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Returning 35 results for 'blast bard driven continually relatively'.
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blast bards driven continually relatively
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Monsters
Phandelver and Below: The Shattered Obelisk
Blast (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Mind Blast"}. The nothic magically emits psychic energy in a 30-foot cone. Each creature in that area must succeed on a
DC 12 Intelligence saving throw or take 10 (2d8 + 1);{"diceNotation":"2d8+1", "rollType":"damage", "rollAction":"Mind Blast", "rollDamageType":"psychic"} psychic damage and have the stunned condition
Monsters
Phandelver and Below: The Shattered Obelisk
, disguise self, mage hand, prestidigitation
1/day each: dominate monster, globe of invulnerability, invisibility, modify memory, plane shift (self only), wall of force
Thundering Blast (Recharge 5–6
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Thundering Blast"}. Oshundo emits a wave of domineering energy in a 60-foot cone. Each creature in that area must succeed on a DC 16
Monsters
Phandelver and Below: The Shattered Obelisk
Sunlight Sensitivity. While in sunlight, the mutate has disadvantage on attack rolls.Multiattack. The mutate makes two Unarmed Strike or Nightmare Blast attacks.
Unarmed Strike. Melee Weapon Attack
.
Nightmare Blast. Ranged Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Nightmare Blast"} to hit, range 60 ft., one creature. Hit: 7 (2d6);{"diceNotation":"2d6", "rollType
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
past.
Although outwardly friendly, Quill is driven by three selfish desires: to preserve his well-being, to alleviate his boredom, and to escape Wisteria Vale. He holds a grudge against the Harpers
Spells
Elemental Evil Player's Companion
the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that
.
Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have
Monsters
Bigby Presents: Glory of the Giants
manner—perhaps poisoned, stabbed in the back, or killed while sleeping—the slain giant can rise as a frostmourn. Driven by its desire for vengeance, the frostmourn can turn the living into
frozen statues with a touch or blast enemies with frigid wind. Achieving vengeance is not always enough to grant these creatures rest; often, their hatred and loathing of the living is sufficient to
Monk
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
exhales and a blast of fire roars from his mouth, engulfing his foes. Moving with the silence of the night, a black-clad halfling steps into a shadow beneath an arch and emerges from another inky
seriously, approaching their adventures as personal tests of their physical and spiritual growth. As a rule, monks care little for material wealth and are driven by a desire to accomplish a greater
Monsters
Quests from the Infinite Staircase
Asmodeus’ might. No matter what blistering wrath Asmodeus brought to bear on Zargon, the aberration continually re-formed from its horn. Finally, Asmodeus cast Zargon’s horn from the Nine
Hells in disgust, banishing the elder evil to the Material Plane. The horn was driven deep into the earth where it fell, entombing Zargon below.
Eventually a civilization arose above Zargon’s
Monsters
Fizban's Treasury of Dragons
caverns and complex tunnel systems. As they grow older, they continually renovate their lairs, using their tunneling abilities and command over stone.
Sapphire dragons eventually create dizzying
top of the map) provides the main access to the lair by way of two sections of relatively thin crystal walls. The dragon can use a lair action to open or close passages through these walls throughout
Warlock
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
are comfortable in light armor and know how to use simple weapons. Delvers into Secrets Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and
score, followed by Constitution. Second, choose the charlatan background. Third, choose the eldritch blast and chill touch cantrips, along with the 1st-level spells charm person and witch bolt. The
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
has yet found. If the characters enter or leave the Bay of Chult by ship, Aremag appears: The sea ahead roils and churns, and waves crash over the bow of your ship, driven by saw-toothed hills rising
like a drifting feather. Then a huge blast of steam erupts from the waves, and through the drifting, rainbow-crossed mist, you see an immense beak and a milky eye the size of a hogshead cask staring
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
has yet found. If the characters enter or leave the Bay of Chult by ship, Aremag appears: The sea ahead roils and churns, and waves crash over the bow of your ship, driven by saw-toothed hills rising
like a drifting feather. Then a huge blast of steam erupts from the waves, and through the drifting, rainbow-crossed mist, you see an immense beak and a milky eye the size of a hogshead cask staring
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
has yet found. If the characters enter or leave the Bay of Chult by ship, Aremag appears: The sea ahead roils and churns, and waves crash over the bow of your ship, driven by saw-toothed hills rising
like a drifting feather. Then a huge blast of steam erupts from the waves, and through the drifting, rainbow-crossed mist, you see an immense beak and a milky eye the size of a hogshead cask staring
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Befuddlement Level 8 Enchantment (Bard, Druid, Warlock, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a key ring with no keys)
Duration: Instantaneous
You blast the mind
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Befuddlement Level 8 Enchantment (Bard, Druid, Warlock, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a key ring with no keys)
Duration: Instantaneous
You blast the mind
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Befuddlement Level 8 Enchantment (Bard, Druid, Warlock, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a key ring with no keys)
Duration: Instantaneous
You blast the mind
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Befuddlement Level 8 Enchantment (Bard, Druid, Warlock, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a key ring with no keys)
Duration: Instantaneous
You blast the mind
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Befuddlement Level 8 Enchantment (Bard, Druid, Warlock, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a key ring with no keys)
Duration: Instantaneous
You blast the mind
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Befuddlement Level 8 Enchantment (Bard, Druid, Warlock, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a key ring with no keys)
Duration: Instantaneous
You blast the mind
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
also use your action to temporarily halt the effect or to restart one you’ve halted. Gusts. A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the
the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved. Downdraft. You cause a sustained blast of strong wind to blow downward from the top of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
also use your action to temporarily halt the effect or to restart one you’ve halted. Gusts. A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the
the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved. Downdraft. You cause a sustained blast of strong wind to blow downward from the top of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
also use your action to temporarily halt the effect or to restart one you’ve halted. Gusts. A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the
the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved. Downdraft. You cause a sustained blast of strong wind to blow downward from the top of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
also use your action to temporarily halt the effect or to restart one you’ve halted. Gusts. A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the
the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved. Downdraft. You cause a sustained blast of strong wind to blow downward from the top of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
also use your action to temporarily halt the effect or to restart one you’ve halted. Gusts. A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the
the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved. Downdraft. You cause a sustained blast of strong wind to blow downward from the top of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
also use your action to temporarily halt the effect or to restart one you’ve halted. Gusts. A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the
the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved. Downdraft. You cause a sustained blast of strong wind to blow downward from the top of
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. Its skin becomes clammy and as smooth as a salamander’s. Some intelligent Humanoid mutates retain their personalities from before they were exposed to the Far Realm. Some, driven by the allure of
Bonus +2
Sunlight Sensitivity. While in sunlight, the mutate has disadvantage on attack rolls.
Actions
Multiattack. The mutate makes two Unarmed Strike or Nightmare Blast attacks.
Unarmed
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. Its skin becomes clammy and as smooth as a salamander’s. Some intelligent Humanoid mutates retain their personalities from before they were exposed to the Far Realm. Some, driven by the allure of
Bonus +2
Sunlight Sensitivity. While in sunlight, the mutate has disadvantage on attack rolls.
Actions
Multiattack. The mutate makes two Unarmed Strike or Nightmare Blast attacks.
Unarmed
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. Its skin becomes clammy and as smooth as a salamander’s. Some intelligent Humanoid mutates retain their personalities from before they were exposed to the Far Realm. Some, driven by the allure of
Bonus +2
Sunlight Sensitivity. While in sunlight, the mutate has disadvantage on attack rolls.
Actions
Multiattack. The mutate makes two Unarmed Strike or Nightmare Blast attacks.
Unarmed
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
of the plane’s earlier inhabitants, but Zargon proved beyond even Asmodeus’ might. No matter what blistering wrath Asmodeus brought to bear on Zargon, the aberration continually re-formed from its horn
. Finally, Asmodeus cast Zargon’s horn from the Nine Hells in disgust, banishing the elder evil to the Material Plane. The horn was driven deep into the earth where it fell, entombing Zargon below
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
of the plane’s earlier inhabitants, but Zargon proved beyond even Asmodeus’ might. No matter what blistering wrath Asmodeus brought to bear on Zargon, the aberration continually re-formed from its horn
. Finally, Asmodeus cast Zargon’s horn from the Nine Hells in disgust, banishing the elder evil to the Material Plane. The horn was driven deep into the earth where it fell, entombing Zargon below
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
of the plane’s earlier inhabitants, but Zargon proved beyond even Asmodeus’ might. No matter what blistering wrath Asmodeus brought to bear on Zargon, the aberration continually re-formed from its horn
. Finally, Asmodeus cast Zargon’s horn from the Nine Hells in disgust, banishing the elder evil to the Material Plane. The horn was driven deep into the earth where it fell, entombing Zargon below
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Humans “The dwarf is stoic. The elf is wise. The gnome is cunning. And humans? They can’t make up their mind, so they try to be all of these things at once.”
—Kessler, Sharn bard
Humans have
dominated Khorvaire for thousands of years. They founded the Five Nations and make up the majority of the population in these countries. Despite their relatively short lifespan—or perhaps because of it
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Humans “The dwarf is stoic. The elf is wise. The gnome is cunning. And humans? They can’t make up their mind, so they try to be all of these things at once.”
—Kessler, Sharn bard
Humans have
dominated Khorvaire for thousands of years. They founded the Five Nations and make up the majority of the population in these countries. Despite their relatively short lifespan—or perhaps because of it
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Humans “The dwarf is stoic. The elf is wise. The gnome is cunning. And humans? They can’t make up their mind, so they try to be all of these things at once.”
—Kessler, Sharn bard
Humans have
dominated Khorvaire for thousands of years. They founded the Five Nations and make up the majority of the population in these countries. Despite their relatively short lifespan—or perhaps because of it
Monsters
Fizban's Treasury of Dragons
older, they continually renovate their lairs, using their tunneling abilities and command over stone.
Sapphire dragons eventually create dizzying honeycombs of hidden passages, deceptively thin walls
by way of two sections of relatively thin crystal walls. The dragon can use a lair action to open or close passages through these walls throughout the lair.
Cobweb-Choked Tunnels. Adventurers who






