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Returning 35 results for 'beats bottom diffusing college regarded'.
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Classes
Tasha’s Cauldron of Everything
Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more persuasive than facts. These bards
College of Glamour
Legacy
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Classes
Xanathar's Guide to Everything
, these bards learn to use their magic to delight and captivate others.
The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. These bards
The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey
Classes
Tasha’s Cauldron of Everything
Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more persuasive than facts. These bards
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Bard: College of Eloquence Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more
audiences. Silver Tongue 3rd-level College of Eloquence feature You are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Bard: College of Eloquence Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more
audiences. Silver Tongue 3rd-level College of Eloquence feature You are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Bard: College of Eloquence Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more
audiences. Silver Tongue 3rd-level College of Eloquence feature You are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat
Monsters
Fizban's Treasury of Dragons
legendary emerald dragon are terrorizing a nearby halfling settlement. One solution is to get rid of the dragon.
6
An emerald dragon is the headmaster in absentia of a bardic college and must be
convinced to defend the school in a contest against a rival college.
7
An emerald dragon invisibly tails a party of adventurers, causing trouble for the heroes so the dragon can watch how they respond
Monsters
Fizban's Treasury of Dragons
dragon are terrorizing a nearby halfling settlement. One solution is to get rid of the dragon.
6
An emerald dragon is the headmaster in absentia of a bardic college and must be convinced to defend
the school in a contest against a rival college.
7
An emerald dragon invisibly tails a party of adventurers, causing trouble for the heroes so the dragon can watch how they respond.
8
An
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, eladrin, and other fey, these bards learn to use their magic to delight and captivate others. The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of
College of Glamour The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, eladrin, and other fey, these bards learn to use their magic to delight and captivate others. The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of
College of Glamour The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, eladrin, and other fey, these bards learn to use their magic to delight and captivate others. The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of
College of Glamour The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its
the spell has a somatic or a material component.
Top to Bottom: Ollamh harp,
Anstruth harp, and Cli lyre
Instrument Rarity Spells All — Fly, invisibility, levitate, protection from evil
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its
the spell has a somatic or a material component.
Top to Bottom: Ollamh harp,
Anstruth harp, and Cli lyre
Instrument Rarity Spells All — Fly, invisibility, levitate, protection from evil
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its
the spell has a somatic or a material component.
Top to Bottom: Ollamh harp,
Anstruth harp, and Cli lyre
Instrument Rarity Spells All — Fly, invisibility, levitate, protection from evil
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
condition. The house’s upper-floor libraries were converted into offices for esteemed dual-college faculty members, and those faculty members meet here with students on academic matters during the day
top and bottom of the steps leading inside the building in area C1. These circles are permanent, customized teleportation circles. Anyone can move onto a circle and mentally focus on the floor to which
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
condition. The house’s upper-floor libraries were converted into offices for esteemed dual-college faculty members, and those faculty members meet here with students on academic matters during the day
top and bottom of the steps leading inside the building in area C1. These circles are permanent, customized teleportation circles. Anyone can move onto a circle and mentally focus on the floor to which
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
condition. The house’s upper-floor libraries were converted into offices for esteemed dual-college faculty members, and those faculty members meet here with students on academic matters during the day
top and bottom of the steps leading inside the building in area C1. These circles are permanent, customized teleportation circles. Anyone can move onto a circle and mentally focus on the floor to which
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
which a nugget of coal magically appears each day at dawn 27 Tiny wooden stool (sized for a pixie or sprite) that gives splinters to those who hold it 28 Tiny clockwork dragonfly that slowly beats its
with corked ends at the top and bottom 52 Pair of green leprechaun boots tied together by their laces 53 Smoking pipe made from a tree root 54 Red cap that droops down to one’s shoulders when worn 55
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
which a nugget of coal magically appears each day at dawn 27 Tiny wooden stool (sized for a pixie or sprite) that gives splinters to those who hold it 28 Tiny clockwork dragonfly that slowly beats its
with corked ends at the top and bottom 52 Pair of green leprechaun boots tied together by their laces 53 Smoking pipe made from a tree root 54 Red cap that droops down to one’s shoulders when worn 55
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
which a nugget of coal magically appears each day at dawn 27 Tiny wooden stool (sized for a pixie or sprite) that gives splinters to those who hold it 28 Tiny clockwork dragonfly that slowly beats its
with corked ends at the top and bottom 52 Pair of green leprechaun boots tied together by their laces 53 Smoking pipe made from a tree root 54 Red cap that droops down to one’s shoulders when worn 55
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must
Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must
Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must
Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, they keep their tokens and gain 2 tokens. This is a great way to lose money, but if a character beats the odds and wins more than three times in a row, the dealer for the game declares that it needs to
surrounding a large swimming pool, the bottom of which glitters with thousands of gems. Fountains around the room spray water into the air that hangs as a fine mist.
Unlocked double doors across from
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, they keep their tokens and gain 2 tokens. This is a great way to lose money, but if a character beats the odds and wins more than three times in a row, the dealer for the game declares that it needs to
surrounding a large swimming pool, the bottom of which glitters with thousands of gems. Fountains around the room spray water into the air that hangs as a fine mist.
Unlocked double doors across from
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
requires a successful DC 20 Wisdom (Perception) check to find. The panel, if opened, allows access to a jade box (worth 500 gp). This box has a false bottom, found with another successful DC 20 Wisdom
examined contains four pieces of gem-set gold jewelry worth 750 gp each. The drawers in the chest hold worthless personal articles, except for the fifth drawer from the bottom, where under some underthings
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
requires a successful DC 20 Wisdom (Perception) check to find. The panel, if opened, allows access to a jade box (worth 500 gp). This box has a false bottom, found with another successful DC 20 Wisdom
examined contains four pieces of gem-set gold jewelry worth 750 gp each. The drawers in the chest hold worthless personal articles, except for the fifth drawer from the bottom, where under some underthings
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, they keep their tokens and gain 2 tokens. This is a great way to lose money, but if a character beats the odds and wins more than three times in a row, the dealer for the game declares that it needs to
surrounding a large swimming pool, the bottom of which glitters with thousands of gems. Fountains around the room spray water into the air that hangs as a fine mist.
Unlocked double doors across from
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
requires a successful DC 20 Wisdom (Perception) check to find. The panel, if opened, allows access to a jade box (worth 500 gp). This box has a false bottom, found with another successful DC 20 Wisdom
examined contains four pieces of gem-set gold jewelry worth 750 gp each. The drawers in the chest hold worthless personal articles, except for the fifth drawer from the bottom, where under some underthings
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Locations on the Dungeon Level The following locations are identified on map 6.2. 1. Marshaling Area At the bottom of the stairs that lead from area 18A on the upper level is a room where prisoners
can escape. Treasure. The tribe’s leader has four gems worth 100 gp each. Nine of the other troglodytes have single gems, seven worth 50 gp each and two 10 gp ones. These gems are regarded as holy
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Locations on the Dungeon Level The following locations are identified on map 6.2. 1. Marshaling Area At the bottom of the stairs that lead from area 18A on the upper level is a room where prisoners
can escape. Treasure. The tribe’s leader has four gems worth 100 gp each. Nine of the other troglodytes have single gems, seven worth 50 gp each and two 10 gp ones. These gems are regarded as holy
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
the corridor outside. All these youngsters have weapons and will readily attack any intruders they spot. Noise coming from here, even shrieks and swords clashing, will be regarded by others as the
equipment for the troops and herself. Giant-sized boots are gathered in a sack that hangs from the wall. Treasure. One of the boots near the bottom of the sack has 300 gp and two gems (worth 100 gp
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Locations on the Dungeon Level The following locations are identified on map 6.2. 1. Marshaling Area At the bottom of the stairs that lead from area 18A on the upper level is a room where prisoners
can escape. Treasure. The tribe’s leader has four gems worth 100 gp each. Nine of the other troglodytes have single gems, seven worth 50 gp each and two 10 gp ones. These gems are regarded as holy
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
the corridor outside. All these youngsters have weapons and will readily attack any intruders they spot. Noise coming from here, even shrieks and swords clashing, will be regarded by others as the
equipment for the troops and herself. Giant-sized boots are gathered in a sack that hangs from the wall. Treasure. One of the boots near the bottom of the sack has 300 gp and two gems (worth 100 gp
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
the corridor outside. All these youngsters have weapons and will readily attack any intruders they spot. Noise coming from here, even shrieks and swords clashing, will be regarded by others as the
equipment for the troops and herself. Giant-sized boots are gathered in a sack that hangs from the wall. Treasure. One of the boots near the bottom of the sack has 300 gp and two gems (worth 100 gp






