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Returning 35 results for 'button bard detect contract resolve'.
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Monsters
Baldur’s Gate: Descent into Avernus
spell attacks). He can innately cast the following spells, requiring no material components:
At will: detect thoughts, disguise self, mage hand, minor illusion
3/day each: charm person, detect magic
rest. The curse lasts until it is lifted by a remove curse spell or similar magic.
Summon Erinyes (1/Day). Mahadi summons Ilzabet, an erinyes bound to him by an infernal contract. The erinyes appears
Cloud Giant Smiling One
Legacy
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Monsters
Volo's Guide to Monsters
Innate Spellcasting. The giant's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
At will: detect magic, fog
(spell save DC 15, +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). The giant has the following bard spells prepared:
Cantrips (at will): minor
Monsters
Lost Laboratory of Kwalish
the following bard spells prepared:
Cantrips (at will): blade ward, vicious mockery
1st level (4 slots): charm person, detect magic, disguise self, identify, Tasha's hideous laughterShortsword. Melee
Monsters
Acquisitions Incorporated
following wizard spells prepared:
Cantrips (at will): acid splash, light, mage hand, poison spray, shocking grasp
1st level (4 slots): detect magic, mage armor, magic missile, sleep
2nd level (3 slots
Brahma Lutier left the group. In fact, his first assignment was to assist in the team's attempts to apprehend the wandering bard. An adopted child of the “C” Team's Rosie Beestinger, Pendragon is his
classes
Basic Rules (2014)
person, detect magic, healing word, and thunderwave.
The Bard Table
Level
ProficiencyBonus
Features
Cantrips Known
Spells Known
, ensuring that her companions’ words will be well received.
Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds
Monsters
Candlekeep Mysteries
, mage hand, prestidigitation
3/day each: detect magic, dispel magic, faerie fire, hold monster
1/day each: mind blank, teleport
Supreme Mockery. Quill hurls a string of insults laced with enchantments
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
Mordenkainen Presents: Monsters of the Multiverse
save DC 16):
At will: darkness, detect magic, dispel magic, invisibility (self only), suggestion
3/day: lightning bolt
Teleport. The yagnoloth teleports, along with any equipment it is wearing or
carrying, up to 60 feet to an unoccupied space it can see.Anyone who would contract yugoloths for a task usually ends up dealing with a yagnoloth. Cunning negotiators, these strange Fiends handle the
Monsters
The Wild Beyond the Witchlight
as the spellcasting ability (spell save DC 14):
At will: detect magic
2/day each: create food and water, polymorph, remove curse
1/day: plane shift (self only)Younger than Skabatha and older than
these visitors enter into an agreement with Bavlorna, she’ll use her powers to resolve their pressing problem in exchange for something of use to her.
Alignment. Neutral evil.
Personality
Monsters
Curse of Strahd
cleric spells prepared:
Cantrips (at will): guidance, light, mending, thaumaturgy
1st level (4 slots): cure wounds, detect evil and good, protection from evil and good, sanctuary
2nd level (3 slots
);{"diceNotation":"1d6+1","rollType":"damage","rollAction":"Silvered Sword","rollDamageType":"piercing"} piercing damage (silvered sword).Several months ago, a colorfully dressed half-elf bard came to Barovia in a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Immovable Rod Rod, Uncommon This iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until you or another
creature takes a Utilize action to push the button again, the rod doesn’t move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Immovable Rod Rod, Uncommon This iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until you or another
creature takes a Utilize action to push the button again, the rod doesn’t move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Immovable Rod Rod, Uncommon This iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until you or another
creature takes a Utilize action to push the button again, the rod doesn’t move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
chamber. (See area 13b for details.)
All three pillars and their silver knobs radiate auras of transmutation magic under the scrutiny of a detect magic spell. Any creature that touches a pillar’s
pale white light, illuminating the whole chamber.
Key. Lying on the chamber floor is a flat mithral key.
The buttons on each brass panel and their effects are as follows: The top button is engraved
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
chamber. (See area 13b for details.)
All three pillars and their silver knobs radiate auras of transmutation magic under the scrutiny of a detect magic spell. Any creature that touches a pillar’s
pale white light, illuminating the whole chamber.
Key. Lying on the chamber floor is a flat mithral key.
The buttons on each brass panel and their effects are as follows: The top button is engraved
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
chamber. (See area 13b for details.)
All three pillars and their silver knobs radiate auras of transmutation magic under the scrutiny of a detect magic spell. Any creature that touches a pillar’s
pale white light, illuminating the whole chamber.
Key. Lying on the chamber floor is a flat mithral key.
The buttons on each brass panel and their effects are as follows: The top button is engraved
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Infernal Contracts Once the devil and the character agree to the terms of a deal, the agreement must be sealed with a contract, which the devil can produce as an action. The contract often appears in
written out in Infernal, and are made binding in one of several ways, ranging from a simple signature to a revolting act. Once all concerned parties perform the actions necessary to enter the contract
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Infernal Contracts Once the devil and the character agree to the terms of a deal, the agreement must be sealed with a contract, which the devil can produce as an action. The contract often appears in
written out in Infernal, and are made binding in one of several ways, ranging from a simple signature to a revolting act. Once all concerned parties perform the actions necessary to enter the contract
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Infernal Contracts Once the devil and the character agree to the terms of a deal, the agreement must be sealed with a contract, which the devil can produce as an action. The contract often appears in
written out in Infernal, and are made binding in one of several ways, ranging from a simple signature to a revolting act. Once all concerned parties perform the actions necessary to enter the contract
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
parts can spend 1 hour making repairs; at the end of the hour, the saucer regains 1d4 hit points. A detect magic spell reveals an aura of transmutation magic around the saucer. A knock spell or similar
machinery. Pressing the “Hover” button causes the landing gear to retract and the saucer to levitate 10 feet in the air. When the saucer is airborne, the joystick can be used to fly the saucer in any
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
parts can spend 1 hour making repairs; at the end of the hour, the saucer regains 1d4 hit points. A detect magic spell reveals an aura of transmutation magic around the saucer. A knock spell or similar
machinery. Pressing the “Hover” button causes the landing gear to retract and the saucer to levitate 10 feet in the air. When the saucer is airborne, the joystick can be used to fly the saucer in any
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
parts can spend 1 hour making repairs; at the end of the hour, the saucer regains 1d4 hit points. A detect magic spell reveals an aura of transmutation magic around the saucer. A knock spell or similar
machinery. Pressing the “Hover” button causes the landing gear to retract and the saucer to levitate 10 feet in the air. When the saucer is airborne, the joystick can be used to fly the saucer in any
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
zombies animate and attack. These corpses don’t register as undead to a casting of detect evil and good until after they animate. Disease. After combat with the zombies is finished, each character who
took damage from the monsters must succeed on a DC 11 Constitution saving throw or contract sewer plague (see “Sample Diseases” in chapter 8 of the Dungeon Master’s Guide). Unlike the normal disease, symptoms of this disease manifest in an infected creature after 1 hour rather than 1d4 days.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Bard Spell List This section presents the Bard spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C means
the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Bard Spells) Spell School Special Blade Ward Abjuration C Dancing
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Bard Spell List This section presents the Bard spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C means
the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Bard Spells) Spell School Special Blade Ward Abjuration C Dancing
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
zombies animate and attack. These corpses don’t register as undead to a casting of detect evil and good until after they animate. Disease. After combat with the zombies is finished, each character who
took damage from the monsters must succeed on a DC 11 Constitution saving throw or contract sewer plague (see “Sample Diseases” in chapter 8 of the Dungeon Master’s Guide). Unlike the normal disease, symptoms of this disease manifest in an infected creature after 1 hour rather than 1d4 days.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Bard Spell List This section presents the Bard spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C means
the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Bard Spells) Spell School Special Blade Ward Abjuration C Dancing
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
zombies animate and attack. These corpses don’t register as undead to a casting of detect evil and good until after they animate. Disease. After combat with the zombies is finished, each character who
took damage from the monsters must succeed on a DC 11 Constitution saving throw or contract sewer plague (see “Sample Diseases” in chapter 8 of the Dungeon Master’s Guide). Unlike the normal disease, symptoms of this disease manifest in an infected creature after 1 hour rather than 1d4 days.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Bard Spell List This section presents the Bard spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C means
the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Bard Spells) Spell School Special Blade Ward Abjuration C Dancing
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Bard Spell List This section presents the Bard spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C means
the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Bard Spells) Spell School Special Blade Ward Abjuration C Dancing
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Bard Spell List This section presents the Bard spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C means
the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Bard Spells) Spell School Special Blade Ward Abjuration C Dancing
Compendium
- Sources->Dungeons & Dragons->Divine Contention
capstan’s spokes has a hidden button. Pressing the button unlocks and locks the capstan. While unlocked, a creature can use their action to turn the capstan clockwise, raising the six ballistae and the
with hands on the pommels of his famous, sheathed scimitars. The statue’s mouth is open in a goofy grin. A detect magic spell reveals that the statue radiates an aura of transmutation magic. Whenever a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mind Blank Level 8 Abjuration (Bard, Wizard) Casting Time: Action
Range: Touch
Components: V, S
Duration: 24 hours
Until the spell ends, one willing creature you touch has Immunity to Psychic
damage and the Charmed condition. The target is also unaffected by anything that would sense its emotions or alignment, read its thoughts, or magically detect its location, and no spell—not even Wish—can gather information about the target, observe it remotely, or control its mind.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Mind Blank Level 8 Abjuration (Bard, Wizard) Casting Time: Action
Range: Touch
Components: V, S
Duration: 24 hours
Until the spell ends, one willing creature you touch has Immunity to Psychic
damage and the Charmed condition. The target is also unaffected by anything that would sense its emotions or alignment, read its thoughts, or magically detect its location, and no spell—not even Wish—can gather information about the target, observe it remotely, or control its mind.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Mind Blank Level 8 Abjuration (Bard, Wizard) Casting Time: Action
Range: Touch
Components: V, S
Duration: 24 hours
Until the spell ends, one willing creature you touch has Immunity to Psychic
damage and the Charmed condition. The target is also unaffected by anything that would sense its emotions or alignment, read its thoughts, or magically detect its location, and no spell—not even Wish—can gather information about the target, observe it remotely, or control its mind.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mind Blank Level 8 Abjuration (Bard, Wizard) Casting Time: Action
Range: Touch
Components: V, S
Duration: 24 hours
Until the spell ends, one willing creature you touch has Immunity to Psychic
damage and the Charmed condition. The target is also unaffected by anything that would sense its emotions or alignment, read its thoughts, or magically detect its location, and no spell—not even Wish—can gather information about the target, observe it remotely, or control its mind.






