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Returning 35 results for 'choose 6 choose invisible bard'.
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choose 6 choose invisible bards
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
5: Choose Equipment Assemble a package of equipment worth 50 GP (including unspent gold). Don’t include Martial weapons or armor, as characters get them from their class choices.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
3: Choose Skill Proficiencies Choose two skills appropriate for the background. There needn’t be a relationship between the skill proficiencies a background grants and the ability scores it increases.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
3: Choose Skill Proficiencies Choose two skills appropriate for the background. There needn’t be a relationship between the skill proficiencies a background grants and the ability scores it increases.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Choose a Character Sheet You’ll record the main details of your character on a character sheet. Throughout this chapter, we use the term “character sheet” to mean whatever you use to track your
character’s details, whether it’s a printed character sheet, a digital character sheet like the one on D&D Beyond, or plain paper. Choose whichever style of sheet works for you, and then embark on creating a character!
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Choose a Character Sheet You’ll record the main details of your character on a character sheet. Throughout this chapter, we use the term “character sheet” to mean whatever you use to track your
character’s details, whether it’s a printed character sheet, a digital character sheet like the one on D&D Beyond, or plain paper. Choose whichever style of sheet works for you, and then embark on creating a character!
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Choose Your Villain When you run this adventure, you choose its main villain at the outset. Your choice determines the season of the year in which the story takes place, as well as the antagonists in
several of the encounters in chapter 4. The villain you choose opposes the player characters, while the villains you don’t choose become part of the backdrop and could help the characters or hinder
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
1. Choose a Race Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans
about these races. The race you choose contributes to your character’s identity in an important way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
1: Choose Abilities Choose three abilities that seem appropriate for the background: Strength or Dexterity. These abilities are ideal for a background involving physical exertion.
Constitution
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
5: Choose Equipment Assemble a package of equipment worth 50 GP (including unspent gold). Don’t include Martial weapons or armor, as characters get them from their class choices.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
1. Choose a Race Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans
. Some races also have subraces, such as mountain dwarf or wood elf. The Races section provides more information about these races.
The race you choose contributes to your character’s identity in an
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
4: Choose a Tool Proficiency Choose one tool used in the practice of the background or often associated with it.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
2. Choose a Class bruenor Every adventurer is a member of a class. Class broadly describes a character’s vocation, what special talents he or she possesses, and the tactics he or she is most likely
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
2. Choose a Class Every adventurer is a member of a class. Class broadly describes a character’s vocation, what special talents he or she possesses, and the tactics he or she is most likely to employ
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
2: Choose a Feat Choose one feat from the Origin category. See the Player’s Handbook for examples of Origin feats.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
2: Choose a Feat Choose one feat from the Origin category. See the Player’s Handbook for examples of Origin feats.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
1: Choose Abilities Choose three abilities that seem appropriate for the background: Strength or Dexterity. These abilities are ideal for a background involving physical exertion.
Constitution
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Choose Your Role To play D&D with these adventures, you need two to four people to play as characters and one person to be the Dungeon Master, or DM.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
5. Choose Equipment Your class and background determine your character’s starting equipment, including weapons, armor, and other adventuring gear. Record this equipment on your character sheet. All
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
5. Choose Equipment Your class and background determine your character’s starting equipment, including weapons, armor, and other adventuring gear. Record this equipment on your character sheet. All
have multiple features that give you different ways to calculate your AC, you choose which one to use.
Weapons For each weapon your character wields, calculate the modifier you use when you attack
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Step 1: Choose a Class Choose a class, and write it on your character sheet. The Class Overview table summarizes the classes. See chapter 3 for the classes’ details. Class Overview Class Likes
... Primary Ability Complexity Barbarian Battle Strength Average Bard Performing Charisma High Cleric Gods Wisdom Average Druid Nature Wisdom High Fighter Weapons Strength or Dexterity Low Monk Unarmed
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
4: Choose a Tool Proficiency Choose one tool used in the practice of the background or often associated with it.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Step 2: Choose Encounter Size Determine whether you want to create a battle that pits one creature against the characters, or if you want to use multiple monsters. If the fight is against a single
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Step 4: Choose an Alignment Choose your character’s alignment from the options below, and note it on your character sheet. D&D assumes that player characters aren’t of an evil alignment. Check with
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Step 4: Choose an Alignment Choose your character’s alignment from the options below, and note it on your character sheet. D&D assumes that player characters aren’t of an evil alignment. Check with
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Step 1: Choose a Class Choose a class, and write it on your character sheet. The Class Overview table summarizes the classes. See “Character Classes” for the classes’ details. Class Overview Class
Likes... Primary Ability Complexity Barbarian Battle Strength Average Bard Performing Charisma High Cleric Gods Wisdom Average Druid Nature Wisdom High Fighter Weapons Strength or Dexterity Low
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Chapter 6 – Curst: Invisible Bonds The gate-town of Curst stands as an entrapping ring around the gate to the prison plane of Carceri. A sinkhole of betrayers and a haven for those who don’t want to
Spells
Player’s Handbook
Negative energy ripples out in a 60-foot-radius Sphere from a point you choose within range. Each creature in that area makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save
or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 6.
Magic Items
Dungeon Master’s Guide
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. Invisible creatures and objects are visible as
Magic Items
Dungeon Master’s Guide
, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mild-scented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would
Spells
Player’s Handbook
Choose a creature that you can see within range. Positive energy washes through the target, restoring 70 Hit Points. This spell also ends the Blinded, Deafened, and Poisoned conditions on the target.
Using a Higher-Level Spell Slot. The healing increases by 10 for each spell slot level above 6.
Magic Items
Dungeon Master’s Guide
While touching this 5-pound stone to the ground, you can take a Magic action to summon an Earth Elemental. The elemental appears in an unoccupied space you choose within 30 feet of yourself, obeys
Spells
Player’s Handbook
You touch the sapphire used in the casting and an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an Invisible mark on that object and invisibly
Spells
Player’s Handbook
You gain the Invisible condition at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends immediately after you
make an attack roll, deal damage, or cast a spell.
As a Magic action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is
Spells
Player’s Handbook
A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. For the duration, the weapon has a +1 bonus to attack rolls
and deals an extra 1d4 damage of the chosen type when it hits.
Using a Higher-Level Spell Slot. If you use a level 5–6 spell slot, the bonus to attack rolls increases to +2, and the extra damage
Monsters
Mordenkainen Presents: Monsters of the Multiverse
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 Performance
6
Drum
7
Fute
8
Puppetry
9
Mime
10
Acting
Taunt (2/Day). The bard targets one creature within 30 feet of it. If the target can hear the bard, the target must succeed






