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Returning 35 results for 'bat bards diffusing causing ranging'.
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Bard
Legacy
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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
Curse of Strahd
Shapechanger. If Strahd isn’t in running water or sunlight, he can use his action to polymorph into a Tiny bat, a Medium wolf, or a Medium cloud of mist, or back into his true form.
While in
bat or wolf form, Strahd can’t speak. In bat form, his walking speed is 5 feet, and he has a flying speed of 30 feet. In wolf form, his walking speed is 40 feet. His statistics, other than his
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. 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 versatility. Many bards prefer to stick to the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. 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 versatility. Many bards prefer to stick to the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. 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 versatility. Many bards prefer to stick to the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. 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 versatility. Many bards prefer to stick to the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. 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 versatility. Many bards prefer to stick to the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. 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 versatility. Many bards prefer to stick to the
Monsters
Fizban's Treasury of Dragons
blue, ranging from the light tones of a spring sky to the rich, crystalline azure of sapphire gems and compressed glacial ice. In the light, the scales glitter and shine like luminous starbursts. The
population, but the galeb duhr are causing trouble for local miners.
4
Two Lolth cultist;cultists seek a magical relic that attracts giant spider;giant spiders, but the relic’s resting place has
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Bat Cave The drow and their quaggoths recently expanded into this cavern, which is home to hundreds of bats. 12a. Drow Sentinels Sloped Roof. The ceiling here is 50 feet high but slopes down to
30 feet high toward the southeast.
Drow. Natural shelves and narrow ledges line the walls, ranging in height from 10 to 30 feet. Hiding in the shadows atop 10-foot-high ledges are two male drow elite
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Bat Cave The drow and their quaggoths recently expanded into this cavern, which is home to hundreds of bats. 12a. Drow Sentinels Sloped Roof. The ceiling here is 50 feet high but slopes down to
30 feet high toward the southeast.
Drow. Natural shelves and narrow ledges line the walls, ranging in height from 10 to 30 feet. Hiding in the shadows atop 10-foot-high ledges are two male drow elite
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Bat Cave The drow and their quaggoths recently expanded into this cavern, which is home to hundreds of bats. 12a. Drow Sentinels Sloped Roof. The ceiling here is 50 feet high but slopes down to
30 feet high toward the southeast.
Drow. Natural shelves and narrow ledges line the walls, ranging in height from 10 to 30 feet. Hiding in the shadows atop 10-foot-high ledges are two male drow elite
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Darkness Level 2 Evocation (Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, M (bat fur and a piece of coal)
Duration: Concentration, up to 10 minutes
For the
spell on an object that isn’t being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Darkness Level 2 Evocation (Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, M (bat fur and a piece of coal)
Duration: Concentration, up to 10 minutes
For the
spell on an object that isn’t being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Darkness Level 2 Evocation (Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, M (bat fur and a piece of coal)
Duration: Concentration, up to 10 minutes
For the
spell on an object that isn’t being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Darkness Level 2 Evocation (Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, M (bat fur and a piece of coal)
Duration: Concentration, up to 10 minutes
For the
spell on an object that isn’t being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Darkness Level 2 Evocation (Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, M (bat fur and a piece of coal)
Duration: Concentration, up to 10 minutes
For the
spell on an object that isn’t being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Darkness Level 2 Evocation (Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, M (bat fur and a piece of coal)
Duration: Concentration, up to 10 minutes
For the
spell on an object that isn’t being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Delayed Blast Fireball Level 7 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a ball of bat guano and sulfur)
Duration: Concentration, up to 1 minute
A
saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature’s space or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this
action
Range: 150 feet
Components: V, S, M (a tiny ball of bat guano and sulfur)
Duration: Instantaneous
A bright streak flashes from your pointing finger to a point you choose within range
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Delayed Blast Fireball Level 7 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a ball of bat guano and sulfur)
Duration: Concentration, up to 1 minute
A
saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature’s space or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this
action
Range: 150 feet
Components: V, S, M (a tiny ball of bat guano and sulfur)
Duration: Instantaneous
A bright streak flashes from your pointing finger to a point you choose within range
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this
action
Range: 150 feet
Components: V, S, M (a tiny ball of bat guano and sulfur)
Duration: Instantaneous
A bright streak flashes from your pointing finger to a point you choose within range
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Delayed Blast Fireball Level 7 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a ball of bat guano and sulfur)
Duration: Concentration, up to 1 minute
A
saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature’s space or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Delayed Blast Fireball Level 7 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a ball of bat guano and sulfur)
Duration: Concentration, up to 1 minute
A
saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature’s space or
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Delayed Blast Fireball Level 7 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a ball of bat guano and sulfur)
Duration: Concentration, up to 1 minute
A
saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature’s space or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Delayed Blast Fireball Level 7 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a ball of bat guano and sulfur)
Duration: Concentration, up to 1 minute
A
saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature’s space or
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
item No Cloak of displacement Wondrous item Yes Cloak of the bat Wondrous item Yes Cube of force Wondrous item Yes Daern’s instant fortress Wondrous item No Dagger of venom Weapon No Dimensional
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
item No Cloak of displacement Wondrous item Yes Cloak of the bat Wondrous item Yes Cube of force Wondrous item Yes Daern’s instant fortress Wondrous item No Dagger of venom Weapon No Dimensional
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
item No Cloak of displacement Wondrous item Yes Cloak of the bat Wondrous item Yes Cube of force Wondrous item Yes Daern’s instant fortress Wondrous item No Dagger of venom Weapon No Dimensional
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->Curse of Strahd
elements that the witches use in their fell concoctions and rituals. The labels identify such items as “Eye of Newt,” “Hair of Bat,” “Snail Hearts,” and “Frog’s Breath.” There are no magic potions among the
hidden latch, causing the trapdoor to swing down. Area K51 lies below. (There’s no ability check that will let the characters figure out the trick to opening the door. They can get that information from the witches, or perhaps by using a divination spell or similar magic.)
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Delayed Blast Fireball 7th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (a tiny ball of bat guano and sulfur) Duration: Concentration, up to 1 minute A beam of yellow
failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Delayed Blast Fireball 7th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (a tiny ball of bat guano and sulfur) Duration: Concentration, up to 1 minute A beam of yellow
failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
elements that the witches use in their fell concoctions and rituals. The labels identify such items as “Eye of Newt,” “Hair of Bat,” “Snail Hearts,” and “Frog’s Breath.” There are no magic potions among the
hidden latch, causing the trapdoor to swing down. Area K51 lies below. (There’s no ability check that will let the characters figure out the trick to opening the door. They can get that information from the witches, or perhaps by using a divination spell or similar magic.)
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
elements that the witches use in their fell concoctions and rituals. The labels identify such items as “Eye of Newt,” “Hair of Bat,” “Snail Hearts,” and “Frog’s Breath.” There are no magic potions among the
hidden latch, causing the trapdoor to swing down. Area K51 lies below. (There’s no ability check that will let the characters figure out the trick to opening the door. They can get that information from the witches, or perhaps by using a divination spell or similar magic.)






