Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'before bard druids currents reduced'.
Classes
Player’s Handbook
Become One with Tides and Storms
Druids of the Circle of the Sea draw on the tempestuous forces of oceans and storms. Some view themselves as embodiments of nature’s wrath, seeking vengeance
against those who despoil nature. Others seek mystical unity with nature by attuning themselves to the ebb and flow of the tides, following the rush of currents and waves and listening to the inscrutable whispers and roars of the winds.
Monsters
Eberron: Forge of the Artificer
);{"diceNotation":"3d8+4", "rollType":"damage", "rollAction":"Longbow", "rollDamageType":"Piercing"} Piercing damage, and the target’s Speed is reduced by 10 feet until the end of its next turn.Uncanny
hunters, typically humans or orcs, often work alongside Druid;Druids of the Gatekeepers, and occasionally with Aberrant Cultist;Aberrant Cultists of the Dragon Below.Mark of Tharashk. The hunter magically
Monsters
Waterdeep: Dragon Heist
(spell save DC 12, +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). She has the following bard spells prepared:
Cantrips (at will): friends, mage
blank. The creature is friendly toward Kalain and hostile toward all others. It rolls initiative to determine when it acts. It disappears after 1 minute, when it is reduced to 0 hit points, or when Kalain
Monsters
Mythic Odysseys of Theros
reduced by 10 feet until the start of the triton’s next turn.Frigid Shield. When a creature the triton can see targets the triton with an attack, the triton gains 10 temporary hit points. If the
":"cold"} cold damage.Triton masters of waves sculpt storms and change the tides, bending the sea to their will. Drawing forth living currents and the icy cold of the deep, these mages make the ocean their
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon turtle can breathe air and water
Blessing of the Sea (Recharges after a Short or Long Rest). If the dragon turtle would be reduced to 0 hit points, its current hit point total
turtle’s lair can be transformed by its presence, creating one or more of the following effects:
Diverting Currents. Underwater currents push unwanted visitors away from the lair. While
Equipment
Druids, rangers, and clerics devoted to gods of nature are often found aboard living ship;living ships, as are Wildspace explorers who don’t want to have to worry about their ship’s air
deck; it and the ship are inseparable. If the ship is reduced to 0 hit points, the treant dies of shock. The ship can function if its treant dies, but the treant can never be replaced with another
Monsters
Princes of the Apocalypse
hit points for each elemental she summons. Summoned elementals have maximum hit points, appear within 100 feet of Olhydra, and disappear if Olhydra is reduced to 0 hit points.Olhydra can take 3
, currents and tides are exceptionally strong and treacherous. Any ability checks made to safely navigate or control a vessel moving through these waters has disadvantage.
Aquatic creatures that have
Monsters
Fizban's Treasury of Dragons
, the creature takes half as much damage, and its speed isn’t reduced.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as
of animated objects.
5
A cloister of flumph;flumphs protects an amethyst dragon wyrmling while feeding on the wyrmling’s excess psionic energy.
6
A circle of druids looks after an amethyst dragon wyrmling lairing in the circle’s mountain tarn.
Force, Psychic
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
druids are able to chant on their turn, the ritual is ruined and must be started anew. If the Gulthias tree (area Y4) has been reduced to 0 hit points, the ritual won’t work. Druids who realize that
Druids’ Ritual You can allow this event to unfold regardless of whether the characters have visited Yester Hill. Even if the characters don’t experience this event as it happens, they can still deal
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->Curse of Strahd
Y3. Druids’ Circle Atop the hill is a wide ring of black boulders and smaller rocks that collectively form a makeshift wall enclosing a field of dead grass. Lightning strikes the edge of the ring
not only prevent the statue from being toppled but also allow the effigy to serve as a component in a ritual to create a tree blight (see “Druids’ Ritual” in the “Special Events” section below
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->Player’s Handbook
Raise Dead Level 5 Necromancy (Bard, Cleric, Paladin) Casting Time: 1 hour
Range: Touch
Components: V, S, M (a diamond worth 500+ GP, which the spell consumes)
Duration: Instantaneous
With a
survival—its head, for instance—the spell automatically fails. Coming back from the dead is an ordeal. The target takes a −4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Raise Dead Level 5 Necromancy (Bard, Cleric, Paladin) Casting Time: 1 hour
Range: Touch
Components: V, S, M (a diamond worth 500+ GP, which the spell consumes)
Duration: Instantaneous
With a
survival—its head, for instance—the spell automatically fails. Coming back from the dead is an ordeal. The target takes a −4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
killed and a second is reduced to fewer than half its hit points, whereupon the surviving hounds flee. A mysterious bowl-like symbol (the symbol of the fire cult) marks the iron collars of the hell
hounds. Thorsk Thelorn in Red Larch can connect the symbol to a mysterious gathering of druids in the Sumber Hills he heard about from a passing merchant and provide directions to Scarlet Moon Hall.
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
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
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Living Ship Druids, rangers, and clerics devoted to gods of nature are often found aboard living ships, as are Wildspace explorers who don’t want to have to worry about their ship’s air envelope
ship are inseparable. If the ship is reduced to 0 hit points, the treant dies of shock. The ship can function if its treant dies, but the treant can never be replaced with another. When the treant
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
the hull protects you from the the strong currents outside. Many boxes and barrels are present here, somewhat waterlogged but largely intact.
This ship served as a tender vessel, bringing supplies to
blind. The encounter distance is reduced to 10 feet in these instances (see “Unusual Environments” in chapter 5 of the Dungeon Master’s Guide). For characters with a magical light source or darkvision
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Enlarge/Reduce Level 2 Transmutation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a pinch of powdered iron)
Duration: Concentration, up to 1 minute
attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can’t reduce the damage below 1).
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Enlarge/Reduce Level 2 Transmutation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a pinch of powdered iron)
Duration: Concentration, up to 1 minute
attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can’t reduce the damage below 1).
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Resurrection Level 7 Necromancy (Bard, Cleric) Casting Time: 1 hour
Range: Touch
Components: V, S, M (a diamond worth 1,000+ GP, which the spell consumes)
Duration: Instantaneous
With a touch
takes a −4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0. Casting this spell to revive a creature that has been dead for 365 days or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Resurrection Level 7 Necromancy (Bard, Cleric) Casting Time: 1 hour
Range: Touch
Components: V, S, M (a diamond worth 1,000+ GP, which the spell consumes)
Duration: Instantaneous
With a touch
takes a −4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0. Casting this spell to revive a creature that has been dead for 365 days or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Enlarge/Reduce Level 2 Transmutation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a pinch of powdered iron)
Duration: Concentration, up to 1 minute
attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can’t reduce the damage below 1).
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Circle of the Shepherd Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize
sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds. Members of this circle become
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
a cruel twist, and Emperor of the Waves disappeared. A storm separated the ship from its escort, and it was never heard from again. Devastated by the financial loss, Aubreck was reduced to the
, orcs, and goblins, ruled by cruel druids who worshiped Lolth in her aspect as the Queen of Spiders. The druids promptly had the few remaining sailors dispatched by their underlings and claimed the ship
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
locations such as the City of the Dead. Harper support comes in these ways: The Harpers make common and uncommon potions and scrolls available to the adventurers at a reduced or deferred cost
overwhelmed, one or more Harpers come to their rescue. A Harper rescue team usually consists of a bard (see appendix B) or a mage, plus 1d4 + 3 spies or veterans.
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
dragon is reduced to 0 hit points or uses a bonus action to end it.
Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it.
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->Locathah Rising
he opened (Umberlee’s Maw) have created an area in the ocean that acts like a beacon for strong, irregular currents and bad weather. Underwater, the effect manifests as a general darkness in an oddly
light source or darkvision, all Wisdom (Perception) checks that rely on sight are made at disadvantage, and the encounter distance is reduced to 10 feet (see “Unusual Environments” in chapter 5 of the
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
transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.
Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Animate Objects Level 5 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
Objects animate at your command
Construct that uses the Animated Object stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit Points. Each creature you make with this spell is an ally to you
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Animate Objects Level 5 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
DAVID AUDEN NASH A Brazier
as three. Each target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Druid Subclasses A Druid subclass is a specialization that grants you features at certain Druid levels, as specified in the subclass. Druids form loose associations, which they call circles. This
comprises mystics and sages who safeguard ancient knowledge and rites. These Druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest






