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Returning 35 results for 'branching bard diffusing channel reciting'.
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branching bards diffusing channel reciting
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their
: Animal Handling, Nature, or Survival. Bonus Proficiency Also at 1st level, you gain proficiency with heavy armor. Channel Divinity: Charm Animals and Plants Starting at 2nd level, you can use your
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
with Rage, and wade into hand-to-hand combat. Then follow the Path of the Berserker to unleash raw violence. Bard. Perform spells that inspire and heal allies or beguile foes. Then join the College of
Lore to collect knowledge and magical secrets. Cleric. Invoke divine magic to heal, bolster, and smite. Then harness the Life Domain to be a master of healing. Druid. Channel nature magic to heal
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
with Rage, and wade into hand-to-hand combat. Then follow the Path of the Berserker to unleash raw violence. Bard. Perform spells that inspire and heal allies or beguile foes. Then join the College of
Lore to collect knowledge and magical secrets. Cleric. Invoke divine magic to heal, bolster, and smite. Then harness the Life Domain to be a master of healing. Druid. Channel nature magic to heal
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their
: Animal Handling, Nature, or Survival. Bonus Proficiency Also at 1st level, you gain proficiency with heavy armor. Channel Divinity: Charm Animals and Plants Starting at 2nd level, you can use your
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their
: Animal Handling, Nature, or Survival. Bonus Proficiency Also at 1st level, you gain proficiency with heavy armor. Channel Divinity: Charm Animals and Plants Starting at 2nd level, you can use your
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
with Rage, and wade into hand-to-hand combat. Then follow the Path of the Berserker to unleash raw violence. Bard. Perform spells that inspire and heal allies or beguile foes. Then join the College of
Lore to collect knowledge and magical secrets. Cleric. Invoke divine magic to heal, bolster, and smite. Then harness the Life Domain to be a master of healing. Druid. Channel nature magic to heal
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
. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature
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
. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature
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
. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature
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
. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Tree to tap into cosmic vitality.
Zealot to rage in union with a god.
Bard. Perform spells that inspire and heal allies or beguile foes. Then join the College of...
Dance to harness agility in
foes.
Druid. Channel nature magic to heal, shape-shift, and control the elements. Then join the Circle of the...
Land to draw on the magic of the environment.
Moon to adopt powerful animal
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Then follow the Path of the...
Berserker to unleash raw violence.
Wild Heart to manifest kinship with animals.
World Tree to tap into cosmic vitality.
Zealot to rage in union with a god.
Bard
wield searing, warding light.
Trickery Domain to bedevil foes with mischief.
War Domain to inspire valor and chastise foes.
Druid. Channel nature magic to heal, shape-shift, and control the
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
. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature
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
. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
one of the cells, you hear a gruff voice ask, “Who’s there?” The corridor is 40 feet long. Branching off it are eight cells, four along each wall. The voice comes from one of the southernmost cells
. Hanging Bard Pounded into the roof of this cell is a rusted iron pulley, strung through which is a rope that is tied to one of the crossbeams of the barred door. Dangling upside down from the pulley
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Then follow the Path of the...
Berserker to unleash raw violence.
Wild Heart to manifest kinship with animals.
World Tree to tap into cosmic vitality.
Zealot to rage in union with a god.
Bard
wield searing, warding light.
Trickery Domain to bedevil foes with mischief.
War Domain to inspire valor and chastise foes.
Druid. Channel nature magic to heal, shape-shift, and control the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Then follow the Path of the...
Berserker to unleash raw violence.
Wild Heart to manifest kinship with animals.
World Tree to tap into cosmic vitality.
Zealot to rage in union with a god.
Bard
wield searing, warding light.
Trickery Domain to bedevil foes with mischief.
War Domain to inspire valor and chastise foes.
Druid. Channel nature magic to heal, shape-shift, and control the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Tree to tap into cosmic vitality.
Zealot to rage in union with a god.
Bard. Perform spells that inspire and heal allies or beguile foes. Then join the College of...
Dance to harness agility in
foes.
Druid. Channel nature magic to heal, shape-shift, and control the elements. Then join the Circle of the...
Land to draw on the magic of the environment.
Moon to adopt powerful animal
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Tree to tap into cosmic vitality.
Zealot to rage in union with a god.
Bard. Perform spells that inspire and heal allies or beguile foes. Then join the College of...
Dance to harness agility in
foes.
Druid. Channel nature magic to heal, shape-shift, and control the elements. Then join the Circle of the...
Land to draw on the magic of the environment.
Moon to adopt powerful animal
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
one of the cells, you hear a gruff voice ask, “Who’s there?” The corridor is 40 feet long. Branching off it are eight cells, four along each wall. The voice comes from one of the southernmost cells
. Hanging Bard Pounded into the roof of this cell is a rusted iron pulley, strung through which is a rope that is tied to one of the crossbeams of the barred door. Dangling upside down from the pulley
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
one of the cells, you hear a gruff voice ask, “Who’s there?” The corridor is 40 feet long. Branching off it are eight cells, four along each wall. The voice comes from one of the southernmost cells
. Hanging Bard Pounded into the roof of this cell is a rusted iron pulley, strung through which is a rope that is tied to one of the crossbeams of the barred door. Dangling upside down from the pulley
Monsters
Fizban's Treasury of Dragons
visitors by reciting epic poetry.
4
The only people I’m interested in are those who know history and those who make history.
5
I like to adopt the personas of characters from legend
pool that connects to the caldera lake via an underwater channel. When the volcano is active, the waters here bubble up into the caves before draining down nearby lava tubes. During especially active
Monsters
Fizban's Treasury of Dragons
reciting epic poetry.
4
The only people I’m interested in are those who know history and those who make history.
5
I like to adopt the personas of characters from legend.
6
I
to natural stone caves; these caves slope down to a subterranean pool that connects to the caldera lake via an underwater channel. When the volcano is active, the waters here bubble up into the caves
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
legend. These bards are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that
too big. Goodbye!
College of Glamour Features Bard Level Feature 3rd Mantle of Inspiration, Enthralling Performance 6th Mantle of Majesty 14th Unbreakable Majesty Mantle of Inspiration When you
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
legend. These bards are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that
too big. Goodbye!
College of Glamour Features Bard Level Feature 3rd Mantle of Inspiration, Enthralling Performance 6th Mantle of Majesty 14th Unbreakable Majesty Mantle of Inspiration When you
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
legend. These bards are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that
too big. Goodbye!
College of Glamour Features Bard Level Feature 3rd Mantle of Inspiration, Enthralling Performance 6th Mantle of Majesty 14th Unbreakable Majesty Mantle of Inspiration When you
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
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
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
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
of the Land might feel a connection to the giants who inhabit that land. A monk who follows the Way of the Four Elements might seek to emulate Annam, the All-Father, to shape and channel the forces of
motivation, but it also might explain some of your class features or magic. A bard of the College of Lore might focus on the study of giants, a Rune Knight fighter (from Tasha’s Cauldron of Everything
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
of the Land might feel a connection to the giants who inhabit that land. A monk who follows the Way of the Four Elements might seek to emulate Annam, the All-Father, to shape and channel the forces of
motivation, but it also might explain some of your class features or magic. A bard of the College of Lore might focus on the study of giants, a Rune Knight fighter (from Tasha’s Cauldron of Everything
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
of the Land might feel a connection to the giants who inhabit that land. A monk who follows the Way of the Four Elements might seek to emulate Annam, the All-Father, to shape and channel the forces of
motivation, but it also might explain some of your class features or magic. A bard of the College of Lore might focus on the study of giants, a Rune Knight fighter (from Tasha’s Cauldron of Everything
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
travel. They seldom work to improve their lairs, but when they do, it is often to channel wind currents to create effects the dragon finds pleasing. The labyrinthine tunnels and the mirror-like icy
in the lair other than the dragon disadvantage on Dexterity (Stealth) checks made to hide. In addition, at each intersection or branching passage, any creature other than the dragon has a 50 percent chance of going in a different direction from the direction it intends.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
travel. They seldom work to improve their lairs, but when they do, it is often to channel wind currents to create effects the dragon finds pleasing. The labyrinthine tunnels and the mirror-like icy
in the lair other than the dragon disadvantage on Dexterity (Stealth) checks made to hide. In addition, at each intersection or branching passage, any creature other than the dragon has a 50 percent chance of going in a different direction from the direction it intends.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
travel. They seldom work to improve their lairs, but when they do, it is often to channel wind currents to create effects the dragon finds pleasing. The labyrinthine tunnels and the mirror-like icy
in the lair other than the dragon disadvantage on Dexterity (Stealth) checks made to hide. In addition, at each intersection or branching passage, any creature other than the dragon has a 50 percent chance of going in a different direction from the direction it intends.






