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Returning 35 results for 'both bards diffusing con ritual'.
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both bards diffusing con rituals
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
humanoid rather than reflecting the creature’s physical form. Sages postulate that the first perytons were humans transformed by a hideous curse or magical experiment, but bards tell a different tale
of a man whose infidelity caused his scorned wife to cut out the heart of her younger, more beautiful rival and consume it in a ritual intended to forever win her husband’s heart. The ritual succeeded
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
humanoid rather than reflecting the creature’s physical form. Sages postulate that the first perytons were humans transformed by a hideous curse or magical experiment, but bards tell a different tale
of a man whose infidelity caused his scorned wife to cut out the heart of her younger, more beautiful rival and consume it in a ritual intended to forever win her husband’s heart. The ritual succeeded
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
humanoid rather than reflecting the creature’s physical form. Sages postulate that the first perytons were humans transformed by a hideous curse or magical experiment, but bards tell a different tale
of a man whose infidelity caused his scorned wife to cut out the heart of her younger, more beautiful rival and consume it in a ritual intended to forever win her husband’s heart. The ritual succeeded
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
next turn.
Spirit Session 6th-level College of Spirits feature Spirits provide you with supernatural insights. You can conduct an hour-long ritual channeling spirits (which can be done during a
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
next turn.
Spirit Session 6th-level College of Spirits feature Spirits provide you with supernatural insights. You can conduct an hour-long ritual channeling spirits (which can be done during a
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
next turn.
Spirit Session 6th-level College of Spirits feature Spirits provide you with supernatural insights. You can conduct an hour-long ritual channeling spirits (which can be done during a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
take up to 1 hour. However long the ritual takes, it requires extra material components, usually in the form of dragonshards. Magewright
Medium humanoid (any race), any alignment
Armor Class 11
Hit Points 9 (2d8)
Speed 30 ft.
STR
11 (+0)
DEX
13 (+1)
CON
10 (+0)
INT
14 (+2)
WIS
14 (+2)
CHA
12 (+1)
Skills Arcana +4
Senses passive
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
take up to 1 hour. However long the ritual takes, it requires extra material components, usually in the form of dragonshards. Magewright
Medium humanoid (any race), any alignment
Armor Class 11
Hit Points 9 (2d8)
Speed 30 ft.
STR
11 (+0)
DEX
13 (+1)
CON
10 (+0)
INT
14 (+2)
WIS
14 (+2)
CHA
12 (+1)
Skills Arcana +4
Senses passive
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
take up to 1 hour. However long the ritual takes, it requires extra material components, usually in the form of dragonshards. Magewright
Medium humanoid (any race), any alignment
Armor Class 11
Hit Points 9 (2d8)
Speed 30 ft.
STR
11 (+0)
DEX
13 (+1)
CON
10 (+0)
INT
14 (+2)
WIS
14 (+2)
CHA
12 (+1)
Skills Arcana +4
Senses passive
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Darkling Elder A wise and respected darkling can undergo a ritual to become an elder. Other elders mark the supplicant with glowing tattoos, channeling away some of the darkling’s absorbed light. If
the ritual succeeds, the darkling grows into a taller, elf-like form. The darkling perishes if the ritual fails. Darkling Elder
Medium Fey, Typically Chaotic Neutral
Armor Class 15 (studded
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Darkling Elder A wise and respected darkling can undergo a ritual to become an elder. Other elders mark the supplicant with glowing tattoos, channeling away some of the darkling’s absorbed light. If
the ritual succeeds, the darkling grows into a taller, elf-like form. The darkling perishes if the ritual fails. Darkling Elder
Medium Fey, Typically Chaotic Neutral
Armor Class 15 (studded
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Darkling Elder A wise and respected darkling can undergo a ritual to become an elder. Other elders mark the supplicant with glowing tattoos, channeling away some of the darkling’s absorbed light. If
the ritual succeeds, the darkling grows into a taller, elf-like form. The darkling perishes if the ritual fails. Darkling Elder
Medium Fey, Typically Chaotic Neutral
Armor Class 15 (studded
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, but are commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
, 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
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, but are commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
, 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
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
to expel a dybbuk† from a corpse. The exorcist asks the characters to help in dispatch the Fiend. 9 Two bards† in the Heralds of Dust approach the characters and sing a ballad honoring the dead. If the
characters interrupt or otherwise ruin the tune, 1d4 irascible specters emerge from the walls and attack, causing the bards to flee. 10 Three skeleton farmers quietly tend to corpse-white grave
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
to expel a dybbuk† from a corpse. The exorcist asks the characters to help in dispatch the Fiend. 9 Two bards† in the Heralds of Dust approach the characters and sing a ballad honoring the dead. If the
characters interrupt or otherwise ruin the tune, 1d4 irascible specters emerge from the walls and attack, causing the bards to flee. 10 Three skeleton farmers quietly tend to corpse-white grave
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, commonly found performing in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
, 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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, commonly found performing in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
, 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
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
to expel a dybbuk† from a corpse. The exorcist asks the characters to help in dispatch the Fiend. 9 Two bards† in the Heralds of Dust approach the characters and sing a ballad honoring the dead. If the
characters interrupt or otherwise ruin the tune, 1d4 irascible specters emerge from the walls and attack, causing the bards to flee. 10 Three skeleton farmers quietly tend to corpse-white grave
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
+1 (11)
HP 9 (2d8)
Speed 30 ft.
Ability Score Mod Save
Str 11 +0 +0
Dex 12 +1 +1
Con 10 +0 +0
Ability Score Mod Save
Int 10 +0 +0
Wis 11 +0 +2
Cha 10 +0 +0
Skills Deception +2, Religion +2
Gear Leather Armor, Sickle
Senses Passive Perception 10
Languages Common
CR 1/8 (XP 25; PB +2)
Actions
Ritual Sickle. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 1 Necrotic damage.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
+1 (11)
HP 9 (2d8)
Speed 30 ft.
Ability Score Mod Save
Str 11 +0 +0
Dex 12 +1 +1
Con 10 +0 +0
Ability Score Mod Save
Int 10 +0 +0
Wis 11 +0 +2
Cha 10 +0 +0
Skills Deception +2, Religion +2
Gear Leather Armor, Sickle
Senses Passive Perception 10
Languages Common
CR 1/8 (XP 25; PB +2)
Actions
Ritual Sickle. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 1 Necrotic damage.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
+1 (11)
HP 9 (2d8)
Speed 30 ft.
Ability Score Mod Save
Str 11 +0 +0
Dex 12 +1 +1
Con 10 +0 +0
Ability Score Mod Save
Int 10 +0 +0
Wis 11 +0 +2
Cha 10 +0 +0
Skills Deception +2, Religion +2
Gear Leather Armor, Sickle
Senses Passive Perception 10
Languages Common
CR 1/8 (XP 25; PB +2)
Actions
Ritual Sickle. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 1 Necrotic damage.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
give them a broad range of knowledge to support their schemes. Bards, rogues, and wizards are often drawn to this role. Safecracker. The “breaking” part of “breaking and entering” is the Safecracker’s
devices, including guild artisans and even sailors, also fall naturally into this role. Artificer or rogue makes a natural class choice for the Safecracker. Talker. From con artists to fences, anyone who
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, commonly found performing in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
, 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
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, but are commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
, 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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Cultists Cultist Medium or Small Humanoid, Neutral
AC 12 Initiative +1 (11)
HP 9 (2d8)
Speed 30 ft.
Ability Score Mod Save
Str 11 +0 +0
Dex 12 +1 +1
Con 10 +0 +0
Languages Common
CR 1/8 (XP 25; PB +2)
Actions
Ritual Sickle. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 1 Necrotic damage.
Cultist Fanatic Medium or Small Humanoid
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Cultists Cultist Medium or Small Humanoid, Neutral
AC 12 Initiative +1 (11)
HP 9 (2d8)
Speed 30 ft.
Ability Score Mod Save
Str 11 +0 +0
Dex 12 +1 +1
Con 10 +0 +0
Languages Common
CR 1/8 (XP 25; PB +2)
Actions
Ritual Sickle. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 1 Necrotic damage.
Cultist Fanatic Medium or Small Humanoid
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Cultists Cultist Medium or Small Humanoid, Neutral
AC 12 Initiative +1 (11)
HP 9 (2d8)
Speed 30 ft.
Ability Score Mod Save
Str 11 +0 +0
Dex 12 +1 +1
Con 10 +0 +0
Languages Common
CR 1/8 (XP 25; PB +2)
Actions
Ritual Sickle. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 1 Necrotic damage.
Cultist Fanatic Medium or Small Humanoid
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
give them a broad range of knowledge to support their schemes. Bards, rogues, and wizards are often drawn to this role. Safecracker. The “breaking” part of “breaking and entering” is the Safecracker’s
devices, including guild artisans and even sailors, also fall naturally into this role. Artificer or rogue makes a natural class choice for the Safecracker. Talker. From con artists to fences, anyone who
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
give them a broad range of knowledge to support their schemes. Bards, rogues, and wizards are often drawn to this role. Safecracker. The “breaking” part of “breaking and entering” is the Safecracker’s
devices, including guild artisans and even sailors, also fall naturally into this role. Artificer or rogue makes a natural class choice for the Safecracker. Talker. From con artists to fences, anyone who
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
)
Speed 30 ft.
STR
9 (-1)
DEX
16 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Skills Acrobatics +5, Deception +2, Perception +5, Stealth
respected darkling can undergo a ritual to become an elder. Other elders mark the supplicant with glowing tattoos, channeling away some of the darkling’s absorbed light. If the ritual succeeds, the darkling
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
)
Speed 30 ft.
STR
9 (-1)
DEX
16 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Skills Acrobatics +5, Deception +2, Perception +5, Stealth
respected darkling can undergo a ritual to become an elder. Other elders mark the supplicant with glowing tattoos, channeling away some of the darkling’s absorbed light. If the ritual succeeds, the darkling
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
)
Speed 30 ft.
STR
9 (-1)
DEX
16 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Skills Acrobatics +5, Deception +2, Perception +5, Stealth
respected darkling can undergo a ritual to become an elder. Other elders mark the supplicant with glowing tattoos, channeling away some of the darkling’s absorbed light. If the ritual succeeds, the darkling
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Guard Drake A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient and territorial, which makes it an
excellent watch beast that can follow simple commands. Tiamat’s cult practices the ritual to create guard drakes, as do other groups that are skilled in arcana and associated with Dragons. The ritual
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Guard Drake A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient and territorial, which makes it an
excellent watch beast that can follow simple commands. Tiamat’s cult practices the ritual to create guard drakes, as do other groups that are skilled in arcana and associated with Dragons. The ritual






