adventures performing sacred rites in
a temple affiliated with a god he or she reveres. Between rites, the character spends time in meditation and prayer. A character who is a priest in the temple can lead these rites, which might
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
+ 16)
Speed 30 ft.
STR
12 (+1)
DEX
15 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
16 (+3)
Skills Deception +5, Intimidation +5, Religion +2
Elemental Fire, through a series of painful rites. A flamewrath’s skin is burned and scarred. Inured to pain, the flamewrath revels in battle, using an array of fire spells to incinerate enemies who would
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
their worldly goods to the cult’s coffers and the hardiness of their bodies to the cult’s emaciating rites. Cultists that survive their initiation usually gain all the things the cult promised — at the
cost of their free will. The Cult of the Howling Hatred relies upon deception and trickery both to recruit its members and defeat its enemies. Even so, those that underestimate the air cult for their
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
believe that their appearance derives from the primal fear inspired by fiendish creatures, while bards assert that panic, being such a repulsive emotion, is embodied by an equally ugly creature
(+4)
CON
24(+7)
INT
20(+5)
WIS
16(+3)
CHA
26(+8)
Saving Throws Str +14, Con +14, Cha +15
Skills Arcana +12, Deception +15, Intimidation +15, Persuasion +15
Damage
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
around the perimeter of the room, their expressions worn with time. Each ten-foot-tall statue is pointing or gesturing in a different direction.
Curled in the northeast corner of the tower is a lithe
, curled up against the northeast wall. This presents the characters with an important choice: they can waken the dragon and fight him now, or they can sneak past the dragon, find a way into the secret
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. Although some of the dancing is wanton and performed for show, large-scale ring dances in the street for all ages are also popular. All the dancing ends at dusk, after which bards and minstrels perform at
deception, attempting to cheat her in a deal, and buried her under a mountain of molten gold as punishment. A commemoration of that event, Leiruin is the day for guild members to pay their annual dues and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
perform rites designed to sink ships, cause terrible floods, or summon destructive rainstorms, seeking to make all who live nearby bow to the power of elemental water. Cult lairs usually feature great pools
)
CHA
16 (+3)
Skills Deception +5, Religion +2, Stealth +2
Senses passive Perception 10
Languages Aquan, Common
Challenge 2 (450 XP)
Spellcasting. The priest is a 5th-level
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
can stop the druids’ attacks by claiming to be allies of Claugiyliamatar and succeeding on a DC 15 Charisma (Deception) check made as an action. The druids lead characters they believe to be allies
black with age beyond mortal reason. She stares into four glowing crystal balls, her serpentine face curled into a wicked scowl around a humanoid femur bone poking out between her teeth. Attacking such a
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
below). A character can take the Influence action and make a DC 12 Charisma (Deception) check to try to fool the bugbears into thinking the character is a guest of Uncle Nibblecheek. Bugbears fooled
main feature is a massive, wood-fired, metal oven festooned with rubies. Its hinged door is open, revealing roaring flames.
Curled atop the oven lies a gold dragon the size of a large dog. The
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
succeeding on three DC 16 Charisma (Deception) checks. These checks can be made once every 10 minutes during the game. A character doesn’t need to be playing the game to goad the Fiends. Winning the Game. A
). Treasure. A character who searches the room finds curios worth 15,000 gp, a dagger of venom, a suit of demon armor, and an instrument of the bards (Anstruth harp), all designed with vulpine shapes
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
for their intrusion and succeed on a DC 20 Charisma (Deception or Persuasion) check, the erinyes try to capture the characters for questioning. B16: Common Room This room is furnished with two long
here when he isn’t conducting business in area B25 or entertaining visitors in area B26. Treasure. The lyre is an instrument of the bards (Cli lyre) decorated with carvings of phoenixes. Jarazoun
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. Joining the Mages. To be considered for membership, a character must reveal a secret about themself—whether false or true—and make a DC 14 Charisma (Deception or Persuasion) check. Characters who openly
Mage’s Quarters This comfortable bedroom shows signs of recent occupation. At the foot of the bed sits an iron chest—and next to it, a gray-furred wolf lies curled on the floor. The wolf wakes and growls
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
an avalanche as it attacks. Overlords and Minions. Blue dragons covet valuable and talented creatures whose service reinforces their sense of superiority. Bards, sages, artists, wizards, and assassins
)
CON
25 (+7)
INT
20 (+5)
WIS
17 (+3)
CHA
19 (+4)
Saving Throws Dex +8, Con +14, Wis +10, Cha +11
Skills Deception +11, Insight +10, Perception +17, Persuasion +11
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
are even more formidable than the knights and have served the city well for years. Silverymoon is also a haven for Harpers — not surprising, given that many Harpers are wizards and bards. Grand and
character dressed as a Blue Bear warrior or shaman can fool a ghost with a successful DC 12 Charisma (Deception) check. Although they can speak Bothii (the Uthgardt language), the dead Uthgardt
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
)
CHA
19 (+4)
Saving Throws Dex +8, Con +14, Wis +10, Cha +11
Skills Deception +11, Perception +17, Stealth +8
Damage Immunities acid
Senses blindsight 60 ft., darkvision 120 ft., passive
)
DEX
12 (+1)
CON
21 (+5)
INT
18 (+4)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws Dex +6, Con +10, Wis +7, Cha +8
Skills Deception +8, Perception +12, Stealth






