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Returning 35 results for 'bards both diffusing causes rulers'.
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Knight
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
knight must see the attacker and be wielding a melee weapon.Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which
Monsters
Mordenkainen Presents: Monsters of the Multiverse
"} piercing damage.Loyal Bodyguard. When another fiend within 5 feet of the merregon is hit by an attack, the merregon causes itself to be hit instead.The souls of fallen soldiers, mercenaries, and
infernal plane and its rulers against intruders.
Merregons have no individuality and hence no need for faces. Every merregon legionnaire has a metal mask bolted to its head. Markings on the mask
Monsters
Keys from the Golden Vault
wielding a melee weapon.Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight’s alignment determines the extent to which a pledge is honored. Whether
Monsters
Storm King's Thunder
weapon.Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or
Instrument of the Bards
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The
’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its
Magic Items
Storm King's Thunder
Built by dwarven gods and entrusted to the rulers of Shanatar, an ancient dwarven empire, the Wyrmskull Throne was a symbol of dwarven power and pride for ages untold. The throne hovers a foot off
breaking at least five Ruling Scepters of Shanatar simultaneously on it. This fact has never been recorded or sung of among the dwarves or any bards or storytellers, and it can’t be discovered
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Instrument of the Bards (p. 176) The final paragraph is replaced with the following: “You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Instrument of the Bards (p. 176) The final paragraph is replaced with the following: “You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Instrument of the Bards (p. 176) The final paragraph is replaced with the following: “You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Lords' Alliance The Lords’ Alliance is an association of rulers from cities and towns across Faerûn (primarily in the North), who believe that solidarity is needed to keep evil at bay. The rulers of
agents include sophisticated bards, zealous paladins, talented mages, and grizzled warriors. They are chosen primarily for their loyalty and are experts in observation, stealth, innuendo, and combat
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Lords' Alliance The Lords’ Alliance is an association of rulers from cities and towns across Faerûn (primarily in the North), who believe that solidarity is needed to keep evil at bay. The rulers of
agents include sophisticated bards, zealous paladins, talented mages, and grizzled warriors. They are chosen primarily for their loyalty and are experts in observation, stealth, innuendo, and combat
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Lords' Alliance The Lords’ Alliance is an association of rulers from cities and towns across Faerûn (primarily in the North), who believe that solidarity is needed to keep evil at bay. The rulers of
agents include sophisticated bards, zealous paladins, talented mages, and grizzled warriors. They are chosen primarily for their loyalty and are experts in observation, stealth, innuendo, and combat
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Instrument of the Bards Wondrous item, rarity varies (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way
DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Instrument of the Bards Wondrous item, rarity varies (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way
DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Instrument of the Bards Wondrous item, rarity varies (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way
DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
are the Hells’ legionnaires, tasked with protecting their infernal plane and its rulers against intruders. Merregons have no individuality and hence no need for faces. Every merregon legionnaire has a
hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Reactions
Loyal Bodyguard. When another Fiend within 5 feet of the merregon is hit by an attack roll, the merregon causes itself to be hit instead.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Knight Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight’s alignment determines the extent to which a pledge is honored. Whether undertaking a quest or
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
are the Hells’ legionnaires, tasked with protecting their infernal plane and its rulers against intruders. Merregons have no individuality and hence no need for faces. Every merregon legionnaire has a
hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Reactions
Loyal Bodyguard. When another Fiend within 5 feet of the merregon is hit by an attack roll, the merregon causes itself to be hit instead.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Knight Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight’s alignment determines the extent to which a pledge is honored. Whether undertaking a quest or
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Knight Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight’s alignment determines the extent to which a pledge is honored. Whether undertaking a quest or
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
are the Hells’ legionnaires, tasked with protecting their infernal plane and its rulers against intruders. Merregons have no individuality and hence no need for faces. Every merregon legionnaire has a
hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Reactions
Loyal Bodyguard. When another Fiend within 5 feet of the merregon is hit by an attack roll, the merregon causes itself to be hit instead.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
are the hells’ legionnaires, tasked with protecting the realm and its rulers against intruders. Masks of Uniformity. Merregons have no individuality, and hence no need for faces. Every merregon
. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Reactions
Loyal Bodyguard. When another fiend within 5 feet of the merregon is hit by an attack, the merregon causes itself to be hit instead.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
are the hells’ legionnaires, tasked with protecting the realm and its rulers against intruders. Masks of Uniformity. Merregons have no individuality, and hence no need for faces. Every merregon
. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Reactions
Loyal Bodyguard. When another fiend within 5 feet of the merregon is hit by an attack, the merregon causes itself to be hit instead.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
their prey before they attack again. Legends tie death dogs to malicious death gods, the underworld, and cursed rulers. These stories are based on the malady death dogs spread. Roll on or choose a result
when a creature no longer has the Poisoned condition from a death dog’s Bite. Death Dog Malady Symptoms 1d6 The Death Dog’s Malady Causes... 1 Marks from canine jaws to appear on the victim’s
Compendium
- Sources->Dungeons & Dragons->Monster Manual
tricked into invading the Feywild to claim its magic for their own. When the archfey rulers of that realm united, the fomorians were turned back and cursed with supernatural strangeness to make their
Warping table to inspire the cosmetic effects a creature undergoes while they’re affected by a fomorian’s Warping Hex. Fomorian Warping 1d4 The Fomorian’s Hex Causes... 1 Colorful, wandering
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
are the hells’ legionnaires, tasked with protecting the realm and its rulers against intruders. Masks of Uniformity. Merregons have no individuality, and hence no need for faces. Every merregon
. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Reactions
Loyal Bodyguard. When another fiend within 5 feet of the merregon is hit by an attack, the merregon causes itself to be hit instead.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
their prey before they attack again. Legends tie death dogs to malicious death gods, the underworld, and cursed rulers. These stories are based on the malady death dogs spread. Roll on or choose a result
when a creature no longer has the Poisoned condition from a death dog’s Bite. Death Dog Malady Symptoms 1d6 The Death Dog’s Malady Causes... 1 Marks from canine jaws to appear on the victim’s
Compendium
- Sources->Dungeons & Dragons->Monster Manual
tricked into invading the Feywild to claim its magic for their own. When the archfey rulers of that realm united, the fomorians were turned back and cursed with supernatural strangeness to make their
Warping table to inspire the cosmetic effects a creature undergoes while they’re affected by a fomorian’s Warping Hex. Fomorian Warping 1d4 The Fomorian’s Hex Causes... 1 Colorful, wandering
Compendium
- Sources->Dungeons & Dragons->Monster Manual
tricked into invading the Feywild to claim its magic for their own. When the archfey rulers of that realm united, the fomorians were turned back and cursed with supernatural strangeness to make their
Warping table to inspire the cosmetic effects a creature undergoes while they’re affected by a fomorian’s Warping Hex. Fomorian Warping 1d4 The Fomorian’s Hex Causes... 1 Colorful, wandering
Compendium
- Sources->Dungeons & Dragons->Monster Manual
their prey before they attack again. Legends tie death dogs to malicious death gods, the underworld, and cursed rulers. These stories are based on the malady death dogs spread. Roll on or choose a result
when a creature no longer has the Poisoned condition from a death dog’s Bite. Death Dog Malady Symptoms 1d6 The Death Dog’s Malady Causes... 1 Marks from canine jaws to appear on the victim’s
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
most often saved for trading opportunities with other giants more adept at crafting metal weapons and armor.
Rulers by Might. Frost giants respect brute strength above all else, and a frost giant’s
challenges. At other times, the informal ceremony can become a chaotic free-for-all where both clans rush into a melee that fells trees, shatters the ice on frozen lakes, and causes avalanches on the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
most often saved for trading opportunities with other giants more adept at crafting metal weapons and armor.
Rulers by Might. Frost giants respect brute strength above all else, and a frost giant’s
challenges. At other times, the informal ceremony can become a chaotic free-for-all where both clans rush into a melee that fells trees, shatters the ice on frozen lakes, and causes avalanches on the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
most often saved for trading opportunities with other giants more adept at crafting metal weapons and armor.
Rulers by Might. Frost giants respect brute strength above all else, and a frost giant’s
challenges. At other times, the informal ceremony can become a chaotic free-for-all where both clans rush into a melee that fells trees, shatters the ice on frozen lakes, and causes avalanches on the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Spilling a few drops of Humanoid blood into the brazier causes the brazier’s coals to produce a hissing purple flame and oily, purplish smoke that reeks of offal. When Sythian summons the flame and
utter a prayer to Graz’zt; doing so has a 10 percent chance of annoying the demon lord, who causes four shadow demons to appear in the room and attack. These demons return to the Abyss after 10
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Spilling a few drops of Humanoid blood into the brazier causes the brazier’s coals to produce a hissing purple flame and oily, purplish smoke that reeks of offal. When Sythian summons the flame and
utter a prayer to Graz’zt; doing so has a 10 percent chance of annoying the demon lord, who causes four shadow demons to appear in the room and attack. These demons return to the Abyss after 10






