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Returning 35 results for 'breaking bards diffusing crowds rest'.
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Classes
Player’s Handbook
Sing the Deeds of Ancient Heroes
Bards of the College of Valor are daring storytellers whose tales preserve the memory of the great heroes of the past. These Bards sing the deeds of the mighty in
vaulted halls or to crowds gathered around great bonfires. They travel to witness great events firsthand and to ensure that the memory of these events doesn’t pass away. With their songs, they inspire new generations to reach the same heights of accomplishment as the heroes of old.
Monsters
Guildmasters’ Guide to Ravnica
equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is
be wielding a melee weapon.Plenty of blood drinkers haunt Ravnica's alleys and sewers, preying on those who are foolish enough to leave the relative safety of the crowds.
Orzhov Vampires. Vampires
Bard
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
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
still resound throughout the cosmos. The music of bards is an attempt to snatch and harness those echoes, subtly woven into their spells and powers. The greatest strength of bards is their sheer
Monsters
Mordenkainen Presents: Monsters of the Multiverse
succeed on a DC 13 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if
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
Backgrounds
Guildmasters’ Guide to Ravnica
perform them with panache and make them look easy. The wild applause, the screams of the crowds, the mayhem and terror spreading into the streets — this is what you live for.
You’re also
to draw your anger or ridicule. You can get away with minor criminal offenses, such as refusing to pay for food at a restaurant or breaking down a door at a local shop, if no legal authorities witness
Monsters
Van Richten’s Guide to Ravenloft
amalgamating the meat and voices of every form the emissary has ever mimicked. Manifestations of alien hunger erupt from this horror in waves of ravenous organs and mind-breaking psychic assaults
form does the star spawn die.
After finishing a long rest, a greater star spawn emissary regains its Lesser Star Spawn Emissary;lesser form if it was destroyed. When an emissary transitions from one
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
Monsters
Icewind Dale: Rime of the Frostmaiden
Short or Long Rest). Auril causes a magical blast of cold air to erupt from her hand. Each creature in a 60-foot cone must make a DC 21 Constitution saving throw, taking 36 (8d8);{"diceNotation":"8d8
thin cloak of mist forms around her. Blades of ice grow out of her body at odd angles, breaking off before they get too long. When she moves, her body crackles.
In this form, Auril creates weapons of
Backgrounds
Guildmasters’ Guide to Ravnica
coins
Feature: Undercity Paths
You know hidden, underground pathways that you can use to bypass crowds, obstacles, and observation as you move through the city. When you aren’t in combat, you
, you are connected to every other member in some way or another. Convinced that the rest of the world is out to get you, you find it easy to form close bonds with your guild mates, and harder to make
Backgrounds
Sword Coast Adventurer's Guide
only your tribe’s territory, but also the terrain and natural resources of the rest of the North. You are familiar enough with any wilderness area that you find twice as much food and water as
fiddling with them, and sometimes accidentally breaking them.
7
I feel far more comfortable around animals than people.
8
I was, in fact, raised by wolves.
d6
Ideal
1
Backgrounds
Guildmasters’ Guide to Ravnica
vast, sprawling rubblebelts of broken terrain that civilized folk have long abandoned. You can find a suitable place for you and your allies to hide or rest in these areas. In addition, you can find
smear the blood of my enemies over my skin.
7
I was, in fact, raised by maaka.
8
HarrRRAAGGHH! [I rarely form a coherent sentence and prefer to express myself by breaking things
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
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Short or Long Rest. College of Lore MIKE PAPE College of Lore Subclass Plumb the Depths of Magical Knowledge Bards of the College of Lore collect spells and secrets from diverse sources, such as
storytellers whose tales preserve the memory of the great heroes of the past. These Bards sing the deeds of the mighty in vaulted halls or to crowds gathered around great bonfires. They travel to witness
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Short or Long Rest. College of Lore MIKE PAPE College of Lore Subclass Plumb the Depths of Magical Knowledge Bards of the College of Lore collect spells and secrets from diverse sources, such as
storytellers whose tales preserve the memory of the great heroes of the past. These Bards sing the deeds of the mighty in vaulted halls or to crowds gathered around great bonfires. They travel to witness
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Short or Long Rest. College of Lore MIKE PAPE College of Lore Subclass Plumb the Depths of Magical Knowledge Bards of the College of Lore collect spells and secrets from diverse sources, such as
storytellers whose tales preserve the memory of the great heroes of the past. These Bards sing the deeds of the mighty in vaulted halls or to crowds gathered around great bonfires. They travel to witness
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
College of Glamour The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs
, eladrin, and other fey, these bards learn to use their magic to delight and captivate others. The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
College of Glamour The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs
, eladrin, and other fey, these bards learn to use their magic to delight and captivate others. The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
College of Glamour The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs
, eladrin, and other fey, these bards learn to use their magic to delight and captivate others. The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of
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
any ice or quartz crystals in that region.
Positive Energy. Any creature that finishes a long rest within 6 miles of the lair regains two additional spent Hit Dice.
Thriving Wildlife. Animal
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
the clairvoyance spell, requiring no spell components and targeting any ice or quartz crystals in that region.
Positive Energy. Any creature that finishes a long rest within 6 miles of the lair
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
rest for eight hours per day, with the remaining six hours available for making and breaking camp, preparing meals, and foraging or hunting.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
-four miles per day over a period of ten hours. The characters must rest for eight hours per day, with the remaining six hours consisting of making and breaking camp, preparing meals, and a little bit of foraging or hunting as the opportunity permits.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
rest for eight hours per day, with the remaining six hours available for making and breaking camp, preparing meals, and foraging or hunting.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
-four miles per day over a period of ten hours. The characters must rest for eight hours per day, with the remaining six hours consisting of making and breaking camp, preparing meals, and a little bit of foraging or hunting as the opportunity permits.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
-four miles per day over a period of ten hours. The characters must rest for eight hours per day, with the remaining six hours consisting of making and breaking camp, preparing meals, and a little bit of foraging or hunting as the opportunity permits.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
College of Whispers Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing
songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
rest for eight hours per day, with the remaining six hours available for making and breaking camp, preparing meals, and foraging or hunting.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
College of Whispers Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing
songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
College of Whispers Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing
songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Creating a Bard Bards thrive on stories, whether those stories are true or not. Your character’s background and motivations are not as important as the stories that he or she tells about them
a story. Some bards acquire their magical music through extraordinary means, including the inspiration of fey or other supernatural creatures. Did you serve an apprenticeship, studying under a master
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Creating a Bard Bards thrive on stories, whether those stories are true or not. Your character’s background and motivations are not as important as the stories that he or she tells about them
a story. Some bards acquire their magical music through extraordinary means, including the inspiration of fey or other supernatural creatures. Did you serve an apprenticeship, studying under a master
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
break the general rules in some way, creating an exception to how the rest of the game works. Remember this: If a specific rule contradicts a general rule, the specific rule wins. Exceptions to the
examples of rule-breaking are more conspicuous. For instance, an adventurer can’t normally pass through walls, but some spells make that possible. Magic accounts for most of the major exceptions to the rules.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
break the general rules in some way, creating an exception to how the rest of the game works. Remember this: If a specific rule contradicts a general rule, the specific rule wins. Exceptions to the
examples of rule-breaking are more conspicuous. For instance, an adventurer can’t normally pass through walls, but some spells make that possible. Magic accounts for most of the major exceptions to the rules.






