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Classes
Player’s Handbook
Plumb the Depths of Magical Knowledge
Bards of the College of Lore collect spells and secrets from diverse sources, such as scholarly tomes, mystical rites, and peasant tales. The college’s
Classes
Player’s Handbook
Starting Equipment
Choose A or B: (A) Leather;Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer's Pack, Herbalism Kit, and 9 GP; or (B) 50 GP
Druids belong to ancient
, individual Druids gain their magic from nature, a nature deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles
Spells
Xanathar's Guide to Everything
You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the
.
Bless Water. You touch one vial of water and cause it to become holy water.
Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Bring It to an End The climactic ending of an adventure fulfills the promise of all that came before. The best climax is one the players see coming, so if a dragon is the mastermind behind all the
nefarious activity happening in an adventure, having the dragon’s minions mention the nature of their boss sets up the coming climactic encounter. Although the climax must hinge on the successes and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Bring It to an End The climactic ending of an adventure fulfills the promise of all that came before. The best climax is one the players see coming, so if a dragon is the mastermind behind all the
nefarious activity happening in an adventure, having the dragon’s minions mention the nature of their boss sets up the coming climactic encounter. Although the climax must hinge on the successes and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Bring It to an End The climactic ending of an adventure fulfills the promise of all that came before. The best climax is one the players see coming, so if a dragon is the mastermind behind all the
nefarious activity happening in an adventure, having the dragon’s minions mention the nature of their boss sets up the coming climactic encounter. Although the climax must hinge on the successes and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Bard Subclass A Bard subclass is a specialization that grants you features at certain Bard levels, as specified in the subclass. Bards form loose associations, which they call colleges, to preserve
their traditions. This section presents the College of Lore subclass. College of Lore Plumb the Depths of Magical Knowledge Bards of the College of Lore collect spells and secrets from diverse sources
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Bard Subclass A Bard subclass is a specialization that grants you features at certain Bard levels, as specified in the subclass. Bards form loose associations, which they call colleges, to preserve
their traditions. This section presents the College of Lore subclass. College of Lore Plumb the Depths of Magical Knowledge Bards of the College of Lore collect spells and secrets from diverse sources
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Bard Subclass A Bard subclass is a specialization that grants you features at certain Bard levels, as specified in the subclass. Bards form loose associations, which they call colleges, to preserve
their traditions. This section presents the College of Lore subclass. College of Lore Plumb the Depths of Magical Knowledge Bards of the College of Lore collect spells and secrets from diverse sources
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
memorization and the study of ancient songs, sagas, and history. Most bards of New Olamn belong to the College of Lore, as described in the Bard College class feature in the Player’s Handbook. The Cliffride
the bards, each of which is named after one of the colleges. See chapter 7 of the Dungeon Master’s Guide for the game statistics of these magic instruments. Long ago, bards who sought the rank of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
memorization and the study of ancient songs, sagas, and history. Most bards of New Olamn belong to the College of Lore, as described in the Bard College class feature in the Player’s Handbook. The Cliffride
the bards, each of which is named after one of the colleges. See chapter 7 of the Dungeon Master’s Guide for the game statistics of these magic instruments. Long ago, bards who sought the rank of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
memorization and the study of ancient songs, sagas, and history. Most bards of New Olamn belong to the College of Lore, as described in the Bard College class feature in the Player’s Handbook. The Cliffride
the bards, each of which is named after one of the colleges. See chapter 7 of the Dungeon Master’s Guide for the game statistics of these magic instruments. Long ago, bards who sought the rank of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Shields Starting Equipment Choose A or B: (A) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP; or (B) 50 GP Druids belong to ancient orders that
, individual Druids gain their magic from nature, a nature deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles. Druids are
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Shields Starting Equipment Choose A or B: (A) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP; or (B) 50 GP Druids belong to ancient orders that
, individual Druids gain their magic from nature, a nature deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles. Druids are
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP; or (B) 50 GP Druids belong to ancient orders that call on the forces of nature. Harnessing the
deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles. Druids are concerned with the delicate ecological balance that
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
The Believers A dozen of the Red Larch town elders have a secret: They belong to a secret society that calls itself “the Believers.” It isn’t quite a cult, although it has special ceremonies and
rites passed down for generations. It isn’t quite a civic organization, despite the fact that some of the wealthiest and most powerful people in Red Larch are members. The members of the Believers use
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
The Believers A dozen of the Red Larch town elders have a secret: They belong to a secret society that calls itself “the Believers.” It isn’t quite a cult, although it has special ceremonies and
rites passed down for generations. It isn’t quite a civic organization, despite the fact that some of the wealthiest and most powerful people in Red Larch are members. The members of the Believers use
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
The Believers A dozen of the Red Larch town elders have a secret: They belong to a secret society that calls itself “the Believers.” It isn’t quite a cult, although it has special ceremonies and
rites passed down for generations. It isn’t quite a civic organization, despite the fact that some of the wealthiest and most powerful people in Red Larch are members. The members of the Believers use
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP; or (B) 50 GP Druids belong to ancient orders that call on the forces of nature. Harnessing the
deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles. Druids are concerned with the delicate ecological balance that
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP; or (B) 50 GP Druids belong to ancient orders that call on the forces of nature. Harnessing the
deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles. Druids are concerned with the delicate ecological balance that
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Shields Starting Equipment Choose A or B: (A) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP; or (B) 50 GP Druids belong to ancient orders that
, individual Druids gain their magic from nature, a nature deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles. Druids are
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
21. Zombie Door Adventurers on the balcony hear guttural moans coming from this door. Three oval holes are carved into a nine-foot-wide, nine-foot-high stone door at human head height. As you
approach, three humanoid heads stick out of the holes, each covered in putrid flesh and gnashing on an iron bit bolted to a chain bridle.
The gnashing heads belong to three zombies that are chained to a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
21. Zombie Door Adventurers on the balcony hear guttural moans coming from this door. Three oval holes are carved into a nine-foot-wide, nine-foot-high stone door at human head height. As you
approach, three humanoid heads stick out of the holes, each covered in putrid flesh and gnashing on an iron bit bolted to a chain bridle.
The gnashing heads belong to three zombies that are chained to a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
21. Zombie Door Adventurers on the balcony hear guttural moans coming from this door. Three oval holes are carved into a nine-foot-wide, nine-foot-high stone door at human head height. As you
approach, three humanoid heads stick out of the holes, each covered in putrid flesh and gnashing on an iron bit bolted to a chain bridle.
The gnashing heads belong to three zombies that are chained to a
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch
of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch
of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch
of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the goods they found beneath the city inventoried. If anyone later claims to be the rightful owner of any of the loot, a magistrate might rule that the goods belong to the original owner instead of the
coming out of the tunnels bruised and bloodied. Plus, she’s already bribed the two City Watch guards, Orvis Torval and Rosko Bosh, to “take a walk,” so neither is on hand during the attack. Captain
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
-ring — stands to the east. By the stone door, a couple well-used cloaks and a waterskin are on the floor.
The waterskin is half full of water. The cloaks are quite plain. They belong to Believers who
don’t want to attract attention while coming or going from the entrance tunnel. The stone door to the east has no lock. It slides open smoothly. Beyond it, a passage of dressed stone slopes downward
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the goods they found beneath the city inventoried. If anyone later claims to be the rightful owner of any of the loot, a magistrate might rule that the goods belong to the original owner instead of the
coming out of the tunnels bruised and bloodied. Plus, she’s already bribed the two City Watch guards, Orvis Torval and Rosko Bosh, to “take a walk,” so neither is on hand during the attack. Captain
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
-ring — stands to the east. By the stone door, a couple well-used cloaks and a waterskin are on the floor.
The waterskin is half full of water. The cloaks are quite plain. They belong to Believers who
don’t want to attract attention while coming or going from the entrance tunnel. The stone door to the east has no lock. It slides open smoothly. Beyond it, a passage of dressed stone slopes downward
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the goods they found beneath the city inventoried. If anyone later claims to be the rightful owner of any of the loot, a magistrate might rule that the goods belong to the original owner instead of the
coming out of the tunnels bruised and bloodied. Plus, she’s already bribed the two City Watch guards, Orvis Torval and Rosko Bosh, to “take a walk,” so neither is on hand during the attack. Captain
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
-ring — stands to the east. By the stone door, a couple well-used cloaks and a waterskin are on the floor.
The waterskin is half full of water. The cloaks are quite plain. They belong to Believers who
don’t want to attract attention while coming or going from the entrance tunnel. The stone door to the east has no lock. It slides open smoothly. Beyond it, a passage of dressed stone slopes downward
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Bard Subclasses A Bard subclass is a specialization that grants you features at certain Bard levels, as specified in the subclass. Bards form loose associations, which they call colleges, to preserve
Harmony with the Cosmos Bards of the College of Dance know that the Words of Creation can’t be contained within speech or song; the words are uttered by the movements of celestial bodies and flow
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Bard Subclasses A Bard subclass is a specialization that grants you features at certain Bard levels, as specified in the subclass. Bards form loose associations, which they call colleges, to preserve
Harmony with the Cosmos Bards of the College of Dance know that the Words of Creation can’t be contained within speech or song; the words are uttered by the movements of celestial bodies and flow






