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Returning 23 results for 'before being draw charges reel'.
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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
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
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
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->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->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->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->The Book of Many Things
. 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 takes effect. You must draw each card you declared no more than 1 hour after the previous draw. Unless a card states otherwise, if you fail to draw the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
actions this turn. The Six’s airship keeps more than 60 feet away from the characters’ battle balloon to allow it to fire all weapons. In this round, the Six operatives don’t reel in the lines of
are below decks to avoid damage. One of the mephits activates a wand of magic detection. Round 2 If any harpoons have hit, the Six’s crew begin to reel them in using the airship’s Harpoon Haul, pulling
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
influential figure in the city or were powerful travelers in their own right. Meeting Sangora Shortly after the characters enter the Corpse Market, they draw the attention of a vampire merchant named
finding a Crevice of Dusk. Sangora sells information at a higher profit than she sells blood, and she’s full of useful tidbits about the city. She charges 20 gp for each question she answers, but she
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Akannathi ARN ah-kah-NAH-thee Chief of the Akannathi goliath tribe of Skytower Shelter
Arveiaturace ar-vay-AH-chur-us Ancient white dragon known as the White Wyrm
Auril oh-REEL Lesser god that
-draw AR-lah-gath Half-elf captain of the town militia in Easthaven
Iriolarthas ear-ee-oh-LAR-thas Demilich of Ythryn
Isarr Kronenstrom EYE-sar CROW-nen-strom Psychotic would-be king of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
player’s answer—cinnamon rolls from a nearby baker, firework charges being prepared for a celebration, or anything else—becomes part of the village, and the player has added an important detail to the
someone you once knew. Who? From the animate mass of murderous dolls scrambles a figure that reminds you of your favorite childhood toy. What is it? Questions such as these don’t need to draw on warm
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
as they sense movement. If the mine entrance has not yet collapsed and all the characters are in or near this room, Itzmin detonates his charges (see the “Cave-In!” section earlier in the adventure
would draw attention in San Citlán. Demonic Scrawls. The symbols scrawled across the walls are in Abyssal and represent omens and prophecies sent by Pazuzu to Itzmin. A character who understands Abyssal
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
seating, cots, mess tables, and several Humanoid skeletons. Between them, the skeletons have a green key card, a paralysis pistol with 3 charges remaining, and one spaceship trinket. Roll on the
. Near the streamlet are two horrid plants (snapper saws) that use their tendrils to reel passersby into their bladelike leaves. S58: Swamp This flooded region has formed a swamp. Gnarled trees sink
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
sounds of battle draw his attention, Ozymandias (priest) is in this room discussing survival tactics with a guard (veteran). The room serves as Ozymandias’s bedroom, office, and storeroom. If the
skeleton’s ribs. The characters can remove the statuary if they want. The statues weigh 700 pounds each. The mariners’ guild charges a stiff fee for transporting them, and the characters soon
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
grappled by the roper. When the roper uses its Reel action, it pulls creatures it is grappling into the lava. Because of the lava, the roper has a challenge rating of 11 (7,200 XP). W5. Chamber of
opens a small vent in the center of the ceiling, and natural air currents draw the fumes out of the chamber in a few moments. Characters to notice the steady airflow. The vent closes again 1 minute
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
with a small window to allow guards to check in on their charges. A side passage holds six individual cells with higher-quality locks (each requiring a successful DC 25 Dexterity check with thieves
execution. Such punishments are rare, but when they do occur, they draw a large crowd. In any given week, there is a 2 percent chance of an execution, usually of some bandit or other non-native ne’er-do
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
charges at you from an alcove in the northeast, growling. The hilt of a pristine sword protrudes from the creature’s chest.
The figure is a clay golem created by Iggwilv to destroy intruders. The golem
sense. For now, the tunnel leads only to a dead end. If the characters draw attention to themselves with light or noise, the pechs investigate. The pechs are initially indifferent toward the characters
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
. Rusted weapons lie scattered on the ground.
A hulking, crudely formed figure made of gray clay charges at you from an alcove in the northeast, growling. The hilt of a pristine sword protrudes from
) are diligently carving a tunnel from this grotto up into the mountain toward an enclosed cavern they can sense. For now, the tunnel leads only to a dead end. If the characters draw attention with light
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
the shield’s only magic, and that it did exactly what she intended it to do: draw in business. Still, it appears that there’s more to the shield’s story, for recently both Aurayaun and the shield
always a few inmates rotting in these cells, ranging from petty criminals to political prisoners locked away on trumped-up charges. Characters who run seriously afoul of the law in Baldur’s Gate might wind
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the shield’s only magic, and that it did exactly what she intended it to do: draw in business. Still, it appears that there’s more to the shield’s story, for recently both Aurayaun and the shield
locked away on trumped-up charges. Characters who run seriously afoul of the law in Baldur’s Gate might wind up in the Seatower. While the Fist treats the prison as something of an afterthought, any
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
streets. O2. Tower Level As the characters draw closer to the city, they get a better view of the stone towers rising above the ooze. Many of the glass statues set along the exteriors of the towers are
found in Kwalish’s lab in part 3 of the adventure, are two such devices. Alongside countless dead energy cells spread across this area, the characters also find 1d6 charged cells, each holding 20 charges






