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Returning 35 results for 'base bard defusing contact refuse'.
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Monsters
Waterdeep: Dragon Heist
(spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). He has the following bard spells prepared:
Cantrips (at will): mage hand, mending
, even while drunk, and uses an elven lute as a spellcasting focus.
Davil can put the characters in contact with other leaders of the Black Network's Waterdeep division, namely Istrid Horn (if they need
Magic Items
Storm King's Thunder
into contact with the ground, the castle lands gently.
The castle, if it is moving, comes to a gradual stop.
The castle makes a slow, 90-degree turn clockwise or counterclockwise (turning a northerly
view into a westerly view, for example). The castle can turn while it is moving in a straight line.
Any creature touching the orb knows the altitude of the base of the castle above the ground or water below it.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
its turn if it is in contact with the ground. If the wood woad takes fire damage, this trait doesn’t function at the start of the wood woad’s next turn. The wood woad dies only if it
roots. After three days, a sprout emerges from the ground at the base of the tree and swiftly grows into a bipedal form.
This new body, armored in tough bark and bearing a gnarled club and shield, is
Backgrounds
Guildmasters’ Guide to Ravnica
meaningful connections with others.
Roll twice on the Golgari Contacts table (for an ally and a rival) and once on the Non-Golgari Contacts table.
Golgari Contacts
d8
Contact
1
One
just about anything, for the right price.
Non-Golgari Contacts
d10
Contact
1
An Azorius arrester I literally pulled out of the gutter will do anything for me.
2
Someone
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Outcome: Dark Alliance Characters who forge a friendly relationship with the Knights of the Black Sword can use the Caer as a base of operations, coming and going for as long as this dark alliance
lasts. The northeast guard tower is set aside for them to stay in. Avarice tries to minimize her contact with the party during this time; meanwhile, her gargoyles take shifts atop the southwest guard tower, from where they can watch the characters come and go.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Outcome: Dark Alliance Characters who forge a friendly relationship with the Knights of the Black Sword can use the Caer as a base of operations, coming and going for as long as this dark alliance
lasts. The northeast guard tower is set aside for them to stay in. Avarice tries to minimize her contact with the party during this time; meanwhile, her gargoyles take shifts atop the southwest guard tower, from where they can watch the characters come and go.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Outcome: Dark Alliance Characters who forge a friendly relationship with the Knights of the Black Sword can use the Caer as a base of operations, coming and going for as long as this dark alliance
lasts. The northeast guard tower is set aside for them to stay in. Avarice tries to minimize her contact with the party during this time; meanwhile, her gargoyles take shifts atop the southwest guard tower, from where they can watch the characters come and go.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
3rd Filled with a rage that channels the primal magic of the storm Barbarian Path of the Zealot 3rd Fueled by a religious zeal that visits destruction on foes Bard College of Glamour 3rd Wields the
beguiling, glorious magic of the Feywild Bard College of Swords 3rd Entertains and slays with daring feats of weapon prowess Bard College of Whispers 3rd Plants fear and doubt in the minds of others
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
3rd Filled with a rage that channels the primal magic of the storm Barbarian Path of the Zealot 3rd Fueled by a religious zeal that visits destruction on foes Bard College of Glamour 3rd Wields the
beguiling, glorious magic of the Feywild Bard College of Swords 3rd Entertains and slays with daring feats of weapon prowess Bard College of Whispers 3rd Plants fear and doubt in the minds of others
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
statue refuse to budge, and no amount of force can pry them open. They’re also immune to damage from any source. A knock spell or similar magic opens the double door. The doors also swing open if a
) check recalls that Vhaeraun is worshiped primarily by male drow. The statue can’t be transformed, damaged, or knocked off its base. When a creature moves within reach of the statue, the statue
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
statue refuse to budge, and no amount of force can pry them open. They’re also immune to damage from any source. A knock spell or similar magic opens the double door. The doors also swing open if a
) check recalls that Vhaeraun is worshiped primarily by male drow. The statue can’t be transformed, damaged, or knocked off its base. When a creature moves within reach of the statue, the statue
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
3rd Filled with a rage that channels the primal magic of the storm Barbarian Path of the Zealot 3rd Fueled by a religious zeal that visits destruction on foes Bard College of Glamour 3rd Wields the
beguiling, glorious magic of the Feywild Bard College of Swords 3rd Entertains and slays with daring feats of weapon prowess Bard College of Whispers 3rd Plants fear and doubt in the minds of others
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
statue refuse to budge, and no amount of force can pry them open. They’re also immune to damage from any source. A knock spell or similar magic opens the double door. The doors also swing open if a
) check recalls that Vhaeraun is worshiped primarily by male drow. The statue can’t be transformed, damaged, or knocked off its base. When a creature moves within reach of the statue, the statue
Magic Items
The Book of Many Things
bargained with; it keeps its side of any bargain it makes, though it might twist the wording of any agreement to suit its purposes. If attacked, or if negotiations fail and you refuse the Fiend’s
you are proficient with appears in your hands. The DM chooses the armor. If you lack proficiency with any armor, your base AC instead now equals 12 + your Dexterity modifier while you aren’t
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. If the characters refuse to aid her, the princess continually makes telepathic contact with random characters, urging them to reconsider before it’s too late. She tries to convince the characters
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. If the characters refuse to aid her, the princess continually makes telepathic contact with random characters, urging them to reconsider before it’s too late. She tries to convince the characters
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. If the characters refuse to aid her, the princess continually makes telepathic contact with random characters, urging them to reconsider before it’s too late. She tries to convince the characters
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Heat Metal Level 2 Transmutation (Bard, Druid) Casting Time: Action
Range: 60 feet
Components: V, S, M (a piece of iron and a flame)
Duration: Concentration, up to 1 minute
Choose a
manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Heat Metal Level 2 Transmutation (Bard, Druid) Casting Time: Action
Range: 60 feet
Components: V, S, M (a piece of iron and a flame)
Duration: Concentration, up to 1 minute
Choose a
manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
order from home plate to first base, first base to second base, and second base back to home plate. The game has the following rules. Setup The offensive team rolls initiative to determine the
batter makes a DC 20 Strength (Athletics) check. On a successful check, the batter hits the ball with their implement and sends it flying into the field, and the batter attempts to move to first base
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
order from home plate to first base, first base to second base, and second base back to home plate. The game has the following rules. Setup The offensive team rolls initiative to determine the
batter makes a DC 20 Strength (Athletics) check. On a successful check, the batter hits the ball with their implement and sends it flying into the field, and the batter attempts to move to first base
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
order from home plate to first base, first base to second base, and second base back to home plate. The game has the following rules. Setup The offensive team rolls initiative to determine the
batter makes a DC 20 Strength (Athletics) check. On a successful check, the batter hits the ball with their implement and sends it flying into the field, and the batter attempts to move to first base
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
a foothold in the Underdark. This presence grew into a power base that serves the Black Network well, and which is now being made available to the characters. Upon arrival, however, the characters
outpost’s various factions against one another. The characters must navigate and overcome the madness dominating Mantol-Derith in order to find their Zhentarim contact, Ghazrim DuLoc. He has the means
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Heat Metal Level 2 Transmutation (Bard, Druid) Casting Time: Action
Range: 60 feet
Components: V, S, M (a piece of iron and a flame)
Duration: Concentration, up to 1 minute
Choose a
manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Heat Metal Level 2 Transmutation (Bard, Druid) Casting Time: Action
Range: 60 feet
Components: V, S, M (a piece of iron and a flame)
Duration: Concentration, up to 1 minute
Choose a
manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Heat Metal Level 2 Transmutation (Bard, Druid) Casting Time: Action
Range: 60 feet
Components: V, S, M (a piece of iron and a flame)
Duration: Concentration, up to 1 minute
Choose a
manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Heat Metal Level 2 Transmutation (Bard, Druid) Casting Time: Action
Range: 60 feet
Components: V, S, M (a piece of iron and a flame)
Duration: Concentration, up to 1 minute
Choose a
manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
direction. If this movement brings the castle into contact with the ground, the castle lands gently. The castle, if it is moving, comes to a gradual stop. The castle makes a slow, 90-degree turn
clockwise or counterclockwise (turning a northerly view into a westerly view, for example). The castle can turn while it is moving in a straight line. Any creature touching the orb knows the altitude of the base of the castle above the ground or water below it.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
a foothold in the Underdark. This presence grew into a power base that serves the Black Network well, and which is now being made available to the characters. Upon arrival, however, the characters
outpost’s various factions against one another. The characters must navigate and overcome the madness dominating Mantol-Derith in order to find their Zhentarim contact, Ghazrim DuLoc. He has the means
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
a foothold in the Underdark. This presence grew into a power base that serves the Black Network well, and which is now being made available to the characters. Upon arrival, however, the characters
outpost’s various factions against one another. The characters must navigate and overcome the madness dominating Mantol-Derith in order to find their Zhentarim contact, Ghazrim DuLoc. He has the means
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
direction. If this movement brings the castle into contact with the ground, the castle lands gently. The castle, if it is moving, comes to a gradual stop. The castle makes a slow, 90-degree turn
clockwise or counterclockwise (turning a northerly view into a westerly view, for example). The castle can turn while it is moving in a straight line. Any creature touching the orb knows the altitude of the base of the castle above the ground or water below it.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
direction. If this movement brings the castle into contact with the ground, the castle lands gently. The castle, if it is moving, comes to a gradual stop. The castle makes a slow, 90-degree turn
clockwise or counterclockwise (turning a northerly view into a westerly view, for example). The castle can turn while it is moving in a straight line. Any creature touching the orb knows the altitude of the base of the castle above the ground or water below it.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to alcoves in the north, west, and south walls. At the back of each alcove is a wooden statue with coins piled around its base.
Altar and Extradimensional Rift A detect magic spell reveals auras of
conjuration magic around the altar and the moaning rift above it. If the altar comes in contact with bright light, four cloakers fly out of the rift and attack all other creatures in the room. Once
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to alcoves in the north, west, and south walls. At the back of each alcove is a wooden statue with coins piled around its base.
Altar and Extradimensional Rift A detect magic spell reveals auras of
conjuration magic around the altar and the moaning rift above it. If the altar comes in contact with bright light, four cloakers fly out of the rift and attack all other creatures in the room. Once
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to alcoves in the north, west, and south walls. At the back of each alcove is a wooden statue with coins piled around its base.
Altar and Extradimensional Rift A detect magic spell reveals auras of
conjuration magic around the altar and the moaning rift above it. If the altar comes in contact with bright light, four cloakers fly out of the rift and attack all other creatures in the room. Once






