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Returning 35 results for 'both bard directing contained repeat'.
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Magic Items
Dungeon Master’s Guide
Magic action and use a command word to activate it. It remains activated until you take a Magic action and repeat the command word to deactivate it.
Any creature other than you that sees its
or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror’s surface. You and the creature can then communicate.
In a similar
Monsters
Acquisitions Incorporated
(spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). She has the following bard spells prepared:
Cantrips (at will): mage hand
, which must succeed on a DC 13 Wisdom saving throw or be charmed by her for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success. It has
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"psychic"} psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting (Psionics). The elder
master, which then absorbs the knowledge and experience contained therein. Mind flayers conceive of this oneness with the elder brain as a sacred state akin to an afterlife.
Hive Mind
Elder brains
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mordenkainen’s Sword Level 7 Evocation (Bard, Wizard) Casting Time: Action
Range: 90 feet
Components: V, S, M (a miniature sword worth 250+ GP)
Duration: 1 Minute
You create a spectral sword
4d12 plus your spellcasting ability modifier. On your later turns, you can take a Bonus Action to move the sword up to 30 feet to a spot you can see and repeat the attack against the same target or a different one.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Mordenkainen’s Sword Level 7 Evocation (Bard, Wizard) Casting Time: Action
Range: 90 feet
Components: V, S, M (a miniature sword worth 250+ GP)
Duration: Concentration, up to 1 minute
You
Force damage equal to 4d12 plus your spellcasting ability modifier. On your later turns, you can take a Bonus Action to move the sword up to 30 feet to a spot you can see and repeat the attack against the same target or a different one.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Otto’s Irresistible Dance Level 6 Enchantment (Bard, Wizard) Casting Time: Action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 minute
One creature that you can see within
attack rolls, and other creatures have Advantage on attack rolls against it. On each of its turns, the target can take an action to collect itself and repeat the save, ending the spell on itself on a success.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Sleep Level 1 Enchantment (Bard, Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a pinch of sand or rose petals)
Duration: Concentration, up to 1 minute
Each
must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Sleep Level 1 Enchantment (Bard, Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a pinch of sand or rose petals)
Duration: Concentration, up to 1 minute
Each
must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Otto’s Irresistible Dance Level 6 Enchantment (Bard, Wizard) Casting Time: Action
Range: 30 feet
Components: V
Duration: 1 Minute
One creature that you can see within range must make a Wisdom
creatures have Advantage on attack rolls against it. On each of its turns, the target can take an action to collect itself and repeat the save, ending the spell on itself on a success.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Sleep Level 1 Enchantment (Bard, Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a pinch of sand or rose petals)
Duration: Concentration, up to 1 minute
Each
must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Sleep Level 1 Enchantment (Bard, Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a pinch of sand or rose petals)
Duration: Concentration, up to 1 minute
Each
must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Sleep Level 1 Enchantment (Bard, Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a pinch of sand or rose petals)
Duration: Concentration, up to 1 minute
Each
must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
[Tooltip Not Found] 4th-level abjuration Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a pair of manacles)
Duration: Concentration, up to 1 minute
Class: Bard, Cleric, Paladin
damage immediately before you make a Constitution saving throw to maintain your concentration. Whenever the target takes damage in this way, it can repeat the saving throw, ending the effect on a success.
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
: Bard, Sorcerer, Warlock
You attempt to create violent emotions in a group of people. Each humanoid in a 20-foot-radius sphere centred on a point you choose within range must make a Charisma saving
towards the target of its attack before this spell was cast, the enraged creature can repeat the saving throw immediately after making the attack, ending the effect on itself on a success. An enraged
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
Murphy, Mikhail Palamarchuk, Joris Sanchez, Ognjen Sporin, Bryan Syme, Chaouki ‘’Ciao’” Titouhi, Denis Zhbankov
Cartographers: Cze & Peku, Mad Cartographer
Cacophonics the Bard: Jack Patchett
contained herein is prohibited without the express permission of Loot Tavern Publishing LLC. Reference to other copyrighted material in no way constitutes a challenge to the respective copyright holders of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Magic Mouth Level 2 Illusion (Bard, Wizard) Casting Time: 1 minute or Ritual
Range: 30 feet
Components: V, S, M (jade dust worth 10+ GP, which the spell consumes)
Duration: Until dispelled
delivers its message, or it can remain and repeat its message whenever the trigger occurs. The trigger can be as general or as detailed as you like, though it must be based on visual or audible conditions
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Magic Mouth Level 2 Illusion (Bard, Wizard) Casting Time: 1 minute or Ritual
Range: 30 feet
Components: V, S, M (jade dust worth 10+ GP, which the spell consumes)
Duration: Until dispelled
delivers its message, or it can remain and repeat its message whenever the trigger occurs. The trigger can be as general or as detailed as you like, though it must be based on visual or audible conditions
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Guards and Wards Level 6 Abjuration (Bard, Wizard) Casting Time: 1 hour
Range: Touch
Components: V, S, M (a silver rod worth 10+ GP)
Duration: 24 hours
You create a ward that protects up to
program that the lights repeat as long as Guards and Wards lasts Magic Mouth in two locations Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
.
Spellcasting. Brahma is a 4th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells prepared:
Cantrips (at will
Domination (3/day). Brahma targets one creature that can see or hear her, which must succeed on a DC 13 Wisdom saving throw or be charmed by her for 1 minute. The target can repeat the save at the end of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
.
Spellcasting. Brahma is a 4th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells prepared:
Cantrips (at will
Domination (3/day). Brahma targets one creature that can see or hear her, which must succeed on a DC 13 Wisdom saving throw or be charmed by her for 1 minute. The target can repeat the save at the end of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Guards and Wards Level 6 Abjuration (Bard, Wizard) Casting Time: 1 hour
Range: Touch
Components: V, S, M (a silver rod worth 10+ GP)
Duration: 24 hours
You create a ward that protects up to
program that the lights repeat as long as Guards and Wards lasts Magic Mouth in two locations Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
.
Spellcasting. Brahma is a 4th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells prepared:
Cantrips (at will
Domination (3/day). Brahma targets one creature that can see or hear her, which must succeed on a DC 13 Wisdom saving throw or be charmed by her for 1 minute. The target can repeat the save at the end of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
and you are within 5 feet of it, you can take a Magic action and use a command word to activate it. It remains activated until you take a Magic action and repeat the command word to deactivate it. Any
trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror’s surface. You and the creature can then communicate. In a
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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. City Government The Free City of Greyhawk is ruled by a council called the Directing Oligarchy, made up of sixteen coequal rulers. This council elects its chief officer, the lord mayor—a position
squeeze between the bars, but not a youth or even an adult halfling. The city’s portcullises are usually left open even when the gates are closed. Each gate is contained within a small gatehouse flanked by
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. City Government The Free City of Greyhawk is ruled by a council called the Directing Oligarchy, made up of sixteen coequal rulers. This council elects its chief officer, the lord mayor—a position
squeeze between the bars, but not a youth or even an adult halfling. The city’s portcullises are usually left open even when the gates are closed. Each gate is contained within a small gatehouse flanked by
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
and you are within 5 feet of it, you can take a Magic action and use a command word to activate it. It remains activated until you take a Magic action and repeat the command word to deactivate it. Any
trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror’s surface. You and the creature can then communicate. In a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
organic form in the basilisk’s gullet. Some alchemists are said to know how to process the basilisk’s gullet and the fluids contained within. Properly handled, the gullet produces an oil that can
isn’t incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
and you are within 5 feet of it, you can take a Magic action and use a command word to activate it. It remains activated until you take a Magic action and repeat the command word to deactivate it. Any
trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror’s surface. You and the creature can then communicate. In a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
and you are within 5 feet of it, you can take a Magic action and use a command word to activate it. It remains activated until you take a Magic action and repeat the command word to deactivate it. Any
trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror’s surface. You and the creature can then communicate. In a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
organic form in the basilisk’s gullet. Some alchemists are said to know how to process the basilisk’s gullet and the fluids contained within. Properly handled, the gullet produces an oil that can
isn’t incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
organic form in the basilisk’s gullet. Some alchemists are said to know how to process the basilisk’s gullet and the fluids contained within. Properly handled, the gullet produces an oil that can
isn’t incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a
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->Strixhaven: A Curriculum of Chaos
Apprentice Silverquill Apprentice
Medium or Small Humanoid (Bard), Any Alignment
Armor Class 12 (15 with mage armor)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2
Medium or Small Humanoid (Bard), Any Alignment
Armor Class 13 (16 with mage armor)
Hit Points 66 (12d8 + 12)
Speed 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
13 (+1)
INT