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Returning 35 results for 'bard belial diffusing cone returner'.
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Monsters
Quests from the Infinite Staircase
":"recharge", "rollAction":"Slime Wave"}. Zargon spews slime in a 60-foot cone. Each creature in that area that isn’t an Aberration or Ooze must make a DC 19 Constitution saving throw. On a failed
save, it takes half as much damage.Zargon the Returner is an elder evil—an undying abomination from eons past with an insatiable appetite. A tentacled, slime-covered horror with a cyclopic red
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Color Spray Level 1 Illusion (Bard, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a pinch of colorful sand)
Duration: Instantaneous
You launch a dazzling array of
flashing, colorful light. Each creature in a 15-foot Cone originating from you must succeed on a Constitution saving throw or have the Blinded condition until the end of your next turn.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Color Spray Level 1 Illusion (Bard, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a pinch of colorful sand)
Duration: Instantaneous
You launch a dazzling array of
flashing, colorful light. Each creature in a 15-foot Cone originating from you must succeed on a Constitution saving throw or have the Blinded condition until the end of your next turn.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Color Spray Level 1 Illusion (Bard, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a pinch of colorful sand)
Duration: Instantaneous
You launch a dazzling array of
flashing, colorful light. Each creature in a 15-foot Cone originating from you must succeed on a Constitution saving throw or have the Blinded condition until the end of your next turn.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Color Spray Level 1 Illusion (Bard, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a pinch of colorful sand)
Duration: Instantaneous
You launch a dazzling array of
flashing, colorful light. Each creature in a 15-foot Cone originating from you must succeed on a Constitution saving throw or have the Blinded condition until the end of your next turn.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Color Spray Level 1 Illusion (Bard, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a pinch of colorful sand)
Duration: Instantaneous
You launch a dazzling array of
flashing, colorful light. Each creature in a 15-foot Cone originating from you must succeed on a Constitution saving throw or have the Blinded condition until the end of your next turn.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Color Spray Level 1 Illusion (Bard, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a pinch of colorful sand)
Duration: Instantaneous
You launch a dazzling array of
flashing, colorful light. Each creature in a 15-foot Cone originating from you must succeed on a Constitution saving throw or have the Blinded condition until the end of your next turn.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Fear Level 3 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a white feather)
Duration: Concentration, up to 1 minute
Each creature in a 30
-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration. A Frightened creature takes the Dash action and moves away from you by
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Fear Level 3 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a white feather)
Duration: Concentration, up to 1 minute
Each creature in a 30
-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration. A Frightened creature takes the Dash action and moves away from you by
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Fear Level 3 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a white feather)
Duration: Concentration, up to 1 minute
Each creature in a 30
-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration. A Frightened creature takes the Dash action and moves away from you by
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Fear Level 3 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a white feather)
Duration: Concentration, up to 1 minute
Each creature in a 30
-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration. A Frightened creature takes the Dash action and moves away from you by
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Fear Level 3 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a white feather)
Duration: Concentration, up to 1 minute
Each creature in a 30
-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration. A Frightened creature takes the Dash action and moves away from you by
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Compulsion Level 4 Enchantment (Bard) Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
Each creature of your choice that you can see within range
target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success. RANDY VARGAS The icy Wizard Otiluke blasts monsters with Cone of Cold
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Compulsion Level 4 Enchantment (Bard) Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
Each creature of your choice that you can see within range
target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success. RANDY VARGAS The icy Wizard Otiluke blasts monsters with Cone of Cold
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Fear Level 3 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a white feather)
Duration: Concentration, up to 1 minute
Each creature in a 30
-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration. A Frightened creature takes the Dash action and moves away from you by
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Compulsion Level 4 Enchantment (Bard) Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
Each creature of your choice that you can see within range
target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success. RANDY VARGAS The icy Wizard Otiluke blasts monsters with Cone of Cold
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Prismatic Spray Level 7 Evocation (Bard, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
Eight rays of light flash from you in a 60-foot Cone. Each
creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table. Prismatic Rays 1d8 Ray 1 Red. Failed
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Prismatic Spray Level 7 Evocation (Bard, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
Eight rays of light flash from you in a 60-foot Cone. Each
creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table. Prismatic Rays 1d8 Ray 1 Red. Failed
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Prismatic Spray Level 7 Evocation (Bard, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
Eight rays of light flash from you in a 60-foot Cone. Each
creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table. Prismatic Rays 1d8 Ray 1 Red. Failed
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Prismatic Spray Level 7 Evocation (Bard, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
Eight rays of light flash from you in a 60-foot Cone. Each
creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table. Prismatic Rays 1d8 Ray 1 Red. Failed
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Prismatic Spray Level 7 Evocation (Bard, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
Eight rays of light flash from you in a 60-foot Cone. Each
creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table. Prismatic Rays 1d8 Ray 1 Red. Failed
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Prismatic Spray Level 7 Evocation (Bard, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
Eight rays of light flash from you in a 60-foot Cone. Each
creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table. Prismatic Rays 1d8 Ray 1 Red. Failed
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Bard: College of Spirits Bards of the College of Spirits seek tales with inherent power—be they legends, histories, or fictions—and bring their subjects to life. Using occult trappings, these bards
conjure spiritual embodiments of powerful forces to change the world once more. Such spirits are capricious, though, and what a bard summons isn’t always entirely under their control. Guiding Whispers
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Bard: College of Spirits Bards of the College of Spirits seek tales with inherent power—be they legends, histories, or fictions—and bring their subjects to life. Using occult trappings, these bards
conjure spiritual embodiments of powerful forces to change the world once more. Such spirits are capricious, though, and what a bard summons isn’t always entirely under their control. Guiding Whispers
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Bard: College of Spirits Bards of the College of Spirits seek tales with inherent power—be they legends, histories, or fictions—and bring their subjects to life. Using occult trappings, these bards
conjure spiritual embodiments of powerful forces to change the world once more. Such spirits are capricious, though, and what a bard summons isn’t always entirely under their control. Guiding Whispers
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
guidelines, and it’s fine to err on the side of affecting more creatures. For example, if eight zombies are crowded around a Fighter when the Bard centers a Shatter spell on the Fighter’s space, the
and Size ———————————————— Cone Cube Circular* Line Number of Targets 10-foot 5- to 10-foot 5-foot-radius — 1 15- to 20-foot 15-foot — 30-foot-long, 5-foot-wide 2 25-foot — 10-foot-radius 30-foot-long
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
guidelines, and it’s fine to err on the side of affecting more creatures. For example, if eight zombies are crowded around a Fighter when the Bard centers a Shatter spell on the Fighter’s space, the
and Size ———————————————— Cone Cube Circular* Line Number of Targets 10-foot 5- to 10-foot 5-foot-radius — 1 15- to 20-foot 15-foot — 30-foot-long, 5-foot-wide 2 25-foot — 10-foot-radius 30-foot-long
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
guidelines, and it’s fine to err on the side of affecting more creatures. For example, if eight zombies are crowded around a Fighter when the Bard centers a Shatter spell on the Fighter’s space, the
and Size ———————————————— Cone Cube Circular* Line Number of Targets 10-foot 5- to 10-foot 5-foot-radius — 1 15- to 20-foot 15-foot — 30-foot-long, 5-foot-wide 2 25-foot — 10-foot-radius 30-foot-long
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
No No Bard, sorcerer, warlock, wizard 3rd Antagonize Enchantment No No Bard, sorcerer, warlock, wizard 4th Spirit of Death Necromancy Yes No Sorcerer, warlock, wizard Antagonize 3rd-Level
cone) Components: V, S, M (a deck of cards) Duration: Instantaneous You spray a 15-foot cone of spectral cards. Each creature in that area must make a Dexterity saving throw. On a failed save, a
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
No No Bard, sorcerer, warlock, wizard 3rd Antagonize Enchantment No No Bard, sorcerer, warlock, wizard 4th Spirit of Death Necromancy Yes No Sorcerer, warlock, wizard Antagonize 3rd-Level
cone) Components: V, S, M (a deck of cards) Duration: Instantaneous You spray a 15-foot cone of spectral cards. Each creature in that area must make a Dexterity saving throw. On a failed save, a
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
No No Bard, sorcerer, warlock, wizard 3rd Antagonize Enchantment No No Bard, sorcerer, warlock, wizard 4th Spirit of Death Necromancy Yes No Sorcerer, warlock, wizard Antagonize 3rd-Level
cone) Components: V, S, M (a deck of cards) Duration: Instantaneous You spray a 15-foot cone of spectral cards. Each creature in that area must make a Dexterity saving throw. On a failed save, a
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the region’s typical climate. If Zargon dies, these effects fade over the course of 1d10 days. Zargon the Returner Huge Aberration, Lawful Evil
Armor Class 18 (natural armor)
Hit Points 253 (22d12
60-foot cone. Each creature in that area that isn’t an Aberration or Ooze must make a DC 19 Constitution saving throw. On a failed save, the creature takes 38 (7d10) acid damage and has the poisoned
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the region’s typical climate. If Zargon dies, these effects fade over the course of 1d10 days. Zargon the Returner Huge Aberration, Lawful Evil
Armor Class 18 (natural armor)
Hit Points 253 (22d12
60-foot cone. Each creature in that area that isn’t an Aberration or Ooze must make a DC 19 Constitution saving throw. On a failed save, the creature takes 38 (7d10) acid damage and has the poisoned
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the region’s typical climate. If Zargon dies, these effects fade over the course of 1d10 days. Zargon the Returner Huge Aberration, Lawful Evil
Armor Class 18 (natural armor)
Hit Points 253 (22d12
60-foot cone. Each creature in that area that isn’t an Aberration or Ooze must make a DC 19 Constitution saving throw. On a failed save, the creature takes 38 (7d10) acid damage and has the poisoned
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Silverquill
Gargantuan Dragon (Bard), Neutral
Armor Class 21 (natural armor)
Hit Points 363 (22d20 + 132)
Speed 40 ft., fly 80 ft.
STR
25 (+7)
DEX
14 (+2)
CON
23 (+6
cone. Each creature in that area must make a DC 21 Constitution saving throw. On a failed save, a creature takes 31 (7d8) radiant damage and 31 (7d8) psychic damage and is blinded until the start of






