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Returning 35 results for 'bringing bard daring creature reflected'.
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binding bear during creature reflected
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bringing born during creature reflect
Species
Player’s Handbook
every part of the multiverse, bringing the City of Doors’ cosmopolitanism with them.
Human Traits
Creature Type: HumanoidSize: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this speciesSpeed: 30 feet
Magic Items
Dungeon Master’s Guide
An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the
spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom
Monsters
Mordenkainen Presents: Monsters of the Multiverse
-foot cube originating from the bard must make a DC 12 Constitution saving throw. On a failed save, a creature takes 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Cacophony
", "rollDamageType":"thunder"} thunder damage and is pushed up to 10 feet away from the bard. On a successful save, a creature takes half as much damage and isn’t pushed.
Spellcasting. The bard casts
Bard
Legacy
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Monsters
Volo's Guide to Monsters
on its turn to target one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls
Spellcasting. The bard is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Spellcasting"} to hit with
Classes
Xanathar's Guide to Everything
Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock
might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most
Classes
Xanathar's Guide to Everything
Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock
might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most
Medusa
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Monsters
Basic Rules (2014)
Petrifying Gaze. When a creature that can see the medusa’s eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn
’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is
Monsters
Princes of the Apocalypse
is Charisma (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). Windharrow knows the following bard spells:
Cantrips (at will
","rollAction":"Rapier"} to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3","rollType":"damage","rollAction":"Rapier","rollDamageType":"piercing"} piercing damage.
Monsters
Lost Laboratory of Kwalish
one chosen creature (other than him) a d6 inspiration die. The chosen creature must be within 60 feet of Garret and able to hear him. Once within the next 10 minutes, the creature can roll the die and
add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can use the inspiration die after the roll is made but before the DM says whether it succeeds or fails
Monsters
Waterdeep: Dragon Heist
(spell save DC 12, +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). She has the following bard spells prepared:
Cantrips (at will): friends, mage
paintings and causes its subject to spring forth, becoming a creature of that kind provided its CR is 3 or lower. The creature appears in an unoccupied space within 5 feet of the painting, which becomes
Monsters
Mythic Odysseys of Theros
"} necrotic damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone.Belief is a powerful force in Theros, capable of bringing about
Aura of Erebos. Any creature that starts its turn within 10 feet of the giant must succeed on a DC 18 Constitution saving throw, or it takes 10 (3d6);{"diceNotation":"3d6","rollType":"damage
Monsters
Planescape: Adventures in the Multiverse
", "rollDamageType":"piercing"} piercing damage, and if the target is a Medium or smaller creature, it has the grappled condition (escape DC 14). Until this grapple ends, the nonaton can’t use this
-foot-tall, 20-foot-radius cylinder of magical force rises from that point. Each creature in that area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 21 (6d6);{"diceNotation
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
to target one creature she can see within 30 feet of her. If the target can hear Brahma, it must succeed on a DC 13 Charisma saving throw or have disadvantage on ability checks, attack rolls, and
Monsters
Lost Laboratory of Kwalish
until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.
If the medusa sees itself reflected on a
Petrifying Gaze. When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't
Monsters
Vecna: Eve of Ruin
False Appearance. If the mirror shade is within 5 feet of a reflective surface—such as a mirror, glass pane, or still water—it has advantage on its initiative roll. If a creature hasn
’t observed the mirror shade move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the mirror shade isn’t the creature’s own reflection
Monsters
Infernal Machine Rebuild
Petrifying Gaze. When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't
incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to metal, wood, or porcelain
Magic Items
Dragonlance: Shadow of the Dragon Queen
, the creature is immune to this mirror’s effect for the next 24 hours.
While paralyzed by the mirror, the creature sees events from their past reflected in the mirror’s glass. These
harmlessly floats to the ground. Once the mirror has been deactivated, it can’t be activated again until the next dawn.
If a non-Construct creature other than you sees its reflection in the activated
Instrument of the Bards
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Magic Items
Dungeon Master’s Guide (2014)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The
following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must
magic-items
use it as a Spellcasting Focus for your Bard spells. Bard spells cast using the warhorn gain the following benefits:
If the spell has a duration of 1 minute or longer, its duration is doubled, to a
minutes, any time an ally within 600 feet of you that can hear you makes an attack roll or a saving throw, it adds 1d4 to the attack roll or save. If the creature is a goblinoid, it adds 2d4 instead of 1d4
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
the target is a Large or smaller creature, it must succeed on a DC 15 Strength saving throw or have the prone condition.
Lullaby of Honks (Recharge 5–6;{"diceNotation":"1d6", "rollType":"recharge
", "rollAction":"Lullaby of Honks"}; Requires at Least Two Heads). The Goose Mother’s heads honk a discordant lullaby. Each creature of the Goose Mother’s choice within 10 feet of it must make a
Monsters
Quests from the Infinite Staircase
(6d6);{"diceNotation":"6d6", "rollType":"damage", "rollAction":"Rotting Fist", "rollDamageType":"necrotic"} necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving
.
Dreadful Glare. Nafik targets one creature he can see within 60 feet of himself. The target must succeed on a DC 14 Wisdom saving throw or have the frightened condition until the end of Nafik’s
Monsters
Mythic Odysseys of Theros
until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.
If the medusa sees itself reflected on a
Petrifying Gaze. When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't
Monsters
Princes of the Apocalypse
eyes again. If the creature looks at Marlos in the meantime, it must immediately make the save.
If Marlos sees himself reflected on a polished surface within 30 feet of him and in an area of bright
shunted into the nearest space he last occupied.
Legendary Resistance (2/Day). If Marlos fails a saving throw, he can choose to succeed instead.
Petrifying Gaze. When a creature that can see Marlos&rsquo
Tarrasque
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Monsters
Basic Rules (2014)
":"roll","rollAction":"Reflective Carapace"}. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the
. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the tarrasque can’t bite another target.
Claw. Melee Weapon Attack: +19
Flail Snail
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Monsters
Volo's Guide to Monsters
Antimagic Shell. The snail has advantage on saving throws against spells, and any creature making a spell attack against the snail has disadvantage on the attack roll. If the snail succeeds on its
–2. If the spell affects an area or has multiple targets, it fails and has no effect. If the spell targets only the snail, it has no effect on the snail and is reflected back at the caster, using the
Monsters
Candlekeep Mysteries
at a creature he can see within 60 feet of him. If the creature can hear Quill (though it need not understand him), it must succeed on a DC 17 Wisdom saving throw or take 66 (12d10);{"diceNotation
charismatic bard who carries himself with a quiet confidence that doesn't hint at the full extent of his skills or powers. A scar cuts across his handsome face, curving from the top of his left
Monsters
Acquisitions Incorporated
Brave. Rosie has advantage on saving throws against being frightened.
Halfling Nimbleness. Rosie can move through the space of any creature that is of a size larger than hers.
Evasion. If Rosie is
complex than merely seeking after adventure. She has long sought for ultimate meaning in the stars, and to seek justification for her belief that her bonds to her expansive family are reflected in the
Backgrounds
Ghosts of Saltmarsh
creature of pure water, but your brief romance ended tragically.
Suggested Characteristics
Fishers succeed only if they spend time at their jobs. As such, most fishers have a strong
throw this salt over your shoulder. (Lawful)
3
Daring. The richest bounty goes to those who risk everything. (Chaotic)
4
Plunder. Take all that you can and leave nothing for the
races
Mordenkainen Presents: Monsters of the Multiverse
Harengons originated in the Feywild, where they spoke Sylvan and embodied the spirit of freedom and travel. In time, these rabbitfolk hopped into other worlds, bringing the fey realm’s
languages to choose from. The DM is free to modify that list for a campaign.
Creature Type
Every creature in D&D, including each player character, has a special tag in the rules that identifies the
Monsters
Mordenkainen's Fiendish Folio Volume 1
Entropic Aura. Each creature that is not a construct or undead that ends its turn within 15 feet of Ygorl takes 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Entropic Aura
;{"diceNotation":"1d20+14","rollType":"to hit","rollAction":"Scythe"} to hit, reach 10 ft., one creature. Hit: 18 (2d10 + 7);{"diceNotation":"2d10+7","rollType":"damage","rollAction":"Scythe
Wizard
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Classes
Basic Rules (2014)
circle, bringing a whiff of brimstone from the otherworldly plane beyond.
Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols
an aptitude for it? Do you have a natural talent, or did you simply study hard and practice incessantly? Did you encounter a magical creature or an ancient tome that taught you the basics of magic
Monsters
Locathah Rising
watery embrace. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more
than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw
Young Deep Dragon
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Monsters
Fizban's Treasury of Dragons
", "rollAction":"Nightmare Breath"}. The dragon exhales a cloud of spores in a 30-foot cone. Each creature in that area must make a DC 14 Wisdom saving throw. On a failed save, the creature takes 22 (4d10
creature takes half as much damage with no additional effects. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Making their lairs
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Phenax’s Champions Alignment: Usually chaotic, often neutral Suggested Classes: Bard, cleric, monk, rogue, warlock Suggested Cleric Domains: Trickery Suggested Backgrounds: Charlatan, criminal
the new moon.
2 One of your parents is a champion of Phenax.
3 You pulled off a daring theft or escaped from confinement at a young age.
4 You have proven yourself a capable liar
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Phenax’s Champions Alignment: Usually chaotic, often neutral Suggested Classes: Bard, cleric, monk, rogue, warlock Suggested Cleric Domains: Trickery Suggested Backgrounds: Charlatan, criminal
the new moon.
2 One of your parents is a champion of Phenax.
3 You pulled off a daring theft or escaped from confinement at a young age.
4 You have proven yourself a capable liar






