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Returning 35 results for 'bards been divine commune repairing'.
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Monsters
Monster Manual
effects.Multiattack. The empyrean makes two attacks, using Sacred Weapon or Divine Ray in any combination.
Sacred Weapon. Melee Attack Roll: +17;{"diceNotation":"1d20+17", "rollType":"to hit
Stunned condition until the start of the empyrean’s next turn. The target can choose not to be Stunned, in which case it takes an extra 21 Force damage that bypasses Resistance or Immunity.
Divine
Monsters
Monster Manual
effects.Multiattack. The empyrean makes two attacks, using Sacred Weapon or Divine Ray in any combination.
Sacred Weapon. Melee Attack Roll: +17;{"diceNotation":"1d20+17", "rollType":"to hit
Stunned condition until the start of the empyrean’s next turn. The target can choose not to be Stunned, in which case it takes an extra 21 Force damage that bypasses Resistance or Immunity.
Divine
Monsters
Monster Manual
Divine Awareness. The planetar knows if it hears a lie.
Exalted Restoration. If the planetar dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all
, requiring no Material components and using Charisma as spellcasting ability (spell save DC 20):
At Will: Detect Evil and Good 1/Day Each: Commune, Control Weather, Dispel Evil and Good, Raise
Monsters
Monster Manual
Divine Awareness. The solar knows if it hears a lie.
Exalted Restoration. If the solar dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit
spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 25):
At Will: Detect Evil and Good1/Day Each: Commune, Control Weather, Dispel Evil and Good
Planetar
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Weapons","rollDamageType":"radiant"} radiant damage (included in the attack).
Divine Awareness. The planetar knows if it hears a lie.
Innate Spellcasting. The planetar's spellcasting ability is Charisma
evil and good, flame strike, raise dead
1/day each: commune, control weather, insect plague
Magic Resistance. The planetar has advantage on saving throws against spells and other magical
Solar
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
","rollDamageType":"radiant"} radiant damage (included in the attack).
Divine Awareness. The solar knows if it hears a lie.
Innate Spellcasting. The solar's spellcasting ability is Charisma (spell save
, resurrection
1/day each: commune, control weather
Magic Resistance. The solar has advantage on saving throws against spells and other magical effects.Multiattack. The solar makes two greatsword attacks
Monsters
Waterdeep: Dungeon of the Mad Mage
Weapons","rollDamageType":"radiant"} radiant damage (included in the attack).
Divine Awareness. The planetar knows if it hears a lie.
Innate Spellcasting. The planetar's spellcasting ability is Charisma
and good, flame strike, raise dead
1/day each: commune, control weather, insect plague
Magic Resistance. The planetar has advantage on saving throws against spells and other magical
classes
gods’ blessing during the next foray into the wilds.
You gain domain spells at the cleric levels listed in the Hunt Domain Spells table. See the Divine Domain class feature for how domain
spells work.
Hunt Domain Spells
Cleric Level
Spells
1st
entangle, longstrider
3rd
locate animals or plants, pass without trace
5th
conjure animals, haste
7th
freedom of movement, locate creature
9th
commune with nature, hold monster
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Divine Knowledge The Commune spell allows its caster to ask a deity (or an agent of the god) yes-or-no questions and receive correct information, and other spells of the Divination school have
similar effects. As the Commune spell description states, gods aren’t necessarily omniscient. But they are tremendously knowledgeable, particularly with regard to their particular areas of influence. A sea
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Divine Knowledge The Commune spell allows its caster to ask a deity (or an agent of the god) yes-or-no questions and receive correct information, and other spells of the Divination school have
similar effects. As the Commune spell description states, gods aren’t necessarily omniscient. But they are tremendously knowledgeable, particularly with regard to their particular areas of influence. A sea
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Divine Knowledge The Commune spell allows its caster to ask a deity (or an agent of the god) yes-or-no questions and receive correct information, and other spells of the Divination school have
similar effects. As the Commune spell description states, gods aren’t necessarily omniscient. But they are tremendously knowledgeable, particularly with regard to their particular areas of influence. A sea
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
Domain Spells 1st-level Hunt Domain feature You gain domain spells at the cleric levels listed in the Hunt Domain Spells table. See the Divine Domain class feature for how domain spells work. Hunt
Domain Spells Cleric Level Spells 1st entangle, longstrider 3rd locate animals or plants, pass without trace 5th conjure animals, haste 7th freedom of movement, locate creature 9th commune with nature, hold monster
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Bard Music is the fruit of the divine tree that vibrates with the Words of Creation. But the question I ask you is, can a bard go to the root of this tree? Can one tap into the source of that power
? Ah, then what manner of music they would bring to this world!
— Fletcher Danairia, master bard
Bards bring levity during grave times; they impart wisdom to offset ignorance; and they make the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Commune 5th-level divination (ritual) Casting Time: 1 minute Range: Self Components: V, S, M (incense and a vial of holy or unholy water) Duration: 1 minute You contact your deity or a divine proxy
and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren’t necessarily
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Commune Level 5 Divination (Cleric) Casting Time: 1 minute or Ritual
Range: Self
Components: V, S, M (incense)
Duration: 1 minute
You contact a deity or a divine proxy and ask up to three
questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren’t necessarily omniscient, so you might
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Commune Level 5 Divination (Cleric) Casting Time: 1 minute or Ritual
Range: Self
Components: V, S, M (incense)
Duration: 1 minute
You contact a deity or a divine proxy and ask up to three
questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren’t necessarily omniscient, so you might
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Bard Music is the fruit of the divine tree that vibrates with the Words of Creation. But the question I ask you is, can a bard go to the root of this tree? Can one tap into the source of that power
? Ah, then what manner of music they would bring to this world!
— Fletcher Danairia, master bard
Bards bring levity during grave times; they impart wisdom to offset ignorance; and they make the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Commune 5th-level divination (ritual) Casting Time: 1 minute Range: Self Components: V, S, M (incense and a vial of holy or unholy water) Duration: 1 minute You contact your deity or a divine proxy
and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren’t necessarily
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Commune 5th-level divination (ritual) Casting Time: 1 minute Range: Self Components: V, S, M (incense and a vial of holy or unholy water) Duration: 1 minute You contact your deity or a divine proxy
and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren’t necessarily
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Commune 5th-level divination (ritual) Casting Time: 1 minute Range: Self Components: V, S, M (incense and a vial of holy or unholy water) Duration: 1 minute You contact your deity or a divine proxy
and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren’t necessarily
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Commune 5th-level divination (ritual) Casting Time: 1 minute Range: Self Components: V, S, M (incense and a vial of holy or unholy water) Duration: 1 minute You contact your deity or a divine proxy
and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren’t necessarily
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Commune 5th-level divination (ritual) Casting Time: 1 minute Range: Self Components: V, S, M (incense and a vial of holy or unholy water) Duration: 1 minute You contact your deity or a divine proxy
and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren’t necessarily
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Bard Music is the fruit of the divine tree that vibrates with the Words of Creation. But the question I ask you is, can a bard go to the root of this tree? Can one tap into the source of that power
? Ah, then what manner of music they would bring to this world!
— Fletcher Danairia, master bard
Bards bring levity during grave times; they impart wisdom to offset ignorance; and they make the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Divine Assistance Storm-tossed and broken, foundering,
Callaphe cried out to Thassa.
Tritons came swiftly to save her,
bringing her north to the Lindus.
—The Callapheia
The gods are fond of
meddling in mortal affairs, and heroes sometimes call on their gods for aid in times of desperate need. Spells such as divination and commune give characters the opportunity to ask their gods for
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Divine Assistance Storm-tossed and broken, foundering,
Callaphe cried out to Thassa.
Tritons came swiftly to save her,
bringing her north to the Lindus.
—The Callapheia
The gods are fond of
meddling in mortal affairs, and heroes sometimes call on their gods for aid in times of desperate need. Spells such as divination and commune give characters the opportunity to ask their gods for
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Divine Assistance Storm-tossed and broken, foundering,
Callaphe cried out to Thassa.
Tritons came swiftly to save her,
bringing her north to the Lindus.
—The Callapheia
The gods are fond of
meddling in mortal affairs, and heroes sometimes call on their gods for aid in times of desperate need. Spells such as divination and commune give characters the opportunity to ask their gods for
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Character Creation Options Next are four chapters of character-focused content: Chapter 6: Rogue. This chapter provides advice and new magic items suited to bards, rangers, rogues, and other
also includes character creation advice and magic items appropriate for clerics, druids, paladins, and other characters with a connection to the divine. Chapter 9: Knight. Characters who draw the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Character Creation Options Next are four chapters of character-focused content: Chapter 6: Rogue. This chapter provides advice and new magic items suited to bards, rangers, rogues, and other
also includes character creation advice and magic items appropriate for clerics, druids, paladins, and other characters with a connection to the divine. Chapter 9: Knight. Characters who draw the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Character Creation Options Next are four chapters of character-focused content: Chapter 6: Rogue. This chapter provides advice and new magic items suited to bards, rangers, rogues, and other
also includes character creation advice and magic items appropriate for clerics, druids, paladins, and other characters with a connection to the divine. Chapter 9: Knight. Characters who draw the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Shape
5th Level Commune
Contagion
Dispel Evil and Good
Flame Strike
Geas
Greater Restoration
Hallow
Insect Plague
Legend Lore
Mass Cure Wounds
Planar Binding
Raise
Celestial
Divine Word
Etherealness
Fire Storm
Plane Shift
Regenerate
Resurrection
Symbol
8th Level Antimagic Field
Control Weather
Earthquake
Holy Aura
9th Level Astral Projection
Gate
Mass Heal
True Resurrection
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Walk
4th Level
Banishment
Control Water
Death Ward
Divination
Freedom of Movement
Guardian of Faith
Locate Creature
Stone Shape
5th Level
Commune
Contagion
Dispel Evil and Good
Path
Forbiddance
Harm
Heal
Heroes’ Feast
Planar Ally
True Seeing
Word of Recall
7th Level
Conjure Celestial
Divine Word
Etherealness
Fire Storm
Plane Shift
Regenerate
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Walk
4th Level
Banishment
Control Water
Death Ward
Divination
Freedom of Movement
Guardian of Faith
Locate Creature
Stone Shape
5th Level
Commune
Contagion
Dispel Evil and Good
Path
Forbiddance
Harm
Heal
Heroes’ Feast
Planar Ally
True Seeing
Word of Recall
7th Level
Conjure Celestial
Divine Word
Etherealness
Fire Storm
Plane Shift
Regenerate
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Shape
5th Level Commune
Contagion
Dispel Evil and Good
Flame Strike
Geas
Greater Restoration
Hallow
Insect Plague
Legend Lore
Mass Cure Wounds
Planar Binding
Raise
Celestial
Divine Word
Etherealness
Fire Storm
Plane Shift
Regenerate
Resurrection
Symbol
8th Level Antimagic Field
Control Weather
Earthquake
Holy Aura
9th Level Astral Projection
Gate
Mass Heal
True Resurrection
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Walk
4th Level
Banishment
Control Water
Death Ward
Divination
Freedom of Movement
Guardian of Faith
Locate Creature
Stone Shape
5th Level
Commune
Contagion
Dispel Evil and Good
Path
Forbiddance
Harm
Heal
Heroes’ Feast
Planar Ally
True Seeing
Word of Recall
7th Level
Conjure Celestial
Divine Word
Etherealness
Fire Storm
Plane Shift
Regenerate
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Shape
5th Level Commune
Contagion
Dispel Evil and Good
Flame Strike
Geas
Greater Restoration
Hallow
Insect Plague
Legend Lore
Mass Cure Wounds
Planar Binding
Raise
Celestial
Divine Word
Etherealness
Fire Storm
Plane Shift
Regenerate
Resurrection
Symbol
8th Level Antimagic Field
Control Weather
Earthquake
Holy Aura
9th Level Astral Projection
Gate
Mass Heal
True Resurrection