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Returning 28 results for 'blow bard diffusing confidant restraints'.
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magic-items
use it as a Spellcasting Focus for your Bard spells. Bard spells cast using the warhorn gain the following benefits:
If the spell has a duration of 1 minute or longer, its duration is doubled, to a
spell slot you expended.
The Sound of Victory. While holding the warhorn in both hands, you can take a Magic action to blow it, empowering your allies and intimidating your foes. For the next 10
Monsters
Mordenkainen Presents: Monsters of the Multiverse
28 (8d6);{"diceNotation":"8d6","rollType":"damage","rollAction":"Chill Blast","rollDamageType":"cold"} cold damage.
Hateful Restraints. Geryon targets one creature he can see within 60 feet of him
abilities. Members of his cult can gain the Crushing Blow trait. Cult leaders can also gain the Indomitable Strength trait.
Crushing Blow (Recharges after a Short or Long Rest). As a bonus action, the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
or take 28 (8d6);{"diceNotation":"8d6","rollType":"damage","rollAction":"Chill Blast","rollDamageType":"cold"} cold damage.
Hateful Restraints. Geryon targets one creature he can see within 60 feet
abilities. Members of his cult can gain the Crushing Blow trait. Cult leaders can also gain the Indomitable Strength trait.
Crushing Blow (Recharges after a Short or Long Rest). As a bonus action
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Freedom of Movement Level 4 Abjuration (Bard, Cleric, Druid, Ranger) Casting Time: Action
Range: Touch
Components: V, S, M (a leather strap)
Duration: 1 hour
You touch a willing creature. For
Restrained conditions. The target also has a Swim Speed equal to its Speed. In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Freedom of Movement Level 4 Abjuration (Bard, Cleric, Druid, Ranger) Casting Time: Action
Range: Touch
Components: V, S, M (a leather strap)
Duration: 1 hour
You touch a willing creature. For
Restrained conditions. The target also has a Swim Speed equal to its Speed. In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Freedom of Movement Level 4 Abjuration (Bard, Cleric, Druid, Ranger) Casting Time: Action
Range: Touch
Components: V, S, M (a leather strap)
Duration: 1 hour
You touch a willing creature. For
Restrained conditions. The target also has a Swim Speed equal to its Speed. In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Freedom of Movement Level 4 Abjuration (Bard, Cleric, Druid, Ranger) Casting Time: Action
Range: Touch
Components: V, S, M (a leather strap)
Duration: 1 hour
You touch a willing creature. For
Restrained conditions. The target also has a Swim Speed equal to its Speed. In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Freedom of Movement Level 4 Abjuration (Bard, Cleric, Druid, Ranger) Casting Time: Action
Range: Touch
Components: V, S, M (a leather strap)
Duration: 1 hour
You touch a willing creature. For
Restrained conditions. The target also has a Swim Speed equal to its Speed. In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Freedom of Movement Level 4 Abjuration (Bard, Cleric, Druid, Ranger) Casting Time: Action
Range: Touch
Components: V, S, M (a leather strap)
Duration: 1 hour
You touch a willing creature. For
Restrained conditions. The target also has a Swim Speed equal to its Speed. In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a
Yuan-ti Pureblood
Legacy
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races
Volo's Guide to Monsters
common apes. Although some purebloods are able to reproduce with humans, most are disgusted by the idea and would do so only if seduction is necessary for a pureblood to preserve a role as a confidant or
many methods for capturing enemies, such as poisoning, knocking out an opponent instead of making a killing blow, throwing nets, using magic such as suggestion, or restraining them in the coils of a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
prestidigitation to blow your hair back, making it look like you have the speed and grace of Corellon themself. Cutting Wit and Wicked Barbs When others pick on you about being a bard, you need only remind
Bard There is nothing I would like to do more than explain to you why I’m standing here with stolen goods and my rapier sticking out of this still-warm corpse, officer. I assure you, I have a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
prestidigitation to blow your hair back, making it look like you have the speed and grace of Corellon themself. Cutting Wit and Wicked Barbs When others pick on you about being a bard, you need only remind
Bard There is nothing I would like to do more than explain to you why I’m standing here with stolen goods and my rapier sticking out of this still-warm corpse, officer. I assure you, I have a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
prestidigitation to blow your hair back, making it look like you have the speed and grace of Corellon themself. Cutting Wit and Wicked Barbs When others pick on you about being a bard, you need only remind
Bard There is nothing I would like to do more than explain to you why I’m standing here with stolen goods and my rapier sticking out of this still-warm corpse, officer. I assure you, I have a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
area must succeed on a DC 21 Constitution saving throw or take 28 (8d6) cold damage. Hateful Restraints. Geryon targets one creature he can see within 60 feet of him. The target must succeed on a DC 21
, these effects fade over the course of 1d10 days. Cultists of Geryon Geryon grants his cultists special abilities. Members of his cult can gain the Crushing Blow trait. Cult leaders can also gain the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
area must succeed on a DC 21 Constitution saving throw or take 28 (8d6) cold damage. Hateful Restraints. Geryon targets one creature he can see within 60 feet of him. The target must succeed on a DC 21
, these effects fade over the course of 1d10 days. Cultists of Geryon Geryon grants his cultists special abilities. Members of his cult can gain the Crushing Blow trait. Cult leaders can also gain the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
area must succeed on a DC 21 Constitution saving throw or take 28 (8d6) cold damage. Hateful Restraints. Geryon targets one creature he can see within 60 feet of him. The target must succeed on a DC 21
, these effects fade over the course of 1d10 days. Cultists of Geryon Geryon grants his cultists special abilities. Members of his cult can gain the Crushing Blow trait. Cult leaders can also gain the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
the characters one dandelion apiece and encourages each of them to make a wish and then blow the dandelion’s seeds into the air. Sycamore Seeds. A creature can attempt to catch a falling sycamore seed
Intervention. If the characters haven’t found a way to Prismeer by the end of the evening, Ellywick Tumblestrum (see “Feasting Orchard” earlier in the chapter) comes to their aid. The gnome bard appears
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
the characters one dandelion apiece and encourages each of them to make a wish and then blow the dandelion’s seeds into the air. Sycamore Seeds. A creature can attempt to catch a falling sycamore seed
Intervention. If the characters haven’t found a way to Prismeer by the end of the evening, Ellywick Tumblestrum (see “Feasting Orchard” earlier in the chapter) comes to their aid. The gnome bard appears
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
the characters one dandelion apiece and encourages each of them to make a wish and then blow the dandelion’s seeds into the air. Sycamore Seeds. A creature can attempt to catch a falling sycamore seed
Intervention. If the characters haven’t found a way to Prismeer by the end of the evening, Ellywick Tumblestrum (see “Feasting Orchard” earlier in the chapter) comes to their aid. The gnome bard appears
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
never acknowledged his death and still speaks to his body as if he were alive. He was, while he lived, her only friend and confidant. Arveiaturace the White Wyrm and Her Mysterious Rider Running the
snowflakes that won’t melt for 24 hours or a beautifully carved icicle that melts like normal ice. If the chwinga is mad, it might blow the snowflakes into a character’s eyes to cause temporary
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
never acknowledged his death and still speaks to his body as if he were alive. He was, while he lived, her only friend and confidant. Arveiaturace the White Wyrm and Her Mysterious Rider Running the
snowflakes that won’t melt for 24 hours or a beautifully carved icicle that melts like normal ice. If the chwinga is mad, it might blow the snowflakes into a character’s eyes to cause temporary
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
never acknowledged his death and still speaks to his body as if he were alive. He was, while he lived, her only friend and confidant. Arveiaturace the White Wyrm and Her Mysterious Rider Running the
snowflakes that won’t melt for 24 hours or a beautifully carved icicle that melts like normal ice. If the chwinga is mad, it might blow the snowflakes into a character’s eyes to cause temporary
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
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
. Ogmund Ogmund (CE male human gladiator) is a huge, stupid, mean-spirited fighter. In battle he is awesome, wielding his spear untiringly. During the battle with the pirates, a blow from a warhammer
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
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
. Ogmund Ogmund (CE male human gladiator) is a huge, stupid, mean-spirited fighter. In battle he is awesome, wielding his spear untiringly. During the battle with the pirates, a blow from a warhammer
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
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
. Ogmund Ogmund (CE male human gladiator) is a huge, stupid, mean-spirited fighter. In battle he is awesome, wielding his spear untiringly. During the battle with the pirates, a blow from a warhammer
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
cultists stop playing. Frustrated with the mediocre initiates, Windharrow asks if the characters are skilled musicians and if they would like to audition for the band. If a bard character or a character
an action to blow the horn (see below). The djinni Ahtayir (area A15) arrives at the end of Aerisi’s next turn. She orders the djinni to cover her escape and flies down the shaft in area A18. Horn
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
cultists stop playing. Frustrated with the mediocre initiates, Windharrow asks if the characters are skilled musicians and if they would like to audition for the band. If a bard character or a character
an action to blow the horn (see below). The djinni Ahtayir (area A15) arrives at the end of Aerisi’s next turn. She orders the djinni to cover her escape and flies down the shaft in area A18. Horn
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
cultists stop playing. Frustrated with the mediocre initiates, Windharrow asks if the characters are skilled musicians and if they would like to audition for the band. If a bard character or a character
an action to blow the horn (see below). The djinni Ahtayir (area A15) arrives at the end of Aerisi’s next turn. She orders the djinni to cover her escape and flies down the shaft in area A18. Horn






