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Returning 35 results for 'bards breathe diffusing commune ready'.
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Magic Items
Dungeon Master’s Guide
you roll a 20 on the d20 for an attack roll with this weapon, the target takes an extra 21 Necrotic damage.
While holding Wave, you gain the following benefits:
Combat Ready. You have Advantage on
Initiative rolls.
Underwater Adaptation. A bubble of air forms around your head while you are underwater, allowing you to breathe normally in that environment.
Aquatic Command. Wave has 3 charges and
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
Sleeping Dragon’s Wake
Amphibious. Lhammaruntosz can breathe air and water.
Legendary Resistance (3/Day). If Lhammaruntosz fails a saving throw, she can choose to succeed instead.
Innate Spellcasting. Lhammaruntosz&rsquo
Bahamut, which the dragon can use to commune with the deity.
In recent decades Lhammaruntosz has retreated inside the shrine, becoming reclusive due to a attack by a disguised demon which has driven her
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit
dragon's lair, and its members telepathically commune with the dragon and any visitors in the lair from time to time.
2
A young amethyst dragon and a githzerai zerth travel together, learning
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Creating a Bard Bards thrive on stories, whether those stories are true or not. Your character’s background and motivations are not as important as the stories that he or she tells about them
a story. Some bards acquire their magical music through extraordinary means, including the inspiration of fey or other supernatural creatures. Did you serve an apprenticeship, studying under a master
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Creating a Bard Bards thrive on stories, whether those stories are true or not. Your character’s background and motivations are not as important as the stories that he or she tells about them
a story. Some bards acquire their magical music through extraordinary means, including the inspiration of fey or other supernatural creatures. Did you serve an apprenticeship, studying under a master
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Creating a Bard Bards thrive on stories, whether those stories are true or not. Your character’s background and motivations are not as important as the stories that he or she tells about them
a story. Some bards acquire their magical music through extraordinary means, including the inspiration of fey or other supernatural creatures. Did you serve an apprenticeship, studying under a master
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
giant rockspeaker (both in chapter 6) who needs to commune with his dreams within the crystal sand fortress at night. While he does, creatures from the Fiendish Incursion Encounters and Elemental Earth
they can sing to make the sand do what they want, but none of them can carry a tune, so they’re frustrated and ready to smash intruders to pieces. Wanderer’s Hope A cloud giant in an airship seeks the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
giant rockspeaker (both in chapter 6) who needs to commune with his dreams within the crystal sand fortress at night. While he does, creatures from the Fiendish Incursion Encounters and Elemental Earth
they can sing to make the sand do what they want, but none of them can carry a tune, so they’re frustrated and ready to smash intruders to pieces. Wanderer’s Hope A cloud giant in an airship seeks the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
giant rockspeaker (both in chapter 6) who needs to commune with his dreams within the crystal sand fortress at night. While he does, creatures from the Fiendish Incursion Encounters and Elemental Earth
they can sing to make the sand do what they want, but none of them can carry a tune, so they’re frustrated and ready to smash intruders to pieces. Wanderer’s Hope A cloud giant in an airship seeks the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Creating a Bard Bards thrive on stories, whether those stories are true or not. Your character’s background and motivations are not as important as the stories that he or she tells about them
a story. Some bards acquire their magical music through extraordinary means, including the inspiration of fey or other supernatural creatures. Did you serve an apprenticeship, studying under a master
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Creating a Bard Bards thrive on stories, whether those stories are true or not. Your character’s background and motivations are not as important as the stories that he or she tells about them
a story. Some bards acquire their magical music through extraordinary means, including the inspiration of fey or other supernatural creatures. Did you serve an apprenticeship, studying under a master
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Creating a Bard Bards thrive on stories, whether those stories are true or not. Your character’s background and motivations are not as important as the stories that he or she tells about them
a story. Some bards acquire their magical music through extraordinary means, including the inspiration of fey or other supernatural creatures. Did you serve an apprenticeship, studying under a master
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
)
Amphibious. Kysh can breathe air and water.
Emissary of the Sea. Kysh can communicate simple ideas with amphibious and water-breathing beasts. They understand the meaning of his words, but he cannot
is ready to join the party in their struggle. Tritons are folk of the Elemental Plane of Water who journeyed to the Material Plane to watch over the dark places of the ocean depths. They stand guard
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
following benefits: Combat Ready. You have Advantage on Initiative rolls. Underwater Adaptation. A bubble of air forms around your head while you are underwater, allowing you to breathe normally in that
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
following benefits: Combat Ready. You have Advantage on Initiative rolls. Underwater Adaptation. A bubble of air forms around your head while you are underwater, allowing you to breathe normally in that
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
)
Amphibious. Kysh can breathe air and water.
Emissary of the Sea. Kysh can communicate simple ideas with amphibious and water-breathing beasts. They understand the meaning of his words, but he cannot
is ready to join the party in their struggle. Tritons are folk of the Elemental Plane of Water who journeyed to the Material Plane to watch over the dark places of the ocean depths. They stand guard
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
)
Amphibious. Kysh can breathe air and water.
Emissary of the Sea. Kysh can communicate simple ideas with amphibious and water-breathing beasts. They understand the meaning of his words, but he cannot
is ready to join the party in their struggle. Tritons are folk of the Elemental Plane of Water who journeyed to the Material Plane to watch over the dark places of the ocean depths. They stand guard
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
following benefits: Combat Ready. You have Advantage on Initiative rolls. Underwater Adaptation. A bubble of air forms around your head while you are underwater, allowing you to breathe normally in that
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the dragon allied with the group), a large amount of fresh meat, and an iron cauldron. When the process is complete, a halfling-sized egg emerges from the cauldron and is ready to hatch within a few
the special features described below.
Black Guard Drake. A black guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has resistance to acid damage.
Blue
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the dragon allied with the group), a large amount of fresh meat, and an iron cauldron. When the process is complete, a halfling-sized egg emerges from the cauldron and is ready to hatch within a few
the special features described below.
Black Guard Drake. A black guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has resistance to acid damage.
Blue
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the dragon allied with the group), a large amount of fresh meat, and an iron cauldron. When the process is complete, a halfling-sized egg emerges from the cauldron and is ready to hatch within a few
the special features described below.
Black Guard Drake. A black guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has resistance to acid damage.
Blue
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
damage on a failed save, or half as much damage on a successful one. Big Belchy can breathe steam only once. On each of its turns thereafter, it swims a total of 40 feet toward Jarlaxle’s flagship
, beneath an old stone windmill in the Sea Ward, and the three keys needed to enter it. When the characters are ready to visit the location, proceed with encounter 10, “Converted Windmill.”
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
damage on a failed save, or half as much damage on a successful one. Big Belchy can breathe steam only once. On each of its turns thereafter, it swims a total of 40 feet toward Jarlaxle’s flagship
, beneath an old stone windmill in the Sea Ward, and the three keys needed to enter it. When the characters are ready to visit the location, proceed with encounter 10, “Converted Windmill.”
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
damage on a failed save, or half as much damage on a successful one. Big Belchy can breathe steam only once. On each of its turns thereafter, it swims a total of 40 feet toward Jarlaxle’s flagship
, beneath an old stone windmill in the Sea Ward, and the three keys needed to enter it. When the characters are ready to visit the location, proceed with encounter 10, “Converted Windmill.”
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared. Oath of Devotion Spells Paladin Level Spells
3 Protection from Evil and Good, Shield of Faith 5 Aid, Zone of Truth 9 Beacon of Hope, Dispel Magic 13 Freedom of Movement, Guardian of Faith 17 Commune, Flame Strike Level 3: Sacred Weapon When
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
bards find a home in Silverquill, putting the power of their voices to use with Silverquill magic. Wizards (especially those who study the Schools of Illusion and Enchantment) are common in
way to succeed. 4 I’ve mastered the art of using humor as a defense, and I always have a charming joke ready. 5 I always wait before speaking, analyzing the situation for whichever angle is most
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared. Oath of Devotion Spells Paladin Level Spells
3 Protection from Evil and Good, Shield of Faith 5 Aid, Zone of Truth 9 Beacon of Hope, Dispel Magic 13 Freedom of Movement, Guardian of Faith 17 Commune, Flame Strike Level 3: Sacred Weapon When
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared. Oath of Devotion Spells Paladin Level Spells
3 Protection from Evil and Good, Shield of Faith 5 Aid, Zone of Truth 9 Beacon of Hope, Dispel Magic 13 Freedom of Movement, Guardian of Faith 17 Commune, Flame Strike Level 3: Sacred Weapon When
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
bards find a home in Silverquill, putting the power of their voices to use with Silverquill magic. Wizards (especially those who study the Schools of Illusion and Enchantment) are common in
way to succeed. 4 I’ve mastered the art of using humor as a defense, and I always have a charming joke ready. 5 I always wait before speaking, analyzing the situation for whichever angle is most
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
bards find a home in Silverquill, putting the power of their voices to use with Silverquill magic. Wizards (especially those who study the Schools of Illusion and Enchantment) are common in
way to succeed. 4 I’ve mastered the art of using humor as a defense, and I always have a charming joke ready. 5 I always wait before speaking, analyzing the situation for whichever angle is most
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the three nights of the full moon, three or more druids gathered around a moonwell can cast commune and scrying once each without expending spell slots and without material components, provided that one
circles in the North are often allied with the Harpers, as they have common purpose, with bards and rangers serving as go-betweens. Individual Harpers can usually expect a circle to at least grant them
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Level 3: Oath of Devotion Spells The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter
, Zone of Truth 9 Beacon of Hope, Dispel Magic 13 Freedom of Movement, Guardian of Faith 17 Commune, Flame Strike Level 3: Sacred Weapon When you take the Attack action, you can expend one use of your
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Level 3: Oath of Devotion Spells The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter
, Zone of Truth 9 Beacon of Hope, Dispel Magic 13 Freedom of Movement, Guardian of Faith 17 Commune, Flame Strike Level 3: Sacred Weapon When you take the Attack action, you can expend one use of your
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the three nights of the full moon, three or more druids gathered around a moonwell can cast commune and scrying once each without expending spell slots and without material components, provided that one
circles in the North are often allied with the Harpers, as they have common purpose, with bards and rangers serving as go-betweens. Individual Harpers can usually expect a circle to at least grant them






