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Returning 35 results for 'broad bards diffusing came reasoned'.
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Classes
Tasha’s Cauldron of Everything
Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more persuasive than facts. These bards
Classes
Tasha’s Cauldron of Everything
Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more persuasive than facts. These bards
Monsters
Acquisitions Incorporated
thinking of his older brother as the successful one.) But he can be quick to show self-consciousness when talking of where he came from, and he never speaks of the name he bore in that former life.
After
adventurer was nearly cut short during a battle of which the bards still sing. Unleashing a devastating attack with the aptly named Apocalypse Dagger, the rogue destroyed a giant single-handedly — and lost
Dwarf
Legacy
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Species
Basic Rules (2014)
“Yer late, elf!” came the rough edge of a familiar voice. Bruenor Battlehammer walked up the back of his dead foe, disregarding the fact that the heavy monster lay on top of his elven
friend. In spite of the added discomfort, the dwarf’s long, pointed, often-broken nose and gray-streaked though still-fiery red beard came as a welcome sight to Drizzt. “Knew I’d find
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Bard: College of Eloquence Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more
persuasive than facts. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to appeal to the emotions of
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Bard: College of Eloquence Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more
persuasive than facts. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to appeal to the emotions of
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Bard: College of Eloquence Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more
persuasive than facts. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to appeal to the emotions of
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Ice Hunters The Ice Hunters are nomads that have lived in the North far longer than any other humans. Short, dark-haired, broad-faced, and with light brown skin, they cling stolidly to their culture
Pindalpau-pau the Reindeer Mother. The Ice Hunters came unaware to the dragon’s iceberg generations ago. Desiring servants to guard his lair during his long absences, the dragon killed just enough of the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
a mix of recent wooden construction and ancient stone buildings.
The people of Arborean Springs fall into three broad groups: Traditionalists. Most of the people of Arborean Springs are farmers and
, followers of a druidic nature religion came here, drawn by the unique plants that have spread from the githyanki’s magical gardens. Merchants. In the two centuries since the dragon’s last fiery
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
History and Decay Once, the Styes was a marvelous port district. Its magnificent buildings crowned an artificial island that was the centerpiece of a broad bay, held aloft on great oak pilings. Those
unneeded luxury. New people called the district home: poor, desperate folk crowded beneath fallen gables in hovels tattooed by mildew and damp rot. On their heels came folk whose trade was scorned elsewhere
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
a mix of recent wooden construction and ancient stone buildings.
The people of Arborean Springs fall into three broad groups: Traditionalists. Most of the people of Arborean Springs are farmers and
, followers of a druidic nature religion came here, drawn by the unique plants that have spread from the githyanki’s magical gardens. Merchants. In the two centuries since the dragon’s last fiery
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Ice Hunters The Ice Hunters are nomads that have lived in the North far longer than any other humans. Short, dark-haired, broad-faced, and with light brown skin, they cling stolidly to their culture
Pindalpau-pau the Reindeer Mother. The Ice Hunters came unaware to the dragon’s iceberg generations ago. Desiring servants to guard his lair during his long absences, the dragon killed just enough of the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
a mix of recent wooden construction and ancient stone buildings.
The people of Arborean Springs fall into three broad groups: Traditionalists. Most of the people of Arborean Springs are farmers and
, followers of a druidic nature religion came here, drawn by the unique plants that have spread from the githyanki’s magical gardens. Merchants. In the two centuries since the dragon’s last fiery
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
History and Decay Once, the Styes was a marvelous port district. Its magnificent buildings crowned an artificial island that was the centerpiece of a broad bay, held aloft on great oak pilings. Those
unneeded luxury. New people called the district home: poor, desperate folk crowded beneath fallen gables in hovels tattooed by mildew and damp rot. On their heels came folk whose trade was scorned elsewhere
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
History and Decay Once, the Styes was a marvelous port district. Its magnificent buildings crowned an artificial island that was the centerpiece of a broad bay, held aloft on great oak pilings. Those
unneeded luxury. New people called the district home: poor, desperate folk crowded beneath fallen gables in hovels tattooed by mildew and damp rot. On their heels came folk whose trade was scorned elsewhere
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Ice Hunters The Ice Hunters are nomads that have lived in the North far longer than any other humans. Short, dark-haired, broad-faced, and with light brown skin, they cling stolidly to their culture
Pindalpau-pau the Reindeer Mother. The Ice Hunters came unaware to the dragon’s iceberg generations ago. Desiring servants to guard his lair during his long absences, the dragon killed just enough of the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Ice Hunters The Ice Hunters are nomads that have lived in the North far longer than any other humans. Short, dark-haired, broad-faced, and with light brown skin, they cling stolidly to their culture
Pindalpau-pau the Reindeer Mother. The Ice Hunters came unaware to the dragon’s iceberg generations ago. Desiring servants to guard his lair during his long absences, the dragon killed just enough of the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Ice Hunters The Ice Hunters are nomads that have lived in the North far longer than any other humans. Short, dark-haired, broad-faced, and with light brown skin, they cling stolidly to their culture
Pindalpau-pau the Reindeer Mother. The Ice Hunters came unaware to the dragon’s iceberg generations ago. Desiring servants to guard his lair during his long absences, the dragon killed just enough of the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Ice Hunters The Ice Hunters are nomads that have lived in the North far longer than any other humans. Short, dark-haired, broad-faced, and with light brown skin, they cling stolidly to their culture
Pindalpau-pau the Reindeer Mother. The Ice Hunters came unaware to the dragon’s iceberg generations ago. Desiring servants to guard his lair during his long absences, the dragon killed just enough of the
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
, and Persuasion. The charlatan background is perfect for Talkers, but criminals, urchins, and others can fill the role with the right skills. Bards are a natural fit for the job as well.
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
, and Persuasion. The charlatan background is perfect for Talkers, but criminals, urchins, and others can fill the role with the right skills. Bards are a natural fit for the job as well.
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
, and Persuasion. The charlatan background is perfect for Talkers, but criminals, urchins, and others can fill the role with the right skills. Bards are a natural fit for the job as well.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
a way of life in this forested domain, with everyone from the bards of Skald to the actors of Emherst pursuing dazzling dreams. Here, the people live by a simple rule: never let an audience grow bored
who have broad ranges of rich skin and hair colors. The use of dyes and cosmetics to accent one’s features and memorability is common among all genders. When players create characters from Kartakass
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
a way of life in this forested domain, with everyone from the bards of Skald to the actors of Emherst pursuing dazzling dreams. Here, the people live by a simple rule: never let an audience grow bored
who have broad ranges of rich skin and hair colors. The use of dyes and cosmetics to accent one’s features and memorability is common among all genders. When players create characters from Kartakass
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
a way of life in this forested domain, with everyone from the bards of Skald to the actors of Emherst pursuing dazzling dreams. Here, the people live by a simple rule: never let an audience grow bored
who have broad ranges of rich skin and hair colors. The use of dyes and cosmetics to accent one’s features and memorability is common among all genders. When players create characters from Kartakass
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
morkoth, have been around since the earliest editions of the game. Others, such as the banderhobb and the vargouille, came later but are equally beloved. Some of the new creatures found herein are
chapter, the lore and maps in chapter 1 might inspire you. Similarly, the racial traits in chapter 2 can be applied to the stat blocks in appendix B to create such memorable NPCs as goliath champions, kenku master thieves, and tabaxi bards.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
morkoth, have been around since the earliest editions of the game. Others, such as the banderhobb and the vargouille, came later but are equally beloved. Some of the new creatures found herein are
chapter, the lore and maps in chapter 1 might inspire you. Similarly, the racial traits in chapter 2 can be applied to the stat blocks in appendix B to create such memorable NPCs as goliath champions, kenku master thieves, and tabaxi bards.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. Today, there are four primary goblinoid cultures in Khorvaire. City Goblins Goblins are found in most of the major cities of the Five Nations. When humans first came to Khorvaire, they enslaved many
strife; when they weren’t fighting with Galifar or Zilargo, the tribes usually turned on one another. This came to an end with the Last War. House Deneith hired Ghaal’dar mercenaries, and this gave
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
morkoth, have been around since the earliest editions of the game. Others, such as the banderhobb and the vargouille, came later but are equally beloved. Some of the new creatures found herein are
chapter, the lore and maps in chapter 1 might inspire you. Similarly, the racial traits in chapter 2 can be applied to the stat blocks in appendix B to create such memorable NPCs as goliath champions, kenku master thieves, and tabaxi bards.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. Today, there are four primary goblinoid cultures in Khorvaire. City Goblins Goblins are found in most of the major cities of the Five Nations. When humans first came to Khorvaire, they enslaved many
strife; when they weren’t fighting with Galifar or Zilargo, the tribes usually turned on one another. This came to an end with the Last War. House Deneith hired Ghaal’dar mercenaries, and this gave
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. Today, there are four primary goblinoid cultures in Khorvaire. City Goblins Goblins are found in most of the major cities of the Five Nations. When humans first came to Khorvaire, they enslaved many
strife; when they weren’t fighting with Galifar or Zilargo, the tribes usually turned on one another. This came to an end with the Last War. House Deneith hired Ghaal’dar mercenaries, and this gave
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
of the countless Djaynaians who vanished into its depths during the earliest days of the Passage of Vultures, before the first Nightsea chil-liren came to be. The trench is defined by the pale-pink
ships and mysterious sites. Cerulean Lyceum A center of culture in Janya, the Cerulean Lyceum is a great bardic college with a connected series of vaulted halls set around a broad quadrangle. Icicle
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
where it came from and if you’re prepared to contend with the cutpurses that prey on the crowds. A small selection of merchants that regularly do business at the bazaar is given on the Bazaar Merchants
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->Eberron: Rising from the Last War
where it came from and if you’re prepared to contend with the cutpurses that prey on the crowds. A small selection of merchants that regularly do business at the bazaar is given on the Bazaar Merchants
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->Journeys through the Radiant Citadel
of the countless Djaynaians who vanished into its depths during the earliest days of the Passage of Vultures, before the first Nightsea chil-liren came to be. The trench is defined by the pale-pink
ships and mysterious sites. Cerulean Lyceum A center of culture in Janya, the Cerulean Lyceum is a great bardic college with a connected series of vaulted halls set around a broad quadrangle. Icicle






