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Returning 35 results for 'bards bodies diffusing charge rest'.
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Classes
Player’s Handbook
bodies and flow through the motions of the smallest creatures. These Bards practice a way of being in harmony with the whirling cosmos that emphasizes agility, speed, and grace.
Move in 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
Spells
Player’s Handbook
. Magical Darkness created by spells of a level lower than this spell can’t extinguish the light.
Peaceful Rest. Dead bodies interred in the area can’t be turned into Undead.
Extradimensional
Magic Items
Dungeon Master’s Guide
finish a Long Rest, if you and the Demonomicon are on the same plane of existence, one trapped creature within the book can attempt to possess you. You make a DC 20 Charisma saving throw. On a failed
.
Spell
Charge Cost
Magic Circle
1
Magic Jar
3
Planar Ally
3
Planar Binding
2
Plane Shift (to the Abyss only)
3
Summon Fiend
3
Tasha's Hideous Laughter
0
Monsters
Forgotten Realms: Adventures in Faerûn
fungi that flourish in the depths. As deep dragons age, their smooth, serpentine bodies become riddled with fungal rot, particularly around their faces, to imbue their breath with terror-inducing
, forgotten ruins, preferring locations near subterranean bodies of water.
The region containing an adult or ancient deep dragon’s lair is changed by its presence, creating the following effects
Monsters
Forgotten Realms: Adventures in Faerûn
that flourish in the depths. As deep dragons age, their smooth, serpentine bodies become riddled with fungal rot, particularly around their faces, to imbue their breath with terror-inducing spores
ruins, preferring locations near subterranean bodies of water.
The region containing an adult or ancient deep dragon’s lair is changed by its presence, creating the following effects
Monsters
Forgotten Realms: Adventures in Faerûn
hunters with an affinity for lost lore and fungi that flourish in the depths. As deep dragons age, their smooth, serpentine bodies become riddled with fungal rot, particularly around their faces, to
-encrusted caverns of the Underdark or old, forgotten ruins, preferring locations near subterranean bodies of water.
The region containing an adult or ancient deep dragon’s lair is changed by its
Monsters
Forgotten Realms: Adventures in Faerûn
Underdark. They are stealthy hunters with an affinity for lost lore and fungi that flourish in the depths. As deep dragons age, their smooth, serpentine bodies become riddled with fungal rot, particularly
dragons lair in fungus-encrusted caverns of the Underdark or old, forgotten ruins, preferring locations near subterranean bodies of water.
The region containing an adult or ancient deep dragon&rsquo
Giant Sea Horse
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Charge. If the sea horse moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6);{"diceNotation":"2d6","rollType
":"damage","rollAction":"Charge","rollDamageType":"bludgeoning"} bludgeoning damage. It the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Water Breathing. The sea
Boar
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6);{"diceNotation":"1d6","rollType":"damage
","rollAction":"Charge","rollDamageType":"slashing"} slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Relentless (Recharges after a
Giant Boar
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6);{"diceNotation":"2d6","rollType":"damage
","rollAction":"Charge","rollDamageType":"slashing"} slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Relentless (Recharges after a
Monsters
Planescape: Adventures in the Multiverse
grappled by the ferrumach.
Skewering Charge. If the ferrumach moves at least 20 feet in a straight line toward a Large or smaller creature and ends within 5 feet of it, that creature must succeed on
a DC 16 Strength saving throw or have the grappled condition (escape DC 18) and take 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Skewering Charge", "rollDamageType":"piercing
Wereboar
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Charge (Boar or Hybrid Form Only). If the wereboar moves at least 15 feet straight
toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Charge","rollDamageType":"slashing"} slashing
Fire Giant Dreadnought
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
"} bludgeoning damage.
Shield Charge. The giant moves up to 30 feet in a straight line and can move through the space of any creature smaller than Huge. The first time it enters a creature's space during this move
, it makes a fireshield attack against that creature. If the attack hits, the target must also succeed on a DC 21 Strength saving throw or be pushed ahead of the giant for the rest of this move. If a
Monsters
Guildmasters’ Guide to Ravnica
described as living thunderstorms, reckoners charge their bodies with lightning that bursts forth in their spells and lashes out at enemies who harm them. Many reckoners are minotaurs.
Bard
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
of song, speech, and the magic they contain. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation
still resound throughout the cosmos. The music of bards is an attempt to snatch and harness those echoes, subtly woven into their spells and powers. The greatest strength of bards is their sheer
Monsters
Eberron: Rising from the Last War
Shifting (Recharges after a Short or Long Rest). As a bonus action, the shifter takes on a more bestial form for 1 minute or until it dies. The shifter gains 5 temporary hit points. It can make a
noses, pointed ears, and light fur over much of their bodies. When a shifter fully embraces the beast within by “shifting,” these features become even more pronounced.
magic-items
This magic weapon grants a +1 bonus to attack and damage rolls made with it. Whenever you finish a Long Rest, choose one of the following creature types: Aberration, Beast, Celestial, Dragon, Fiend
, Giant, or Undead.
The weapon has 4 charges. If you hit a creature of the chosen type with the weapon, you can expend 1 charge and inflict an additional 2d6 damage of the weapon’s type with the attack. The weapon regains 1d4 expended charges daily at dawn.
magic-items
This magic weapon grants a +1 bonus to attack and damage rolls made with it. Whenever you finish a Long Rest, choose one of the following creature types: Aberration, Beast, Celestial, Dragon, Fiend
, Giant, or Undead.
The weapon has 4 charges. If you hit a creature of the chosen type with the weapon, you can expend 1 charge and inflict an additional 2d6 damage of the weapon’s type with the attack. The weapon regains 1d4 expended charges daily at dawn.
magic-items
This magic weapon grants a +1 bonus to attack and damage rolls made with it. Whenever you finish a Long Rest, choose one of the following creature types: Aberration, Beast, Celestial, Dragon, Fiend
, Giant, or Undead.
The weapon has 4 charges. If you hit a creature of the chosen type with the weapon, you can expend 1 charge and inflict an additional 2d6 damage of the weapon’s type with the attack. The weapon regains 1d4 expended charges daily at dawn.
Magic Items
Fizban's Treasury of Dragons
gem, you can expend up to 3 charges to ignore the spell’s material components with a gold piece cost, up to 500 gp per charge expended.
When you finish a long rest, choose a spell from any
class list. The spell you choose must be of a level you can cast. You know the chosen spell and can cast it with your spell slots of the appropriate level until the end of your next long rest.
Magic Items
Strixhaven: A Curriculum of Chaos
(History) or Intelligence (Religion) check while holding the primer, you can expend 1 charge to give yourself 1d4 bonus to the check, immediately after you roll the d20.
In addition, if you study the
primer at the end of a long rest, you can choose one 1st-level spell from the cleric or wizard spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell
magic-items
This magic weapon grants a +1 bonus to attack and damage rolls made with it. Whenever you finish a Long Rest, choose one of the following creature types: Aberration, Beast, Celestial, Dragon, Fiend
, Giant, or Undead.
The weapon has 4 charges. If you hit a creature of the chosen type with the weapon, you can expend 1 charge and inflict an additional 2d6 damage of the weapon’s type with the attack. The weapon regains 1d4 expended charges daily at dawn.
magic-items
This magic weapon grants a +1 bonus to attack and damage rolls made with it. Whenever you finish a Long Rest, choose one of the following creature types: Aberration, Beast, Celestial, Dragon, Fiend
, Giant, or Undead.
The weapon has 4 charges. If you hit a creature of the chosen type with the weapon, you can expend 1 charge and inflict an additional 2d6 damage of the weapon’s type with the attack. The weapon regains 1d4 expended charges daily at dawn.
magic-items
This magic weapon grants a +1 bonus to attack and damage rolls made with it. Whenever you finish a Long Rest, choose one of the following creature types: Aberration, Beast, Celestial, Dragon, Fiend
, Giant, or Undead.
The weapon has 4 charges. If you hit a creature of the chosen type with the weapon, you can expend 1 charge and inflict an additional 2d6 damage of the weapon’s type with the attack. The weapon regains 1d4 expended charges daily at dawn.
magic-items
This magic weapon grants a +1 bonus to attack and damage rolls made with it. Whenever you finish a Long Rest, choose one of the following creature types: Aberration, Beast, Celestial, Dragon, Fiend
, Giant, or Undead.
The weapon has 4 charges. If you hit a creature of the chosen type with the weapon, you can expend 1 charge and inflict an additional 2d6 damage of the weapon’s type with the attack. The weapon regains 1d4 expended charges daily at dawn.
magic-items
This magic weapon grants a +1 bonus to attack and damage rolls made with it. Whenever you finish a Long Rest, choose one of the following creature types: Aberration, Beast, Celestial, Dragon, Fiend
, Giant, or Undead.
The weapon has 4 charges. If you hit a creature of the chosen type with the weapon, you can expend 1 charge and inflict an additional 2d6 damage of the weapon’s type with the attack. The weapon regains 1d4 expended charges daily at dawn.
magic-items
This magic weapon grants a +1 bonus to attack and damage rolls made with it. Whenever you finish a Long Rest, choose one of the following creature types: Aberration, Beast, Celestial, Dragon, Fiend
, Giant, or Undead.
The weapon has 4 charges. If you hit a creature of the chosen type with the weapon, you can expend 1 charge and inflict an additional 2d6 damage of the weapon’s type with the attack. The weapon regains 1d4 expended charges daily at dawn.
magic-items
This magic weapon grants a +1 bonus to attack and damage rolls made with it. Whenever you finish a Long Rest, choose one of the following creature types: Aberration, Beast, Celestial, Dragon, Fiend
, Giant, or Undead.
The weapon has 4 charges. If you hit a creature of the chosen type with the weapon, you can expend 1 charge and inflict an additional 2d6 damage of the weapon’s type with the attack. The weapon regains 1d4 expended charges daily at dawn.
magic-items
This magic weapon grants a +1 bonus to attack and damage rolls made with it. Whenever you finish a Long Rest, choose one of the following creature types: Aberration, Beast, Celestial, Dragon, Fiend
, Giant, or Undead.
The weapon has 4 charges. If you hit a creature of the chosen type with the weapon, you can expend 1 charge and inflict an additional 2d6 damage of the weapon’s type with the attack. The weapon regains 1d4 expended charges daily at dawn.
Magic Items
Strixhaven: A Curriculum of Chaos
(Acrobatics) or a Charisma (Performance) check while holding the primer, you can expend 1 charge to give yourself a 1d4 bonus to the check, immediately after you roll the d20.
In addition, if you study the
primer at the end of a long rest, you can choose one 1st-level spell from the bard or sorcerer spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot
Magic Items
Strixhaven: A Curriculum of Chaos
(Arcana) or an Intelligence (Nature) check while holding the primer, you can expend 1 charge to give yourself a 1d4 bonus to the check, immediately after you roll the d20.
In addition, if you study the
primer at the end of a long rest, you can choose one 1st-level spell from the druid or wizard spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if
Monsters
Bigby Presents: Glory of the Giants
their being and manifests in colorful, scar-like lines on their towering bodies. Some of these ancient dinosaurs persist in timeless jungles, hidden enclaves, and other lands untouched by the rest of the world.
magic-items
This magic weapon grants a +1 bonus to attack and damage rolls made with it. Whenever you finish a Long Rest, choose one of the following creature types: Aberration, Beast, Celestial, Dragon, Fiend
, Giant, or Undead.
The weapon has 4 charges. If you hit a creature of the chosen type with the weapon, you can expend 1 charge and inflict an additional 2d6 damage of the weapon’s type with the attack. The weapon regains 1d4 expended charges daily at dawn.
magic-items
This magic weapon grants a +1 bonus to attack and damage rolls made with it. Whenever you finish a Long Rest, choose one of the following creature types: Aberration, Beast, Celestial, Dragon, Fiend
, Giant, or Undead.
The weapon has 4 charges. If you hit a creature of the chosen type with the weapon, you can expend 1 charge and inflict an additional 2d6 damage of the weapon’s type with the attack. The weapon regains 1d4 expended charges daily at dawn.
magic-items
This magic weapon grants a +1 bonus to attack and damage rolls made with it. Whenever you finish a Long Rest, choose one of the following creature types: Aberration, Beast, Celestial, Dragon, Fiend
, Giant, or Undead.
The weapon has 4 charges. If you hit a creature of the chosen type with the weapon, you can expend 1 charge and inflict an additional 2d6 damage of the weapon’s type with the attack. The weapon regains 1d4 expended charges daily at dawn.






