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Returning 35 results for 'burning bard diffusing company relief'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
Multiattack. The bard makes two Shortsword or Shortbow attacks. It can replace one attack with a use of Spellcasting.
Shortsword. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit
-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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, commonly found performing in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
, or wealthy patrons. Bard
Medium humanoid (any race), any alignment
Armor Class 15 (chain shirt)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
11(+0)
DEX
14(+2)
CON
12(+1
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, but are commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
, and wealthy patrons. Bard
Medium humanoid (any race), any alignment
Armor Class 15 (chain shirt)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Ravenloft trembles with fury, shaking dust from the ceiling of the vampire’s tomb. The shudders abate as Strahd’s burning hatred melts away, replaced at last with relief. The dark orbs of his eyes wither
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Ravenloft trembles with fury, shaking dust from the ceiling of the vampire’s tomb. The shudders abate as Strahd’s burning hatred melts away, replaced at last with relief. The dark orbs of his eyes wither
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, but are commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
, and wealthy patrons. Bard
Medium humanoid (any race), any alignment
Armor Class 15 (chain shirt)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Ravenloft trembles with fury, shaking dust from the ceiling of the vampire’s tomb. The shudders abate as Strahd’s burning hatred melts away, replaced at last with relief. The dark orbs of his eyes wither
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, commonly found performing in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
, or wealthy patrons. Bard
Medium humanoid (any race), any alignment
Armor Class 15 (chain shirt)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
11(+0)
DEX
14(+2)
CON
12(+1
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, commonly found performing in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
, or wealthy patrons. Bard
Medium humanoid (any race), any alignment
Armor Class 15 (chain shirt)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
11(+0)
DEX
14(+2)
CON
12(+1
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, but are commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
, and wealthy patrons. Bard
Medium humanoid (any race), any alignment
Armor Class 15 (chain shirt)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide. They’re commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
, and wealthy patrons. Each bard is a master of at least one type of performance. You may choose a bard’s main type, or you may roll on the Bard Performance Types table to determine it. Bard
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide. They’re commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
, and wealthy patrons. Each bard is a master of at least one type of performance. You may choose a bard’s main type, or you may roll on the Bard Performance Types table to determine it. Bard
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide. They’re commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
, and wealthy patrons. Each bard is a master of at least one type of performance. You may choose a bard’s main type, or you may roll on the Bard Performance Types table to determine it. Bard
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
of mortality, vacillating between helping and harming innocent subjects. Characters working in Pharika’s service might travel to sites of suffering and death in order to provide relief, such as by
servants to abandon worldly scruples in favor of deciphering one of Theros’s great secrets. To accomplish this, the god might send the characters into the Underworld or Nyx to answer a burning cosmic question.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
of mortality, vacillating between helping and harming innocent subjects. Characters working in Pharika’s service might travel to sites of suffering and death in order to provide relief, such as by
servants to abandon worldly scruples in favor of deciphering one of Theros’s great secrets. To accomplish this, the god might send the characters into the Underworld or Nyx to answer a burning cosmic question.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
of mortality, vacillating between helping and harming innocent subjects. Characters working in Pharika’s service might travel to sites of suffering and death in order to provide relief, such as by
servants to abandon worldly scruples in favor of deciphering one of Theros’s great secrets. To accomplish this, the god might send the characters into the Underworld or Nyx to answer a burning cosmic question.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Speak with Dead Level 3 Necromancy (Bard, Cleric, Wizard) Casting Time: Action
Range: 10 feet
Components: V, S, M (burning incense)
Duration: 10 minutes
You grant the semblance of life to a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Speak with Dead Level 3 Necromancy (Bard, Cleric, Wizard) Casting Time: Action
Range: 10 feet
Components: V, S, M (burning incense)
Duration: 10 minutes
You grant the semblance of life to a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
survive. You want to create tension and make it seem like the outcome teeters on the brink of disaster. Near the end of the battle, the elves show up as described in the “Relief Arrives” section
hope the defenders are unable to put the fires out and protect the perimeter from breaches. Relief Arrives At dawn, the orcs make a final push. It should seem like they might overwhelm the defenders in
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
survive. You want to create tension and make it seem like the outcome teeters on the brink of disaster. Near the end of the battle, the elves show up as described in the “Relief Arrives” section
hope the defenders are unable to put the fires out and protect the perimeter from breaches. Relief Arrives At dawn, the orcs make a final push. It should seem like they might overwhelm the defenders in
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Speak with Dead Level 3 Necromancy (Bard, Cleric, Wizard) Casting Time: Action
Range: 10 feet
Components: V, S, M (burning incense)
Duration: 10 minutes
You grant the semblance of life to a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Speak with Dead Level 3 Necromancy (Bard, Cleric, Wizard) Casting Time: Action
Range: 10 feet
Components: V, S, M (burning incense)
Duration: 10 minutes
You grant the semblance of life to a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Speak with Dead Level 3 Necromancy (Bard, Cleric, Wizard) Casting Time: Action
Range: 10 feet
Components: V, S, M (burning incense)
Duration: 10 minutes
You grant the semblance of life to a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
survive. You want to create tension and make it seem like the outcome teeters on the brink of disaster. Near the end of the battle, the elves show up as described in the “Relief Arrives” section
hope the defenders are unable to put the fires out and protect the perimeter from breaches. Relief Arrives At dawn, the orcs make a final push. It should seem like they might overwhelm the defenders in
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Speak with Dead Level 3 Necromancy (Bard, Cleric, Wizard) Casting Time: Action
Range: 10 feet
Components: V, S, M (burning incense)
Duration: 10 minutes
You grant the semblance of life to a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
audience. 19–20 A destitute bard plays the harp with mediocre skill while asking for donations. 21–22 A deaf couple communicate with each other by sign language, but suddenly stop when they notice they are
being watched. 23–24 A frail human with a small strongbox shackled to one of her wrists is in the company of two heavily armed half-orc bodyguards. 25–26 Three hobgoblin mercenaries from House Deneith
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
ground leading to a well deep below. Two stone statues stand in the courtyard, rising twenty feet high. Behind them, a forty-foot high edifice is carved into the cliff side, dominated by relief columns
lying at its feet. The statue holds a shepherd’s crook in its left hand, its right hand raised in warning as well. The relief-carved scenes around the entrance depict things Diderius glimpsed in the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
audience. 19–20 A destitute bard plays the harp with mediocre skill while asking for donations. 21–22 A deaf couple communicate with each other by sign language, but suddenly stop when they notice they are
being watched. 23–24 A frail human with a small strongbox shackled to one of her wrists is in the company of two heavily armed half-orc bodyguards. 25–26 Three hobgoblin mercenaries from House Deneith
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
ground leading to a well deep below. Two stone statues stand in the courtyard, rising twenty feet high. Behind them, a forty-foot high edifice is carved into the cliff side, dominated by relief columns
lying at its feet. The statue holds a shepherd’s crook in its left hand, its right hand raised in warning as well. The relief-carved scenes around the entrance depict things Diderius glimpsed in the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
ground leading to a well deep below. Two stone statues stand in the courtyard, rising twenty feet high. Behind them, a forty-foot high edifice is carved into the cliff side, dominated by relief columns
lying at its feet. The statue holds a shepherd’s crook in its left hand, its right hand raised in warning as well. The relief-carved scenes around the entrance depict things Diderius glimpsed in the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
ground leading to a well deep below. Two stone statues stand in the courtyard, rising twenty feet high. Behind them, a forty-foot high edifice is carved into the cliff side, dominated by relief columns
lying at its feet. The statue holds a shepherd’s crook in its left hand, its right hand raised in warning as well. The relief-carved scenes around the entrance depict things Diderius glimpsed in the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
ground leading to a well deep below. Two stone statues stand in the courtyard, rising twenty feet high. Behind them, a forty-foot high edifice is carved into the cliff side, dominated by relief columns
lying at its feet. The statue holds a shepherd’s crook in its left hand, its right hand raised in warning as well. The relief-carved scenes around the entrance depict things Diderius glimpsed in the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
ground leading to a well deep below. Two stone statues stand in the courtyard, rising twenty feet high. Behind them, a forty-foot high edifice is carved into the cliff side, dominated by relief columns
lying at its feet. The statue holds a shepherd’s crook in its left hand, its right hand raised in warning as well. The relief-carved scenes around the entrance depict things Diderius glimpsed in the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
audience. 19–20 A destitute bard plays the harp with mediocre skill while asking for donations. 21–22 A deaf couple communicate with each other by sign language, but suddenly stop when they notice they are
being watched. 23–24 A frail human with a small strongbox shackled to one of her wrists is in the company of two heavily armed half-orc bodyguards. 25–26 Three hobgoblin mercenaries from House Deneith
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Staff of Charming Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard) While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm
more of its charges to cast one of the following spells from it, using your spell save DC: burning hands (1 charge), fireball (3 charges), or wall of fire (4 charges).
The staff regains 1d6 + 4






