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Returning 35 results for 'behaves bard diffusing chin received'.
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Bard
Legacy
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Classes
Basic Rules (2014)
, ensuring that her companions’ words will be well received. Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds
, create illusions, and even heal wounds. Music and Magic In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, ensuring that her companions’ words will be well received. Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds.
Bard Humming as she traces her fingers over an ancient monument in a long-forgotten ruin, a half-elf in rugged leathers finds knowledge springing into her mind, conjured forth by the magic of her
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, ensuring that her companions’ words will be well received. Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds.
Bard Humming as she traces her fingers over an ancient monument in a long-forgotten ruin, a half-elf in rugged leathers finds knowledge springing into her mind, conjured forth by the magic of her
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, ensuring that her companions’ words will be well received. Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds.
Bard Humming as she traces her fingers over an ancient monument in a long-forgotten ruin, a half-elf in rugged leathers finds knowledge springing into her mind, conjured forth by the magic of her
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, ensuring that her companions’ words will be well received. Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds.
Bard Humming as she traces her fingers over an ancient monument in a long-forgotten ruin, a half-elf in rugged leathers finds knowledge springing into her mind, conjured forth by the magic of her
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, ensuring that her companions’ words will be well received. Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds.
Bard Humming as she traces her fingers over an ancient monument in a long-forgotten ruin, a half-elf in rugged leathers finds knowledge springing into her mind, conjured forth by the magic of her
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, ensuring that her companions’ words will be well received. Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds.
Bard Humming as she traces her fingers over an ancient monument in a long-forgotten ruin, a half-elf in rugged leathers finds knowledge springing into her mind, conjured forth by the magic of her
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
you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When the trigger you specify occurs, the illusion springs into
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
you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When the trigger you specify occurs, the illusion springs into
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
you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When the trigger you specify occurs, the illusion springs into
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
you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. JUSTINE CRUZ A spellcaster could use Programmed Illusion
to
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
you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. JUSTINE CRUZ A spellcaster could use Programmed Illusion
to
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
. The rest of the cultists at the Wayside Inn see Backes as their leader however, to be protected and obeyed in any circumstance. The local cultists have received orders to kidnap a local bard, Tarbin
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
. The rest of the cultists at the Wayside Inn see Backes as their leader however, to be protected and obeyed in any circumstance. The local cultists have received orders to kidnap a local bard, Tarbin
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
. The rest of the cultists at the Wayside Inn see Backes as their leader however, to be protected and obeyed in any circumstance. The local cultists have received orders to kidnap a local bard, Tarbin
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
you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. JUSTINE CRUZ A spellcaster could use Programmed Illusion
to
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Modify Memory Level 5 Enchantment (Bard, Wizard) Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
You attempt to reshape another creature’s
modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Modify Memory Level 5 Enchantment (Bard, Wizard) Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
You attempt to reshape another creature’s
modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Modify Memory Level 5 Enchantment (Bard, Wizard) Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
You attempt to reshape another creature’s
modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Modify Memory Level 5 Enchantment (Bard, Wizard) Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
You attempt to reshape another creature’s
modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Modify Memory Level 5 Enchantment (Bard, Wizard) Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
You attempt to reshape another creature’s
modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Modify Memory Level 5 Enchantment (Bard, Wizard) Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
You attempt to reshape another creature’s
modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such
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
looks and behaves exactly like the real Quill. The fake Quill can’t do anything except move and talk, and it is dispelled if it takes damage from a spell or a magic weapon. No other magic or damage
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
looks and behaves exactly like the real Quill. The fake Quill can’t do anything except move and talk, and it is dispelled if it takes damage from a spell or a magic weapon. No other magic or damage
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
looks and behaves exactly like the real Quill. The fake Quill can’t do anything except move and talk, and it is dispelled if it takes damage from a spell or a magic weapon. No other magic or damage
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, a bow tie, and spectacles. Bracus (N lizardfolk with the iconic hoardsperson feature; see “Iconic Faction Features” in appendix B) studies the characters, touching his fingers to his chin as he
intruders on sight. If Bracus is alive, all Dran Enterprises personnel have been magically ordered to allow the characters to leave the Luskan docks unharmed. If such a message is not received, the guards on
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, a bow tie, and spectacles. Bracus (N lizardfolk with the iconic hoardsperson feature; see “Iconic Faction Features” in appendix B) studies the characters, touching his fingers to his chin as he
intruders on sight. If Bracus is alive, all Dran Enterprises personnel have been magically ordered to allow the characters to leave the Luskan docks unharmed. If such a message is not received, the guards on
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, a bow tie, and spectacles. Bracus (N lizardfolk with the iconic hoardsperson feature; see “Iconic Faction Features” in appendix B) studies the characters, touching his fingers to his chin as he
intruders on sight. If Bracus is alive, all Dran Enterprises personnel have been magically ordered to allow the characters to leave the Luskan docks unharmed. If such a message is not received, the guards on
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
save DC 14, +6 to hit with spell attacks). He has the following bard spells prepared:
Cantrips (at will): mage hand, mending, minor illusion, vicious mockery
1st level (4 slots): cure wounds
type. The City Watch has received reports of a figure who haunts the rooftops of Waterdeep — a hulking shadow that glares from its perch, rains down death in the form of long black arrows, and slinks
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
received no response. Nonetheless, they still hope to be sent reinforcements, laborers, and material for rebuilding the abbey. They typically keep watch on the Skull Dunes during the day, but have grown
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->Ghosts of Saltmarsh
received no response. Nonetheless, they still hope to be sent reinforcements, laborers, and material for rebuilding the abbey. They typically keep watch on the Skull Dunes during the day, but have grown
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->Ghosts of Saltmarsh
received no response. Nonetheless, they still hope to be sent reinforcements, laborers, and material for rebuilding the abbey. They typically keep watch on the Skull Dunes during the day, but have grown
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->Waterdeep: Dragon Heist
save DC 14, +6 to hit with spell attacks). He has the following bard spells prepared:
Cantrips (at will): mage hand, mending, minor illusion, vicious mockery
1st level (4 slots): cure wounds
type. The City Watch has received reports of a figure who haunts the rooftops of Waterdeep — a hulking shadow that glares from its perch, rains down death in the form of long black arrows, and slinks
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
save DC 14, +6 to hit with spell attacks). He has the following bard spells prepared:
Cantrips (at will): mage hand, mending, minor illusion, vicious mockery
1st level (4 slots): cure wounds
type. The City Watch has received reports of a figure who haunts the rooftops of Waterdeep — a hulking shadow that glares from its perch, rains down death in the form of long black arrows, and slinks
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
by the broad protective plate that expands from its forehead and the spikes protruding from its chin. A frill runs the length of its neck, and its tapering wings extend down the length of its tail. A
defines the shape of a bronze dragon’s head. Curving horns extend out from the crest, echoed by spines on its lower jaw and chin. To help them swim, bronze dragons have webbed feet and smooth scales. A






