Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'bards before daggers consult resolve'.
Other Suggestions:
bards before dagger consult resolve
bards before danger consult resolve
bards before dagger conduct resolve
bards before dagger consist resolve
Monsters
Mordenkainen Presents: Monsters of the Multiverse
effect, you can roll percentile dice and consult the Flesh Warping table to determine an additional effect, which vanishes when Warp Creature ends on the creature. If the creature transforms into a manes
target’s hands grow claws, which can be used as dagger;daggers.
16–20
One of the target’s legs grows longer than the other, reducing its walking speed by 10 feet.
21&ndash
classes
Player’s Handbook
;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 others, soothing hurts
, disheartening foes, and creating illusions. Bards believe the multiverse was spoken into existence and that remnants of its Words of Creation still resound and glimmer on every plane of existence. Bardic
races
Mordenkainen Presents: Monsters of the Multiverse
a scale color more akin to that of a chromatic or a metallic dragon. A kobold’s cry can express a range of emotion: anger, resolve, elation, fear, and more. Regardless of the emotion expressed
that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
”) Weapon Proficiencies Simple weapons Tool Proficiencies Choose 3 Musical Instruments (see “Equipment”) 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 others, soothing hurts, disheartening foes, and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
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
others, soothing hurts, disheartening foes, and creating illusions. Bards believe the multiverse was spoken into existence and that remnants of its Words of Creation still resound and glimmer on every
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
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
others, soothing hurts, disheartening foes, and creating illusions. Bards believe the multiverse was spoken into existence and that remnants of its Words of Creation still resound and glimmer on every
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
”) Weapon Proficiencies Simple weapons Tool Proficiencies Choose 3 Musical Instruments (see “Equipment”) 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 others, soothing hurts, disheartening foes, and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
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
others, soothing hurts, disheartening foes, and creating illusions. Bards believe the multiverse was spoken into existence and that remnants of its Words of Creation still resound and glimmer on every
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
”) Weapon Proficiencies Simple weapons Tool Proficiencies Choose 3 Musical Instruments (see “Equipment”) 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 others, soothing hurts, disheartening foes, and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
and consult the Caches table to determine what the characters find. Caches d20 Cache 1 Rain catcher (see chapter 1) and mess kit 2 10-day supply of preserved rations 3 20-day supply of preserved
and 1d4 explorer’s packs 14 Wooden box containing 2d10 daggers (low quality, of the type used as trade goods) 15 Set of navigator’s tools 16 1d10 changes of woolen clothing 17 Set of cartographer’s
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
and consult the Caches table to determine what the characters find. Caches d20 Cache 1 Rain catcher (see chapter 1) and mess kit 2 10-day supply of preserved rations 3 20-day supply of preserved
and 1d4 explorer’s packs 14 Wooden box containing 2d10 daggers (low quality, of the type used as trade goods) 15 Set of navigator’s tools 16 1d10 changes of woolen clothing 17 Set of cartographer’s
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
and consult the Caches table to determine what the characters find. Caches d20 Cache 1 Rain catcher (see chapter 1) and mess kit 2 10-day supply of preserved rations 3 20-day supply of preserved
and 1d4 explorer’s packs 14 Wooden box containing 2d10 daggers (low quality, of the type used as trade goods) 15 Set of navigator’s tools 16 1d10 changes of woolen clothing 17 Set of cartographer’s
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Rumors and Legends Countless legends have arisen regarding the mysterious Barrier Peaks, and those tales circulate constantly among adventurers, explorers, and bards. Rumors specific to Kwalish and
percentile dice and consult the table below to determine what the character learns. False rumors are in italics. Also see appendix F for even more potential rumors of the Barrier Peaks. Barrier Peaks
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Rumors and Legends Countless legends have arisen regarding the mysterious Barrier Peaks, and those tales circulate constantly among adventurers, explorers, and bards. Rumors specific to Kwalish and
percentile dice and consult the table below to determine what the character learns. False rumors are in italics. Also see appendix F for even more potential rumors of the Barrier Peaks. Barrier Peaks
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Rumors and Legends Countless legends have arisen regarding the mysterious Barrier Peaks, and those tales circulate constantly among adventurers, explorers, and bards. Rumors specific to Kwalish and
percentile dice and consult the table below to determine what the character learns. False rumors are in italics. Also see appendix F for even more potential rumors of the Barrier Peaks. Barrier Peaks
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
firmly in the world by associating the class with a particular race or culture. For example, you might decide that bards, sorcerers, warlocks, and wizards represent the magical traditions of four
. You could break that down still further: bards of the College of Lore could be high elves, and bards of the College of War could be wood elves. Gnomes discovered the school of illusion, so all wizards
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
relentlessly and possess unflinching resolve. In the annals of Akros, tales abound of squads of stratians that defended a key location against a much larger force or crept behind enemy lines and wreaked havoc
slots): blur, cloud of daggers, invisibility
Actions
Multiattack. The hoplite makes three weapon attacks. It can replace one weapon attack with ray of frost.
Spear. Melee or Ranged Weapon
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
relentlessly and possess unflinching resolve. In the annals of Akros, tales abound of squads of stratians that defended a key location against a much larger force or crept behind enemy lines and wreaked havoc
slots): blur, cloud of daggers, invisibility
Actions
Multiattack. The hoplite makes three weapon attacks. It can replace one weapon attack with ray of frost.
Spear. Melee or Ranged Weapon
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
relentlessly and possess unflinching resolve. In the annals of Akros, tales abound of squads of stratians that defended a key location against a much larger force or crept behind enemy lines and wreaked havoc
slots): blur, cloud of daggers, invisibility
Actions
Multiattack. The hoplite makes three weapon attacks. It can replace one weapon attack with ray of frost.
Spear. Melee or Ranged Weapon
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
webbing. Roll for random encounters as the characters cross this district. You can roll a d20 and consult the West Wall Encounters table, or choose an encounter that you like. The party can avoid
and deal 8 (1d6 + 5) slashing damage on a hit. Viln carries four daggers coated with purple worm poison (see “Poisons” in chapter 8 of the Dungeon Master’s Guide). The poison on a dagger’s blade is
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
webbing. Roll for random encounters as the characters cross this district. You can roll a d20 and consult the West Wall Encounters table, or choose an encounter that you like. The party can avoid
and deal 8 (1d6 + 5) slashing damage on a hit. Viln carries four daggers coated with purple worm poison (see “Poisons” in chapter 8 of the Dungeon Master’s Guide). The poison on a dagger’s blade is
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
webbing. Roll for random encounters as the characters cross this district. You can roll a d20 and consult the West Wall Encounters table, or choose an encounter that you like. The party can avoid
and deal 8 (1d6 + 5) slashing damage on a hit. Viln carries four daggers coated with purple worm poison (see “Poisons” in chapter 8 of the Dungeon Master’s Guide). The poison on a dagger’s blade is
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
disposition. Roll a d4 and consult the Frost Druid Friends table to determine each creature, or just roll once and assume all the creatures are the same kind of beast or plant. (It’s okay if multiples of the
possible. The contest ends when the majority of one team can’t hold their handstands and either give up or fall over. Resolve the contest using DC 10 Strength (Athletics) group checks: each team
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
disposition. Roll a d4 and consult the Frost Druid Friends table to determine each creature, or just roll once and assume all the creatures are the same kind of beast or plant. (It’s okay if multiples of the
possible. The contest ends when the majority of one team can’t hold their handstands and either give up or fall over. Resolve the contest using DC 10 Strength (Athletics) group checks: each team
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
disposition. Roll a d4 and consult the Frost Druid Friends table to determine each creature, or just roll once and assume all the creatures are the same kind of beast or plant. (It’s okay if multiples of the
possible. The contest ends when the majority of one team can’t hold their handstands and either give up or fall over. Resolve the contest using DC 10 Strength (Athletics) group checks: each team
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
creature fails a saving throw against the sibriex’s Warp Creature effect, you can roll percentile dice and consult the Flesh Warping table to determine an additional effect, which vanishes when Warp
. 06–10 The target’s eyes push out of its head at the end of stalks. 11–15 The target’s hands grow claws, which can be used as daggers. 16–20 One of the target’s legs grows longer than the other
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
can be twisted beyond recognition. Whenever a creature fails a saving throw against the sibriex’s Warp Creature effect, you can roll percentile dice and consult the Flesh Warping table to determine an
eyes push out of its head at the end of stalks. 11–15 The target’s hands grow claws, which can be used as daggers. 16–20 One of the target’s legs grows longer than the other, reducing its walking speed
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
creature fails a saving throw against the sibriex’s Warp Creature effect, you can roll percentile dice and consult the Flesh Warping table to determine an additional effect, which vanishes when Warp
. 06–10 The target’s eyes push out of its head at the end of stalks. 11–15 The target’s hands grow claws, which can be used as daggers. 16–20 One of the target’s legs grows longer than the other
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
can be twisted beyond recognition. Whenever a creature fails a saving throw against the sibriex’s Warp Creature effect, you can roll percentile dice and consult the Flesh Warping table to determine an
eyes push out of its head at the end of stalks. 11–15 The target’s hands grow claws, which can be used as daggers. 16–20 One of the target’s legs grows longer than the other, reducing its walking speed
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
creature fails a saving throw against the sibriex’s Warp Creature effect, you can roll percentile dice and consult the Flesh Warping table to determine an additional effect, which vanishes when Warp
. 06–10 The target’s eyes push out of its head at the end of stalks. 11–15 The target’s hands grow claws, which can be used as daggers. 16–20 One of the target’s legs grows longer than the other
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
can be twisted beyond recognition. Whenever a creature fails a saving throw against the sibriex’s Warp Creature effect, you can roll percentile dice and consult the Flesh Warping table to determine an
eyes push out of its head at the end of stalks. 11–15 The target’s hands grow claws, which can be used as daggers. 16–20 One of the target’s legs grows longer than the other, reducing its walking speed
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
several examples. Complications occur randomly. Each participant in the chase rolls a d20 at the end of its turn. Consult the appropriate table to determine whether a complication occurs. If it does
pursuers to either divide their forces or allow some of the quarry to escape. If a pursuit splits into several smaller chases, resolve each chase separately. Run a round of one chase, then a round of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
several examples. Complications occur randomly. Each participant in the chase rolls a d20 at the end of its turn. Consult the appropriate table to determine whether a complication occurs. If it does
pursuers to either divide their forces or allow some of the quarry to escape. If a pursuit splits into several smaller chases, resolve each chase separately. Run a round of one chase, then a round of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
several examples. Complications occur randomly. Each participant in the chase rolls a d20 at the end of its turn. Consult the appropriate table to determine whether a complication occurs. If it does
pursuers to either divide their forces or allow some of the quarry to escape. If a pursuit splits into several smaller chases, resolve each chase separately. Run a round of one chase, then a round of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
successful or failed check represents 1 minute of searching the maze. Between each check, roll a d20 and consult the Thorn Maze Encounters table to determine what, if anything, the characters
skin. They wield daggers and shortbows, and are loyal to Roark first, King Groak second. Strangers who reach the island without a grung escort are attacked. 4. Shrine The interior of the shrine is