Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'before bards divinity constructs religion'.
Other Suggestions:
before bards divinity constructed religious
before bards divinity constructed religion
before bards divinity constructs religious
before bark divinity construct region
Classes
Player’s Handbook
: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion
Weapon Proficiencies
Simple and Martial weapons
Armor Training
Light, Medium, and Heavy armor and Shields
Starting
Spell Level—
Level
Proficiency Bonus
Class Features
Channel Divinity
Prepared Spells
1
2
3
4
5
1
+2
Lay On Hands, Spellcasting, Weapon Mastery
—
2
2
&mdash
Classes
Player’s Handbook
, Medicine, Persuasion, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
Light and Medium armor and Shields
Starting Equipment
Choose A or B: (A) Chain Shirt, Shield
Class Features
Channel Divinity
Cantrips
Prepared Spells
1
2
3
4
5
6
7
8
9
1
+2
Spellcasting, Divine Order
—
3
4
2
—
—
—
—
—
&mdash
Backgrounds
Sword Coast Adventurer's Guide
knowledge, rather than brute force. Harper agents are often proficient in Investigation, enabling them to be adept at snooping and spying. They often seek aid from other Harpers, sympathetic bards and
in the shadows. Order agents tend to be proficient in Religion, and frequently seek aid from law enforcement friendly to the order’s ideals, and the clergy of the order’s patron gods.
The
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Blood of Vol Everyone has a spark of divinity. Find that power within. Death is the end, Dolurrh is oblivion, and if the gods exist, they are cruel. Stand with those you care for; all we have is this
and suffering? The Blood of Vol teaches that we all have the potential to become divine beings—and that death is a curse, designed to kill you before you can unlock the divinity within you. The Blood
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
traditions, planes of existence, and certain creatures (Aberrations, Constructs, Elementals, Fey, and Monstrosities) History Historic events and people, ancient civilizations, wars, and certain creatures
(Giants and Humanoids) Investigation Traps, ciphers, riddles, and gadgetry Nature Terrain, flora, weather, and certain creatures (Beasts, Dragons, Oozes, and Plants) Religion Deities, religious hierarchies and rites, holy symbols, cults, and certain creatures (Celestials, Fiends, and Undead)
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
traditions, planes of existence, and certain creatures (Aberrations, Constructs, Elementals, Fey, and Monstrosities) History Historic events and people, ancient civilizations, wars, and certain creatures
(Giants and Humanoids) Investigation Traps, ciphers, riddles, and gadgetry Nature Terrain, flora, weather, and certain creatures (Beasts, Dragons, Oozes, and Plants) Religion Deities, religious hierarchies and rites, holy symbols, cults, and certain creatures (Celestials, Fiends, and Undead)
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
traditions, planes of existence, and certain creatures (Aberrations, Constructs, Elementals, Fey, and Monstrosities) History Historic events and people, ancient civilizations, wars, and certain creatures
(Giants and Humanoids) Investigation Traps, ciphers, riddles, and gadgetry Nature Terrain, flora, weather, and certain creatures (Beasts, Dragons, Oozes, and Plants) Religion Deities, religious hierarchies and rites, holy symbols, cults, and certain creatures (Celestials, Fiends, and Undead)
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
(included above). In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1). (This is
also included above.) Level 2: Channel Divinity You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, with significant elf, hobgoblin, lizardfolk, and yuan-ti populations making up most of the remainder. Faith and Religion The dominant faith is Iwahhid, a philosophy that rejects idols and promotes
worshiping the source of divinity rather than its fallible manifestations. Its adherents are called Muwahhid. Some erudite worshipers join the Imperial Ulema, an order of Muwahhid scholars sponsored by
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check you make
that uses either of those skills. Channel Divinity: Knowledge of the Ages Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1). Level 2: Channel Divinity You can channel divine energy
——Spell Slots per Spell Level—— Level Proficiency Bonus Class Features Channel Divinity Cantrips Prepared Spells 1 2 3 4 5 6 7 8 9 1 +2 Spellcasting, Divine Order — 3 4 2 — — — — — — — — 2 +2 Channel
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1). Level 2: Channel Divinity You can channel divine energy directly
——Spell Slots per Spell Level—— Level Proficiency Bonus Class Features Channel Divinity Cantrips Prepared Spells 1 2 3 4 5 6 7 8 9 1 +2 Spellcasting, Divine Order — 3 4 2 — — — — — — — — 2 +2 Channel
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
gods he once served. Immediately he set to wiping out that religion, replacing it with new gods of his own imagining, false divinities for whom he alone spoke. Using blasphemous rites, Ankhtepot
together the dead conquered the souls of Har’Akir. The ages have marched ever on. Ankhtepot has known treachery and conquest. He has known divinity and rule. But now he knows only boredom and despair
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, History, Nature, and Religion. Diplomat. Negotiating treaties, de-escalating conflicts, and issuing ultimatums are tasks that fall within the purview of the Diplomat, who typically puts their high
Charisma to work in the service of the state. These characters often come from a noble background and bring proficiency in skills such as Intimidation and Persuasion to their work. Bards are natural fits in
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Persuasion (or sometimes Intimidation) and Religion can be useful for this character. Many clerics fill this role, but devout bards can also be effective Teachers. Some Teachers bring skills from the
connection to the divine. This character might be the driving force behind the group’s quests, steering them according to divine will. Proficiency in skills such as Insight and Religion can help reflect
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
skills. Bards and rogues make natural academic Financiers, as do those with the charlatan and noble backgrounds. Research Assistant. Whether their seeking to graduate, get published, or make their
sage background is an obvious choice for the Scholar, with acolyte and hermit also providing fine alternatives. Proficiency in skills such as Arcana, History, Investigation, Nature, and Religion often proves useful for this character.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
proficient in Investigation, enabling them to be adept at snooping and spying. They often seek aid from other Harpers, sympathetic bards and innkeepers, rangers, and the clergy of gods that are
different, however: bearers of the gauntlet are holy warriors on a righteous quest to crush evil and promote justice, and they never hide in the shadows. Order agents tend to be proficient in Religion, and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Other Religious Systems In your campaign, you can create pantheons of gods who are closely linked in a single religion, monotheistic religions (worship of a single deity), dualistic systems (centered
), or even forces and philosophies that don’t center on deities. Tight Pantheons In contrast to a loose pantheon, a tight pantheon focuses on a single religion whose teachings and edicts embrace a small
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
character on the first round. Every round after that, two more cyclones form, to a maximum of three per character. Treat these paper whirlwinds as swarms of ravens, but they are constructs instead of
, History, Medicine, Nature, Performance, Persuasion, Religion, or Sleight of Hand. Multiply the total of the check by 10 to get the gp value of the single most valuable book a character can find on that
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
: History, Religion Languages: Two of your choice Equipment: A bottle of black ink, an ink pen, a hammer, a hooded lantern, a tinderbox, a tome of history, a school uniform, and a pouch containing 15 gp
Lorehold. Bards thrive in Lorehold, and wizards (particularly those of the School of Divination) are numerous among its students. Clerics (often with the Knowledge or Light domains) are also quite common
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
your world might worship a patron deity, performing secret missions in that deity’s name. To reflect this cultural detail, you could add Religion to the list of skills that a rogue character can choose
firmly in the world by associating the class with a particular race or culture. For example, you might decide that bards, sorcerers, warlocks, and wizards represent the magical traditions of four
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
character on the first round. Every round after that, two more cyclones form, to a maximum of three per character. Treat these paper whirlwinds as swarms of ravens, but they are constructs instead of
, History, Medicine, Nature, Performance, Persuasion, Religion, or Sleight of Hand. Multiply the total of the check by 10 to get the gp value of the single most valuable book a character can find on that
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
following: Arcana +7, History +7, Nature +7, or Religion +7
Condition Immunities blinded, charmed, deafened, exhaustion, prone
Senses blindsight 60 ft. (blind beyond this distance), passive Perception
short or long rest or until it benefits from the greater restoration or heal spell. Constructs, oozes, plants, and undead succeed on the save automatically.
While memory drained, the target must
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
)
INT
19(+4)
WIS
12(+1)
CHA
15(+2)
Saving Throws Int +7, Cha +5
Skills Deception +5, Perception +4, plus one of the following: Arcana +7, History +7, Nature +7, or Religion
greater restoration or heal spell. Constructs, oozes, plants, and undead succeed on the save automatically.
While memory drained, the target must roll a d4 and subtract the number rolled from any
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
attacks. Does a creature with Magic Resistance have advantage on saving throws against Channel Divinity abilities, such as Turn the Faithless? Channel Divinity creates magical effects (as stated in both
when it moves in this way. Does the lich’s Disrupt Life ability affect animated objects and other constructs? The ability targets creatures that aren’t undead, so yes, it does affect constructs (as well
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
(+2)
Saving Throws Int +7, Cha +5
Skills Deception +5, Perception +4, plus one of the following: Arcana +7, History +7, Nature +7, or Religion +7
Condition Immunities blinded, charmed, deafened
DC 15 Wisdom saving throw or take 18 (4d8) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs
Actions
Make an Intelligence (Arcana, History, Investigation, Nature, or Religion) check.When you take the Study action, you make an Intelligence check to study your memory, a book, a clue, or another source
knowledge the Intelligence check is about.Areas of KnowledgeSkillAreasArcanaSpells, magic items, eldritch symbols, magical traditions, planes of existence, and certain creatures (Aberrations, Constructs
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Arcana, History, Nature, or Religion skills by this method, as if you were learning a language. A character can learn only one of these skills in this way. Academy Contact How much autonomy you have in
their rightful owners. 6 Evolutionary Divinity. You dare to explore what no mortal was meant to know: the origins of divinity.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, make sure any players involved have chosen gods for their characters. Krynn’s deities and their provinces are listed in this book’s introduction. Visions of Divinity This prelude focuses on characters
statues were once larger-than-life depictions of several of Krynn’s deities, but most of them are ruined. A character who succeeds on a DC 12 Intelligence (Religion) check can identify as many of the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
brightly painted. The scenes portrayed represent fishing, farming, religion, warfare, the creation story, and crafting.
A cave-in completely blocks the west end of the chamber. At short intervals, small
immediately, and spirits of the ancestors animate the creature and it attacks. These beings are constructs, but otherwise function according to the statistics for a certain kind of creature, as noted
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Two magic items are displayed here as well. Anstruth Harp. An exquisitely crafted harp sized for a human rests on a shelf. This instrument of the bards was acquired from a human bard who counseled
progress, all of the pieces are in their starting locations. The constructs don’t attack unless one of them is attacked first, or unless they are commanded to do so by Sansuri or Thullen. A chess piece
Compendium
- Sources->Dungeons & Dragons->Rrakkma
Skills Arcana +10, Deception +8, History +10, Nature +10, Perception +5, Religion +10
Condition Immunities blinded, charmed, deafened, exhaustion, prone
Senses blindsight 60 ft. (blind beyond this
heal spell. Constructs, oozes, plants, and undead succeed on the save automatically.
While memory drained, the target must roll a d4 and subtract the number rolled from any ability check or attack
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
The Seldarine The pantheon of elven deities, called the Seldarine, includes Corellon and the group of primal elves whom he graced with divinity. These gods were the ones who brought word to Corellon
, to try new things, to imagine what they desire and then pursue it, and to be kind to others. In return for this freedom from the usual requirements of religion, Corellon expects them to address
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, Religion +2
Senses darkvision 60 ft., passive Perception 12
Languages understands Common and Orc but can’t speak
Challenge 2 (450 XP)
Aggressive. As a bonus action, the orc can move up to its
Fang of Shargaas Shargaas is the orc deity of deep darkness and sneakiness, a murderous god who hates anything that lives that isn’t an orc. Orcs consider Shargaas to be a divinity suited to pariahs and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. Although some of the dancing is wanton and performed for show, large-scale ring dances in the street for all ages are also popular. All the dancing ends at dusk, after which bards and minstrels perform at
, on his statue in the City of the Dead, and atop the altars of the House of Wonder. Bards perform songs in honor of the wizard all over the city. The Open Lord visits taverns and inns throughout






