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Returning 32 results for 'before bard druids constant reflection'.
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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
cheekbone down to his jaw. If asked about the scar, he explains that he got it years ago when the man who burned down his home village slashed his face with a dagger. It serves as a constant reminder of his
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Natural Druids Firbolgs have a talent for druidic magic. Their cultural reverence for nature, combined with their strong and insightful minds, makes learning such magic an instinctive part of their
development. Almost every firbolg learns a few spells, typically those used to mask their presence, and many go on to master nature magic. Firbolgs who become druids serve as stronghold leaders. With
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
business; you’ve been too busy going to the best parties. Just the other day, you were dancing with druids, and they summoned an Archfey from Thelanis. You don’t remember all the details — it was one of
those parties — but it seems like you made a deal with the fey prince. You’re not sure what you agreed to; you’d better find out! Guild Artisan Bard. You ran the finest bar in Cyre, until the Mourning
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Temple, Upper Menthis) 3 Five Lives. A bitter reflection on the tragedy of the Last War, as seen through the eyes of five soldiers. Written by up-and-coming playwright Luca Syara. (Diamond Theater
opera by the bard Kessler, revolving around a Karrnathi count who is resurrected as a zombie. (Sharn Opera House, Upper Menthis) 6 The Carnival of Shadows. House Phiarlan’s traveling circus, a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Multiclassing Proficiencies Class Proficiencies Gained Barbarian Shields, simple weapons, martial weapons Bard Light armor, one skill of your choice, one musical instrument of your choice Cleric Light
armor, medium armor, shields Druid Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) Fighter Light armor, medium armor, shields, simple weapons, martial
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Guiding Aspect Many druids feel a strong link to a specific aspect of the natural world, such as a body of water, an animal, a type of tree, or some other sort of plant. You identify with your chosen
great span of the world. You seek to act with the long-term interests of nature in mind. 4 The sea is a constant, churning cauldron of power and chaos. It reminds you that accepting change is necessary
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
have a pond or a glade that locals ascribe to Eldath. Tradition dictates that it be a place of quiet reflection where others are left to their thoughts. A body of water such as a pond or a spring
various holy sites and shrines, seeing that the locations are cared for and that they remain places of sweet serenity. The faithful of Eldath are usually close to nature, and allied to druids, who count
Monsters
Fizban's Treasury of Dragons
come into conflict with bronze dragons when their coastal territories overlap, and they can nurture an inexplicably intense hatred of these metallic dragons. They can also draw the ire of druids and
Lair
Topaz dragons dwell where the sea meets the land, favoring sites where the constant action of the waves and tides is slowly reducing the land to gravel. They make their lairs in caves set into sea
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
A Bard’s Muse Naturally, every bard has a repertoire of songs and stories. Some bards are generalists who can draw from a wide range of topics for each performance, and who take pride in their
versatility. Others adopt a more personal approach to their art, driven by their attachment to a muse — a particular concept that inspires much of what those bards do in front of an audience. A bard who
Monsters
Fizban's Treasury of Dragons
the ire of druids and other nature protectors who don’t understand the dragons’ proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow
plateau.A Topaz Dragon’s Lair
Topaz dragons dwell where the sea meets the land, favoring sites where the constant action of the waves and tides is slowly reducing the land to gravel. They make their
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
like these exist in your world. Wizards (and bards and druids) might be so rare that a player character learns from a single mentor and never meets another character of the same class, in which case
for organizations presented earlier in this chapter. A player character necromancer might cultivate renown within the Cabal of Thar-Zad, while a bard seeks increasing renown within the College of Mac-Fuirmidh.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, martial weapons Bard Light armor, one skill of your choice, one musical instrument of your choice Cleric Light armor, medium armor, shields Druid Light armor, medium armor, shields (druids will not
Orc
Legacy
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Species
Volo's Guide to Monsters
stand against the wave.
Orc Culture and Beliefs
Orcs live in constant fear of their gods, and their behavior is rooted in that mentality. They believe that they can see the influence of the gods
,” or “go this way.” A orc raiding party might leave such a sign in its wake, as an aid to other warriors that travel through the same area later on. Mountain guides, druids, and
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
me push beyond my limitations. 6 My anger needed to be channeled into battle, or I risked becoming an indiscriminate killer. Bard d6 I became a bard because … 1 I awakened my latent bardic
abilities through trial and error. 2 I was a gifted performer and attracted the attention of a master bard who schooled me in the old techniques. 3 I joined a loose society of scholars and orators to learn
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Orc Culture and Beliefs Orcs live in constant fear of their gods, and their behavior is rooted in that mentality. They believe that they can see the influence of the gods everywhere in the world
through the same area later on. Mountain guides, druids, and rangers might be familiar with many of these symbols, enabling them to keep their charges from inadvertently stumbling into a tribe’s
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
typically small and often nomadic. In part, this is a reflection of the desire to keep the woods untouched, but there are ruins here, such as those of Ascalhorn — now called Hellgate Dell — that
wood. Within the depths of the forest is an entire mountain range known as the Star Mounts. Constant strong winds keep weaker flying creatures from approaching the peaks of the mountains, with the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
beholder Arrant Quill and the Fake Quill Neutral evil human (age 36) Quill is a charismatic bard who carries himself with a quiet confidence that doesn’t hint at the full extent of his skills or
home village slashed his face with a dagger. It serves as a constant reminder of his past. Although outwardly friendly, Quill is driven by three selfish desires: to preserve his well-being, to
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. After that, the beneficiary suddenly experiences the opposite of the intended effect of the ritual, which transforms the creature into the dark reflection of its initial desire. For example, those
now wracked with constant pain. Having no idea how to return to Candlekeep and his old life, he has accepted his fate with quiet resignation, and he weeps quietly to himself when anyone speaks to him.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
welfare of forests and prairies, the passing of the seasons, and the lives of beasts. Most of his followers and priests are elf druids. They’re just as insular and secretive as any other druids, which
duplicated fully on every world that has plant life; or is only a metaphor for Rillifane’s deep connection to nature. A growing sentiment among Rillifane’s druids holds that the correct answer is “All of the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
provide what aid they can and might even put themselves in harm’s way for the characters if a friendship is established. Welcoming Island Leader d6 Leader 1 Bard (see appendix C) 2 Druid 3 Guardian
4 1d6 druids and 5d10 tribal warriors 5 3d10 centaurs 6 3d10 scouts and 5d10 commoners Welcoming Island Story Hooks d4 Story Hook 1 The island is a colony or outpost sponsored by a nation or
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
everyone with his constant griping. Odium and Ozymandias dislike each other intensely. If one gets into trouble, the other will do nothing to help. Odium desperately wants to leave the island and get on
Bayleaf (LE male elf bard; see appendix C) is a mercenary who works for the highest bidder. He was hired by the abbey as a training instructor for the guards. If the party does not attack him immediately
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
differentiating it from its neighbors. Most of Goldenfields’ workers are human commoners. A handful of peaceful Chauntea worshipers (NG male and female druids of various races and ethnicities) live and work
the inside of Goldenfields’ western wall detours around a pair of semicircular herb gardens. Stone cottages located nearby belong to a dozen druids (N male and female humans of various ethnicities
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
champions of Dhakaan fought fiercely. But in the end, it was the orc Gatekeeper druids who closed the portals to Xoriat and drove the daelkyr into Khyber. The Gatekeepers crafted seals to hold both
accumulated their own followings among the Cults of the Dragon Below. A few have abandoned the path of aggression in favor of solitary philosophy and reflection. A beholder philosopher might manipulate events
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
terse agents are a constant sight around the city, picking up the dead and using hand-drawn wagons to haul their shrouded loads to the Shrine of the Suffering or outlying cemeteries, funded by city
those wards catering to poor Outer City residents, the hospital has constant security problems, from angry patients to spontaneously arising undead, unethical or experimental treatments by priests of non
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
anymore, their terse agents are a constant sight around the city, picking up the dead and using hand-drawn wagons to haul their shrouded loads to the Shrine of the Suffering or outlying cemeteries, funded
know where they can go for help. Chronically understaffed, especially in those wards catering to poor Outer City residents, the hospital has constant security problems, from angry patients to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Kythri, the Churning Chaos The plane of chaos and change, Kythri is a realm in constant flux. The elements collide in fantastic explosions of unbridled power, motes of earth careen erratically through
contains every possible natural environment. It is home to great beasts, lycanthropes, and other beings that reflect the power of nature. The splendor of nature in this place is intoxicating to druids
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
after the galeb duhr. T3: Lesser Chapel The walls of this room are carved with images of dwarven miners kneeling in pious reflection. Three statues of humans kneel in the room’s corners. An altar against
reflection as shown in the carvings, then tries to petrify them. T4: Priest Quarters Most of this small room collapsed long ago, forming a narrow passage through the earth into the area beyond. A stone bed
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Tumbledown — from threats. With so much death concentrated in one spot, undead are a constant problem. Skeletons and revenants regularly claw spontaneously out of their graves, while ghouls and ghasts burrow
engineered the death of the slaughterhouse’s former owner so that he could take over, figuring that constant blood, offal, and animal screams would provide a suitable cover for the cult’s murderous
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
afraid of my own reflection and avoid looking into mirrors. The Hall of Illusions terrifies me.”
Clapperclaw the Scarecrow
CHAPTER 2: HITHER
Despite the loss of its original head, this child
stubborn and slippery as a toad. I won’t and I shan’t, but I will if I can’t!”
Vansel the Satyr
CHAPTER 2: HITHER
The satyr Vansel is a vagabond who travels the Feywild in a constant state of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
afraid of my own reflection and avoid looking into mirrors. The Hall of Illusions terrifies me.”
Clapperclaw the Scarecrow
CHAPTER 2: HITHER
Despite the loss of its original head, this child
stubborn and slippery as a toad. I won’t and I shan’t, but I will if I can’t!”
Vansel the Satyr
CHAPTER 2: HITHER
The satyr Vansel is a vagabond who travels the Feywild in a constant state of
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
and laborers, the Gravemakers guard the dead — and Tumbledown — from threats. With so much death concentrated in one spot, undead are a constant problem. Skeletons and revenants regularly claw
, a black gauntlet of Bane, is the cult’s mastermind. He engineered the death of the slaughterhouse’s former owner so that he could take over, figuring that constant blood, offal, and animal screams
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The giant has the following bard spells prepared:
Cantrips (at will): minor illusion
light a fire unless the location where the fire is lit is protected from the wind. Rain, snow, or blowing dust or sand (whichever is most appropriate) is constant within 1 mile of the lair. Rain causes






