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Returning 35 results for 'blowing bardic diffusing choose records'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The giant can breathe air and water.
Legendary Resistance (1/Day). If the giant fails a saving throw, it can choose to succeed instead.Multiattack. The giant makes two Lightning Sword
15 feet in the direction the wind is blowing. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in its area. Protected flames, such as those of
Equipment
make a DC 40 Intelligence (Arcana) check, with a bonus equal to the combined level of the expended spell slots.
On a success, choose a specific entity. Every sentient being in the timescape who didn
’t participate in the ritual loses all memory of the chosen entity, and the entity’s name is erased from all records. On a failure, the GM chooses an entity to be erased. If the check fails by 10 or more, you and all participants are also erased and die.
Monsters
Fizban's Treasury of Dragons
. They usually know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that
of a legendary emerald dragon are terrorizing a nearby halfling settlement. One solution is to get rid of the dragon.
6
An emerald dragon is the headmaster in absentia of a bardic college and
backgrounds
Player’s Handbook
Ability Scores: Dexterity, Constitution, CharismaFeat: SkilledSkill Proficiencies: Deception and Sleight of HandTool Proficiency: Forgery KitEquipment: Choose A or B: (A) Forgery Kit
from public house to watering hole, you learned to prey on unfortunates who were in the market for a comforting lie or two—perhaps a sham potion or forged ancestry records.
classes
Player’s Handbook
Core Bard Traits
Primary Ability
Charisma
Hit Point Die
D8 per Bard level
Saving Throw Proficiencies
Dexterity and Charisma
Skill Proficiencies
Choose any 3 skills
Weapon Proficiencies
Simple weapons
Tool Proficiencies
Choose 3 Musical Instruments
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather Armor, 2 Dagger
classes
Basic Rules (2014)
a master, following the more experienced bard until you were ready to strike out on your own? Or did you attend a college where you studied bardic lore and practiced your musical magic? Perhaps you
highest ability score, followed by Dexterity. Second, choose the entertainer background. Third, choose the dancing lights and vicious mockery cantrips, along with the following 1st-level spells: charm
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
You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you
Monsters
Planescape: Adventures in the Multiverse
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks.
Rend. Melee Weapon Attack: +13;{"diceNotation
historical records, objects representative of lost cultures, and treasures from long-gone creators. They are fascinated by time-manipulation magic and forgotten knowledge. Those who stumble upon a time
Tortle
Legacy
This doesn't reflect the latest rules and lore.
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races
The Tortle Package
related to a god and choose to worship that deity. In the Forgotten Realms, tortles are especially fond of Eldath, Gond, Lathander, Savras, Selûne, and Tymora. In the Greyhawk setting, they
. Tortles often choose such days to leave their homes and begin a wilderness expedition, or perform some other task they know to be dangerous.
Adventurers at Heart
Tortles have a saying: “We wear
Monsters
Fizban's Treasury of Dragons
individuals. They usually know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and
lair of a legendary emerald dragon are terrorizing a nearby halfling settlement. One solution is to get rid of the dragon.
6
An emerald dragon is the headmaster in absentia of a bardic college
backgrounds
Eberron: Forge of the Artificer
Ability Scores: Dexterity, Intelligence, Wisdom
Feat: Skilled
Skill Proficiencies: History and Survival
Tool Proficiencies: Cartographer's Tools
Equipment: Choose A or B: (A) Cartographer's
ruins, deciphering their written records, and examining their surviving masterworks. Perhaps you studied at Morgrave University or a similar institution, supplementing your time in the library with
Monsters
Planescape: Adventures in the Multiverse
). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks.
Rend. Melee Weapon Attack: +17;{"diceNotation":"1d20+17", "rollType":"to hit
what will be.
Time dragons prize historical records, objects representative of lost cultures, and treasures from long-gone creators. They are fascinated by time-manipulation magic and forgotten
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Magical Inspiration 2nd-level bard feature If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a
target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
36. Records Maddgoth gathers intelligence on wizards across Faerûn, prepares dossiers on several “promising” ones, and stores these records here. 36a. Gathered Intelligence This room contains rows
. Scrawled on most of the remaining ones is the word “DECEASED” in Maddgoth’s hand, while a handful of dossiers bear the word “LICH” instead. 36b. Secure Records The door to this room is locked and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
36. Records Maddgoth gathers intelligence on wizards across Faerûn, prepares dossiers on several “promising” ones, and stores these records here. 36a. Gathered Intelligence This room contains rows
. Scrawled on most of the remaining ones is the word “DECEASED” in Maddgoth’s hand, while a handful of dossiers bear the word “LICH” instead. 36b. Secure Records The door to this room is locked and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
36. Records Maddgoth gathers intelligence on wizards across Faerûn, prepares dossiers on several “promising” ones, and stores these records here. 36a. Gathered Intelligence This room contains rows
. Scrawled on most of the remaining ones is the word “DECEASED” in Maddgoth’s hand, while a handful of dossiers bear the word “LICH” instead. 36b. Secure Records The door to this room is locked and
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Magical Inspiration 2nd-level bard feature If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a
target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Magical Inspiration 2nd-level bard feature If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a
target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Bardic Inspiration You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear
you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Bardic Inspiration You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear
you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Bardic Inspiration You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear
you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Bardic Inspiration You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear
you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Bardic Inspiration You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear
you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Bardic Inspiration You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear
you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the
a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die. Universal Speech 6th-level
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the
a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die. Universal Speech 6th-level
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Quick Build You can make a bard quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the entertainer background. Third
, choose the dancing lights and vicious mockery cantrips, along with the following 1st-level spells: charm person, detect magic, healing word, and thunderwave. The Bard
—Spell Slots per Spell
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Quick Build You can make a bard quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the entertainer background. Third
, choose the dancing lights and vicious mockery cantrips, along with the following 1st-level spells: charm person, detect magic, healing word, and thunderwave. The Bard
—Spell Slots per Spell
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the
a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die. Universal Speech 6th-level
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Quick Build You can make a bard quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the entertainer background. Third
, choose the dancing lights and vicious mockery cantrips, along with the following 1st-level spells: charm person, detect magic, healing word, and thunderwave. The Bard
—Spell Slots per Spell
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do
roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, you can use a bonus action to expend one use of your Bardic Inspiration and roll on the Spirit Tales table using your Bardic Inspiration die to determine the tale the spirits direct you to tell. You
retain the tale in mind until you bestow the tale’s effect or you finish a short or long rest. You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, you can use a bonus action to expend one use of your Bardic Inspiration and roll on the Spirit Tales table using your Bardic Inspiration die to determine the tale the spirits direct you to tell. You
retain the tale in mind until you bestow the tale’s effect or you finish a short or long rest. You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, you can use a bonus action to expend one use of your Bardic Inspiration and roll on the Spirit Tales table using your Bardic Inspiration die to determine the tale the spirits direct you to tell. You
retain the tale in mind until you bestow the tale’s effect or you finish a short or long rest. You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do
roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the






