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Returning 35 results for 'deal inherently are bard'.
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Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
deal with these soft creatures. You could be the orphan child of an unusual pairing, forced to find your own way in the world. But the greatest concentration of half-orcs is in the Shadow Marches
arenât inherently EVIL. People may be afraid of you because they think youâre a dangerous bounty hunter, but thereâs no immediate assumption that youâre cruel or bloodthirsty... Most of the time.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
living storehouses of history and folklore. Bards know a great deal, and they tend to be willing to share what they know, or at least barter for it. The arrival of a renowned bard is a special occasion
, akin to the visit of a dignitary. A bard can reasonably expect at least a hot supper and a clean place to sleep from a local landlord or inn in exchange for a few songs or stories. A noble might host a
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
. Ebony, onyx, and similar dark-hued valuables bring shadow dragons no particular joy, but they arenât as inherently repellent as silver, platinum, and diamonds. Beauty fills shadow dragons with contempt
7 A pile of loose sheet music representing the lost dirges of a famous shadar-kai bard
8 An exquisitely crafted mirror that drains all color from the reflections of those who look into it
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
2nd-level wizard as an apprentice, a cleric might choose (or be assigned) a 3rd-level cleric as an acolyte, and a bard might take on a 4th-level bard as an understudy. One advantage of allowing lower
monsters that are an appropriate challenge for higher-level characters can deal enough damage to instantly kill or incapacitate a low-level follower. The adventurers should expect to spend effort and resources protecting lower-level NPC party members and to provide healing when this protection fails.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Enlarge/Reduce Level 2 Transmutation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a pinch of powdered iron)
Duration: Concentration, up to 1 minute
categoryâfrom Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The targetâs attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Enlarge/Reduce Level 2 Transmutation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a pinch of powdered iron)
Duration: Concentration, up to 1 minute
categoryâfrom Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The targetâs attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, measuring gold by the pound rather than by the coin. Only merchants, adventurers, and those offering professional services for hire commonly deal in coins. Starting Wealth by Class Class Funds
Barbarian 2d4 Ă 10 gp Bard 5d4 Ă 10 gp Cleric 5d4 Ă 10 gp Druid 2d4 Ă 10 gp Fighter 5d4 Ă 10 gp Monk 5d4 gp Paladin 5d4 Ă 10 gp Ranger 5d4 Ă 10 gp Rogue 4d4 Ă 10 gp Sorcerer 3d4 Ă 10 gp Warlock 4d4 Ă 10 gp Wizard 4d4 Ă 10 gp
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
those parties â but it seems like you made a deal with the fey prince. Youâre not sure what you agreed to; youâd better find out! Guild Artisan Bard. You ran the finest bar in Cyre, until the Mourning
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
True Strike Divination Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: Self
Components: S, M (a weapon with which you have proficiency and that is worth 1+ CP)
Duration
of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weaponâs normal damage type (your choice). Cantrip Upgrade. Whether you deal Radiant damage or the weaponâs
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
True Strike Divination Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: Self
Components: S, M (a weapon with which you have proficiency and that is worth 1+ CP)
Duration
of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weaponâs normal damage type (your choice). Cantrip Upgrade. Whether you deal Radiant damage or the weaponâs
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mislead Level 5 Illusion (Bard, Warlock, Wizard) Casting Time: Action
Range: Self
Components: S
Duration: Concentration, up to 1 hour
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
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Fount of Moonlight Level 4 Evocation (Bard, Druid) Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
A cool light wreathes your body for the duration
, emitting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Until the spell ends, you have Resistance to Radiant damage, and your melee attacks deal an extra 2d6 Radiant
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Friends Enchantment Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 10 feet
Components: S, M (some makeup)
Duration: Concentration, up to 1 minute
You magically emanate
if it isnât a Humanoid, if youâre fighting it, or if you have cast this spell on it within the past 24 hours. The spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw. When the spell ends, the target knows it was Charmed by you.
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Enlarge/Reduce Level 2 Transmutation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a pinch of powdered iron)
Duration: Concentration, up to 1 minute
categoryâfrom Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The targetâs attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mass Suggestion Level 6 Enchantment (Bard, Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, M (a snakeâs tongue)
Duration: 24 hours
You suggest a course of activity
deal damage to any of the targets or their allies. For example, you could say, âWalk to the village down that road, and help the villagers there harvest crops until sunset.â Or you could say, âNow is
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Suggestion Level 2 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 30 feet
Components: V, M (a drop of honey)
Duration: Concentration, up to 8 hours
You suggest a
obviously deal damage to the target or its allies. For example, you could say, âFetch the key to the cultâs treasure vault, and give the key to me.â Or you could say, âStop fighting, leave this
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Mass Suggestion Level 6 Enchantment (Bard, Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, M (a snakeâs tongue)
Duration: 24 hours
You suggest a course of activity
deal damage to any of the targets or their allies. For example, you could say, âWalk to the village down that road, and help the villagers there harvest crops until sunset.â Or you could say, âNow is
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Suggestion Level 2 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 30 feet
Components: V, M (a drop of honey)
Duration: Concentration, up to 8 hours
You suggest a
obviously deal damage to the target or its allies. For example, you could say, âFetch the key to the cultâs treasure vault, and give the key to me.â Or you could say, âStop fighting, leave this
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Suggestion Level 2 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 30 feet
Components: V, M (a drop of honey)
Duration: Concentration, up to 8 hours
You suggest a
obviously deal damage to the target or it allies. For example, you could say, âFetch the key to the cultâs treasure vault, and give the key to me.â Or you could say, âStop fighting, leave this library
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Mislead Level 5 Illusion (Bard, Warlock, Wizard) Casting Time: Action
Range: Self
Components: S
Duration: Concentration, up to 1 hour
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
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Phantasmal Force Level 2 Illusion (Bard, Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 1 minute
You attempt to
each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasmâs area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Awaken Level 5 Transmutation (Bard, Druid) Casting Time: 8 hours
Range: Touch
Components: V, S, M (an agate worth 1,000+ GP, which the spell consumes)
Duration: Instantaneous
You spend the
Awakened Tree in the Monster Manual. The awakened target has the Charmed condition for 30 days or until you or your allies deal damage to it. When that condition ends, the awakened creature chooses its attitude toward you.
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Phantasmal Force Level 2 Illusion (Bard, Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 1 minute
You attempt to
each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasmâs area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Prestidigitation Transmutation Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour
You create a magical effect within range
make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Prestidigitation Transmutation Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour
You create a magical effect within range
make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Bestow Curse Level 3 Necromancy (Bard, Cleric, Wizard) Casting Time: Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You touch a creature, which must succeed on a
or be forced to take the Dodge action on that turn. If you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8 Necrotic damage. Using a Higher-Level Spell Slot. If
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Heat Metal Level 2 Transmutation (Bard, Druid) Casting Time: Action
Range: 60 feet
Components: V, S, M (a piece of iron and a flame)
Duration: Concentration, up to 1 minute
Choose a
takes 2d8 Fire damage when you cast the spell. Until the spell ends, you can take a Bonus Action on each of your later turns to deal this damage again if the object is within range. If a creature is
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Bestow Curse Level 3 Necromancy (Bard, Cleric, Wizard) Casting Time: Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You touch a creature, which must succeed on a
or be forced to take the Dodge action on that turn. If you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8 Necrotic damage. Using a Higher-Level Spell Slot. If
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Prestidigitation Transmutation Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour
You create a magical effect within range
make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Awaken Level 5 Transmutation (Bard, Druid) Casting Time: 8 hours
Range: Touch
Components: V, S, M (an agate worth 1,000+ GP, which the spell consumes)
Duration: Instantaneous
You spend the
Awakened Tree in âCreature Stat Blocksâ. The awakened target has the Charmed condition for 30 days or until you or your allies deal damage to it. When that condition ends, the awakened creature chooses its attitude toward you.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Heat Metal Level 2 Transmutation (Bard, Druid) Casting Time: Action
Range: 60 feet
Components: V, S, M (a piece of iron and a flame)
Duration: Concentration, up to 1 minute
Choose a
takes 2d8 Fire damage when you cast the spell. Until the spell ends, you can take a Bonus Action on each of your later turns to deal this damage again if the object is within range. If a creature is
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Phantasmal Force Level 2 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet (10 ft. Square)
Components: V, S, M (a bit of fleece)
Duration: 1 Minute
You attempt to
. On each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasmâs area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Major Image Level 3 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 10 minutes
You create
seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it canât deal damage or cause conditions. If you are within range of the illusion, you can take a Magic action
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Major Image Level 3 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 10 minutes
You create
seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it canât deal damage or cause conditions. If you are within range of the illusion, you can take a Magic action
Compendium
- Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
life shift into a new form. Druids of this circle have a complex relationship with the undead. They see nothing inherently wrong with undeath, which they consider to be a companion to life and death
reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and






