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Returning 35 results for 'conflicted ritual giving to her resolve'.
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conflicted ritual given to her resolve
conflict rituals giving to her resolve
Monsters
Strixhaven: A Curriculum of Chaos
necrotic damage.After giving the characters their quest, Professor Lang hands them a file with information the faculty members have collected about Murgaxor from university records. Tell the players
use that action again until he finishes a long rest:
Clay Behemoth. A clay golem erupts from the floor in an unoccupied space within 15 feet of the ritual circle. The golem obeys Murgaxor's commands
Species
Van Richten’s Guide to Ravenloft
domain exposes the populace to supernatural forces, occasionally giving rise to hexbloods.
Kartakass. Whimsical witches make their homes in the forests of Kartakass. They eagerly grant the wishes of
considered a gift from the town’s patron deity, who is known as Mother.
BECOMING A HAG
Hags can undertake a ritual to irreversibly transform a hexblood they created into a new hag, either one of
classes
who adopt this specialization are particularly adept at infiltrating evil organizations. Their magic allows their entire party to take on a role, giving the group the opportunity to blend in during a ritual or take part in a large gathering.
classes
who adopt this specialization are particularly adept at infiltrating evil organizations. Their magic allows their entire party to take on a role, giving the group the opportunity to blend in during a ritual or take part in a large gathering.
Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
enjoy simple yet lovely jewelry.
A Timeless Perspective
Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are
insults with vengeance.
Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Cultist Doomsayer and Fanatic Cultists devote themselves to their faith’s leaders and otherworldly masters. While this zeal grants cultists no magical powers, it gives them remarkable resolve in the
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->The Book of Many Things
attack rolls and giving the characters advantage on their attack rolls. Gremorly at Rest. If the characters end Gremorly’s ghost trap ritual, he immediately departs for his eternal rest, along with most
a clay golem, a shield guardian, or another weaker Construct. Ghostly Allies. When the characters battle the behir, their ghostly allies harry and distract the creature, giving it disadvantage on
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
attack rolls and giving the characters advantage on their attack rolls. Gremorly at Rest. If the characters end Gremorly’s ghost trap ritual, he immediately departs for his eternal rest, along with most
a clay golem, a shield guardian, or another weaker Construct. Ghostly Allies. When the characters battle the behir, their ghostly allies harry and distract the creature, giving it disadvantage on
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
A Timeless Perspective Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited
branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
A Timeless Perspective Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited
branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
A Timeless Perspective Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited
branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
A Timeless Perspective Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited
branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Phantom Steed Level 3 Illusion (Wizard) Casting Time: 1 minute or Ritual
Range: 30 feet
Components: V, S
Duration: 1 hour
A Large, quasi-real, horselike creature appears on the ground in an
”), except it has a Speed of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Phantom Steed Level 3 Illusion (Wizard) NIKKI DAWES Phantom Steed Casting Time: 1 minute or Ritual
Range: 30 feet
Components: V, S
Duration: 1 hour
A Large, quasi-real, horselike creature
(see appendix B), except it has a Speed of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Phantom Steed 3rd-level illusion (ritual) Casting Time: 1 minute Range: 30 feet Components: V, S Duration: 1 hour A Large quasi-real, horselike creature appears on the ground in an unoccupied space
can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Phantom Steed 3rd-level illusion (ritual) Casting Time: 1 minute Range: 30 feet Components: V, S Duration: 1 hour A Large quasi-real, horselike creature appears on the ground in an unoccupied space
can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Phantom Steed 3rd-level illusion (ritual) Casting Time: 1 minute Range: 30 feet Components: V, S Duration: 1 hour A Large quasi-real, horselike creature appears on the ground in an unoccupied space
can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Phantom Steed Level 3 Illusion (Wizard) Casting Time: 1 minute or Ritual
Range: 30 feet
Components: V, S
Duration: 1 hour
A Large, quasi-real, horselike creature appears on the ground in an
”), except it has a Speed of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Phantom Steed 3rd-level illusion (ritual) Casting Time: 1 minute Range: 30 feet Components: V, S Duration: 1 hour A Large quasi-real, horselike creature appears on the ground in an unoccupied space
can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
execution, the characters set the trap that Vizeran springs with his ritual — and hope whichever demon lord survives is weakened enough for them to destroy it. Allied Forces Vizeran is needed to
perform the ritual, placing him far from the battle and leaving him with three levels of exhaustion (see appendix A of the Player’s Handbook) once the ritual is completed. He is thus unwilling to aid the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
execution, the characters set the trap that Vizeran springs with his ritual — and hope whichever demon lord survives is weakened enough for them to destroy it. Allied Forces Vizeran is needed to
perform the ritual, placing him far from the battle and leaving him with three levels of exhaustion (see appendix A of the Player’s Handbook) once the ritual is completed. He is thus unwilling to aid the
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
to add drama and motivation for the party, you can place the children out in the open, needing to be brought to safety before they are seen by the Talos cultists. Just remember that giving the
, and before her in the water there is 1 berserker per character, including sidekicks. They are trying to perform a ritual to summon water creatures to destroy the town. (These water creatures are faced
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
to add drama and motivation for the party, you can place the children out in the open, needing to be brought to safety before they are seen by the Talos cultists. Just remember that giving the
, and before her in the water there is 1 berserker per character, including sidekicks. They are trying to perform a ritual to summon water creatures to destroy the town. (These water creatures are faced
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
players specifically stated they were remaining close to the demon lord. Demogorgon has been wounded during the fight, giving the characters an edge in the battle to come. Apply the following penalties
to the Demogorgon stat block in appendix D: Demogorgon has 290 hit points remaining and can’t regain hit points due to the disruptive nature of Vizeran’s faerzress-empowered ritual. He has only one
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
players specifically stated they were remaining close to the demon lord. Demogorgon has been wounded during the fight, giving the characters an edge in the battle to come. Apply the following penalties
to the Demogorgon stat block in appendix D: Demogorgon has 290 hit points remaining and can’t regain hit points due to the disruptive nature of Vizeran’s faerzress-empowered ritual. He has only one
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
foreshadowing easier because you can reread your notes from earlier game sessions and identify things that could resurface in upcoming sessions, giving past events greater weight or a bigger payoff
cameo to this halfling? This halfling could be tied to a bigger plot or have information that could help the characters resolve some conflict. Suddenly, a minor trinket foreshadows bigger events to come
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
foreshadowing easier because you can reread your notes from earlier game sessions and identify things that could resurface in upcoming sessions, giving past events greater weight or a bigger payoff
cameo to this halfling? This halfling could be tied to a bigger plot or have information that could help the characters resolve some conflict. Suddenly, a minor trinket foreshadows bigger events to come
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
What’s Going On? The gingwatzim that attacks the characters was created by a jackalwere named Korvala, using a ritual taught to her by a now-deceased lamia named Nidalia. Korvala is the leader of the
valuable books in her collection. This ruse enabled her to sell a copy of the book without giving up the genuine item, which Korvala is loath to part with. The Amberdune Pack remains fiercely loyal
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
What’s Going On? The gingwatzim that attacks the characters was created by a jackalwere named Korvala, using a ritual taught to her by a now-deceased lamia named Nidalia. Korvala is the leader of the
valuable books in her collection. This ruse enabled her to sell a copy of the book without giving up the genuine item, which Korvala is loath to part with. The Amberdune Pack remains fiercely loyal
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
’ tools and a successful DC 15 Dexterity check. The Banites’ ritual is designed to break Shan’s will, making him subservient to Bane. Amath has been using this ritual to “turn” broadsheet publishers as
foresight to destroy the circle prior to obtaining the stone, the simulacrum instead must travel to Yellowspire on foot, giving the characters ample time to get away before it arrives as long as they leave
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
’ tools and a successful DC 15 Dexterity check. The Banites’ ritual is designed to break Shan’s will, making him subservient to Bane. Amath has been using this ritual to “turn” broadsheet publishers as
foresight to destroy the circle prior to obtaining the stone, the simulacrum instead must travel to Yellowspire on foot, giving the characters ample time to get away before it arrives as long as they leave
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Severin’s statistics. Rath Modar. Rath Modar leads the ritual of guidance, but any Red Wizard can take on that role. When the temple is attacked, he hands over his part in the ritual and leads the attack
standing against the best warriors in Faerûn. Temple of Tiamat. The temple is necessary as the site of the ritual. Damaging it can help weaken Tiamat if the ritual is successful. Red Wizards. Red
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Severin’s statistics. Rath Modar. Rath Modar leads the ritual of guidance, but any Red Wizard can take on that role. When the temple is attacked, he hands over his part in the ritual and leads the attack
standing against the best warriors in Faerûn. Temple of Tiamat. The temple is necessary as the site of the ritual. Damaging it can help weaken Tiamat if the ritual is successful. Red Wizards. Red
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
give an initial focus to the campaign—setting a tone and giving players an initial investment in the story. The player characters may be meeting in a tavern—but it’s their favorite tavern. The bard
performs twice a week and the barbarian has a huge bar tab to resolve. This section explores three different starting points. Callestan is in Lower Dura. It’s a dangerous district riddled with crime and
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
give an initial focus to the campaign—setting a tone and giving players an initial investment in the story. The player characters may be meeting in a tavern—but it’s their favorite tavern. The bard
performs twice a week and the barbarian has a huge bar tab to resolve. This section explores three different starting points. Callestan is in Lower Dura. It’s a dangerous district riddled with crime and