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Returning 35 results for 'before bard defusing cultures remains'.
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Monsters
Candlekeep Mysteries
charismatic bard who carries himself with a quiet confidence that doesn't hint at the full extent of his skills or powers. A scar cuts across his handsome face, curving from the top of his left
and eliminate agents of tyranny.
As long as Quill remains in Wisteria Vale, he is immune to all damage and automatically succeeds on all saving throws. This feature is suppressed if Quill wills it (no action required) or while he is within 15 feet of Renekor the beholder.
Backgrounds
Tomb of Annihilation
An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains — their bones, their ruins, their surviving masterworks, and their tombs. Those who
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Archaeologist An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains — their bones, their ruins, their surviving masterworks, and their tombs. Those who
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Bard Music is the fruit of the divine tree that vibrates with the Words of Creation. But the question I ask you is, can a bard go to the root of this tree? Can one tap into the source of that power
? Ah, then what manner of music they would bring to this world!
— Fletcher Danairia, master bard
Bards bring levity during grave times; they impart wisdom to offset ignorance; and they make the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
, assassin bred to fight prey on their sunlit kin. The drow were made to kill elves, and while thousands of years have passed, a deep enmity remains between them. The drow remained on Xen’drik and
were caught in the collapse of its civilizations. Today they linger in the shadows of Xen’drik and are all but unknown on Khorvaire. There are three distinct drow cultures. The Vulkoori are tribal
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Clairvoyance Level 3 Divination (Bard, Cleric, Sorcerer, Wizard) Casting Time: 10 minutes
Range: 1 mile
Components: V, S, M (a focus worth 100+ GP, either a jeweled horn for hearing or a glass
location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration. When you cast the spell, choose
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Bardic Colleges In addition to the tradition of apprenticing with a master bard, the Sword Coast has some bardic colleges where masters teach students the bardic arts. They hark back to the great
master bard attended each of the elder colleges, seeking to learn its musical and magical secrets. Traditionally, the colleges were attended in the order given above, starting with Fochlucan. That
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Gith The warlike githyanki and the contemplative githzerai are a sundered people — two cultures that utterly despise one another. Before there were githyanki or githzerai, these creatures were a
remains from that distant time. “The githyanki and the githzerai were so profoundly scarred by their enslavement to the mind flayers that they forgot they were one race, united. Having won their freedom
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
box, the lid pops open and a soothing voice says the following: “Greetings, operatives. A Canaith mandolin has been stolen from the grave of a famous bard, whose spirit remains restless from the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Clairvoyance Level 3 Divination (Bard, Cleric, Sorcerer, Wizard) Casting Time: 10 minutes
Range: 1 mile
Components: V, S, M (a focus worth 100+ GP, either a jeweled horn for hearing or a glass
location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration. When you cast the spell, choose
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
war in the distant land of Sarlona. Over time the two cultures merged, forming the Marches as they exist today. The Marches had little contact with the Kingdom of Galifar or the east until a few
Tharashk is the main point of contact between the Shadow Marches and the outside world. Tharashk aside, the region remains a collection of tribes and cultists following their ancient traditions in the shadows of the swamps.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
in the distant land of Sarlona. Over time the two cultures merged, forming the Marches as they exist today. The Marches had little contact with Galifar or the east until a few hundred years ago, when
point of contact between the Shadow Marches and the outside world. Tharashk aside, it remains a collection of tribes and cultists following their ancient traditions in the shadows of the swamps.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dream Level 5 Illusion (Bard, Warlock, Wizard) Casting Time: 1 minute
Range: Special
Components: V, S, M (a handful of sand)
Duration: 8 hours
You target a creature you know on the same plane
, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the spell’s duration. The messenger can also shape the dream’s environment
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dream Level 5 Illusion (Bard, Warlock, Wizard) Casting Time: 1 minute
Range: Special
Components: V, S, M (a handful of sand)
Duration: 8 hours
You target a creature you know on the same plane
, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the spell’s duration. The messenger can also shape the dream’s environment
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Programmed Illusion Level 6 Illusion (Bard, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S, M (jade dust worth 25+ GP)
Duration: Until dispelled
You create an illusion of an
existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes, after which the illusion can be activated again. The
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Teleportation Circle Level 5 Conjuration (Bard, Sorcerer, Warlock, Wizard) Casting Time: 1 minute
Range: 10 feet
Components: V, M (rare inks worth 50+ GP, which the spell consumes)
Duration: 1
know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Desert. Learning that it longed for its old home, Fheralai kidnapped a local bard, Tarbin Tul, and forced him to regale the ship with songs from its lost homeland. The ruse worked. As long as Tarbin
sings to it regularly, the soul of the ship remains willing to carry out Fheralai’s commands. Since then, the storm lord has kept the dreadnaught beached on the rocks as a staging post for her upcoming invasion of the Sword Coast.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Leomund’s Tiny Hut Level 3 Evocation (Bard, Cleric, Wizard) Casting Time: 1 Minute
Range: Self (10 ft. Sphere)
Components: V, S, M (a crystal bead)
Duration: 8 Hours
A 10-foot Emanation
springs into existence around you and remains stationary for the duration. The spell fails when you cast it if the Emanation isn’t big enough to fully encapsulate all creatures in its area. Creatures and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
every minute. K75c. Empty Cell This cell contains nothing of interest. K75d. Dead Dwarf This cell is linked to a teleport trap in area K73. The skeletal remains of a dwarf fighter lie at the bottom of
that remains of a human wizard whom Strahd captured and slowly bled to death. Flesh still clings to the wizard’s bones, and puncture marks from the vampire’s fangs are visible on the wizard’s neck. K75g
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Leomund’s Tiny Hut Level 3 Evocation (Bard, Wizard) Casting Time: 1 minute or Ritual
Range: Self
Components: V, S, M (a crystal bead)
Duration: 8 hours
A 10-foot Emanation springs into
existence around you and remains stationary for the duration. The spell fails when you cast it if the Emanation isn’t big enough to fully encapsulate all creatures in its area. Creatures and objects within
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Teleportation Circle Level 5 Conjuration (Bard, Sorcerer, Warlock, Wizard) Casting Time: 1 minute
Range: 10 feet
Components: V, M (rare inks worth 50+ GP, which the spell consumes)
Duration: 1
know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Adventure Background Froderic Dartwild—Frody to those who knew him well—was a gifted human bard born and raised in the hamlet of Toadhop. He could play the mandolin by age three and performed
of her wealthy family. Sythian hired a pair of halflings named Mackerel Mudbottom and Trout Bonanza to dig up Frody’s remains and pry the Canaith mandolin from his hands. They did just that, leaving
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Programmed Illusion Level 6 Illusion (Bard, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S, M (jade dust worth 25+ GP)
Duration: Until dispelled
You create an illusion of an
finishes performing, it disappears and remains dormant for 10 minutes, after which the illusion can be activated again. The trigger can be as general or as detailed as you like, though it must be based on
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mordenkainen’s Magnificent Mansion Level 7 Conjuration (Bard, Wizard) Casting Time: 1 Minute
Range: 300 feet
Components: V, S, M (a miniature door worth 15+ GP)
Duration: 24 Hours
You conjure
can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is imperceptible. Beyond
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Mordenkainen’s Magnificent Mansion Level 7 Conjuration (Bard, Wizard) Casting Time: 1 minute
Range: 300 feet
Components: V, S, M (a miniature door worth 15+ GP)
Duration: 24 hours
You conjure
can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is imperceptible. Beyond
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Planar Binding Level 5 Abjuration (Bard, Cleric, Druid, Warlock, Wizard) Casting Time: 1 hour
Range: 60 feet
Components: V, S, M (a jewel worth 1,000+ GP, which the spell consumes)
Duration: 24
you are on a different plane, it returns to the place where you bound it and remains there until the spell ends. Using a Higher-Level Spell Slot. The duration increases with a spell slot of level 6 (10 days), 7 (30 days), 8 (180 days), and 9 (366 days).
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Planar Binding Level 5 Abjuration (Bard, Cleric, Druid, Warlock, Wizard) Casting Time: 1 hour
Range: 60 feet
Components: V, S, M (a jewel worth 1,000+ GP, which the spell consumes)
Duration: 24
you are on a different plane, it returns to the place where you bound it and remains there until the spell ends. Using a Higher-Level Spell Slot. The duration increases with a spell slot of level 6 (10 days), 7 (30 days), 8 (180 days), and 9 (366 days).
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
carved into the likenesses of gargoyles appear in the architecture of countless cultures to frighten away trespassers. Although such sculptures are only decorative, real gargoyles can hide among them
. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.
Actions
Multiattack. The gargoyle makes two attacks: one with its bite and one with its claws.
Bite
Compendium
- Sources->Dungeons & Dragons->Monster Manual
memories. They collect the histories and lore of those they live among, guarding cultures’ stories and passing them on to new generations with infallible accuracy. Guardian nagas that outlive their
1d6 days and regains all its Hit Points unless Dispel Evil and Good is cast on its remains.
Actions
Multiattack. The naga makes two Bite attacks. It can replace any attack with a use of Poisonous
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
the Cataclysm, joining itinerant and nomadic cultures. Human cities are few and usually small, developed around natural structures that sheltered communities following the Cataclysm. As a human, you
of ogres and giants. Solamnia Once a mighty empire, Solamnia has fallen from the glory it knew. Though Solamnia remains one of the largest and most prosperous nations on the continent, its provinces
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
and poverty are contrasted by wonders from afar and the riches of cultures across Faerûn. The mix of wanderers and refugees remains in constant flux, with communities forming and disbanding on a
armed citizens on the streets. Whether the Lower City is actually safer after the formation of crews remains an open question. In the Outer City, all the world washes against the city’s gates. Here crime
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
gates. Here crime and poverty are contrasted by wonders from afar and the riches of cultures across Faerûn. The mix of wanderers and refugees remains in constant flux, with communities forming and
armed citizens on the streets. Whether the Lower City is actually safer after the formation of crews remains an open question. Mike Schley In the Outer City, all the world washes against the city’s
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
different races or cultures. The bardic colleges might be closed to everyone except elves, dragonborn might be the only creatures capable of becoming sorcerers, and all warlocks in your world might be human
who specialize in that school are gnomes. Different human cultures produce warlocks with different pacts, and so on. Similarly, different cleric domains might reflect entirely separate religions
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
No No Bard, sorcerer, warlock, wizard 3rd Antagonize Enchantment No No Bard, sorcerer, warlock, wizard 4th Spirit of Death Necromancy Yes No Sorcerer, warlock, wizard Antagonize 3rd-Level
target’s next turn. The target remains haunted until it dies, the spirit disappears, or the spirit uses this action again.
Spray of Cards 2nd-Level Conjuration Casting Time: 1 action Range: Self (15-foot
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
named Yaliek Iltizmar (N female Rashemi bard; see appendix B), who is also a member of the Harpers. She pays close attention to characters who nose around backstage, then shares any interesting
Iokaste’s late husband, Algondar Daliano, had a violet faerie dragon companion named Wishes. The faerie dragon detests Iokaste but remains on the payroll, begrudgingly using its magic to enhance






