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Returning 35 results for 'currents ritual gloom to have require'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
the stone cursed isn’t a statue.
Unusual Nature. The stone cursed doesn’t require air, food, drink, or sleep.Petrifying Claws. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType
repeat the saving throw. The effect ends if the second save is successful; otherwise the target is petrified for 24 hours.Stone cursed are spawned through a foul alchemical ritual performed on a Humanoid
Monsters
Storm King's Thunder
require some sort of blood sacrifice, and their effects are usually transformative. For example, some Black Raven shamans know a ritual that allows them to hatch giant ravens from normal raven eggs, and
some shamans of the Griffon tribe can transform themselves into griffons by performing a ritual that requires them to drink copious amounts of horse blood.
UTHGARDT SHAMAN TRIBAL SPELLS
Depending
Monsters
Mythic Odysseys of Theros
hidden system of currents and arteries, a ship might reach any destination in record time, be it across the sea or along a river a hundred miles inland. Naiads do nothing to dissuade sailors from this
facets of nature might employ nymphs as messengers, guardians, or scouts.
Immortal Nature. A nymph doesn’t require food, drink, or sleep.
PoisonPsychic
Monsters
Mordenkainen Presents: Monsters of the Multiverse
appears within 1 mile of the boneclaw’s master.
Unusual Nature. The boneclaw doesn’t require air, food, drink, or sleep.Multiattack. The boneclaw makes two Piercing Claw attacks.
Piercing
ritual occurs when the soul of the aspiring lich migrates to a prepared phylactery. If the wizard is too physically or magically weak to compel the soul into its new home, the soul instead seeks out a
Monsters
Fizban's Treasury of Dragons
instead.
Unusual Nature. The dragon turtle doesn't require food or drink.Multiattack. The dragon turtle makes one Bite or Tail attack and two Claw attacks.
Bite. Melee Weapon Attack: +16
turtle’s lair can be transformed by its presence, creating one or more of the following effects:
Diverting Currents. Underwater currents push unwanted visitors away from the lair. While
Monsters
Mordenkainen Presents: Monsters of the Multiverse
attack rolls and ability checks.
Unusual Nature. The bodak doesn’t require air, food, drink, or sleep.Fist. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction
a successful one.A bodak is the undying remains of someone who revered Orcus. Devoid of life and soul, it exists only to cause death.
A worshiper of Orcus can take ritual vows while carving the demon
Magic Items
Keys from the Golden Vault
choose:
Vile Apotheosis. The book could hold a ritual that allows a character to become a lich or death knight.
True Names. The true names of any number of fiends might be in the book.
Dark Magic
. Several spells of horrific evil of the DM’s design and choosing could be in the book. Spells could impose dreadful curses, disfigure others, require human sacrifice, afflict creatures with crippling pain, spread vile plagues, and so on.
monsters
keeper makes two attacks, using Blight Staff or Spore Spray in any combination, and it uses Rotting Ritual.
Blight Staff. Melee Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction
Poisoned condition until the end of the keeper’s next turn.
Rotting Ritual. The keeper magically creates one of the following effects of its choice. It can’t use the same effect twice in a
feats
Player’s Handbook (2024)
time for a Ritual. Doing so doesn’t require a spell slot. Once you cast the spell in this way, you can’t use this benefit again until you finish a Long Rest.
a maximum of 20.
Ritual Spells. Choose a number of level 1 spells equal to your Proficiency Bonus that have the Ritual tag. You always have those spells prepared, and you can cast them with any spell
Book of Vile Darkness
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
, plus whatever else you choose:
Vile Apotheosis. The book could hold a ritual that allows a character to become a lich or death knight.
True Names. The true names of any number of fiends might be in
the book.
Dark Magic. Several spells of horrific evil of the DM’s design and choosing could be in the book. Spells could impose dreadful curses, disfigure others, require human sacrifice, afflict creatures with crippling pain, spread vile plagues, and so 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
of the other ghosts. Increasing the Challenge If Harrowhall isn’t sufficiently challenging for your group, here are ways to make it more difficult: Deadly Gloom. The keep’s ghostly gloom affects the
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
of the other ghosts. Increasing the Challenge If Harrowhall isn’t sufficiently challenging for your group, here are ways to make it more difficult: Deadly Gloom. The keep’s ghostly gloom affects the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Heroes of Strixhaven Strixhaven’s faculty members celebrate the characters’ victory over Murgaxor If the characters stop Murgaxor’s ritual, the mishaps plaguing Strixhaven University cease, and the
crimes, or they can administer justice themselves. News of Murgaxor’s defeat lifts the gloom on campus and restores its typically joyful atmosphere. Professor Sharpbeak tells the characters that the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Heroes of Strixhaven Strixhaven’s faculty members celebrate the characters’ victory over Murgaxor If the characters stop Murgaxor’s ritual, the mishaps plaguing Strixhaven University cease, and the
crimes, or they can administer justice themselves. News of Murgaxor’s defeat lifts the gloom on campus and restores its typically joyful atmosphere. Professor Sharpbeak tells the characters that the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
extended time for a Ritual. Doing so doesn’t require a spell slot. Once you cast the spell in this way, you can’t use this benefit again until you finish a Long Rest. WAYNE ENGLAND
Ritual Caster General Feat (Prerequisite: Level 4+; Intelligence, Wisdom, or Charisma 13+) You gain the following benefits. Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
extended time for a Ritual. Doing so doesn’t require a spell slot. Once you cast the spell in this way, you can’t use this benefit again until you finish a Long Rest. WAYNE ENGLAND
Ritual Caster General Feat (Prerequisite: Level 4+; Intelligence, Wisdom, or Charisma 13+) You gain the following benefits. Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, slippery stone that require successful DC 10 Strength (Athletics) checks to climb. Currents. In locations near steep waterfalls, rapid currents exist. Whenever a creature enters a strong current for
of Water Within the Plunging Torrents, any creature that has the symbol of water scratched into their flesh gains a swimming speed equal to its ground speed, is immune to the effects of currents, and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, slippery stone that require successful DC 10 Strength (Athletics) checks to climb. Currents. In locations near steep waterfalls, rapid currents exist. Whenever a creature enters a strong current for
of Water Within the Plunging Torrents, any creature that has the symbol of water scratched into their flesh gains a swimming speed equal to its ground speed, is immune to the effects of currents, and
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
living trees grow naturally out of its fallen remains. Their shapes resemble towers, with candlelit windows twinkling in the gloom and wooden balconies encircling gnarled branches. On one side of the
chapter 2, the hag takes refuge with her sister, Skabatha Nightshade, and spends all her time in the study (area L14), poring through Skabatha’s ritual books for a clever spell to overcome the characters
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Casting Time Most spells require the Magic action to cast, but some spells require a Bonus Action, a Reaction, or 1 minute or more. A spell’s Casting Time entry specifies which of those is required
Casting Time entry. Some spells that have a casting time of a Bonus Action are also cast in response to a trigger defined in the spell. Longer Casting Times Certain spells—including a spell cast as a Ritual
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Casting Time Most spells require the Magic action to cast, but some spells require a Bonus Action, a Reaction, or 1 minute or more. A spell’s Casting Time entry specifies which of those is required
Casting Time entry. Some spells that have a casting time of a Bonus Action are also cast in response to a trigger defined in the spell. Longer Casting Times Certain spells—including a spell cast as a Ritual
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
living trees grow naturally out of its fallen remains. Their shapes resemble towers, with candlelit windows twinkling in the gloom and wooden balconies encircling gnarled branches. On one side of the
chapter 2, the hag takes refuge with her sister, Skabatha Nightshade, and spends all her time in the study (area L14), poring through Skabatha’s ritual books for a clever spell to overcome the characters
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Casting Time Most spells require the Magic action to cast, but some spells require a Bonus Action, a Reaction, or 1 minute or more. A spell’s Casting Time entry specifies which of those is required
Casting Time entry. Some spells that have a casting time of a Bonus Action are also cast in response to a trigger defined in the spell. Longer Casting Times Certain spells—including a spell cast as a Ritual
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Casting Time Most spells require the Magic action to cast, but some spells require a Bonus Action, a Reaction, or 1 minute or more. A spell’s Casting Time entry specifies which of those is required
Casting Time entry. Some spells that have a casting time of a Bonus Action are also cast in response to a trigger defined in the spell. Longer Casting Times Certain spells—including a spell cast as a Ritual
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
. A follow-up successful DC 15 Intelligence (Religion) check can then trigger ritual magic that reverses the flood of ooze and sends it back to the Slime Pits. However, if this check is failed by 5 or
more, the botched ritual summons forth a new plague of acidic slime — so potent that it quickly melts the stone of the city away, destroying Daoine Gloine for all time. To raise the stakes for
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
. A follow-up successful DC 15 Intelligence (Religion) check can then trigger ritual magic that reverses the flood of ooze and sends it back to the Slime Pits. However, if this check is failed by 5 or
more, the botched ritual summons forth a new plague of acidic slime — so potent that it quickly melts the stone of the city away, destroying Daoine Gloine for all time. To raise the stakes for
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Stone Cursed Stone cursed are spawned through a foul alchemical ritual performed on a Humanoid that has been turned to stone. The ritual, which requires a mixture of basilisk blood and the ashes from
the living, yet they are utterly loyal to whoever performed the ritual to animate them, and they obey that being’s orders to the best of their ability. In combat, stony claws that drip with thick, gray
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
long passed on to another plane, the ritual fails. The ritual invoked to create a crawling claw works best with a hand recently severed from a murderer. To this end, ritualists and their servants
from the severed hand of a still-living murderer, the ritual binds the claw to the murderer’s soul. The disembodied hand can then return to its former limb, its undead flesh knitting to the living arm
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
long passed on to another plane, the ritual fails. The ritual invoked to create a crawling claw works best with a hand recently severed from a murderer. To this end, ritualists and their servants
from the severed hand of a still-living murderer, the ritual binds the claw to the murderer’s soul. The disembodied hand can then return to its former limb, its undead flesh knitting to the living arm
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Stone Cursed The stone cursed are spawned through a foul alchemical ritual performed on a humanoid that has been turned to stone. The ritual, which requires a mixture of basilisk blood and the ashes
malevolent drive to slay the living, yet they are utterly loyal to whoever performed the ritual to animate them, and they obey that being’s orders to the best of their ability. In combat, stony claws
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Stone Cursed Stone cursed are spawned through a foul alchemical ritual performed on a Humanoid that has been turned to stone. The ritual, which requires a mixture of basilisk blood and the ashes from
the living, yet they are utterly loyal to whoever performed the ritual to animate them, and they obey that being’s orders to the best of their ability. In combat, stony claws that drip with thick, gray
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Stone Cursed The stone cursed are spawned through a foul alchemical ritual performed on a humanoid that has been turned to stone. The ritual, which requires a mixture of basilisk blood and the ashes
malevolent drive to slay the living, yet they are utterly loyal to whoever performed the ritual to animate them, and they obey that being’s orders to the best of their ability. In combat, stony claws
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Dread Warrior The Red Wizards (Dead in Thay) make use of several kinds of undead minions, including the special servants known as dread warriors. After being created by a secret ritual, a dread
through the creature’s senses and direct the warrior. Undead Nature. A dread warrior doesn’t require air, food, drink, or sleep. Dread Warrior Medium undead, neutral evil
Armor Class 18 (chain mail
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Dread Warrior The Red Wizards (Dead in Thay) make use of several kinds of undead minions, including the special servants known as dread warriors. After being created by a secret ritual, a dread
through the creature’s senses and direct the warrior. Undead Nature. A dread warrior doesn’t require air, food, drink, or sleep. Dread Warrior Medium undead, neutral evil
Armor Class 18 (chain mail
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ranger Subclasses A Ranger subclass is a specialization that grants you features at certain Ranger levels, as specified in the subclass. This section presents the Beast Master, Fey Wanderer, Gloom
casting the spell, you can modify it so that it doesn’t require Concentration. If you do so, the spell’s duration becomes 1 minute for that casting. Level 15: Misty Wanderer You can cast Misty Step