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Returning 35 results for 'bands before draw charges rune'.
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Monsters
Bigby Presents: Glory of the Giants
saving throw, it can choose to succeed instead.
Scrying (Requires Storm Rune). The giant can use its crystal ball to cast the scrying spell (save DC 17).
Storm Rune. The giant has a storm rune
inscribed on a crystal ball. While the object bearing the rune is embedded in its body, the giant can use its Tempest Call action and its Scrying trait.
The object bearing the storm rune has AC 17; 50 hit
Backgrounds
Bigby Presents: Glory of the Giants
.
5
You carve runes on a set of animal bones you can throw in different formations.
6
You draw runes into candles, melting the wax to smooth over the engravings.
Feature: Rune Shaper
You gain the Rune Shaper feat.
You’ve dedicated your life to studying runecraft. Whether you were taught by a master rune carver or learned by poring over ancient engravings, you can tap into the supernatural power held
Magic Items
Bigby Presents: Glory of the Giants
The handle of this dark leather whip bears the fire rune, and embers dance around the whip’s tail.
You gain a +1 bonus to attack and damage rolls made with this weapon, and on a hit, the whip
deals an extra 1d6 fire damage. When you score a critical hit with an attack using this whip, the target also has the restrained condition until the start of your next turn, as fiery bands lash around
Magic Items
The Book of Many Things
create another rune circle, or when you dismiss the rune circle as a bonus action. This hammer regains 1d3 expended charges daily at dawn.
This magic hammer has 3 charges. As a bonus action, you can expend 1 charge and slam this hammer on the ground, creating a 15-foot-radius circle of glowing runes centered on the point of impact
Magic Items
The Book of Many Things
The backs of the cards in this deck are decorated with intricate designs representing different planes of existence. The deck has 6 charges. While holding it, you can expend 1 or more of its charges
to use the following properties:
Marked Card. As a bonus action, you can expend 1 charge to draw a card from the deck and place it in an unoccupied space within 5 feet of you. The card then becomes
Magic Items
Divine Contention
This small metallic object is comprised of rune-covered parts made from different metals, linked together with a variety of gears, bands, bits, and bobs. The metals are all different colors, making
Magic Items
The Book of Many Things
this description. Notably, cards from the Deck of Many More Things are more likely to be beneficial, though about a third of them are still dangerous.
Before you draw a card, you must declare how many
cards you intend to draw and then draw them randomly. Unless a card allows you to draw additional cards, any cards drawn exceeding this number have no effect.
As soon as you draw a card, its magic
Magic Items
Tomb of Annihilation
This crooked staff is carved from bone and topped with the skull of a forgotten archmage whom Acererak destroyed long ago. Etched into the skull’s forehead is Acererak’s rune, which is
you harm them.
You can wield the staff as a quarterstaff, +3;+3 quarterstaff that deals an extra 10 (3d6) necrotic damage on a hit.
Invoke Curse. The Staff of the Forgotten One has 7 charges and
Barbarian
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
A tall human tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people’s elk herd.
A half-orc snarls at
fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes
Magic Items
Tasha’s Cauldron of Everything
made to maintain your concentration on divination spells.
Twist of Fate. As an action, you can draw a card from the deck and twist the fortune of another creature you can see within 15 feet of you
realm of Barovia. These travelers have learned many secrets of these domains and encountered countless others wandering amid the Shadowfell’s horrors. Most Vistani bands accept well-intentioned
Backgrounds
Guildmasters’ Guide to Ravnica
cast ensnaring strike, for example, the vines created by the spell might appear as rune-inscribed glowing bands that wrap around the target and hold it in place.
Suggested Characteristics
Magic Items
Lost Laboratory of Kwalish
advantage on death saving throws.
The armor has further capabilities that can be powered either by energy cells or by your own life energy. You can use a bonus action to draw power from an energy cell
. It is found with one energy cell attached, containing 2d10 charges.
POWERED ARMOR OPTIONS
Depending on where and how it appears in the adventure, you might wish to modify the features of Kwalish
Magic Items
Tasha’s Cauldron of Everything
pouch, stitched with images of heroes and whimsical creatures. Where the teeth fall, they bring legends to life.
Using the Teeth. While you are holding the pouch, you can use an action to draw one tooth
. Roll on the Teeth of Dahlver-Nar table to determine which tooth you draw, and you can either sow the tooth or implant it (both of which are described later).
If you don’t sow or implant the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
placed an elder rune (see “Elder Runes”) on the double door leading to area 16, set to trigger when the doors are opened. Draw from the Elder Runes Deck to determine which rune appears. The elder rune targets a random creature in this hall and within 60 feet of the doors.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
of animal bones you can throw in different formations. 6 You draw runes into candles, melting the wax to smooth over the engravings. Feature: Rune Shaper You gain the Rune Shaper feat (described
Rune Carver What we call rune magic is the palest imitation of Annam’s creative work. He shaped worlds from the primal elements; we struggle to bind the merest scraps of elemental power into the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
flank a stone double door engraved with a giant letter H.
If their handles are tugged, the double doors fly open, revealing a stone wall with a giant elder rune carved into it (see “Elder Runes”). Draw
9. Hidden Rune This 20-foot-high chamber shows signs of past extravagance. It has the following features: Chasm. The floor to the north gives way to a chasm and a hot, bubbling pool of lava 30 feet
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
in the middle row. Removing that painting from the wall triggers an elder rune hidden behind it (see “Elder Runes”). Determine the rune with a random draw from the Elder Runes Deck (see appendix B).
Magic Items
Waterdeep: Dragon Heist
The Blackstaff is a sentient, rune-carved staff set with thin silver veins. It is the symbol of office for the Blackstaff, the highest-ranking wizard in Waterdeep. As the rightful owner of the
of power (see the Dungeon Master’s Guide) in addition to the following properties.
Animate Walking Statues. You can expend 1 or more of the staff’s charges as an action to animate or
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
charges. While holding it, you can expend 1 or more of its charges to use the following properties: Robson Michel Deck of Dimensions Marked Card. As a bonus action, you can expend 1 charge to draw a
hours, the card returns to the deck, and the mark on it fades. Riffling Portal. As an action, you can expend 3 charges to cast the Arcane Gate spell from the deck. The deck vanishes, and fluttering
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Elder Runes on Gates When a gate opens, a random elder rune appears within its vertical plane. Draw a card from the Elder Runes Deck to determine which rune appears. Halaster usually has the rune
target the first creature that passes through the open gate. Every so often, to keep the players guessing, you can have the rune trigger when the second or third creature passes through. Once an elder rune is triggered, it vanishes until Halaster recasts the symbol spell on the gate.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
dare to challenge them. Wielding the power of rune magic in addition to the innate magic that courses through them, these storm giants are highly respected. If any giant can draw Annam’s attention to
the world, it would likely be a tempest caller. Tempest callers implant crystal balls inscribed with the storm rune into their foreheads or eye sockets, allowing them to see through magical deception
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creature in the cave (see “Elder Runes”). Draw a card from the Elder Runes Deck (appendix B) to determine which rune appears.
missing. (It can be found in area 9b.) When all one hundred jigsaw puzzle pieces are placed properly in the rectangular indentation on the floor, an elder rune appears above it and targets a random
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Words of the Oracle Etched into the floor of area 11 and hidden under a thin layer of frost is a 20-foot-diameter, mithral-inlaid circle inscribed with the kong (king) rune (see "Giant Runes" in the
Introduction) and the words “Ask Your Question and Know Truth” in Dethek, the Dwarvish script. The kong rune, which is nearly as big as the circle enclosing it, is often associated with Annam the All
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
!” Draw a card from the Elder Runes Deck (see appendix B) to determine which rune appears. This rune targets all creatures within 60 feet of it with the same effect (bane or boon, determined randomly).
Destination 1–12 The teleport trap in area 10 13–18 The teleport trap in area 19 19–20 The teleport trap in area 40c Additional Effect: Elder Rune. The first time a creature triggers this teleport
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
only the barest minimum of technology—tattered clothes, piecemeal armor, and heavy weapons, all scavenged from their fallen foes. They wander alone or gather in bands under the leadership of the
strongest among them, and in either case tend to kill any human they encounter. Three distinct bands are particularly well-known by their Akroan foes. Bloodhorn Minotaurs Named for their blood-caked horns
Compendium
- Sources->Dungeons & Dragons->Divine Contention
The Ritual To perform the ritual, Gallio paints a magic rune on each character’s forehead and chants an incantation to draw upon the power of the planar beacon. When the ritual is complete, Gallio
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Armor of Weightlessness Armor (Light, Medium, or Heavy), Uncommon (Requires Attunement) This armor has 5 charges. While you wear it, you can use a bonus action to expend 1 or more charges to cast one
of the following spells from the armor, targeting yourself: Jump (1 charge) or Levitate (2 charges). This armor regains 1d4 + 1 expended charges daily at dawn. Bloodrage Greataxe Weapon (Greataxe
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
opens the book triggers an elder rune that targets that individual (see “Elder Runes”). Draw a card from the Elder Runes Deck (see appendix B) to determine which rune appears. Treasure. Most of the
).
The desk has a single drawer, in which Halaster has placed one of his many spellbooks. This thin tome has a black leather cover with Halaster’s rune burned into it. Any creature other than Halaster that
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
personal rune. Floating 10 feet above the rug is a golden wand with spinning orbs of colored glass at one end (see “Treasure” below). It attacks any creature that enters the room unaccompanied by Halaster
spirit inside it. The spirit can do nothing other than animate and discharge the wand, which currently has 7 charges. The animated wand has the statistics of a Tiny animated object (see the animate
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
d4 Scheme
1 A champion of Mogis unites the minotaur bands and cyclops tribes of Phoberos under her banner, creating a terrifying army. At Mogis’s command, she leads the army in an all-out
assault on Akros, hoping to draw Iroas into battle and defeat him once and for all.
2 Mogis bargains with Pharika, convincing her to create elixirs that will turn his followers into invincible
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Barbarian A tall human tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people’s elk herd. A half-orc
communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
specifically targets the creature that cut the thread. To determine which rune appears, draw a card from the Elder Runes Deck (see appendix B). The shadow curtain disappears when both silver threads are
threads can be cut only by a magic sword. Cutting a thread causes it to disappear but also causes an elder rune (see “Elder Runes”) to momentarily appear between the statue’s hands. This elder rune
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
warriors are commanded to scour the surrounding landscape for any opportunity to spill blood and bring glory to their gods. Often, bands of warriors work on a rotation, with one group heading out on a
rangers might be familiar with many of these symbols, enabling them to keep their charges from inadvertently stumbling into a tribe’s territory.
Colors of Conquest
Three colors have special meaning
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Barbarian A tall human tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people’s elk herd. A half-orc
fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 10 on level 6, in the closest unoccupied
. The sword has 6 charges and regains 1d4 + 2 expended charges daily at dawn. A creature attuned to the sword can use an action and expend 1 or more charges to cast one of the following spells from it






