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Returning 35 results for 'bards bottom diffusing core rough'.
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Classes
Player’s Handbook
. But Bards’ depth of knowledge and mastery of magic sets them apart.
Becoming a Bard...
As a Level 1 Bard
Gain all the traits in the Core Bard Traits table.
Gain the Bard’s level 1
Core Bard Traits
Primary Ability
Charisma
Hit Point Die
D8 per Bard level
Saving Throw Proficiencies
Dexterity and Charisma
Skill Proficiencies
Choose any 3 skills
classes
Core Pugilist Traits
Primary Ability
Strength
Hit Point Die
D10 per Pugilist level
Saving Throw Proficiencies
Strength and Constitution
Skill Proficiencies
Choose 2
live a rough and tumble life that leaves them full of determination and recklessness, either from overconfidence or desperation. In a fight, they channel this strength of character to dig deep and
Backgrounds
Sword Coast Adventurer's Guide
use by the faction’s operatives), haven keepers, and message drop minders, to name a few. At the core of every faction are those who don’t merely fulfill a small function for that
knowledge, rather than brute force. Harper agents are often proficient in Investigation, enabling them to be adept at snooping and spying. They often seek aid from other Harpers, sympathetic bards and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
most harmful external effects—one could float in the skies of Avernus in the Nine Hells without harm to it or its residents. A morkoth’s island might be found anywhere from the bottom of the
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->Player’s Handbook
any other entertainer. But Bards’ depth of knowledge and mastery of magic sets them apart. Becoming a Bard... As a Level 1 Bard Gain all the traits in the Core Bard Traits table. Gain the Bard’s level
Bard EVYN FONG An Inspiring Performer of Music, Dance, and Magic Core Bard Traits Primary Ability Charisma Hit Point Die D8 per Bard level Saving Throw Proficiencies Dexterity and Charisma Skill
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
any other entertainer. But Bards’ depth of knowledge and mastery of magic sets them apart. Becoming a Bard... As a Level 1 Bard Gain all the traits in the Core Bard Traits table. Gain the Bard’s level
Bard EVYN FONG An Inspiring Performer of Music, Dance, and Magic Core Bard Traits Primary Ability Charisma Hit Point Die D8 per Bard level Saving Throw Proficiencies Dexterity and Charisma Skill
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Bard Core Bard Traits Primary Ability Charisma Hit Point Die D8 per Bard level Saving Throw Proficiencies Dexterity and Charisma Skill Proficiencies Choose any 3 skills (see “Playing the Game
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->D&D Beyond Basic Rules
Bard Core Bard Traits Primary Ability Charisma Hit Point Die D8 per Bard level Saving Throw Proficiencies Dexterity and Charisma Skill Proficiencies Choose any 3 skills (see “Playing the Game
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
any other entertainer. But Bards’ depth of knowledge and mastery of magic sets them apart. Becoming a Bard... As a Level 1 Bard Gain all the traits in the Core Bard Traits table. Gain the Bard’s level
Bard EVYN FONG An Inspiring Performer of Music, Dance, and Magic Core Bard Traits Primary Ability Charisma Hit Point Die D8 per Bard level Saving Throw Proficiencies Dexterity and Charisma Skill
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Bard Core Bard Traits Primary Ability Charisma Hit Point Die D8 per Bard level Saving Throw Proficiencies Dexterity and Charisma Skill Proficiencies Choose any 3 skills (see “Playing the Game
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
Magic Items
Storm King's Thunder
with one of the Ruling Scepters of Shanatar, which she had found in a wreck at the bottom of the Trackless Sea. Only a creature attuned to a Ruling Scepter and in possession of it can harness the powers
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->Curse of Strahd
K80. Center Stair If the characters enter this area through the door at the bottom of the stairs, read: The door creaks open to reveal a stone staircase between rough masonry walls. There is little
dust on the steps, but light fog tumbles down the steps from above. If the characters enter this area at the top of the staircase, read: The rough-hewn corridor ends at a stone staircase that descends
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K80. Center Stair If the characters enter this area through the door at the bottom of the stairs, read: The door creaks open to reveal a stone staircase between rough masonry walls. There is little
dust on the steps, but light fog tumbles down the steps from above. If the characters enter this area at the top of the staircase, read: The rough-hewn corridor ends at a stone staircase that descends
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K80. Center Stair If the characters enter this area through the door at the bottom of the stairs, read: The door creaks open to reveal a stone staircase between rough masonry walls. There is little
dust on the steps, but light fog tumbles down the steps from above. If the characters enter this area at the top of the staircase, read: The rough-hewn corridor ends at a stone staircase that descends
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
, their candles long since melted away. North of the seating area is a sooty fireplace and an alcove containing a rough-hewn pit that descends 60 feet. Abundant handholds and footholds allow a character
to climb up or down the pit with a successful DC 10 Strength (Athletics) check. The bottom of the pit contains moldy animal bones and other refuse discarded by the dwarves after their meals.
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
the spell has a somatic or a material component.
Top to Bottom: Ollamh harp,
Anstruth harp, and Cli lyre
Instrument Rarity Spells All — Fly, invisibility, levitate, protection from evil
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
the spell has a somatic or a material component.
Top to Bottom: Ollamh harp,
Anstruth harp, and Cli lyre
Instrument Rarity Spells All — Fly, invisibility, levitate, protection from evil
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
floor falls through it and plummets to the bottom of the pit, taking damage as normal. A creature can climb the pit’s rough walls with a successful DC 15 Strength (Athletics) check.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
, their candles long since melted away. North of the seating area is a sooty fireplace and an alcove containing a rough-hewn pit that descends 60 feet. Abundant handholds and footholds allow a character
to climb up or down the pit with a successful DC 10 Strength (Athletics) check. The bottom of the pit contains moldy animal bones and other refuse discarded by the dwarves after their meals.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
floor falls through it and plummets to the bottom of the pit, taking damage as normal. A creature can climb the pit’s rough walls with a successful DC 15 Strength (Athletics) check.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
, their candles long since melted away. North of the seating area is a sooty fireplace and an alcove containing a rough-hewn pit that descends 60 feet. Abundant handholds and footholds allow a character
to climb up or down the pit with a successful DC 10 Strength (Athletics) check. The bottom of the pit contains moldy animal bones and other refuse discarded by the dwarves after their meals.
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
the spell has a somatic or a material component.
Top to Bottom: Ollamh harp,
Anstruth harp, and Cli lyre
Instrument Rarity Spells All — Fly, invisibility, levitate, protection from evil
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
floor falls through it and plummets to the bottom of the pit, taking damage as normal. A creature can climb the pit’s rough walls with a successful DC 15 Strength (Athletics) check.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
around a nearby stalagmite and dangles down the side of the pit, at the bottom of which is a rough-hewn tunnel heading northwest and east.
This was the campsite of the Rockseekers. The dead dwarf is
by 5 or more falls and takes 1d6 bludgeoning damage per 10 feet fallen, landing prone at the bottom. The tunnel at the bottom of the pit leads northwest toward area 2 and east toward area 3. Treasure
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
around a nearby stalagmite and dangles down the side of the pit, at the bottom of which is a rough-hewn tunnel heading northwest and east.
This was the campsite of the Rockseekers. The dead dwarf is
by 5 or more falls and takes 1d6 bludgeoning damage per 10 feet fallen, landing prone at the bottom. The tunnel at the bottom of the pit leads northwest toward area 2 and east toward area 3. Treasure
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
around a nearby stalagmite and dangles down the side of the pit, at the bottom of which is a rough-hewn tunnel heading northwest and east.
This was the campsite of the Rockseekers. The dead dwarf is
by 5 or more falls and takes 1d6 bludgeoning damage per 10 feet fallen, landing prone at the bottom. The tunnel at the bottom of the pit leads northwest toward area 2 and east toward area 3. Treasure
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
tunnel exits into this sinkhole is the wight Naergoth Bladelord (area 4), and he believes the tunnel is still blocked. The sinkhole is 30 feet deep. The sides are steep but composed of rough volcanic
rock that’s easy to climb. Dragon bones cover the bottom of the pit to a depth of 5 feet, making the floor of the pit difficult terrain. Cultists never come to the sinkhole; the only creatures that might spot infiltrators in this area are flying dragons.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
tunnel exits into this sinkhole is the wight Naergoth Bladelord (area 4), and he believes the tunnel is still blocked. The sinkhole is 30 feet deep. The sides are steep but composed of rough volcanic
rock that’s easy to climb. Dragon bones cover the bottom of the pit to a depth of 5 feet, making the floor of the pit difficult terrain. Cultists never come to the sinkhole; the only creatures that might spot infiltrators in this area are flying dragons.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
tunnel exits into this sinkhole is the wight Naergoth Bladelord (area 4), and he believes the tunnel is still blocked. The sinkhole is 30 feet deep. The sides are steep but composed of rough volcanic
rock that’s easy to climb. Dragon bones cover the bottom of the pit to a depth of 5 feet, making the floor of the pit difficult terrain. Cultists never come to the sinkhole; the only creatures that might spot infiltrators in this area are flying dragons.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
tunnel exits into this sinkhole is the wight Naergoth Bladelord (area 4), and he believes the tunnel is still blocked. The sinkhole is 30 feet deep. The sides are steep but composed of rough volcanic
rock that’s easy to climb. Dragon bones cover the bottom of the pit to a depth of 5 feet, making the floor of the pit difficult terrain. Cultists never come to the sinkhole; the only creatures that might spot infiltrators in this area are flying dragons.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
tunnel exits into this sinkhole is the wight Naergoth Bladelord (area 4), and he believes the tunnel is still blocked. The sinkhole is 30 feet deep. The sides are steep but composed of rough volcanic
rock that’s easy to climb. Dragon bones cover the bottom of the pit to a depth of 5 feet, making the floor of the pit difficult terrain. Cultists never come to the sinkhole; the only creatures that might spot infiltrators in this area are flying dragons.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
tunnel exits into this sinkhole is the wight Naergoth Bladelord (area 4), and he believes the tunnel is still blocked. The sinkhole is 30 feet deep. The sides are steep but composed of rough volcanic
rock that’s easy to climb. Dragon bones cover the bottom of the pit to a depth of 5 feet, making the floor of the pit difficult terrain. Cultists never come to the sinkhole; the only creatures that might spot infiltrators in this area are flying dragons.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. Grand Vestibule Rough Walls. The walls of this area are roughly hewn to give the room a cavern-like appearance.
Quartz Pillars. The glow from four quartz pillars reflects off flecks of quartz
embedded in the walls.
Engraved Doors. The double doors to the south are engraved with the image of a mountain with a gem-shaped indentation at its core (the symbol of Dumathoin). The edges of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. Grand Vestibule Rough Walls. The walls of this area are roughly hewn to give the room a cavern-like appearance.
Quartz Pillars. The glow from four quartz pillars reflects off flecks of quartz
embedded in the walls.
Engraved Doors. The double doors to the south are engraved with the image of a mountain with a gem-shaped indentation at its core (the symbol of Dumathoin). The edges of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. Grand Vestibule Rough Walls. The walls of this area are roughly hewn to give the room a cavern-like appearance.
Quartz Pillars. The glow from four quartz pillars reflects off flecks of quartz
embedded in the walls.
Engraved Doors. The double doors to the south are engraved with the image of a mountain with a gem-shaped indentation at its core (the symbol of Dumathoin). The edges of the






