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Returning 35 results for 'being bards diffusing checks rivals'.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The drow makes three Scimitar or Arcane Eruption attacks. The drow can replace one of the attacks with a use of
consort is assured for long, though; Lolth’s priestesses are notoriously fickle, and a consort must often contend with rivals.
Some favored consorts work behind the scenes to undermine the evils
Monsters
Storm King's Thunder
Keen Smell. Sansuri has advantage on Wisdom (Perception) checks that rely on smell.Multiattack. Sansuri makes two spear attacks.
Spear. Melee Weapon Attack: +12;{"diceNotation":"1d20+12","rollType
newfound magic to destroy her rivals as well as Hekaton’s court. But the countess is not happy at present, because her search for the lost trove has not been going well. Frustrated, Sansuri has
Monsters
Fizban's Treasury of Dragons
rain from the sky in a beautiful but dangerous display. Rumors quickly spread that a crystal dragon is responsible.
3
A crystal dragon invites the greatest bards and philosophers to partake in
wyrmling has befriended a white dragon wyrmling. The wyrmlings’ parents, who are ancient rivals, regard the relationship with concern.
4
A crystal dragon wyrmling encourages nearby farmers to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
drow to sleep.
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The drow makes three Shadow
enemies and track down thieves who make off with prized treasures. In the city of Menzoberranzan in the Forgotten Realms, noble houses often employ shadowblades to eliminate rivals from other houses
Monsters
Mordenkainen Presents: Monsters of the Multiverse
drow to sleep.
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The drow makes three Shadow
Underdark cities from enemies and track down thieves who make off with prized treasures. In the city of Menzoberranzan in the Forgotten Realms, noble houses often employ shadowblades to eliminate rivals from
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Extra Heads. The giant has a 25 percent chance of having more than one head. If it has more than one, it has advantage on Wisdom (Perception) checks and on saving throws against being blinded
regenerative ability. With these gifts, the frost giant can swiftly claim the title of jarl and easily fend off rivals for decades. However, if the frost giant doesn’t give enough honor to Vaprak or
Monsters
Mordenkainen Presents: Monsters of the Multiverse
by a skull-shaped minaret. There, Demogorgon’s heads contemplate the mysteries of the arcane while arguing about how best to obliterate their rivals. The bulk of this palace extends deep
’s lair is warped by his magic, creating one or more of the following effects:
Beguiling Realm. Within 6 miles of the lair, all Charisma (Persuasion) and Charisma (Performance) checks have
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
Court of Whispers The denizens of the Court of Whispers barter for current knowledge. Heralds, criers, bards, and griots buy and sell information from the fifteen founding civilizations active in the
identify crisis points where their operatives are needed. Even common citizens might hire folk from the Court to find missing loved ones, locate lost family treasures, or gather information on rivals
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Court of Whispers The denizens of the Court of Whispers barter for current knowledge. Heralds, criers, bards, and griots buy and sell information from the fifteen founding civilizations active in the
identify crisis points where their operatives are needed. Even common citizens might hire folk from the Court to find missing loved ones, locate lost family treasures, or gather information on rivals
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
Court of Whispers The denizens of the Court of Whispers barter for current knowledge. Heralds, criers, bards, and griots buy and sell information from the fifteen founding civilizations active in the
identify crisis points where their operatives are needed. Even common citizens might hire folk from the Court to find missing loved ones, locate lost family treasures, or gather information on rivals
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Court of Whispers The denizens of the Court of Whispers barter for current knowledge. Heralds, criers, bards, and griots buy and sell information from the fifteen founding civilizations active in the
identify crisis points where their operatives are needed. Even common citizens might hire folk from the Court to find missing loved ones, locate lost family treasures, or gather information on rivals
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Court of Whispers The denizens of the Court of Whispers barter for current knowledge. Heralds, criers, bards, and griots buy and sell information from the fifteen founding civilizations active in the
identify crisis points where their operatives are needed. Even common citizens might hire folk from the Court to find missing loved ones, locate lost family treasures, or gather information on rivals
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
Court of Whispers The denizens of the Court of Whispers barter for current knowledge. Heralds, criers, bards, and griots buy and sell information from the fifteen founding civilizations active in the
identify crisis points where their operatives are needed. Even common citizens might hire folk from the Court to find missing loved ones, locate lost family treasures, or gather information on rivals
Monsters
Fizban's Treasury of Dragons
bards and philosophers to partake in “the Great Dialogue” in the dragon’s mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can leave the lair
populations flourish within 6 miles of the lair. Ability checks made to forage for food by hunting, fishing, or trapping in that area are made with advantage.
If the dragon dies, the animal population near
Monsters
Fizban's Treasury of Dragons
the greatest bards and philosophers to partake in “the Great Dialogue” in the dragon’s mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can
regains two additional spent Hit Dice.
Thriving Wildlife. Animal populations flourish within 6 miles of the lair. Ability checks made to forage for food by hunting, fishing, or trapping in that area are
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
city of Sharn, which is both the cultural heart of Breland and a nexus for intrigue and diplomacy. Bards have much to gain from the company of other bards, as they exchange news, stories, and songs
. For this purpose, long ago a group of the finest bards in Sharn founded the Circle of Song, an alliance of entertainers and adventurers. The Circle of Song is an informal organization, open to any
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
city of Sharn, which is both the cultural heart of Breland and a nexus for intrigue and diplomacy. Bards have much to gain from the company of other bards, as they exchange news, stories, and songs
. For this purpose, long ago a group of the finest bards in Sharn founded the Circle of Song, an alliance of entertainers and adventurers. The Circle of Song is an informal organization, open to any
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
city of Sharn, which is both the cultural heart of Breland and a nexus for intrigue and diplomacy. Bards have much to gain from the company of other bards, as they exchange news, stories, and songs
. For this purpose, long ago a group of the finest bards in Sharn founded the Circle of Song, an alliance of entertainers and adventurers. The Circle of Song is an informal organization, open to any
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Checks A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation
. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks. Deception. Your Charisma (Deception) check determines whether you can convincingly
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Checks A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation
. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks. Deception. Your Charisma (Deception) check determines whether you can convincingly
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Checks A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation
. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks. Deception. Your Charisma (Deception) check determines whether you can convincingly
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Checks A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation
. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks. Deception Your Charisma (Deception) check determines whether you can convincingly
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Checks A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation
. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks. Deception Your Charisma (Deception) check determines whether you can convincingly
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Checks A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation
. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks. Deception Your Charisma (Deception) check determines whether you can convincingly
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
the characters have Rivals, two of them form this opposing team. If not, choose students from the “Fellow Students” section in chapter 3. Characters who don’t wish to form a team can participate by
game. Heckle a Team. A character can jeer and rankle a single team. If they do, both members of that team have disadvantage on their ability checks in the game.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, commonly found performing in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard’s next turn.
Actions
Shortsword. Melee Weapon Attack
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, commonly found performing in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard’s next turn.
Actions
Shortsword. Melee Weapon Attack
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, but are commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard’s next turn.
Actions
Shortsword. Melee Weapon
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
the characters have Rivals, two of them form this opposing team. If not, choose students from the “Fellow Students” section in chapter 3. Characters who don’t wish to form a team can participate by
game. Heckle a Team. A character can jeer and rankle a single team. If they do, both members of that team have disadvantage on their ability checks in the game.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, but are commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard’s next turn.
Actions
Shortsword. Melee Weapon
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
the characters have Rivals, two of them form this opposing team. If not, choose students from the “Fellow Students” section in chapter 3. Characters who don’t wish to form a team can participate by
game. Heckle a Team. A character can jeer and rankle a single team. If they do, both members of that team have disadvantage on their ability checks in the game.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, commonly found performing in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard’s next turn.
Actions
Shortsword. Melee Weapon Attack
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, but are commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard’s next turn.
Actions
Shortsword. Melee Weapon
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Rival Coin Wondrous Item, Common This gold coin has a creature embossed on each side. The two depicted creatures must be famous rivals or enemies of each other. For example, a Rival Coin might show
-Around Vision. The robe gives you Advantage on Wisdom (Perception) checks that rely on sight.
Special Senses. You have Darkvision and Truesight, both with a range of 120 feet.
Conceptopolis
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Rival Coin Wondrous Item, Common This gold coin has a creature embossed on each side. The two depicted creatures must be famous rivals or enemies of each other. For example, a Rival Coin might show
-Around Vision. The robe gives you Advantage on Wisdom (Perception) checks that rely on sight.
Special Senses. You have Darkvision and Truesight, both with a range of 120 feet.
Conceptopolis






