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Returning 35 results for 'behaves bard diffusing comes required'.
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Magic Items
Dungeon Master’s Guide
music by the shortest available route but aren’t under your control otherwise.
Whenever a Swarm of Rats that isn’t under another creature’s control comes within 30 feet of you while
you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next
Monsters
Acquisitions Incorporated
Brahma Lutier left the group. In fact, his first assignment was to assist in the team's attempts to apprehend the wandering bard. An adopted child of the “C” Team's Rosie Beestinger, Pendragon is his
the Beestinger clan. Now a self-taught mage, he specializes in making use of the dangerous spells and weird trinkets he often comes across in his role as a kind of arcane archaeologist. Seeking out
Pipes of the Sewers
Legacy
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Magic Items
Basic Rules (2014)
another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as
a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours.
Monsters
Waterdeep: Dragon Heist
(spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). He has the following bard spells prepared:
Cantrips (at will): mage hand, mending
good at sniffing out lucrative business deals, and he makes friends easily.
Like many sun elves, Davil has an affinity for magic and is gifted with the kind of patience that comes with a long life span
Monsters
Van Richten’s Guide to Ravenloft
Semblance of Life. The podling is a physical copy of a creature digested by a bodytaker plant. The podling has the digested creature’s memories and behaves like that creature, but with
dismisses it (no action required).
Unusual Nature. The podling doesn’t require sleep.Slam. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Slam"} to hit, reach 5
Monsters
Acquisitions Incorporated
(spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). She has the following bard spells prepared:
Cantrips (at will): mage hand
part, she utilizes an instrument of dragonborn design in combat. Known as a war lute, this unique item comes replete with hidden storage and powerful weaponry.
Magic Items
The Book of Many Things
form manifests in an unoccupied space of your choice within 30 feet of you, and it uses the knight stat block. The spirit disappears when it drops to 0 hit points or after 1 minute, whichever comes first
.
The spirit is an ally to you and your companions. In combat, the spirit shares your initiative count but takes its turn immediately after yours. The spirit obeys your commands (no action required
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.
Monsters
Quests from the Infinite Staircase
leprechaun can revoke this gift from a creature at any time (no action required). A creature can benefit from only one leprechaun’s Gift of Luck at a time.
Spellcasting. The leprechaun casts one of
ideas into vivid illusions.
A leprechaun’s adherence to Feywild rules affords it tremendous luck, but this fortune comes at a cost. These same magical strictures compel leprechauns to use their
Monsters
Curse of Strahd
);{"diceNotation":"1d6+1","rollType":"damage","rollAction":"Silvered Sword","rollDamageType":"piercing"} piercing damage (silvered sword).Several months ago, a colorfully dressed half-elf bard came to Barovia in a
;while trying not to expose the secret society to their mutual enemy. He thinks the wereravens might prove helpful when the time comes. Van Richten also wants to take out as many of Strahd’s spies
Monsters
Mordenkainen Presents: Monsters of the Multiverse
required to identify it.
Effects of the Mold
Any creature that comes within 5 feet of russet mold must make a DC 13 Constitution saving throw as the mold emits a puff of spores. On a failed save, the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
across a metal object can be mistaken for rust, and a successful DC 15 Intelligence (Nature) or Wisdom (Survival) check is required to identify it.
Effects of the Mold
Any creature that comes within
Monsters
Mordenkainen Presents: Monsters of the Multiverse
(Survival) check is required to identify it.
Effects of the Mold
Any creature that comes within 5 feet of russet mold must make a DC 13 Constitution saving throw as the mold emits a puff of spores. On
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
crashing on the lower steps or the nearest landing below; it takes damage from the fall and lands with the prone condition as normal. An object dropped on the staircase behaves predictably at first
, falling down the steps until it comes to a halt or goes over the edge, at which point it continues “downward” until it collides with the next closest section of the staircase, and so on. Precious items lost in this way sometimes appear on the nearest landing, mysteriously returned to their owners.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
crashing on the lower steps or the nearest landing below; it takes damage from the fall and lands with the prone condition as normal. An object dropped on the staircase behaves predictably at first
, falling down the steps until it comes to a halt or goes over the edge, at which point it continues “downward” until it collides with the next closest section of the staircase, and so on. Precious items lost in this way sometimes appear on the nearest landing, mysteriously returned to their owners.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
wasted. Called swarms move toward the music by the shortest available route but aren’t under your control otherwise. Whenever a Swarm of Rats that isn’t under another creature’s control comes within
30 feet of you while you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
wasted. Called swarms move toward the music by the shortest available route but aren’t under your control otherwise. Whenever a Swarm of Rats that isn’t under another creature’s control comes within
30 feet of you while you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
wasted. Called swarms move toward the music by the shortest available route but aren’t under your control otherwise. Whenever a Swarm of Rats that isn’t under another creature’s control comes within
30 feet of you while you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
1d3 expended charges daily at dawn. Whenever a swarm of rats that isn’t under another creature’s control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check
contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
crashing on the lower steps or the nearest landing below; it takes damage from the fall and lands with the prone condition as normal. An object dropped on the staircase behaves predictably at first
, falling down the steps until it comes to a halt or goes over the edge, at which point it continues “downward” until it collides with the next closest section of the staircase, and so on. Precious items lost in this way sometimes appear on the nearest landing, mysteriously returned to their owners.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
1d3 expended charges daily at dawn. Whenever a swarm of rats that isn’t under another creature’s control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check
contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
wasted. Called swarms move toward the music by the shortest available route but aren’t under your control otherwise. Whenever a Swarm of Rats that isn’t under another creature’s control comes within
30 feet of you while you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
wasted. Called swarms move toward the music by the shortest available route but aren’t under your control otherwise. Whenever a Swarm of Rats that isn’t under another creature’s control comes within
30 feet of you while you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
1d3 expended charges daily at dawn. Whenever a swarm of rats that isn’t under another creature’s control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check
contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
1d3 expended charges daily at dawn. Whenever a swarm of rats that isn’t under another creature’s control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check
contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
1d3 expended charges daily at dawn. Whenever a swarm of rats that isn’t under another creature’s control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check
contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
1d3 expended charges daily at dawn. Whenever a swarm of rats that isn’t under another creature’s control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check
contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
wasted. Called swarms move toward the music by the shortest available route but aren’t under your control otherwise. Whenever a Swarm of Rats that isn’t under another creature’s control comes within
30 feet of you while you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for
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 (2014)
ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability
situations. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list. Cantrips You know two cantrips of your choice from the bard spell list. You learn additional
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability
situations. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list. Cantrips You know two cantrips of your choice from the bard spell list. You learn additional
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability
situations. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list. Cantrips You know two cantrips of your choice from the bard spell list. You learn additional
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability
situations. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list. Cantrips You know two cantrips of your choice from the bard spell list. You learn additional






