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Returning 35 results for 'bottom bards diffusing connect received'.
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Bard
Legacy
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Classes
Basic Rules (2014)
, ensuring that her companions’ words will be well received. Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds
of song, speech, and the magic they contain. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation
Monsters
Mordenkainen Presents: Monsters of the Multiverse
most harmful external effects—one could float in the skies of Avernus in the Nine Hells without harm to it or its residents. A morkoth’s island might be found anywhere from the bottom of the
A morkoth claims dominion over an entire island, and it also maintains a central sanctum on that isle. This lair is most often a twisted network of narrow tunnels that connect several underground
Magic Items
Storm King's Thunder
with one of the Ruling Scepters of Shanatar, which she had found in a wreck at the bottom of the Trackless Sea. Only a creature attuned to a Ruling Scepter and in possession of it can harness the powers
breaking at least five Ruling Scepters of Shanatar simultaneously on it. This fact has never been recorded or sung of among the dwarves or any bards or storytellers, and it can’t be discovered
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Map: The Sword Coast (p. 4) The map has received the following corrections, from top to bottom: “Nesme” is now “Nesmé.” “Silvermoon” is now “Silverymoon.” The city has moved west, under the “S” in
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Map: The Sword Coast (p. 4) The map has received the following corrections, from top to bottom: “Nesme” is now “Nesmé.” “Silvermoon” is now “Silverymoon.” The city has moved west, under the “S” in
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Map: The Sword Coast (p. 4) The map has received the following corrections, from top to bottom: “Nesme” is now “Nesmé.” “Silvermoon” is now “Silverymoon.” The city has moved west, under the “S” in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Instrument of the Bards Wondrous item, rarity varies (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way
the spell has a somatic or a material component.
Top to Bottom: Ollamh harp,
Anstruth harp, and Cli lyre
Instrument Rarity Spells All — Fly, invisibility, levitate, protection from evil
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Instrument of the Bards Wondrous item, rarity varies (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way
the spell has a somatic or a material component.
Top to Bottom: Ollamh harp,
Anstruth harp, and Cli lyre
Instrument Rarity Spells All — Fly, invisibility, levitate, protection from evil
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Instrument of the Bards Wondrous item, rarity varies (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way
the spell has a somatic or a material component.
Top to Bottom: Ollamh harp,
Anstruth harp, and Cli lyre
Instrument Rarity Spells All — Fly, invisibility, levitate, protection from evil
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Water and that the Elemental Planes connect to all worlds, you begin to grasp the interconnectedness of the multiverse. Dive to the bottom of any sea, and you may later surface under an alien sky.
—Mordenkainen
ability to understand it in return. Guardian of the Depths. Adapted to the frigid ocean depths, you have resistance to cold damage. Once you discover that all oceans connect to the Elemental Plane of
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Water and that the Elemental Planes connect to all worlds, you begin to grasp the interconnectedness of the multiverse. Dive to the bottom of any sea, and you may later surface under an alien sky.
—Mordenkainen
ability to understand it in return. Guardian of the Depths. Adapted to the frigid ocean depths, you have resistance to cold damage. Once you discover that all oceans connect to the Elemental Plane of
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Water and that the Elemental Planes connect to all worlds, you begin to grasp the interconnectedness of the multiverse. Dive to the bottom of any sea, and you may later surface under an alien sky.
—Mordenkainen
ability to understand it in return. Guardian of the Depths. Adapted to the frigid ocean depths, you have resistance to cold damage. Once you discover that all oceans connect to the Elemental Plane of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. The corridor is not guarded while the flying fortress is moored at the Stygian Dock. Signal Vents Tiny hatches in the hull connect to 1-foot-diameter chutes that ascend to the vessel’s command deck
deck. Soul Intake Pipe Souls from the River Styx are drawn up into the flying fortress through a grilled vent at the bottom end of the fortress. This vent leads to a 5-foot-diameter, iron pipe that
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. The corridor is not guarded while the flying fortress is moored at the Stygian Dock. Signal Vents Tiny hatches in the hull connect to 1-foot-diameter chutes that ascend to the vessel’s command deck
deck. Soul Intake Pipe Souls from the River Styx are drawn up into the flying fortress through a grilled vent at the bottom end of the fortress. This vent leads to a 5-foot-diameter, iron pipe that
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. The corridor is not guarded while the flying fortress is moored at the Stygian Dock. Signal Vents Tiny hatches in the hull connect to 1-foot-diameter chutes that ascend to the vessel’s command deck
deck. Soul Intake Pipe Souls from the River Styx are drawn up into the flying fortress through a grilled vent at the bottom end of the fortress. This vent leads to a 5-foot-diameter, iron pipe that
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
11. Bridge A 70-foot-long, 10-foot-wide sloped bridge used to connect the village bailey to the motte. However, a falling rock struck the bridge and destroyed a 15-foot-long section of it, cutting
succeed on a DC 10 Dexterity (Acrobatics) check to land on its feet. On a failed check, the creature tumbles to the bottom of the bridge, landing prone and taking 5 (2d4) bludgeoning damage from the fall.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
11. Bridge A 70-foot-long, 10-foot-wide sloped bridge used to connect the village bailey to the motte. However, a falling rock struck the bridge and destroyed a 15-foot-long section of it, cutting
succeed on a DC 10 Dexterity (Acrobatics) check to land on its feet. On a failed check, the creature tumbles to the bottom of the bridge, landing prone and taking 5 (2d4) bludgeoning damage from the fall.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
11. Bridge A 70-foot-long, 10-foot-wide sloped bridge used to connect the village bailey to the motte. However, a falling rock struck the bridge and destroyed a 15-foot-long section of it, cutting
succeed on a DC 10 Dexterity (Acrobatics) check to land on its feet. On a failed check, the creature tumbles to the bottom of the bridge, landing prone and taking 5 (2d4) bludgeoning damage from the fall.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
each year. The primary benefit of belonging to a guild is access to work, since the guildmaster can connect parties of adventurers with patrons and jobs suited to their talents. Beyond that, there are
city of Sharn, which is both the cultural heart of Breland and a nexus for intrigue and diplomacy. Bards have much to gain from the company of other bards, as they exchange news, stories, and songs
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
each year. The primary benefit of belonging to a guild is access to work, since the guildmaster can connect parties of adventurers with patrons and jobs suited to their talents. Beyond that, there are
city of Sharn, which is both the cultural heart of Breland and a nexus for intrigue and diplomacy. Bards have much to gain from the company of other bards, as they exchange news, stories, and songs
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
never received one in life. Merle lies in the casket but occasionally sits up to hear his own eulogies. The Dusters ask the characters if they’d like to say anything on behalf of the deceased. 6 A lost
to expel a dybbuk† from a corpse. The exorcist asks the characters to help in dispatch the Fiend. 9 Two bards† in the Heralds of Dust approach the characters and sing a ballad honoring the dead. If the
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
never received one in life. Merle lies in the casket but occasionally sits up to hear his own eulogies. The Dusters ask the characters if they’d like to say anything on behalf of the deceased. 6 A lost
to expel a dybbuk† from a corpse. The exorcist asks the characters to help in dispatch the Fiend. 9 Two bards† in the Heralds of Dust approach the characters and sing a ballad honoring the dead. If the
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
never received one in life. Merle lies in the casket but occasionally sits up to hear his own eulogies. The Dusters ask the characters if they’d like to say anything on behalf of the deceased. 6 A lost
to expel a dybbuk† from a corpse. The exorcist asks the characters to help in dispatch the Fiend. 9 Two bards† in the Heralds of Dust approach the characters and sing a ballad honoring the dead. If the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
each year. The primary benefit of belonging to a guild is access to work, since the guildmaster can connect parties of adventurers with patrons and jobs suited to their talents. Beyond that, there are
city of Sharn, which is both the cultural heart of Breland and a nexus for intrigue and diplomacy. Bards have much to gain from the company of other bards, as they exchange news, stories, and songs
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
the spring makes this area Lightly Obscured. The spring is 50 feet deep and connects to the Lake of Bones via a hidden entrance. A character who swims to the bottom of the spring and takes a Search
) Ancient lyre whose arms are capped with dragon heads made of gold (worth 250 GP) Jade orb (worth 100 GP) engraved in Infernal with the name of Nessus Cube of Summoning Instrument of the Bards (Doss lute) Silvered Weapon (Spear)
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
the spring makes this area Lightly Obscured. The spring is 50 feet deep and connects to the Lake of Bones via a hidden entrance. A character who swims to the bottom of the spring and takes a Search
) Ancient lyre whose arms are capped with dragon heads made of gold (worth 250 GP) Jade orb (worth 100 GP) engraved in Infernal with the name of Nessus Cube of Summoning Instrument of the Bards (Doss lute) Silvered Weapon (Spear)
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
the spring makes this area Lightly Obscured. The spring is 50 feet deep and connects to the Lake of Bones via a hidden entrance. A character who swims to the bottom of the spring and takes a Search
) Ancient lyre whose arms are capped with dragon heads made of gold (worth 250 GP) Jade orb (worth 100 GP) engraved in Infernal with the name of Nessus Cube of Summoning Instrument of the Bards (Doss lute) Silvered Weapon (Spear)
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
The Sewers at Plaza West Characters heading west of the plaza on a tip they received earlier might look for a sewer grate that is out of place. It takes 1 hour and a successful DC 10 Wisdom
darkness. An iron ladder is bolted to one side of the shaft. The pungent smell of the sewers wafts up to your nose. A faint light is visible at the bottom, illuminating refuse-filled water. There is
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
The Sewers at Plaza West Characters heading west of the plaza on a tip they received earlier might look for a sewer grate that is out of place. It takes 1 hour and a successful DC 10 Wisdom
darkness. An iron ladder is bolted to one side of the shaft. The pungent smell of the sewers wafts up to your nose. A faint light is visible at the bottom, illuminating refuse-filled water. There is
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
The Sewers at Plaza West Characters heading west of the plaza on a tip they received earlier might look for a sewer grate that is out of place. It takes 1 hour and a successful DC 10 Wisdom
darkness. An iron ladder is bolted to one side of the shaft. The pungent smell of the sewers wafts up to your nose. A faint light is visible at the bottom, illuminating refuse-filled water. There is
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
through the ceiling to reach the surface. Secret Doors. Concealed passages connect a number of the tunnels and chambers of the lair. Their secret doors are magical in nature, with the stone at a
indistinguishable from solid stone. Hoard Chamber. At the bottom of the underground map, a chamber hidden beyond two secret passages and carved out beneath a low hill contains the bulk of the dragon’s hoard. The
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
feeblemind spell (save DC 18). Regardless of the result of this saving throw, the viewer realizes that a tiny, dark hole at the pool’s bottom is a powerful gate to a deeper place in the Far Realm. The
some planning. The first step is to reach area L4; from there, the characters must spin the orb to connect area L4 to area L5. Once in area L5, the characters must then return the orb to its initial
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
feeblemind spell (save DC 18). Regardless of the result of this saving throw, the viewer realizes that a tiny, dark hole at the pool’s bottom is a powerful gate to a deeper place in the Far Realm. The
some planning. The first step is to reach area L4; from there, the characters must spin the orb to connect area L4 to area L5. Once in area L5, the characters must then return the orb to its initial
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
feeblemind spell (save DC 18). Regardless of the result of this saving throw, the viewer realizes that a tiny, dark hole at the pool’s bottom is a powerful gate to a deeper place in the Far Realm. The
some planning. The first step is to reach area L4; from there, the characters must spin the orb to connect area L4 to area L5. Once in area L5, the characters must then return the orb to its initial
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
falls. On a first failed check, pieces of the tower crumble and fall 100 feet to the bottom of the chasm, but the character is unharmed. On a second failed check, more crumbling rock trips up or
of the panel, as well as the silver wires that connect it to the rest of the tower structure. A successful DC 10 Intelligence (Investigation) or Wisdom (Perception) check notices two gemstone-like






