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Returning 35 results for 'bards bronze diffusing chant religion'.
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Basic Rules (2014)
—knowledge of the people who constructed the monument and the mythic saga it depicts.
A stern human warrior bangs his sword rhythmically against his scale mail, setting the tempo for his war chant
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
Backgrounds
Sword Coast Adventurer's Guide
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
in the shadows. Order agents tend to be proficient in Religion, and frequently seek aid from law enforcement friendly to the order’s ideals, and the clergy of the order’s patron gods.
The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Umbraxakar’s memories to this room, which will enable the shadow dragon to pull more of Vanrakdoom into the Shadowfell. They chant the following verse over and over in Common: “Darkness quench the sun
. Darkness swallow the moon. Darkness claim this dungeon and all that dwell within.” If attacked, they continue to chant while also defending themselves. Killing a cult fanatic deactivates one of the pillars
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Umbraxakar’s memories to this room, which will enable the shadow dragon to pull more of Vanrakdoom into the Shadowfell. They chant the following verse over and over in Common: “Darkness quench the sun
. Darkness swallow the moon. Darkness claim this dungeon and all that dwell within.” If attacked, they continue to chant while also defending themselves. Killing a cult fanatic deactivates one of the pillars
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Umbraxakar’s memories to this room, which will enable the shadow dragon to pull more of Vanrakdoom into the Shadowfell. They chant the following verse over and over in Common: “Darkness quench the sun
. Darkness swallow the moon. Darkness claim this dungeon and all that dwell within.” If attacked, they continue to chant while also defending themselves. Killing a cult fanatic deactivates one of the pillars
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
to see faces are voids.
“One must die!” they chant, over and over. “One must die! One must die!”
The apparitions are harmless figments that can’t be damaged, turned, or dispelled. Characters on
the dais when the cultists appear must sacrifice a creature on the altar or face the cult’s wrath; characters can ascertain what must be done with a successful DC 11 Intelligence (Religion) or Wisdom
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
to see faces are voids.
“One must die!” they chant, over and over. “One must die! One must die!”
The apparitions are harmless figments that can’t be damaged, turned, or dispelled. Characters on
the dais when the cultists appear must sacrifice a creature on the altar or face the cult’s wrath; characters can ascertain what must be done with a successful DC 11 Intelligence (Religion) or Wisdom
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
to see faces are voids.
“One must die!” they chant, over and over. “One must die! One must die!”
The apparitions are harmless figments that can’t be damaged, turned, or dispelled. Characters on
the dais when the cultists appear must sacrifice a creature on the altar or face the cult’s wrath; characters can ascertain what must be done with a successful DC 11 Intelligence (Religion) or Wisdom
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
each niche radiates an aura of abjuration magic under the scrutiny of a detect magic spell. If combat ensues here, the skulls start to chant in Abyssal. The skulls stop chanting when they are removed
entrance to area 8. A bronze lever is set into the wall south of the gate, out of sight of area 8. Lifting the lever raises the portcullis, and pulling the lever down causes the portcullis to drop.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
each niche radiates an aura of abjuration magic under the scrutiny of a detect magic spell. If combat ensues here, the skulls start to chant in Abyssal. The skulls stop chanting when they are removed
entrance to area 8. A bronze lever is set into the wall south of the gate, out of sight of area 8. Lifting the lever raises the portcullis, and pulling the lever down causes the portcullis to drop.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
each niche radiates an aura of abjuration magic under the scrutiny of a detect magic spell. If combat ensues here, the skulls start to chant in Abyssal. The skulls stop chanting when they are removed
entrance to area 8. A bronze lever is set into the wall south of the gate, out of sight of area 8. Lifting the lever raises the portcullis, and pulling the lever down causes the portcullis to drop.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
elves have bronze skin. Their eyes are black, metallic gold, or metallic silver, and their hair is black, metallic copper, or golden blond. Sun elf culture and civilization is highly magical in nature
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
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
elves have bronze skin. Their eyes are black, metallic gold, or metallic silver, and their hair is black, metallic copper, or golden blond. Sun elf culture and civilization is highly magical in nature
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
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
elves have bronze skin. Their eyes are black, metallic gold, or metallic silver, and their hair is black, metallic copper, or golden blond. Sun elf culture and civilization is highly magical in nature
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
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
dragonborn master sage of bronze dragon ancestry. Primary expertise: politics, military strategy, and significant battles of Toril. Daral Yashenti, a human master sage and poet. Primary expertise: music
the prophecies of Alaundo the Seer. The Endless Chant, as it is called, travels throughout the keep day and night. It’s led by either the Chanter or a hand-picked subordinate. In 1492 DR, the Chanter is a middle-aged shield dwarf priest of Milil (god of poetry and song) named Benedora Stoneforge.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
dragonborn master sage of bronze dragon ancestry. Primary expertise: politics, military strategy, and significant battles of Toril. Daral Yashenti, a human master sage and poet. Primary expertise: music
the prophecies of Alaundo the Seer. The Endless Chant, as it is called, travels throughout the keep day and night. It’s led by either the Chanter or a hand-picked subordinate. In 1492 DR, the Chanter is a middle-aged shield dwarf priest of Milil (god of poetry and song) named Benedora Stoneforge.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
dragonborn master sage of bronze dragon ancestry. Primary expertise: politics, military strategy, and significant battles of Toril. Daral Yashenti, a human master sage and poet. Primary expertise: music
the prophecies of Alaundo the Seer. The Endless Chant, as it is called, travels throughout the keep day and night. It’s led by either the Chanter or a hand-picked subordinate. In 1492 DR, the Chanter is a middle-aged shield dwarf priest of Milil (god of poetry and song) named Benedora Stoneforge.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
shackles Wondrous item No Dragon slayer Weapon No Elven chain Armor No Figurine of wondrous power (bronze griffon) Wondrous item No Figurine of wondrous power (ebony fly) Wondrous item No Figurine of
teleportation Wondrous item Yes Horn of blasting Wondrous item No Horn of Valhalla (silver or brass) Wondrous item No Instrument of the bards (Canaith mandolin) Wondrous item Yes (bard) Instrument of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
shackles Wondrous item No Dragon slayer Weapon No Elven chain Armor No Figurine of wondrous power (bronze griffon) Wondrous item No Figurine of wondrous power (ebony fly) Wondrous item No Figurine of
teleportation Wondrous item Yes Horn of blasting Wondrous item No Horn of Valhalla (silver or brass) Wondrous item No Instrument of the bards (Canaith mandolin) Wondrous item Yes (bard) Instrument of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
shackles Wondrous item No Dragon slayer Weapon No Elven chain Armor No Figurine of wondrous power (bronze griffon) Wondrous item No Figurine of wondrous power (ebony fly) Wondrous item No Figurine of
teleportation Wondrous item Yes Horn of blasting Wondrous item No Horn of Valhalla (silver or brass) Wondrous item No Instrument of the bards (Canaith mandolin) Wondrous item Yes (bard) Instrument of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Chapter 2: Faiths of Khorvaire Religion plays an important role in Eberron. The gods don’t manifest physically, but people of faith believe that divine forces shape everyday life. Shared beliefs
observe the Path of Light, and the Undying Court guides the elves of Aerenal. Religion is especially important for a paladin, cleric, or druid, yet any character can have faith in a higher power
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Chapter 2: Faiths of Khorvaire Religion plays an important role in Eberron. The gods don’t manifest physically, but people of faith believe that divine forces shape everyday life. Shared beliefs
observe the Path of Light, and the Undying Court guides the elves of Aerenal. Religion is especially important for a paladin, cleric, or druid, yet any character can have faith in a higher power
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Chapter 2: Faiths of Khorvaire Religion plays an important role in Eberron. The gods don’t manifest physically, but people of faith believe that divine forces shape everyday life. Shared beliefs
observe the Path of Light, and the Undying Court guides the elves of Aerenal. Religion is especially important for a paladin, cleric, or druid, yet any character can have faith in a higher power
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
item No Frost brand Weapon Yes Helm of brilliance Wondrous item Yes Horn of Valhalla (bronze) Wondrous item No Instrument of the bards (Anstruth harp) Wondrous item Yes (bard) Ioun stone (absorption
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
item No Frost brand Weapon Yes Helm of brilliance Wondrous item Yes Horn of Valhalla (bronze) Wondrous item No Instrument of the bards (Anstruth harp) Wondrous item Yes (bard) Ioun stone (absorption
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
item No Frost brand Weapon Yes Helm of brilliance Wondrous item Yes Horn of Valhalla (bronze) Wondrous item No Instrument of the bards (Anstruth harp) Wondrous item Yes (bard) Ioun stone (absorption
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, History, Nature, and Religion. Diplomat. Negotiating treaties, de-escalating conflicts, and issuing ultimatums are tasks that fall within the purview of the Diplomat, who typically puts their high
Charisma to work in the service of the state. These characters often come from a noble background and bring proficiency in skills such as Intimidation and Persuasion to their work. Bards are natural fits in
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, History, Nature, and Religion. Diplomat. Negotiating treaties, de-escalating conflicts, and issuing ultimatums are tasks that fall within the purview of the Diplomat, who typically puts their high
Charisma to work in the service of the state. These characters often come from a noble background and bring proficiency in skills such as Intimidation and Persuasion to their work. Bards are natural fits in
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, History, Nature, and Religion. Diplomat. Negotiating treaties, de-escalating conflicts, and issuing ultimatums are tasks that fall within the purview of the Diplomat, who typically puts their high
Charisma to work in the service of the state. These characters often come from a noble background and bring proficiency in skills such as Intimidation and Persuasion to their work. Bards are natural fits in
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
palls of darkness. With a brief reboant chant, an exorcist can expunge a harmful entity from a possessed creature—or make that creature vulnerable to a painful spiritual inhabitation. Heralds of Dust
14 (+2)
CHA
11 (+0)
Saving Throws Int +6, Wis +5, Cha +3
Skills Arcana +6, Perception +5, Religion +6
Damage Resistances necrotic
Condition Immunities charmed, frightened
Senses
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
her hands to the sky, and dark clouds appear in response. Before the tiefling, at the end of the swampy water, stand a small number of humans, greataxes raised in the air, who chant in response to her
. Ritual. If the characters watch what is happening for at least a round, they can attempt a DC 10 Intelligence (Religion) check. On a success, they realize what she is doing and know that, unless they stop her, she could summon any number of terrible creatures.
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
palls of darkness. With a brief reboant chant, an exorcist can expunge a harmful entity from a possessed creature—or make that creature vulnerable to a painful spiritual inhabitation. Heralds of Dust
14 (+2)
CHA
11 (+0)
Saving Throws Int +6, Wis +5, Cha +3
Skills Arcana +6, Perception +5, Religion +6
Damage Resistances necrotic
Condition Immunities charmed, frightened
Senses
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
her hands to the sky, and dark clouds appear in response. Before the tiefling, at the end of the swampy water, stand a small number of humans, greataxes raised in the air, who chant in response to her
. Ritual. If the characters watch what is happening for at least a round, they can attempt a DC 10 Intelligence (Religion) check. On a success, they realize what she is doing and know that, unless they stop her, she could summon any number of terrible creatures.
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
palls of darkness. With a brief reboant chant, an exorcist can expunge a harmful entity from a possessed creature—or make that creature vulnerable to a painful spiritual inhabitation. Heralds of Dust
14 (+2)
CHA
11 (+0)
Saving Throws Int +6, Wis +5, Cha +3
Skills Arcana +6, Perception +5, Religion +6
Damage Resistances necrotic
Condition Immunities charmed, frightened
Senses
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Persuasion (or sometimes Intimidation) and Religion can be useful for this character. Many clerics fill this role, but devout bards can also be effective Teachers. Some Teachers bring skills from the
connection to the divine. This character might be the driving force behind the group’s quests, steering them according to divine will. Proficiency in skills such as Insight and Religion can help reflect






