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Returning 35 results for 'bards being diffusing cliffs rules'.
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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
Monsters
Fizban's Treasury of Dragons
)
6
Control. Everyone is welcome, as long as they follow my rules. (Lawful)
Crystal Dragon Adventures
The Crystal Dragon Adventure Hooks table offers suggestions for stories and adventures
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
Fizban's Treasury of Dragons
. (Chaotic)
6
Control. Everyone is welcome, as long as they follow my rules. (Lawful)
Crystal Dragon Adventures
The Crystal Dragon Adventure Hooks table offers suggestions for stories
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
Fizban's Treasury of Dragons
without the boredom. (Chaotic)
6
Control. Everyone is welcome, as long as they follow my rules. (Lawful)
Crystal Dragon Adventures
The Crystal Dragon Adventure Hooks table offers
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
Monsters
Fizban's Treasury of Dragons
is learning, but without the boredom. (Chaotic)
6
Control. Everyone is welcome, as long as they follow my rules. (Lawful)
Crystal Dragon Adventures
The Crystal Dragon Adventure Hooks
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
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
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 magic attempts to
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
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 magic attempts to
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
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 magic attempts to
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
have crumbled away, exposing the ruins to the open air. Unless otherwise noted, the ruins stand 30 feet above the ocean’s surface. The rugged cliffs offer abundant hand- and footholds, so a character
who jumps or falls into the water and survives (see “Falling” in the Basic Rules) can climb back up without needing to make an ability check.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
have crumbled away, exposing the ruins to the open air. Unless otherwise noted, the ruins stand 30 feet above the ocean’s surface. The rugged cliffs offer abundant hand- and footholds, so a character
who jumps or falls into the water and survives (see “Falling” in the Basic Rules) can climb back up without needing to make an ability check.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
have crumbled away, exposing the ruins to the open air. Unless otherwise noted, the ruins stand 30 feet above the ocean’s surface. The rugged cliffs offer abundant hand- and footholds, so a character
who jumps or falls into the water and survives (see “Falling” in the Basic Rules) can climb back up without needing to make an ability check.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Travel in Valachan Impenetrable rain forests, jagged cliffs, and deadly rapids fill the wilderness of Valachan, and characters exploring the domain or participating in the Trial of Hearts must travel
might also add rules to the Trial of Hearts that deem flight and magical travel off limits. If she does, the Mists aid in enforcing these rules. As Darklord of Valachan, Chakuna isn’t impeded by
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Travel in Valachan Impenetrable rain forests, jagged cliffs, and deadly rapids fill the wilderness of Valachan, and characters exploring the domain or participating in the Trial of Hearts must travel
might also add rules to the Trial of Hearts that deem flight and magical travel off limits. If she does, the Mists aid in enforcing these rules. As Darklord of Valachan, Chakuna isn’t impeded by
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Travel in Valachan Impenetrable rain forests, jagged cliffs, and deadly rapids fill the wilderness of Valachan, and characters exploring the domain or participating in the Trial of Hearts must travel
might also add rules to the Trial of Hearts that deem flight and magical travel off limits. If she does, the Mists aid in enforcing these rules. As Darklord of Valachan, Chakuna isn’t impeded by
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Schools of Magic The rules of the game refer to the schools of magic (abjuration, illusion, necromancy, and so on), but it’s up to you to determine what those schools signify in your world. Similarly
like these exist in your world. Wizards (and bards and druids) might be so rare that a player character learns from a single mentor and never meets another character of the same class, in which case
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Schools of Magic The rules of the game refer to the schools of magic (abjuration, illusion, necromancy, and so on), but it’s up to you to determine what those schools signify in your world. Similarly
like these exist in your world. Wizards (and bards and druids) might be so rare that a player character learns from a single mentor and never meets another character of the same class, in which case
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Schools of Magic The rules of the game refer to the schools of magic (abjuration, illusion, necromancy, and so on), but it’s up to you to determine what those schools signify in your world. Similarly
like these exist in your world. Wizards (and bards and druids) might be so rare that a player character learns from a single mentor and never meets another character of the same class, in which case
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
introduction of the Monster Manual before proceeding further. It explains stat block terminology and gives rules for various monster traits — information that isn’t repeated here. As with the
chapter, the lore and maps in chapter 1 might inspire you. Similarly, the racial traits in chapter 2 can be applied to the stat blocks in appendix B to create such memorable NPCs as goliath champions, kenku master thieves, and tabaxi bards.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
with skeletons that awaken and attack when anything treads on the sand above them. Map 5.2: Skull Dunes View Player Version Encounter Procedure Use the following rules to play out the Skull Dunes
wade around the shore in the area of the dunes might be able to avoid the skeletons, or at least minimize their contact with them. Climbing the Cliffs. If the characters try to circumvent the Skull
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
with skeletons that awaken and attack when anything treads on the sand above them. Map 5.2: Skull Dunes View Player Version Encounter Procedure Use the following rules to play out the Skull Dunes
wade around the shore in the area of the dunes might be able to avoid the skeletons, or at least minimize their contact with them. Climbing the Cliffs. If the characters try to circumvent the Skull
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
with skeletons that awaken and attack when anything treads on the sand above them. Map 5.2: Skull Dunes View Player Version Encounter Procedure Use the following rules to play out the Skull Dunes
wade around the shore in the area of the dunes might be able to avoid the skeletons, or at least minimize their contact with them. Climbing the Cliffs. If the characters try to circumvent the Skull
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
introduction of the Monster Manual before proceeding further. It explains stat block terminology and gives rules for various monster traits — information that isn’t repeated here. As with the
chapter, the lore and maps in chapter 1 might inspire you. Similarly, the racial traits in chapter 2 can be applied to the stat blocks in appendix B to create such memorable NPCs as goliath champions, kenku master thieves, and tabaxi bards.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
introduction of the Monster Manual before proceeding further. It explains stat block terminology and gives rules for various monster traits — information that isn’t repeated here. As with the
chapter, the lore and maps in chapter 1 might inspire you. Similarly, the racial traits in chapter 2 can be applied to the stat blocks in appendix B to create such memorable NPCs as goliath champions, kenku master thieves, and tabaxi bards.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
to abide by the following rules:
Article 1: Don’t Eat Each Other. No crew member shall partake of another crew member’s flesh or drink their blood.
Article 2: No Hymns. Many crew members’ ears are
sensitive to holy praise. While aboard the ship, bards and other musicians are allowed to play only secular tunes.
Article 3: Coward’s Consequence. Those who abandon their post or shirk their duty
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
to abide by the following rules:
Article 1: Don’t Eat Each Other. No crew member shall partake of another crew member’s flesh or drink their blood.
Article 2: No Hymns. Many crew members’ ears are
sensitive to holy praise. While aboard the ship, bards and other musicians are allowed to play only secular tunes.
Article 3: Coward’s Consequence. Those who abandon their post or shirk their duty
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
frost giants moor their enormous ships.
Ceilings. Unless otherwise noted, ceilings inside the lodges are 40 feet high with 30-foot-high rafters.
Climbing. A creature can scale the icy cliffs of
Svardborg and the ice-glazed walls of the lodges with a successful DC 20 Strength (Athletics) check. The cliffs that form the outer edge of the iceberg are 50 feet high, except for the wall that adjoins
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->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->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->Spelljammer: Adventures in Space->Light of Xaryxis
to abide by the following rules:
Article 1: Don’t Eat Each Other. No crew member shall partake of another crew member’s flesh or drink their blood.
Article 2: No Hymns. Many crew members’ ears are
sensitive to holy praise. While aboard the ship, bards and other musicians are allowed to play only secular tunes.
Article 3: Coward’s Consequence. Those who abandon their post or shirk their duty
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
frost giants moor their enormous ships.
Ceilings. Unless otherwise noted, ceilings inside the lodges are 40 feet high with 30-foot-high rafters.
Climbing. A creature can scale the icy cliffs of
Svardborg and the ice-glazed walls of the lodges with a successful DC 20 Strength (Athletics) check. The cliffs that form the outer edge of the iceberg are 50 feet high, except for the wall that adjoins
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
frost giants moor their enormous ships.
Ceilings. Unless otherwise noted, ceilings inside the lodges are 40 feet high with 30-foot-high rafters.
Climbing. A creature can scale the icy cliffs of
Svardborg and the ice-glazed walls of the lodges with a successful DC 20 Strength (Athletics) check. The cliffs that form the outer edge of the iceberg are 50 feet high, except for the wall that adjoins






