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Returning 35 results for 'bards builds diffusing currents region'.
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Food: it fuels thought, builds bones, and delights the senses. But more than that, breaking bread with a foe can be the beginning of a lasting peace, sculptures of sugar glass can inspire architects
to design soaring cities, and the fusion of disparate culinary traditions can tie cultures together. Though we see food every day, it is truly the epitome of inspiration.
Bards from the College of
monsters
tides around, currents below, and shifting storms above the water, and can direct this power against those who threaten their people. Working together, a circle of stormcallers can bring down an
or whales.
Wardens of the Water. Most stormcallers seek to maintain balance within their realm. Like the Wardens of the Wood, they strive to protect their region from outside threats, but also to
classes
Food: it fuels thought, builds bones, and delights the senses. But more than that, breaking bread with a foe can be the beginning of a lasting peace, sculptures of sugar glass can inspire architects
to design soaring cities, and the fusion of disparate culinary traditions can tie cultures together. Though we see food every day, it is truly the epitome of inspiration.
Bards from the College of
Monsters
Fizban's Treasury of Dragons
"} fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn’t grant creatures resistance to this damage.
Regional Effects
The region containing a dragon
turtle’s lair can be transformed by its presence, creating one or more of the following effects:
Diverting Currents. Underwater currents push unwanted visitors away from the lair. While
Monsters
Journeys through the Radiant Citadel
rivers. These spirits of nature take shape to defend their waters and interact with those who travel along their currents. From the waist up, riverines have skin the color of the waters they protect but
Fury","rollDamageType":"cold"} cold damage.
Regional Effects
The region containing a riverine’s lair flourishes under the magic of the riverine’s presence, which creates one or more of
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
Bard: College of Cuisine Jesse Jackdaw Burns
Food: it fuels thought, builds bones, and delights the senses. But more than that, breaking bread with a foe can be the beginning of a lasting
epitome of inspiration.
Bards from the College of Cuisine are as prized in the kitchens of nobles as in the mess halls of the rank and file. While peace treaties might be signed over hoisin-glazed
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
. Even though most bards in the region aren’t Harpers (and many who are don’t advertise that fact), common folk in the North often behave as if all bards are legendary wandering heroes, and are as
The Harpers Bards in the North and the Dalelands benefit from the existence of the Harpers, that legendary society recruiting bards and other independent agents to struggle against the forces of evil
Monsters
Fizban's Treasury of Dragons
bards and philosophers to partake in “the Great Dialogue” in the dragon’s mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can leave the lair
round.
Regional Effects
The region surrounding a legendary crystal dragon’s lair is altered by the dragon's magic, creating one or more of the following effects:
Clear Skies. The skies above
Monsters
Fizban's Treasury of Dragons
the greatest bards and philosophers to partake in “the Great Dialogue” in the dragon’s mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can
the glow around any creature fades on initiative count 20 on the next round.
Regional Effects
The region surrounding a legendary crystal dragon’s lair is altered by the dragon's magic
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Bronze Dragon Lairs Bronze dragons usually make their homes near or under the sea. The region containing an adult or ancient bronze dragon’s lair is changed by its presence, creating the following
effects: Buoying Currents. Creatures within 1 mile of the lair that lack a Swim Speed ignore the extra cost of movement while swimming. Sun and Storms. While in its lair, the dragon can cast Control
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Bronze Dragon Lairs Bronze dragons usually make their homes near or under the sea. The region containing an adult or ancient bronze dragon’s lair is changed by its presence, creating the following
effects: Buoying Currents. Creatures within 1 mile of the lair that lack a Swim Speed ignore the extra cost of movement while swimming. Sun and Storms. While in its lair, the dragon can cast Control
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Bronze Dragon Lairs Bronze dragons usually make their homes near or under the sea. The region containing an adult or ancient bronze dragon’s lair is changed by its presence, creating the following
effects: Buoying Currents. Creatures within 1 mile of the lair that lack a Swim Speed ignore the extra cost of movement while swimming. Sun and Storms. While in its lair, the dragon can cast Control
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, currents, and winds called the Labyrinth Winds. These range from stiff breezes to howling gales that can rip a creature apart. Even the most skilled flying creatures must navigate these currents
carefully, flying with the winds, not against them. Mistral Reach Located near the Para-elemental Plane of Ice, the Mistral Reach is a region of frigid winds and driving snowstorms. Earth motes in the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, currents, and winds called the Labyrinth Winds. These range from stiff breezes to howling gales that can rip a creature apart. Even the most skilled flying creatures must navigate these currents
carefully, flying with the winds, not against them. Mistral Reach Located near the Para-elemental Plane of Ice, the Mistral Reach is a region of frigid winds and driving snowstorms. Earth motes in the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, currents, and winds called the Labyrinth Winds. These range from stiff breezes to howling gales that can rip a creature apart. Even the most skilled flying creatures must navigate these currents
carefully, flying with the winds, not against them. Mistral Reach Located near the Para-elemental Plane of Ice, the Mistral Reach is a region of frigid winds and driving snowstorms. Earth motes in the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
). Rain and snow fall only in the part of the plane nearest to the Plane of Water. Most of the Plane of Air is a complex web of air streams, currents, and winds called the Labyrinth Winds. These range from
stiff breezes to howling gales that can rip a creature apart. Even the most skilled flying creatures must navigate these currents carefully, flying with the winds, not against them. Here and there
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
). Rain and snow fall only in the part of the plane nearest to the Plane of Water. Most of the Plane of Air is a complex web of air streams, currents, and winds called the Labyrinth Winds. These range from
stiff breezes to howling gales that can rip a creature apart. Even the most skilled flying creatures must navigate these currents carefully, flying with the winds, not against them. Here and there
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
). Rain and snow fall only in the part of the plane nearest to the Plane of Water. Most of the Plane of Air is a complex web of air streams, currents, and winds called the Labyrinth Winds. These range from
stiff breezes to howling gales that can rip a creature apart. Even the most skilled flying creatures must navigate these currents carefully, flying with the winds, not against them. Here and there
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
adult name around the age of 100 and can live to be 750 years old. Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. Speed. Your base walking speed is 30
is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. Subrace. Ancient divides among the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
adult name around the age of 100 and can live to be 750 years old. Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. Speed. Your base walking speed is 30
is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. Subrace. Ancient divides among the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
adult name around the age of 100 and can live to be 750 years old. Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. Speed. Your base walking speed is 30
is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. Subrace. Ancient divides among the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
adult name around the age of 100 and can live to be 750 years old. Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. Speed. Your base walking speed is 30
is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. Subrace. Ancient divides among the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
adult name around the age of 100 and can live to be 750 years old. Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. Speed. Your base walking speed is 30
is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. Subrace. Ancient divides among the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
adult name around the age of 100 and can live to be 750 years old. Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. Speed. Your base walking speed is 30
is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. Subrace. Ancient divides among the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
save, or half as much damage on a successful one. Being underwater doesn’t grant creatures resistance to this damage. Regional Effects The region containing a dragon turtle’s lair can be transformed by
its presence, creating one or more of the following effects: Diverting Currents. Underwater currents push unwanted visitors away from the lair. While swimming in these currents, each foot of movement
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
save, or half as much damage on a successful one. Being underwater doesn’t grant creatures resistance to this damage. Regional Effects The region containing a dragon turtle’s lair can be transformed by
its presence, creating one or more of the following effects: Diverting Currents. Underwater currents push unwanted visitors away from the lair. While swimming in these currents, each foot of movement
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
save, or half as much damage on a successful one. Being underwater doesn’t grant creatures resistance to this damage. Regional Effects The region containing a dragon turtle’s lair can be transformed by
its presence, creating one or more of the following effects: Diverting Currents. Underwater currents push unwanted visitors away from the lair. While swimming in these currents, each foot of movement
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Intelligence checks made to recall information. 25–34 Headaches and nosebleeds plague humanoids in the region, imposing disadvantage on Wisdom (Perception) checks for 1 hour. 35–40 Psychic power builds in the
, fauna, structures, and inhabitants might remain unaffected, the land’s innate character takes on new qualities. A supernatural region is permeated by a preternatural force in an area as large or small as
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Intelligence checks made to recall information. 25–34 Headaches and nosebleeds plague humanoids in the region, imposing disadvantage on Wisdom (Perception) checks for 1 hour. 35–40 Psychic power builds in the
, fauna, structures, and inhabitants might remain unaffected, the land’s innate character takes on new qualities. A supernatural region is permeated by a preternatural force in an area as large or small as
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Intelligence checks made to recall information. 25–34 Headaches and nosebleeds plague humanoids in the region, imposing disadvantage on Wisdom (Perception) checks for 1 hour. 35–40 Psychic power builds in the
, fauna, structures, and inhabitants might remain unaffected, the land’s innate character takes on new qualities. A supernatural region is permeated by a preternatural force in an area as large or small as
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
their gods, questing against the terrifying powers that threaten the land. Wizards plunder the ruins of the fallen Netherese empire, delving into secrets too dark for the light of day. Bards sing of
fall prey to monsters, and no place is safe from the sudden wrath of a dragon. Icewind Dale, featured in this adventure, is located in a region called the Far North, which is dominated by the Spine of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
their gods, questing against the terrifying powers that threaten the land. Wizards plunder the ruins of the fallen Netherese empire, delving into secrets too dark for the light of day. Bards sing of
fall prey to monsters, and no place is safe from the sudden wrath of a dragon. Icewind Dale, featured in this adventure, is located in a region called the Far North, which is dominated by the Spine of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
their gods, questing against the terrifying powers that threaten the land. Wizards plunder the ruins of the fallen Netherese empire, delving into secrets too dark for the light of day. Bards sing of
fall prey to monsters, and no place is safe from the sudden wrath of a dragon. Icewind Dale, featured in this adventure, is located in a region called the Far North, which is dominated by the Spine of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Underdark, all water travel involves either rowing at 1½ miles per hour, or floating with prevailing currents at 1 mile per hour. Characters can work in shifts to row more than 8 hours per day, but
of light to see. THE DARKLAKE: GENERAL FEATURES
The following features commonly apply to the Darklake region.
Darkness. True to its name, most of the Darklake exists in pitch blackness. The only
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Underdark, all water travel involves either rowing at 1½ miles per hour, or floating with prevailing currents at 1 mile per hour. Characters can work in shifts to row more than 8 hours per day, but
of light to see. THE DARKLAKE: GENERAL FEATURES
The following features commonly apply to the Darklake region.
Darkness. True to its name, most of the Darklake exists in pitch blackness. The only