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Returning 35 results for 'points bard'.
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Bard
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Monsters
Volo's Guide to Monsters
","rollAction":"Song of Rest"} hit points if it spends any Hit Dice to regain hit points at the end of that rest. The bard can confer this benefit on itself as well.
Taunt (2/Day). The bard can use a bonus action
Spellcasting. The bard is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Spellcasting"} to hit with
Monsters
Waterdeep: Dragon Heist
(spell save DC 12, +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). She has the following bard spells prepared:
Cantrips (at will): friends, mage
blank. The creature is friendly toward Kalain and hostile toward all others. It rolls initiative to determine when it acts. It disappears after 1 minute, when it is reduced to 0 hit points, or when Kalain
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Hit Points Hit Dice: 1d8 per bard level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, 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
Song of Rest. The bard can perform a song while taking a short rest. Any ally who hears the song regains an extra 1d6 hit points if it spends any Hit Dice to regain hit points at the end of that
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Bard 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)
INT
10(+0
can perform a song while taking a short rest. Any ally who hears the song regains an extra 1d6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. The bard can confer
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, 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
Rest. The bard can perform a song while taking a short rest. Any ally who hears the song regains an extra 1d6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. The
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Class Features As a bard, you gain the following class features. Hit Points Hit Dice: 1d8 per bard level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5
) + your Constitution modifier per bard level after 1st Proficiencies Armor: Light armor Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords Tools: Three musical instruments of
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
Fortune Teller. The target has Advantage on D20 Tests until the start of your next turn. 6 Wayfarer. The target gains Temporary Hit Points equal to a roll of your Bardic Inspiration die plus your Bard
College of Spirits (Bard) Call Forth Spirits from Beyond the Grave Ignatius Budi College of Spirits Bard Bards of the College of Spirits conjure legendary spirits to change the world. But such
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Aid Level 2 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Action
Range: 30 feet
Components: V, S, M (a strip of white cloth)
Duration: 8 hours
Choose up to three creatures
within range. Each target’s Hit Point maximum and current Hit Points increase by 5 for the duration. Using a Higher-Level Spell Slot. Each target’s Hit Points increase by 5 for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Magical Inspiration 2nd-level bard feature If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a
target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: 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->D&D Beyond Basic Rules
Regenerate Level 7 Transmutation (Bard, Cleric, Druid) Casting Time: 1 minute
Range: Touch
Components: V, S, M (a prayer wheel)
Duration: 1 hour
A creature you touch regains 4d8 + 15 Hit
Points. For the duration, the target regains 1 Hit Point at the start of each of its turns, and any severed body parts regrow after 2 minutes.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Healing Word Level 1 Abjuration (Bard, Cleric, Druid) Casting Time: Bonus Action
Range: 60 feet
Components: V
Duration: Instantaneous
A creature of your choice that you can see within range
regains Hit Points equal to 2d4 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Aid Level 2 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Action
Range: 30 feet
Components: V, S, M (a strip of white cloth)
Duration: 8 hours
Choose up to three creatures
within range. Each target’s Hit Point maximum and current Hit Points increase by 5 for the duration. Using a Higher-Level Spell Slot. Each target’s Hit Points increase by 5 for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Aid Level 2 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Action
Range: 30 feet
Components: V, S, M (a strip of white cloth)
Duration: 8 hours
Choose up to three creatures
within range. Each target’s Hit Point maximum and current Hit Points increase by 5 for the duration. Using a Higher-Level Spell Slot. Each target’s Hit Points increase by 5 for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Cure Wounds Level 1 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of Hit
Points equal to 2d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Power Word Fortify Level 7 Enchantment (Bard, Cleric) Casting Time: Action
Range: 60 feet
Components: V
Duration: Instantaneous
You fortify up to six creatures you can see within range. The spell bestows 120 Temporary Hit Points, which you divide among the spell’s recipients.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Healing Word Level 1 Abjuration (Bard, Cleric, Druid) Casting Time: Bonus Action
Range: 60 feet
Components: V
Duration: Instantaneous
A creature of your choice that you can see within range
regains Hit Points equal to 2d4 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Power Word Heal Level 9 Enchantment (Bard, Cleric) Casting Time: Action
Range: 60 feet
Components: V
Duration: Instantaneous
A wave of healing energy washes over one creature you can see
within range. The target regains all its Hit Points. If the creature has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned condition, the condition ends. If the creature has the Prone condition, it can use its Reaction to stand up.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Power Word Kill Level 9 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V
Duration: Instantaneous
You compel one creature you can see within
range to die. If the target has 100 Hit Points or fewer, it dies. Otherwise, it takes 12d12 Psychic damage.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Cure Wounds Level 1 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of Hit
Points equal to 2d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Healing Word Level 1 Abjuration (Bard, Cleric, Druid) Casting Time: Bonus Action
Range: 60 feet
Components: V
Duration: Instantaneous
A creature of your choice that you can see within range
regains Hit Points equal to 2d4 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Mass Healing Word Level 3 Abjuration (Bard, Cleric) Casting Time: Bonus Action
Range: 60 feet
Components: V
Duration: Instantaneous
Up to six creatures of your choice that you can see within
range regain Hit Points equal to 2d4 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 1d4 for each spell slot level above 3.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Power Word Kill Level 9 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V
Duration: Instantaneous
You compel one creature you can see within
range to die. If the target has 100 Hit Points or fewer, it dies. Otherwise, it takes 12d12 Psychic damage.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Regenerate Level 7 Transmutation (Bard, Cleric, Druid) Casting Time: 1 minute
Range: Touch
Components: V, S, M (a prayer wheel)
Duration: 1 hour
A creature you touch regains 4d8 + 15 Hit
Points. For the duration, the target regains 1 Hit Point at the start of each of its turns, and any severed body parts regrow after 2 minutes.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Cure Wounds Level 1 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of Hit
Points equal to 2d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mass Healing Word Level 3 Abjuration (Bard, Cleric) Casting Time: Bonus Action
Range: 60 feet
Components: V
Duration: Instantaneous
Up to six creatures of your choice that you can see within
range regain Hit Points equal to 2d4 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 1d4 for each spell slot level above 3.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
... 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
, but more importantly, they bring a balanced mix of capabilities to adventures. You’re welcome to use that party setup or modify it using these guidelines:
Cleric: Replace with Bard or Druid
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
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
the game, but more importantly, they bring a balanced mix of capabilities to adventures. You’re welcome to use that party setup or modify it using these guidelines:
Cleric: Replace with Bard or
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Power Word Stun Level 8 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V
Duration: Instantaneous
You overwhelm the mind of one creature you can
see within range. If the target has 150 Hit Points or fewer, it has the Stunned condition. Otherwise, its Speed is 0 until the start of your next turn. The Stunned target makes a Constitution saving throw at the end of each of its turns, ending the condition on itself on a success.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Heroism Level 1 Enchantment (Bard, Paladin) Casting Time: Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
A willing creature you touch is imbued with bravery
. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Heroism Level 1 Enchantment (Bard, Paladin) Casting Time: Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
A willing creature you touch is imbued with bravery
. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Power Word Heal Level 9 Enchantment (Bard, Cleric) Casting Time: Action
Range: 60 feet
Components: V
Duration: Instantaneous
A wave of healing energy washes over one creature you can see
within range. The target regains all its Hit Points. If the creature has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned condition, the condition ends. If the creature has the Prone condition, it can use its Reaction to stand up.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Mass Cure Wounds Level 5 Abjuration (Bard, Cleric, Druid) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A wave of healing energy washes out from a point you can
see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 5.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mass Cure Wounds Level 5 Abjuration (Bard, Cleric, Druid) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A wave of healing energy washes out from a point you can
see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 5.