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Returning 35 results for 'bards bullets diffusing contacts rune'.
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bards bullets diffusing contact rage
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Magic Items
Mythic Odysseys of Theros
The sling bullets come in a pouch, which contains 1d4 + 4 bullets. Roll on the Magic Sling Bullets table for each bullet to determine its magical property.
You have a +2 bonus to attack and damage
rolls made with each of these bullets. If a bullet misses its target, the bullet teleports back into the pouch. Once a bullet hits a target, the bullet loses its magic.
Magic Sling Bullets
d4
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Sling Bullets of Althemone Weapon (sling bullet), very rare The sling bullets come in a pouch, which contains 1d4 + 4 bullets. Roll on the Magic Sling Bullets table for each bullet to determine its
magical property. You have a +2 bonus to attack and damage rolls made with each of these bullets. If a bullet misses its target, the bullet teleports back into the pouch. Once a bullet hits a target
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
was traumatized by witnessing a crime as a child.
5
I’m incapable of deception.
6
I wish I had joined the Boros, but I fear they’d never accept me.
Contacts
The Azorius
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Sling Bullets of Althemone Weapon (sling bullet), very rare The sling bullets come in a pouch, which contains 1d4 + 4 bullets. Roll on the Magic Sling Bullets table for each bullet to determine its
magical property. You have a +2 bonus to attack and damage rolls made with each of these bullets. If a bullet misses its target, the bullet teleports back into the pouch. Once a bullet hits a target
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Sling Bullets of Althemone Weapon (sling bullet), very rare The sling bullets come in a pouch, which contains 1d4 + 4 bullets. Roll on the Magic Sling Bullets table for each bullet to determine its
magical property. You have a +2 bonus to attack and damage rolls made with each of these bullets. If a bullet misses its target, the bullet teleports back into the pouch. Once a bullet hits a target
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
48. Shagambi’s Tomb Each character who teleports into this tomb from area 47C appears atop a randomly determined teleportation rune (see “Teleportation Runes” below). Characters can also enter the
this area: Nervous Unkh suggests that her host leave the tomb at once using one of the teleportation runes, though she can’t decide which rune is best. Impulsive Wongo thinks it’s a good idea to shatter
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
48. Shagambi’s Tomb Each character who teleports into this tomb from area 47C appears atop a randomly determined teleportation rune (see “Teleportation Runes” below). Characters can also enter the
this area: Nervous Unkh suggests that her host leave the tomb at once using one of the teleportation runes, though she can’t decide which rune is best. Impulsive Wongo thinks it’s a good idea to shatter
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
48. Shagambi’s Tomb Each character who teleports into this tomb from area 47C appears atop a randomly determined teleportation rune (see “Teleportation Runes” below). Characters can also enter the
this area: Nervous Unkh suggests that her host leave the tomb at once using one of the teleportation runes, though she can’t decide which rune is best. Impulsive Wongo thinks it’s a good idea to shatter
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
relies on interpersonal skills and a network of contacts falls into the role of the Talker. Charisma proves useful for this role, along with proficiencies in skills such as Deception, Intimidation
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
otherwise avoid combat. Southeast Door This door has a stone wall behind it, inscribed upon which is an elder rune (see “Elder Runes”). Determine the rune randomly by drawing a card from the Elder Rune Deck
(see appendix B). The rune targets the creature closest to the open door. It then vanishes until the door is closed, whereupon another elder rune appears in its place. Treasure The harp played by the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
otherwise avoid combat. Southeast Door This door has a stone wall behind it, inscribed upon which is an elder rune (see “Elder Runes”). Determine the rune randomly by drawing a card from the Elder Rune Deck
(see appendix B). The rune targets the creature closest to the open door. It then vanishes until the door is closed, whereupon another elder rune appears in its place. Treasure The harp played by the
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
relies on interpersonal skills and a network of contacts falls into the role of the Talker. Charisma proves useful for this role, along with proficiencies in skills such as Deception, Intimidation
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
relies on interpersonal skills and a network of contacts falls into the role of the Talker. Charisma proves useful for this role, along with proficiencies in skills such as Deception, Intimidation
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
marble throne surrounded by stacks of aged books. Carved into the wall behind the throne is Halaster’s personal rune, and beneath the rune is a locked iron chest. (Halaster sits in the throne and is
). Most of the books piled around the throne are worthless, rambling texts on the nature of magic and the multiverse. Among them are nine leather-bound spellbooks bearing Halaster’s personal rune
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
otherwise avoid combat. Southeast Door This door has a stone wall behind it, inscribed upon which is an elder rune (see “Elder Runes”). Determine the rune randomly by drawing a card from the Elder Rune Deck
(see appendix B). The rune targets the creature closest to the open door. It then vanishes until the door is closed, whereupon another elder rune appears in its place. Treasure The harp played by the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
marble throne surrounded by stacks of aged books. Carved into the wall behind the throne is Halaster’s personal rune, and beneath the rune is a locked iron chest. (Halaster sits in the throne and is
). Most of the books piled around the throne are worthless, rambling texts on the nature of magic and the multiverse. Among them are nine leather-bound spellbooks bearing Halaster’s personal rune
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
marble throne surrounded by stacks of aged books. Carved into the wall behind the throne is Halaster’s personal rune, and beneath the rune is a locked iron chest. (Halaster sits in the throne and is
). Most of the books piled around the throne are worthless, rambling texts on the nature of magic and the multiverse. Among them are nine leather-bound spellbooks bearing Halaster’s personal rune
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
this kind of work. Characters with the criminal background excel at putting their skills and contacts to use on the church’s behalf. Prophet. The Prophet is a visionary with a more-or-less direct
Persuasion (or sometimes Intimidation) and Religion can be useful for this character. Many clerics fill this role, but devout bards can also be effective Teachers. Some Teachers bring skills from the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
this kind of work. Characters with the criminal background excel at putting their skills and contacts to use on the church’s behalf. Prophet. The Prophet is a visionary with a more-or-less direct
Persuasion (or sometimes Intimidation) and Religion can be useful for this character. Many clerics fill this role, but devout bards can also be effective Teachers. Some Teachers bring skills from the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
this kind of work. Characters with the criminal background excel at putting their skills and contacts to use on the church’s behalf. Prophet. The Prophet is a visionary with a more-or-less direct
Persuasion (or sometimes Intimidation) and Religion can be useful for this character. Many clerics fill this role, but devout bards can also be effective Teachers. Some Teachers bring skills from the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
met their contacts before the adventure starts. The Lords’ Alliance and the Zhentarim, on the other hand, have an elaborate system of pass phrases and secret signs that identify their agents to one
” in chapter 2.) Such contacts can’t promise the characters specific resources or reinforcements, but they’re friendly faces who know the lay of the land and can offer guidance. They can pass messages
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
met their contacts before the adventure starts. The Lords’ Alliance and the Zhentarim, on the other hand, have an elaborate system of pass phrases and secret signs that identify their agents to one
” in chapter 2.) Such contacts can’t promise the characters specific resources or reinforcements, but they’re friendly faces who know the lay of the land and can offer guidance. They can pass messages
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
met their contacts before the adventure starts. The Lords’ Alliance and the Zhentarim, on the other hand, have an elaborate system of pass phrases and secret signs that identify their agents to one
” in chapter 2.) Such contacts can’t promise the characters specific resources or reinforcements, but they’re friendly faces who know the lay of the land and can offer guidance. They can pass messages
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
) currently inhabit this camp, polishing sling bullets and keeping busy until it’s time for Sparkrender’s ritual. Initially, the kobolds are hostile toward the characters, determined to scare off the
a small arcane rune engraved above the keyhole on the journal’s lock. A character who casts the detect magic spell also sees a faint aura around the keyhole. This rune is a magical trap that triggers
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
) currently inhabit this camp, polishing sling bullets and keeping busy until it’s time for Sparkrender’s ritual. Initially, the kobolds are hostile toward the characters, determined to scare off the
a small arcane rune engraved above the keyhole on the journal’s lock. A character who casts the detect magic spell also sees a faint aura around the keyhole. This rune is a magical trap that triggers
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
) currently inhabit this camp, polishing sling bullets and keeping busy until it’s time for Sparkrender’s ritual. Initially, the kobolds are hostile toward the characters, determined to scare off the
a small arcane rune engraved above the keyhole on the journal’s lock. A character who casts the detect magic spell also sees a faint aura around the keyhole. This rune is a magical trap that triggers
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
eleven pieces of black jasper worth 10 gp each. In the pockets of a cloak hanging in one of the wardrobes are a potion of frost giant strength and ten +2 sling bullets. Third Floor As you step from the
, and both wear ornate collars of silvery metal. Each stands within a square scribed onto the floor, ten feet on a side and edged with runes. The rune-marked boundaries appear to push the creatures back
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Nadir, and it tries to keep at least three of the characters alive if it can. If the battle appears to be turning against the characters, Sgothgah contacts one of them telepathically (without identifying
a tightly sewn oilcloth — an instrument of the bards (Cli lyre) found by a cultist years before. The lyre is the cult’s greatest treasure, and has been kept as a gift for the leader that the cultists
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Nadir, and it tries to keep at least three of the characters alive if it can. If the battle appears to be turning against the characters, Sgothgah contacts one of them telepathically (without identifying
a tightly sewn oilcloth — an instrument of the bards (Cli lyre) found by a cultist years before. The lyre is the cult’s greatest treasure, and has been kept as a gift for the leader that the cultists
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Nadir, and it tries to keep at least three of the characters alive if it can. If the battle appears to be turning against the characters, Sgothgah contacts one of them telepathically (without identifying
a tightly sewn oilcloth — an instrument of the bards (Cli lyre) found by a cultist years before. The lyre is the cult’s greatest treasure, and has been kept as a gift for the leader that the cultists
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
eleven pieces of black jasper worth 10 gp each. In the pockets of a cloak hanging in one of the wardrobes are a potion of frost giant strength and ten +2 sling bullets. Third Floor As you step from the
, and both wear ornate collars of silvery metal. Each stands within a square scribed onto the floor, ten feet on a side and edged with runes. The rune-marked boundaries appear to push the creatures back
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
eleven pieces of black jasper worth 10 gp each. In the pockets of a cloak hanging in one of the wardrobes are a potion of frost giant strength and ten +2 sling bullets. Third Floor As you step from the
, and both wear ornate collars of silvery metal. Each stands within a square scribed onto the floor, ten feet on a side and edged with runes. The rune-marked boundaries appear to push the creatures back
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Two magic items are displayed here as well. Anstruth Harp. An exquisitely crafted harp sized for a human rests on a shelf. This instrument of the bards was acquired from a human bard who counseled
Sansuri for a few months. She had him hurled from the battlements for joking about her quick temper and kept his harp as a memento. Banner of the Krig Rune. This magical war banner (see appendix B
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Two magic items are displayed here as well. Anstruth Harp. An exquisitely crafted harp sized for a human rests on a shelf. This instrument of the bards was acquired from a human bard who counseled
Sansuri for a few months. She had him hurled from the battlements for joking about her quick temper and kept his harp as a memento. Banner of the Krig Rune. This magical war banner (see appendix B
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Two magic items are displayed here as well. Anstruth Harp. An exquisitely crafted harp sized for a human rests on a shelf. This instrument of the bards was acquired from a human bard who counseled
Sansuri for a few months. She had him hurled from the battlements for joking about her quick temper and kept his harp as a memento. Banner of the Krig Rune. This magical war banner (see appendix B






