Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'barriers bards diffusing captured rune'.
Other Suggestions:
barriers bards diffusing capture rare
barriers bards diffusing capture role
barriers bards diffusing capture rules
berries bark diffusing captured race
barriers bards diffusing capture range
Backgrounds
Guildmasters’ Guide to Ravnica
5th
dominate person
Your magic often takes the form of blue or golden runes floating and glowing in the air in circular patterns or of shimmering azure barriers of magical energy. If you
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
Monsters
Fizban's Treasury of Dragons
Prismatic shards rain from the sky in a beautiful but dangerous display. Rumors quickly spread that a crystal dragon is responsible.
3
A crystal dragon invites the greatest bards and philosophers
and hunters.
2
A young crystal dragon has adopted a group of kobold;kobolds and is trying to teach them the value of a good practical joke.
3
A young crystal dragon has captured a pack of
Backgrounds
Sword Coast Adventurer's Guide
hundreds of miles of the Great Glacier and the Great Ice Sea. No one from your nation makes the effort to cross such colossal barriers without a convincing reason. You must fear something truly
subterranean cities or settlements, you are probably a member of the race that occupies the place—but you might also have grown up there after being captured and brought below when you were a child
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->Waterdeep: Dungeon of the Mad Mage
. Tucked under the table is a wooden crate with Halaster’s personal rune burned into its sides.
Demilich. Floating behind the table is a demilich that looks like a human skull with a jagged crack that
came to Undermountain to plunder its magic. Halaster captured and enslaved her, promising to free her if she helped him brew potions. Tragically, that promise went unfulfilled. Deprived of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
27. Mark of Death Halaster captured a dwarf vampire named Zorak Lightdrinker and magically bound him here. Open Pit. A 20-foot-long, 40-foot-deep pit spans the width of the corridor. Blood stains the
sarcophagus draped in cobwebs. Its lid is carved to resemble a giant bat with folded wings. (The sarcophagus contains a vampire.) Floating above the vessel is a magic rune that glows as bright as a candle
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Tucked under the table is a wooden crate with Halaster’s personal rune burned into its sides.
Demilich. Floating behind the table is a demilich that looks like a human skull with a jagged crack that
came to Undermountain to plunder its magic. Halaster captured and enslaved her, promising to free her if she helped him brew potions. Tragically, that promise went unfulfilled. Deprived of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
27. Mark of Death Halaster captured a dwarf vampire named Zorak Lightdrinker and magically bound him here. Open Pit. A 20-foot-long, 40-foot-deep pit spans the width of the corridor. Blood stains the
sarcophagus draped in cobwebs. Its lid is carved to resemble a giant bat with folded wings. (The sarcophagus contains a vampire.) Floating above the vessel is a magic rune that glows as bright as a candle
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Tucked under the table is a wooden crate with Halaster’s personal rune burned into its sides.
Demilich. Floating behind the table is a demilich that looks like a human skull with a jagged crack that
came to Undermountain to plunder its magic. Halaster captured and enslaved her, promising to free her if she helped him brew potions. Tragically, that promise went unfulfilled. Deprived of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
27. Mark of Death Halaster captured a dwarf vampire named Zorak Lightdrinker and magically bound him here. Open Pit. A 20-foot-long, 40-foot-deep pit spans the width of the corridor. Blood stains the
sarcophagus draped in cobwebs. Its lid is carved to resemble a giant bat with folded wings. (The sarcophagus contains a vampire.) Floating above the vessel is a magic rune that glows as bright as a candle
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
flee when confronted by adventurers. If one or both goblins are captured, they can lead adventurers to the nearest Xanathar Guild watch post as well as describe its defenses, since they have observed
(level 4, area 16a). A rune on the shield guardian’s head matches a rune inscribed on the back of its amulet. When the shield guardian sees the characters, it wastes its actions on feeble
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
The Ring of Winter After reclaiming Svardborg, Jarl Storvald used rune magic to divine how best to find the Ring of Winter — what the frost giants call the Ice That Never Melts. The runes told
Storvald that help would come to him after he staged a series of raids on coastal communities. He sent ships to attack sites along the Sword Coast, and during a raid on Port Llast, the giants captured a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
flee when confronted by adventurers. If one or both goblins are captured, they can lead adventurers to the nearest Xanathar Guild watch post as well as describe its defenses, since they have observed
(level 4, area 16a). A rune on the shield guardian’s head matches a rune inscribed on the back of its amulet. When the shield guardian sees the characters, it wastes its actions on feeble
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
flee when confronted by adventurers. If one or both goblins are captured, they can lead adventurers to the nearest Xanathar Guild watch post as well as describe its defenses, since they have observed
(level 4, area 16a). A rune on the shield guardian’s head matches a rune inscribed on the back of its amulet. When the shield guardian sees the characters, it wastes its actions on feeble
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
The Ring of Winter After reclaiming Svardborg, Jarl Storvald used rune magic to divine how best to find the Ring of Winter — what the frost giants call the Ice That Never Melts. The runes told
Storvald that help would come to him after he staged a series of raids on coastal communities. He sent ships to attack sites along the Sword Coast, and during a raid on Port Llast, the giants captured a
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->Storm King's Thunder
The Ring of Winter After reclaiming Svardborg, Jarl Storvald used rune magic to divine how best to find the Ring of Winter — what the frost giants call the Ice That Never Melts. The runes told
Storvald that help would come to him after he staged a series of raids on coastal communities. He sent ships to attack sites along the Sword Coast, and during a raid on Port Llast, the giants captured a
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->The Wild Beyond the Witchlight
captured in Prismeer, they hear the distant whistling of the calliope and can follow the music to safety. Any barriers or obstacles in their way are magically removed. For example, the lock on a cell
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
captured in Prismeer, they hear the distant whistling of the calliope and can follow the music to safety. Any barriers or obstacles in their way are magically removed. For example, the lock on a cell
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
captured in Prismeer, they hear the distant whistling of the calliope and can follow the music to safety. Any barriers or obstacles in their way are magically removed. For example, the lock on a cell
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
unable to locate an elusive foe, or have been captured by the cult and need inside help to escape, a Harper can offer up a secure hideout, a whispered clue, or a smuggled knife. Bards, mages, and rogues
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
unable to locate an elusive foe, or have been captured by the cult and need inside help to escape, a Harper can offer up a secure hideout, a whispered clue, or a smuggled knife. Bards, mages, and rogues
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
unable to locate an elusive foe, or have been captured by the cult and need inside help to escape, a Harper can offer up a secure hideout, a whispered clue, or a smuggled knife. Bards, mages, and rogues
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
unable to locate an elusive foe, or have been captured by the cult and need inside help to escape, a Harper can offer up a secure hideout, a whispered clue, or a smuggled knife. Bards, rogues, and wizards
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
unable to locate an elusive foe, or have been captured by the cult and need inside help to escape, a Harper can offer up a secure hideout, a whispered clue, or a smuggled knife. Bards, mages, and rogues
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
unable to locate an elusive foe, or have been captured by the cult and need inside help to escape, a Harper can offer up a secure hideout, a whispered clue, or a smuggled knife. Bards, rogues, and wizards
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
unable to locate an elusive foe, or have been captured by the cult and need inside help to escape, a Harper can offer up a secure hideout, a whispered clue, or a smuggled knife. Bards, rogues, and wizards
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
unable to locate an elusive foe, or have been captured by the cult and need inside help to escape, a Harper can offer up a secure hideout, a whispered clue, or a smuggled knife. Bards, mages, and rogues
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
unable to locate an elusive foe, or have been captured by the cult and need inside help to escape, a Harper can offer up a secure hideout, a whispered clue, or a smuggled knife. Bards, mages, and rogues
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. The fog swirls through this cavern, agitated by the dancing of eleven chanting minotaurs.
Offal Pile. Low stone barriers constrain a massive pile of rotting, dismembered body parts.
Altar. Behind
creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 5b on level 19, in the closest unoccupied space next to the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. The fog swirls through this cavern, agitated by the dancing of eleven chanting minotaurs.
Offal Pile. Low stone barriers constrain a massive pile of rotting, dismembered body parts.
Altar. Behind
creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 5b on level 19, in the closest unoccupied space next to the






