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Returning 35 results for 'breaking bards diffusing checks replaces'.
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Monsters
Strixhaven: A Curriculum of Chaos
properties of growth. Their magic alters and replaces the equations that describe the natural world, including creatures, space, and substance. Through these manipulations, the professors change their size
options:
Expand. The professor becomes Large if there is sufficient room for it to grow. It has advantage on attack rolls and on ability checks and saving throws that rely on Strength.
Contract. The
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Sunlight Sensitivity. While in sunlight, the deathlock has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Unusual Nature. The deathlock doesn’t
warlock and a patron is no minor occasion—at least not for the warlock. The consequences of breaking that pact can be dire and, in some cases, lethal. A warlock who fails to live up to a bargain
Magic Items
Mythic Odysseys of Theros
Purphoros’s hammer works wonders and disasters, the god of the forge using it to craft ground-breaking marvels and dangerous inventions in equal measure. Purphoros rarely bestows Akmon on
. Additionally, you have proficiency with Smith's Tools;smith's tools and have advantage on all ability checks made using them.
Spells. While the hammer is on your person, you can use an action to cast one of
Monsters
Mordenkainen's Fiendish Folio Volume 1
Keen Smell. The assassin bug has advantage on Wisdom (Perception) checks that rely on smell.Multiattack. The assassin bug makes two bite attacks.
Bite. Melee Weapon Attack: +4;{"diceNotation":"1d20+4
of druids (possibly in service to Malar or Talos) who cultivated the first of these creatures. However, it remains unknown whether their intent was to create a benign means of breaking down monstrous
Magic Items
Storm King's Thunder
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->Eberron: Rising from the Last War
give them a broad range of knowledge to support their schemes. Bards, rogues, and wizards are often drawn to this role. Safecracker. The “breaking” part of “breaking and entering” is the Safecracker’s
characters in your party: Bruiser. Sometimes subtlety means breaking just one of a snitch’s kneecaps. The Bruiser uses force and the threat of force to make sure that the crime syndicate gets what it
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
give them a broad range of knowledge to support their schemes. Bards, rogues, and wizards are often drawn to this role. Safecracker. The “breaking” part of “breaking and entering” is the Safecracker’s
characters in your party: Bruiser. Sometimes subtlety means breaking just one of a snitch’s kneecaps. The Bruiser uses force and the threat of force to make sure that the crime syndicate gets what it
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
give them a broad range of knowledge to support their schemes. Bards, rogues, and wizards are often drawn to this role. Safecracker. The “breaking” part of “breaking and entering” is the Safecracker’s
characters in your party: Bruiser. Sometimes subtlety means breaking just one of a snitch’s kneecaps. The Bruiser uses force and the threat of force to make sure that the crime syndicate gets what it
Magic Items
Tasha’s Cauldron of Everything
tooth replaces one of your teeth as if you implanted it (potentially replacing another implanted tooth, see below).
Each tooth can only be used once. Track which teeth have been used. If a tooth’s
teeth implanted at one time equal to 1 + your Constitution modifier (minimum of 2 teeth total). If you try to implant more teeth, the newly implanted tooth replaces one of the previous teeth, determined
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
character has disadvantage on death saving throws and on Dexterity checks for initiative, and gains the following flaw: “I don’t believe I can make a difference to anyone or anything.” 4–5 Dread. The
character has disadvantage on all saving throws and gains the following flaw: “I am convinced that this place is going to kill me.” 6 Delusion. The character has disadvantage on ability checks and saving
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
character has disadvantage on death saving throws and on Dexterity checks for initiative, and gains the following flaw: “I don’t believe I can make a difference to anyone or anything.” 4–5 Dread. The
character has disadvantage on all saving throws and gains the following flaw: “I am convinced that this place is going to kill me.” 6 Delusion. The character has disadvantage on ability checks and saving
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
character has disadvantage on death saving throws and on Dexterity checks for initiative, and gains the following flaw: “I don’t believe I can make a difference to anyone or anything.” 4–5 Dread. The
character has disadvantage on all saving throws and gains the following flaw: “I am convinced that this place is going to kill me.” 6 Delusion. The character has disadvantage on ability checks and saving
Monsters
Fizban's Treasury of Dragons
bards and philosophers to partake in “the Great Dialogue” in the dragon’s mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can leave the lair
populations flourish within 6 miles of the lair. Ability checks made to forage for food by hunting, fishing, or trapping in that area are made with advantage.
If the dragon dies, the animal population near
Monsters
Fizban's Treasury of Dragons
the greatest bards and philosophers to partake in “the Great Dialogue” in the dragon’s mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can
regains two additional spent Hit Dice.
Thriving Wildlife. Animal populations flourish within 6 miles of the lair. Ability checks made to forage for food by hunting, fishing, or trapping in that area are
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Yeti Brutal Rampagers. When mountain herds are abundant, yetis stay clear of humanoid realms. Driven by hunger, they attack humanoid settlements in waves, breaking down gates and stockade walls that
60 ft., passive Perception 13
Languages Yeti
Challenge 3 (700 XP)
Fear of Fire. If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Yeti Brutal Rampagers. When mountain herds are abundant, yetis stay clear of humanoid realms. Driven by hunger, they attack humanoid settlements in waves, breaking down gates and stockade walls that
60 ft., passive Perception 13
Languages Yeti
Challenge 3 (700 XP)
Fear of Fire. If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Yeti Brutal Rampagers. When mountain herds are abundant, yetis stay clear of humanoid realms. Driven by hunger, they attack humanoid settlements in waves, breaking down gates and stockade walls that
60 ft., passive Perception 13
Languages Yeti
Challenge 3 (700 XP)
Fear of Fire. If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Checks A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation
. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks. Deception. Your Charisma (Deception) check determines whether you can convincingly
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Checks A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation
. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks. Deception. Your Charisma (Deception) check determines whether you can convincingly
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Checks A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation
. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks. Deception. Your Charisma (Deception) check determines whether you can convincingly
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Checks A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation
. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks. Deception Your Charisma (Deception) check determines whether you can convincingly
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Checks A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation
. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks. Deception Your Charisma (Deception) check determines whether you can convincingly
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Checks A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation
. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks. Deception Your Charisma (Deception) check determines whether you can convincingly
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
check, while breaking them requires a successful DC 20 Strength check. A character can unlock the manacles using thieves’ tools with a successful DC 15 Dexterity check. The manacles have 15 hit points
manacles can’t attempt checks of that kind again until he or she finishes a long rest. A character can still use the Help action to aid another character, however.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
check, while breaking them requires a successful DC 20 Strength check. A character can unlock the manacles using thieves’ tools with a successful DC 15 Dexterity check. The manacles have 15 hit points
manacles can’t attempt checks of that kind again until he or she finishes a long rest. A character can still use the Help action to aid another character, however.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, commonly found performing in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard’s next turn.
Actions
Shortsword. Melee Weapon Attack
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, commonly found performing in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard’s next turn.
Actions
Shortsword. Melee Weapon Attack
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, but are commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard’s next turn.
Actions
Shortsword. Melee Weapon
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
check, while breaking them requires a successful DC 20 Strength check. A character can unlock the manacles using thieves’ tools with a successful DC 15 Dexterity check. The manacles have 15 hit points
manacles can’t attempt checks of that kind again until he or she finishes a long rest. A character can still use the Help action to aid another character, however.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, but are commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard’s next turn.
Actions
Shortsword. Melee Weapon
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
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
. For this purpose, long ago a group of the finest bards in Sharn founded the Circle of Song, an alliance of entertainers and adventurers. The Circle of Song is an informal organization, open to any
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, commonly found performing in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard’s next turn.
Actions
Shortsword. Melee Weapon Attack
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, but are commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard’s next turn.
Actions
Shortsword. Melee Weapon
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
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
. For this purpose, long ago a group of the finest bards in Sharn founded the Circle of Song, an alliance of entertainers and adventurers. The Circle of Song is an informal organization, open to any
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
used again until 1d4 hours have passed. Frost-Locked Hull This upgrade replaces a ship’s hull with supernatural ice drawn from the elemental planes. The hull and the other components of the ship are
its side, and the wood runs with fresh sap when damaged. The ship gains a +2 bonus to all Constitution checks or saving throws. As long as the ship has at least 1 hit point, it regains 10 hit points






