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Returning 35 results for 'broad bard defusing contiguous rage'.
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Half-Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
like elves, and to elves, they look human. In height, they’re on par with both parents, though they’re neither as slender as elves nor as broad as humans. They range from under 5 feet to
.
EXCELLENT AMBASSADORS
Many half-elves learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and
Magic Items
Acquisitions Incorporated
.
Class-Based Living Loot Satchel
Class
Satchel
Barbarian
Broad belt with a dozen hanging pockets
Bard
Lute case
Cleric
Hollowed-out holy tome
Druid
Made from natural
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
2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that
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
2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that
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
2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that
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
2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that
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
2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that
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
2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that
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
contiguous 10-foot Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings and other objects created by
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
contiguous 10-foot Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings and other objects created by
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
contiguous 10-foot Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings and other objects created by
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
contiguous 10-foot Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings and other objects created by
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
contiguous 10-foot Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings and other objects created by
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
contiguous 10-foot Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings and other objects created by
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
should grab what they can, when they can — for who can say when Talos will strike and send them into the afterlife? Talos is portrayed as a broad-shouldered, bearded young man with a single good eye
staffs to raise destructive winds, cause terrible storms, and split the land in acts of rage. The three lightning bolts of his holy symbol represent these staffs, and when he vents his wrath on the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
should grab what they can, when they can — for who can say when Talos will strike and send them into the afterlife? Talos is portrayed as a broad-shouldered, bearded young man with a single good eye
staffs to raise destructive winds, cause terrible storms, and split the land in acts of rage. The three lightning bolts of his holy symbol represent these staffs, and when he vents his wrath on the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
should grab what they can, when they can — for who can say when Talos will strike and send them into the afterlife? Talos is portrayed as a broad-shouldered, bearded young man with a single good eye
staffs to raise destructive winds, cause terrible storms, and split the land in acts of rage. The three lightning bolts of his holy symbol represent these staffs, and when he vents his wrath on the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
3rd Filled with a rage that channels the primal magic of the storm Barbarian Path of the Zealot 3rd Fueled by a religious zeal that visits destruction on foes Bard College of Glamour 3rd Wields the
beguiling, glorious magic of the Feywild Bard College of Swords 3rd Entertains and slays with daring feats of weapon prowess Bard College of Whispers 3rd Plants fear and doubt in the minds of others
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
3rd Filled with a rage that channels the primal magic of the storm Barbarian Path of the Zealot 3rd Fueled by a religious zeal that visits destruction on foes Bard College of Glamour 3rd Wields the
beguiling, glorious magic of the Feywild Bard College of Swords 3rd Entertains and slays with daring feats of weapon prowess Bard College of Whispers 3rd Plants fear and doubt in the minds of others
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
3rd Filled with a rage that channels the primal magic of the storm Barbarian Path of the Zealot 3rd Fueled by a religious zeal that visits destruction on foes Bard College of Glamour 3rd Wields the
beguiling, glorious magic of the Feywild Bard College of Swords 3rd Entertains and slays with daring feats of weapon prowess Bard College of Whispers 3rd Plants fear and doubt in the minds of others
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
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
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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
confront not only the savagery of the bestial creatures of the world, but also the beast within — the rage and fury that lies in their own hearts. A campaign exploring the insatiable thirst for power
and domination, whether embodied by the hosts of the Nine Hells or by humanoid rulers bent on conquering the world. With a theme such as “confrontation with mortality,” you can craft a broad range of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
confront not only the savagery of the bestial creatures of the world, but also the beast within — the rage and fury that lies in their own hearts. A campaign exploring the insatiable thirst for power
and domination, whether embodied by the hosts of the Nine Hells or by humanoid rulers bent on conquering the world. With a theme such as “confrontation with mortality,” you can craft a broad range of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
confront not only the savagery of the bestial creatures of the world, but also the beast within — the rage and fury that lies in their own hearts. A campaign exploring the insatiable thirst for power
and domination, whether embodied by the hosts of the Nine Hells or by humanoid rulers bent on conquering the world. With a theme such as “confrontation with mortality,” you can craft a broad range of
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
below.
Barbarian. Storm with Rage, and wade into hand-to-hand combat. Then follow the Path of the...
Berserker to unleash raw violence.
Wild Heart to manifest kinship with animals.
World
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
below.
Barbarian. Storm with Rage, and wade into hand-to-hand combat. Then follow the Path of the...
Berserker to unleash raw violence.
Wild Heart to manifest kinship with animals.
World
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
character’s most exciting capabilities. This chapter offers twelve classes, each of which contains four subclasses—all summarized below.
Barbarian. Storm with Rage, and wade into hand-to-hand combat
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
character’s most exciting capabilities. This chapter offers twelve classes, each of which contains four subclasses—all summarized below.
Barbarian. Storm with Rage, and wade into hand-to-hand combat
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
character’s most exciting capabilities. This chapter offers twelve classes, each of which contains four subclasses—all summarized below.
Barbarian. Storm with Rage, and wade into hand-to-hand combat
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
below.
Barbarian. Storm with Rage, and wade into hand-to-hand combat. Then follow the Path of the...
Berserker to unleash raw violence.
Wild Heart to manifest kinship with animals.
World
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
table; roll a d10, or choose a location of interest. Bazaar Merchants d10 Merchant 1 Secondhand Strings. A must-stop shop for the bard on a budget, with a variety of gently used instruments. 2
primary attractions is the Hollow Tower, an enormous arena that features aerial jousting and racing. The King of Fire is a grand tavern that hosts a broad range of gambling and bookmaking activities
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
who can enter a battle rage
d12
Strength
Strength & Constitution
Light and medium armor, shields, simple and martial weapons
Bard
An inspiring magician whose power echoes the music of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
table; roll a d10, or choose a location of interest. Bazaar Merchants d10 Merchant 1 Secondhand Strings. A must-stop shop for the bard on a budget, with a variety of gently used instruments. 2
primary attractions is the Hollow Tower, an enormous arena that features aerial jousting and racing. The King of Fire is a grand tavern that hosts a broad range of gambling and bookmaking activities






