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Returning 35 results for 'bringing bard diffusing conjure religion'.
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classes
Van Richten’s Guide to Ravenloft
Bards of the College of Spirits seek tales with inherent power—be they legends, histories, or fictions— and bring their subjects to life. Using occult trappings, these bards conjure
spiritual embodiments of powerful forces to change the world once more. Such spirits are capricious, though, and what a bard summons isn’t always entirely under their control.
Classes
Van Richten’s Guide to Ravenloft
Bards of the College of Spirits seek tales with inherent power—be they legends, histories, or fictions— and bring their subjects to life. Using occult trappings, these bards conjure
spiritual embodiments of powerful forces to change the world once more. Such spirits are capricious, though, and what a bard summons isn’t always entirely under their control.
Monsters
Locathah Rising
, mirror image*, misty step*, pass without trace, protection from poison3rd level (3 slots): conjure animals, dispel magic, tidal wave, water breathing*, water walk*4th level (3 slots): charm monster
, control water*, dominate beast, freedom of movement*, watery sphere5th level (2 slot): conjure elemental*, maelstrom,scrying*, tree stride6th level (1 slot): heal7th level (1 slot): plane shift
classes
Xanathar's Guide to Everything
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
weapon skills and magic, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers.
College of Swords Features
Bard Level
Feature
classes
Xanathar's Guide to Everything
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
weapon skills and magic, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers.
College of Swords Features
Bard Level
Feature
Backgrounds
Baldur’s Gate: Descent into Avernus
time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you were looking for.
Skill Proficiencies: Medicine, Religion
Tool Proficiencies: Herbalism kit
a patriar’s scion in an illegal duel. The family swore revenge, and you fled to the slums rather than risk bringing their wrath down on your kin.
6
You aren’t originally from Baldur
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Heroes’ Feast Level 6 Conjuration (Bard, Cleric, Druid) Casting Time: 10 minutes
Range: Self
Components: V, S, M (a gem-encrusted bowl worth 1,000+ GP, which the spell consumes)
Duration
: Instantaneous
You conjure a feast that appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Cloud of Daggers Level 2 Conjuration (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a sliver of glass)
Duration: Concentration, up to 1 minute
You
conjure spinning daggers in a 5-foot Cube centered on a point within range. Each creature in that area takes 4d4 Slashing damage. A creature also takes this damage if it enters the Cube or ends its
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Heroes’ Feast Level 6 Conjuration (Bard, Cleric, Druid) Casting Time: 10 minutes
Range: Self
Components: V, S, M (a gem-encrusted bowl worth 1,000+ GP, which the spell consumes)
Duration
: Instantaneous
You conjure a feast that appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Heroes’ Feast Level 6 Conjuration (Bard, Cleric, Druid) Casting Time: 10 minutes
Range: Self
Components: V, S, M (a gem-encrusted bowl worth 1,000+ GP, which the spell consumes)
Duration
: Instantaneous
You conjure a feast that appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Heroes’ Feast Level 6 Conjuration (Bard, Cleric, Druid) Casting Time: 10 minutes
Range: Self
Components: V, S, M (a gem-encrusted bowl worth 1,000+ GP, which the spell consumes)
Duration
: Instantaneous
You conjure a feast that appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Heroes’ Feast Level 6 Conjuration (Bard, Cleric, Druid) Casting Time: 10 minutes
Range: Self
Components: V, S, M (a gem-encrusted bowl worth 1,000+ GP, which the spell consumes)
Duration
: Instantaneous
You conjure a feast that appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Cloud of Daggers Level 2 Conjuration (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a sliver of glass)
Duration: Concentration, up to 1 minute
You
conjure spinning daggers in a 5-foot Cube centered on a point within range. Each creature in that area takes 4d4 Slashing damage. A creature also takes this damage if it enters the Cube or ends its
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Heroes’ Feast Level 6 Conjuration (Bard, Cleric, Druid) Casting Time: 10 minutes
Range: Self
Components: V, S, M (a gem-encrusted bowl worth 1,000+ GP, which the spell consumes)
Duration
: Instantaneous
You conjure a feast that appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Cloud of Daggers Level 2 Conjuration (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a sliver of glass)
Duration: Concentration, up to 1 minute
You
conjure spinning daggers in a 5-foot Cube centered on a point within range. Each creature in that area takes 4d4 Slashing damage. A creature also takes this damage if it enters the Cube or ends its
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
. “The Ordning” explores the relationships among and within different giant kinds, with a focus on the ordning’s role in driving adventures. “Gods and Religion” describes a pantheon of gods consisting of
the relationships between giants and other kinds of creatures. “Organizations” details organizations that unite giants across the lines of the ordning, bringing them together around common goals and
Compendium
- Sources->Dungeons & Dragons->Monster Manual
+2 +2
Ability Score Mod Save
Int 12 +1 +1
Wis 14 +2 +2
Cha 11 +0 +0
Skills Perception +6, Religion +3
Senses Darkvision 120 ft., Truesight 30 ft.; Passive
(escape DC 12). Until the grapple ends, the kuo-toa can’t make Pincer Staff attacks.
Conjure Slimy Glob. Ranged Attack Roll: +4, range 60 ft. Hit: 9 (3d4 + 2) Acid damage.
Bonus Actions
Shield of Faith (2/Day). The kuo-toa casts Shield of Faith, using Wisdom as the spellcasting ability.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
+2 +2
Ability Score Mod Save
Int 12 +1 +1
Wis 14 +2 +2
Cha 11 +0 +0
Skills Perception +6, Religion +3
Senses Darkvision 120 ft., Truesight 30 ft.; Passive
(escape DC 12). Until the grapple ends, the kuo-toa can’t make Pincer Staff attacks.
Conjure Slimy Glob. Ranged Attack Roll: +4, range 60 ft. Hit: 9 (3d4 + 2) Acid damage.
Bonus Actions
Shield of Faith (2/Day). The kuo-toa casts Shield of Faith, using Wisdom as the spellcasting ability.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
+2 +2
Ability Score Mod Save
Int 12 +1 +1
Wis 14 +2 +2
Cha 11 +0 +0
Skills Perception +6, Religion +3
Senses Darkvision 120 ft., Truesight 30 ft.; Passive
(escape DC 12). Until the grapple ends, the kuo-toa can’t make Pincer Staff attacks.
Conjure Slimy Glob. Ranged Attack Roll: +4, range 60 ft. Hit: 9 (3d4 + 2) Acid damage.
Bonus Actions
Shield of Faith (2/Day). The kuo-toa casts Shield of Faith, using Wisdom as the spellcasting ability.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
anyone who can rekindle its memories of its lost homeland. In the second part of this trilogy, Sleeping Dragon’s Wake, Fheralai lost her hold over the ship when the party rescued the bard Tarbin Tul from a
brig below decks. Fheralai has since appeased Emberlost’s spirit by bringing it treasures from the lost city of Anauria, which she stole from the auction houses of Neverwinter. Now her cultists ply
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
. “The Ordning” explores the relationships among and within different giant kinds, with a focus on the ordning’s role in driving adventures. “Gods and Religion” describes a pantheon of gods consisting of
the relationships between giants and other kinds of creatures. “Organizations” details organizations that unite giants across the lines of the ordning, bringing them together around common goals and
Compendium
- Sources->Dungeons & Dragons->Divine Contention
anyone who can rekindle its memories of its lost homeland. In the second part of this trilogy, Sleeping Dragon’s Wake, Fheralai lost her hold over the ship when the party rescued the bard Tarbin Tul from a
brig below decks. Fheralai has since appeased Emberlost’s spirit by bringing it treasures from the lost city of Anauria, which she stole from the auction houses of Neverwinter. Now her cultists ply
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
. “The Ordning” explores the relationships among and within different giant kinds, with a focus on the ordning’s role in driving adventures. “Gods and Religion” describes a pantheon of gods consisting of
the relationships between giants and other kinds of creatures. “Organizations” details organizations that unite giants across the lines of the ordning, bringing them together around common goals and
Compendium
- Sources->Dungeons & Dragons->Divine Contention
anyone who can rekindle its memories of its lost homeland. In the second part of this trilogy, Sleeping Dragon’s Wake, Fheralai lost her hold over the ship when the party rescued the bard Tarbin Tul from a
brig below decks. Fheralai has since appeased Emberlost’s spirit by bringing it treasures from the lost city of Anauria, which she stole from the auction houses of Neverwinter. Now her cultists ply
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Mordenkainen’s Magnificent Mansion Level 7 Conjuration (Bard, Wizard) Casting Time: 1 minute
Range: 300 feet
Components: V, S, M (a miniature door worth 15+ GP)
Duration: 24 hours
You conjure
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Mordenkainen’s Magnificent Mansion Level 7 Conjuration (Bard, Wizard) Casting Time: 1 minute
Range: 300 feet
Components: V, S, M (a miniature door worth 15+ GP)
Duration: 24 hours
You conjure
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
an influential force because of the determination and the brilliant oration of Cheldar, its high priest. Goals. Cheldar wants to make the temple of Pholtus the most popular religion in town by
bringing about peace and security for all. He believes keeping adventurers in check or driving them out of town is an important step in that plan. Assets. The charismatic high priest has his oratory skill
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Mordenkainen’s Magnificent Mansion Level 7 Conjuration (Bard, Wizard) Casting Time: 1 minute
Range: 300 feet
Components: V, S, M (a miniature door worth 15+ GP)
Duration: 24 hours
You conjure
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mordenkainen’s Magnificent Mansion Level 7 Conjuration (Bard, Wizard) Casting Time: 1 Minute
Range: 300 feet
Components: V, S, M (a miniature door worth 15+ GP)
Duration: 24 Hours
You conjure
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mordenkainen’s Magnificent Mansion Level 7 Conjuration (Bard, Wizard) Casting Time: 1 Minute
Range: 300 feet
Components: V, S, M (a miniature door worth 15+ GP)
Duration: 24 Hours
You conjure
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
an influential force because of the determination and the brilliant oration of Cheldar, its high priest. Goals. Cheldar wants to make the temple of Pholtus the most popular religion in town by
bringing about peace and security for all. He believes keeping adventurers in check or driving them out of town is an important step in that plan. Assets. The charismatic high priest has his oratory skill
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
an influential force because of the determination and the brilliant oration of Cheldar, its high priest. Goals. Cheldar wants to make the temple of Pholtus the most popular religion in town by
bringing about peace and security for all. He believes keeping adventurers in check or driving them out of town is an important step in that plan. Assets. The charismatic high priest has his oratory skill
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mordenkainen’s Magnificent Mansion Level 7 Conjuration (Bard, Wizard) Casting Time: 1 Minute
Range: 300 feet
Components: V, S, M (a miniature door worth 15+ GP)
Duration: 24 Hours
You conjure
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
conjure spiritual embodiments of powerful forces to change the world once more. Such spirits are capricious, though, and what a bard summons isn’t always entirely under their control. Guiding Whispers
Bard: College of Spirits Bards of the College of Spirits seek tales with inherent power—be they legends, histories, or fictions—and bring their subjects to life. Using occult trappings, these bards
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
conjure spiritual embodiments of powerful forces to change the world once more. Such spirits are capricious, though, and what a bard summons isn’t always entirely under their control. Guiding Whispers
Bard: College of Spirits Bards of the College of Spirits seek tales with inherent power—be they legends, histories, or fictions—and bring their subjects to life. Using occult trappings, these bards






