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Returning 35 results for 'been being draw carry rites'.
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Magic Items
Dungeon Master’s Guide
column of the Deck of Many Things table when randomly determining cards drawn from the deck.
Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any
cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If
Classes
Player’s Handbook
prayers and rites that help them draw on power from the Outer Planes.
Not every member of a temple or shrine is a Cleric. Some priests are called to a simple life of temple service, carrying out their
, Mace, Holy Symbol, Priest's Pack, and 7 GP; or (B) 110 GP
Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity
Monsters
Guildmasters’ Guide to Ravnica
, with little grasp of metaphor or nuance.
The death priests occupy the highest roles in kraul society. They lead the buzzing chants of the kraul rites. Their inscrutable clicks and buzzing can summon
crippling necromantic magic, and the presence of death seems to fortify them. They draw power from the defeat of their enemies and channel it to their followers, ensuring the continuation of the cycle.
The current leader of the kraul is a death priest named Mazirek.
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number
have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number
Magic Items
Lost Laboratory of Kwalish
draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number
have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number
Monsters
Mordenkainen Presents: Monsters of the Multiverse
agree to carry the leader into battle and offer advice during the fight. Followers of Yeenoghu also see leucrottas as a form of entertainment. They enjoy watching a leucrotta work almost as much as they
like doing their own killing, since leucrottas are meticulous in their cruelty and able to draw out kills for better and longer sport. And when there are no victims to be had, a leucrotta can mimic the
Red Slaad (control gem variant)
Legacy
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Monsters
Monster Manual (2014)
egg.
A humanoid host can carry only one slaad egg to term at a time. Over three months, the egg moves to the chest cavity, gestates, and forms a slaad tadpole. In the 24-hour period before giving birth
slaad. Another creature can use magic to draw forth a slaad's gem and use it to subjugate the slaad. The slaad must obey whoever possesses its gem. If a slaad's gem is destroyed, the slaad can no longer
Spells
Xanathar's Guide to Everything
verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise
fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
deity or other immortal force that unlocked their magic. Harnessing divine magic doesn’t rely on specific training, yet Clerics might learn prayers and rites that help them draw on power from the Outer
GP; or (B) 110 GP Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity, a Cleric can reach out to the divine
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
and rites that help them draw on power from the Outer Planes. Not every member of a temple or shrine is a Cleric. Some priests are called to a simple life of temple service, carrying out their
Shirt, Shield, Mace, Holy Symbol, Priest’s Pack, and 7 GP; or (B) 110 GP Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another
Kenku
Legacy
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Species
Volo's Guide to Monsters
groups called flocks. A flock is led by the oldest and most experienced kenku with the widest store of knowledge to draw on, often called Master.
Although kenku can’t create new things, they have
city, alerting their allies to the approach of a guard patrol or signaling a prime opportunity for a robbery.
Since kenku can precisely reproduce any sound, the messages they carry rarely suffer
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
break down doors, open locks, or carry out similar activities have Disadvantage. 6 Thriving. The dungeon is heavily populated. Any loud noises draw the attention of nearby creatures.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
printed as a mosaic of raised dots. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the
deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Intelligence Intelligence measures mental acuity, accuracy of recall, and the ability to reason. Intelligence Checks An Intelligence check comes into play when you need to draw on logic, education
) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults. Other Intelligence Checks The DM might call for an
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
of Moloch, one of either agents’ couriers, and so forth. As she does in Lost Laboratory of Kwalish, she offers to let the characters draw from her deck of several things. Some of the deck’s cards
determines. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You draw no more cards. Flames. A powerful artificer (Moghadam or Thessalar, at the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, spells, and class features can have their source in the power of dragons. A character of any class can have strong ties to dragonkind. The Draconic Character Ties table provides ideas you might draw on
options. Draconic Character Ties d10 Draconic Tie
1 I revere and draw my power from one of the dragon gods—most likely Bahamut or Tiamat, but possibly Sardior or a powerful dragon with
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Intelligence Intelligence measures mental acuity, accuracy of recall, and the ability to reason. Intelligence Checks An Intelligence check comes into play when you need to draw on logic, education
) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults. Other Intelligence Checks. The DM might call for
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
some have twenty-two. Use the appropriate column of the Deck of Many Things table when randomly determining cards drawn from the deck. Before you draw a card, you must declare how many cards you intend
to draw and then draw them randomly. Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, but the rest have twenty-two. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck
). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, but the rest have twenty-two. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck
). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
some have twenty-two. Use the appropriate column of the Deck of Many Things table when randomly determining cards drawn from the deck. Before you draw a card, you must declare how many cards you intend
to draw and then draw them randomly. Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Dragonmarked Characters Here are a few examples of characters who carry the Mark of Storms. Noble Sorcerer. You are heir to one of the oldest families of Lyrandar, a direct descendant of the
Firstborn. You can draw on your mark and your bloodline to wield power beyond those of other heirs. You’re a noble of the house: are you a carefree celebrity, or are you driven by duty and a deep desire to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
clan lords continue this practice. Overall, Darguun is a nation that is still finding its identity—a kingdom that seeks to be more than a seized territory. The goblins carry the legacy of a mighty
empire and stand in the shadow of the nations around them. Haruuc wants to draw out the best in his people, to harness their strengths and achieve their potential. The rest of Khorvaire waits to see if the Ghaal’dar have the will to remain a nation, and if Darguun can survive when Haruuc passes away.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Kraul Death Priest The death priests occupy the highest roles in kraul society. They lead the buzzing chants of the kraul rites. Their inscrutable clicks and buzzing can summon crippling necromantic
magic, and the presence of death seems to fortify them. They draw power from the defeat of their enemies and channel it to their followers, ensuring the continuation of the cycle. The current leader
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
lock with a successful DC 20 Dexterity check. A character using makeshift tools can attempt the same check but has disadvantage. A lock-picking attempt might draw the attention of the guards, requiring
a Dexterity (Stealth) check contested by the guards’ passive Wisdom (Perception) score to carry it off without notice. Each of the guards on duty in the other areas of the outpost has a key to the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Ideal Minions Kenku gather in groups called flocks. A flock is led by the oldest and most experienced kenku with the widest store of knowledge to draw on, often called Master. Although kenku can’t
noise across the city, alerting their allies to the approach of a guard patrol or signaling a prime opportunity for a robbery. Since kenku can precisely reproduce any sound, the messages they carry
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
and Rites. Thanks to his prolonged absence from mortal giants’ affairs, Annam has few priests. On some worlds, he has no priests and his name is all but forgotten. On other worlds, a priest of Annam
they recognize is “might makes right.” Priests and Rites. Grolantor’s priests often boast of having experienced a personal interaction with their god—a dream, waking vision, or even an encounter with
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
his plan to release Tiamat: recruiting dragons and assembling a treasure hoard worthy of the queen of evil dragons. These efforts draw the characters’ attention to the cult. The action begins when a
town comes under attack by a dragon and its allies. Characters can intervene to save townsfolk, but not before attackers carry away an important scholar. While rescuing that captive from the raiders
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
his plan to release Tiamat: recruiting dragons and assembling a treasure hoard worthy of the queen of evil dragons. These efforts draw the characters’ attention to the cult. The action begins when a
town comes under attack by a dragon and its allies. Characters can intervene to save townsfolk, but not before attackers carry away an important scholar. While rescuing that captive from the raiders
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
his plan to release Tiamat: recruiting dragons and assembling a treasure hoard worthy of the queen of evil dragons. These efforts draw the characters’ attention to the cult. The action begins when a
town comes under attack by a dragon and its allies. Characters can intervene to save townsfolk, but not before attackers carry away an important scholar. While rescuing that captive from the raiders
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Xarann yet, Tazirahc is determined to find him once he is released. Tazirahc rewards his liberators by sharing one Undermountain secret with them; draw a card from the Secrets Deck (see appendix C) to
determine what Tazirahc knows. Treasure Kereth, Gelgos, and Jevan each carry an obsidian scarab engraved with the insignia of House Auvryndar (25 gp). Kereth also carries a zurkhwood wand (his arcane focus) and a leather-bound spellbook containing all the spells he has prepared.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or
the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command — such as “attack my enemies,” “explore the room ahead
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
spellcasters, but they can enrich any character’s story. When using this table, you can either choose the entries that speak to you or draw cards from the deck. Sage Destinies Card Heroic Tie
con unsuspecting individuals. Gem You carry a seemingly ordinary item stolen from a powerful archmage, and it causes inexplicable things to happen around you. Jester You come from a long tradition of
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Mandorcai’s Mansion. You and others sought the tools and rites to prod the power within, to draw it out and make it yours. But what lies within the mansion refuses to ever serve again. 3 Too long has the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
within Mandorcai’s Mansion. You and others sought the tools and rites to prod the power within, to draw it out and make it yours. But what lies within the mansion refuses to ever serve again.
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