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Returning 35 results for 'bards better draw currents replicate'.
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Classes
Player’s Handbook
Become One with Tides and Storms
Druids of the Circle of the Sea draw on the tempestuous forces of oceans and storms. Some view themselves as embodiments of nature’s wrath, seeking vengeance
against those who despoil nature. Others seek mystical unity with nature by attuning themselves to the ebb and flow of the tides, following the rush of currents and waves and listening to the inscrutable whispers and roars of the winds.
Classes
Forgotten Realms: Heroes of Faerûn
stories of the islands and their people. Bards of this college draw from the isles’ fey magic and the primal power of the moonwells to bolster their allies, protect the natural world, and inspire their bardic works.
Inspire Allies with Primal Tales
The College of the Moon traces its origins to the ancient druidic circles of the Moonshae Isles, who entrusted the first Bards of this tradition with chronicling the
Classes
Tasha’s Cauldron of Everything
the Song of Creation. The bards of the College of Creation draw on that primeval song through dance, music, and poetry, and their teachers share this lesson: “Before the sun and the moon, there
Bards believe the cosmos is a work of art—the creation of the first dragons and gods. That creative work included harmonies that continue to resound through existence today, a power known as
Monsters
Mordenkainen Presents: Monsters of the Multiverse
like doing their own killing, since leucrottas are meticulous in their cruelty and able to draw out kills for better and longer sport. And when there are no victims to be had, a leucrotta can mimic the
Classes
Tasha’s Cauldron of Everything
the Song of Creation. The bards of the College of Creation draw on that primeval song through dance, music, and poetry, and their teachers share this lesson: “Before the sun and the moon, there
Bards believe the cosmos is a work of art—the creation of the first dragons and gods. That creative work included harmonies that continue to resound through existence today, a power known as
Classes
Xanathar's Guide to Everything
barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.
Barbarians who draw on their ancestral guardians can better fight to protect
Classes
Xanathar's Guide to Everything
barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.
Barbarians who draw on their ancestral guardians can better fight to protect
Magic Items
The Book of Many Things
Over the centuries since the first Deck of Many Things was created, many have sought and failed to replicate it. But some have created new cards. These forty-four additional cards are known
this description. Notably, cards from the Deck of Many More Things are more likely to be beneficial, though about a third of them are still dangerous.
Before you draw a card, you must declare how many
Monsters
Mordenkainen Presents: Monsters of the Multiverse
without notice. The environment is warm and wet, a subtropical or tropical climate that keeps the morkoth and its “guests” comfortable.
Each island glides on planar currents and is safe from
fragments that make up the island’s core are also located. Sections of the lair and its center might be kept dry to better protect and preserve collected objects and creatures, but most of the lair
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Level 20: Soul of Artifice You have developed a mystical connection to your magic items, which you can draw on for aid. You gain the following benefits. Cheat Death. If you’re reduced to 0 Hit Points
but not killed outright, you can disintegrate any number of Uncommon or Rare magic items created by your Replicate Magic Item feature. If you do so, your Hit Points instead change to a number equal
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Level 20: Soul of Artifice You have developed a mystical connection to your magic items, which you can draw on for aid. You gain the following benefits. Cheat Death. If you’re reduced to 0 Hit Points
but not killed outright, you can disintegrate any number of Uncommon or Rare magic items created by your Replicate Magic Item feature. If you do so, your Hit Points instead change to a number equal
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Level 20: Soul of Artifice You have developed a mystical connection to your magic items, which you can draw on for aid. You gain the following benefits. Cheat Death. If you’re reduced to 0 Hit Points
but not killed outright, you can disintegrate any number of Uncommon or Rare magic items created by your Replicate Magic Item feature. If you do so, your Hit Points instead change to a number equal
Backgrounds
Guildmasters’ Guide to Ravnica
to draw your anger or ridicule. You can get away with minor criminal offenses, such as refusing to pay for food at a restaurant or breaking down a door at a local shop, if no legal authorities witness
law-abiding citizens of Ravnica.
Personality Traits
d8
Personality Trait
1
I revel in mayhem, the more destructive the better.
2
When violence breaks out, I lose myself in
Monsters
Fizban's Treasury of Dragons
illusions, allowing them to better conceal their treasures from prying eyes and divinations.
Creating an Emerald Dragon
Use the Emerald Dragon Personality Traits and Emerald Dragon Ideals tables to
their way to avoid interacting with other intelligent creatures. However, their interest in history and culture occasionally gets the better of them, prompting them to seek some engagement with the folk
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->Xanathar's Guide to Everything
A Bard’s Muse Naturally, every bard has a repertoire of songs and stories. Some bards are generalists who can draw from a wide range of topics for each performance, and who take pride in their
versatility. Others adopt a more personal approach to their art, driven by their attachment to a muse — a particular concept that inspires much of what those bards do in front of an audience. A bard who
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
A Bard’s Muse Naturally, every bard has a repertoire of songs and stories. Some bards are generalists who can draw from a wide range of topics for each performance, and who take pride in their
versatility. Others adopt a more personal approach to their art, driven by their attachment to a muse — a particular concept that inspires much of what those bards do in front of an audience. A bard who
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
A Bard’s Muse Naturally, every bard has a repertoire of songs and stories. Some bards are generalists who can draw from a wide range of topics for each performance, and who take pride in their
versatility. Others adopt a more personal approach to their art, driven by their attachment to a muse — a particular concept that inspires much of what those bards do in front of an audience. A bard who
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
four articulated metal legs.
Zox Clammersham is using the scaladar under his control to build the Simulacrux and to defend it, should it come under attack. The Simulacrux is designed to replicate
overlooking the trench. The hobgoblins aim to draw out Zox Clammersham, defeat him, seize the ring he uses to control the scaladar, and return the ring to Doomcrown, the hobgoblin warlord on level 14
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
four articulated metal legs.
Zox Clammersham is using the scaladar under his control to build the Simulacrux and to defend it, should it come under attack. The Simulacrux is designed to replicate
overlooking the trench. The hobgoblins aim to draw out Zox Clammersham, defeat him, seize the ring he uses to control the scaladar, and return the ring to Doomcrown, the hobgoblin warlord on level 14
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
four articulated metal legs.
Zox Clammersham is using the scaladar under his control to build the Simulacrux and to defend it, should it come under attack. The Simulacrux is designed to replicate
overlooking the trench. The hobgoblins aim to draw out Zox Clammersham, defeat him, seize the ring he uses to control the scaladar, and return the ring to Doomcrown, the hobgoblin warlord on level 14
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
modify existing classes to better serve your game’s needs. Changing Proficiencies Changing a class’s proficiencies is a safe and simple way to modify a class to better reflect your world. Swapping
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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
modify existing classes to better serve your game’s needs. Changing Proficiencies Changing a class’s proficiencies is a safe and simple way to modify a class to better reflect your world. Swapping
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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
modify existing classes to better serve your game’s needs. Changing Proficiencies Changing a class’s proficiencies is a safe and simple way to modify a class to better reflect your world. Swapping
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
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
with other art forms, which produces the complex dance of the bladesingers as well as the enchanting music of their bards and the meticulous craftwork of their artisans. Sun elf adventurers often bring
a feeling of noblesse oblige to their profession: they venture out into the world to challenge its dangers because someone must, and who could be better suited?
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
with other art forms, which produces the complex dance of the bladesingers as well as the enchanting music of their bards and the meticulous craftwork of their artisans. Sun elf adventurers often bring
a feeling of noblesse oblige to their profession: they venture out into the world to challenge its dangers because someone must, and who could be better suited?
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
with other art forms, which produces the complex dance of the bladesingers as well as the enchanting music of their bards and the meticulous craftwork of their artisans. Sun elf adventurers often bring
a feeling of noblesse oblige to their profession: they venture out into the world to challenge its dangers because someone must, and who could be better suited?
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
were the greatest influences on you during your formative years, for better or worse? To answer these questions and more, you can use the tables and the advice in this section to compose a well-developed
backstory for your character — an autobiography of sorts — that you can use to inform how you roleplay the character. Your DM can draw from this material as the campaign proceeds, creating situations and scenarios that build off your previous life experiences.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
were the greatest influences on you during your formative years, for better or worse? To answer these questions and more, you can use the tables and the advice in this section to compose a well-developed
backstory for your character — an autobiography of sorts — that you can use to inform how you roleplay the character. Your DM can draw from this material as the campaign proceeds, creating situations and scenarios that build off your previous life experiences.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
were the greatest influences on you during your formative years, for better or worse? To answer these questions and more, you can use the tables and the advice in this section to compose a well-developed
backstory for your character — an autobiography of sorts — that you can use to inform how you roleplay the character. Your DM can draw from this material as the campaign proceeds, creating situations and scenarios that build off your previous life experiences.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
shuffle them. Then shuffle the remaining cards (the common deck), keeping the two decks separate. Draw the top three cards from the common deck and lay them face down in the 1, 2, and 3 positions
. Then draw the top two cards from the high deck and lay them face down in the 4 and 5 positions, as shown below: Once all five cards are drawn and placed face down, follow the instructions below for each
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
shuffle them. Then shuffle the remaining cards (the common deck), keeping the two decks separate. Draw the top three cards from the common deck and lay them face down in the 1, 2, and 3 positions
. Then draw the top two cards from the high deck and lay them face down in the 4 and 5 positions, as shown below: Once all five cards are drawn and placed face down, follow the instructions below for each
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
shuffle them. Then shuffle the remaining cards (the common deck), keeping the two decks separate. Draw the top three cards from the common deck and lay them face down in the 1, 2, and 3 positions
. Then draw the top two cards from the high deck and lay them face down in the 4 and 5 positions, as shown below: Once all five cards are drawn and placed face down, follow the instructions below for each






