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Returning 35 results for 'borders blade diffusing core runes'.
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Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Fae Blade attacks. It can replace one of these attacks with Stunning Soliloquy if available.
Fae Blade. Melee Weapon Attack: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Fae Blade
"} to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7);{"diceNotation":"3d8+7", "rollType":"damage", "rollAction":"Fae Blade", "rollDamageType":"force"} force damage.
Stunning Soliloquy (Recharge 5–6
Monsters
Mordenkainen's Fiendish Folio Volume 1
inscribed across the blade, which can reduce living creatures to ash. The lord of entropy also bears a set of obsidian tablets slung about its waist, upon which it inscribes destructive runes. Living
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Wizard Bladesingers form an elite cadre of warrior-mages in the kingdom of Celene. Some of these agents work beyond Celene’s borders, wielding blade and magic against the queen’s enemies. The art of the blade song is unknown beyond that kingdom; no non-elf has learned its secrets.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Wizard Bladesingers form an elite cadre of warrior-mages in the kingdom of Celene. Some of these agents work beyond Celene’s borders, wielding blade and magic against the queen’s enemies. The art of the blade song is unknown beyond that kingdom; no non-elf has learned its secrets.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Wizard Bladesingers form an elite cadre of warrior-mages in the kingdom of Celene. Some of these agents work beyond Celene’s borders, wielding blade and magic against the queen’s enemies. The art of the blade song is unknown beyond that kingdom; no non-elf has learned its secrets.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
around the hilt and minuscule runes emblazoned on the flat of the blade. When light hits the dagger, the blade appears to pulse with an inner radiance. The dagger resembles the one that scarred Quill as
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
around the hilt and minuscule runes emblazoned on the flat of the blade. When light hits the dagger, the blade appears to pulse with an inner radiance. The dagger resembles the one that scarred Quill as
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
around the hilt and minuscule runes emblazoned on the flat of the blade. When light hits the dagger, the blade appears to pulse with an inner radiance. The dagger resembles the one that scarred Quill as
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
tremendous scope of its sprawl, and its borders (if it has any) are unknown, except possibly to those who live near the edges. The story of Ravnica focuses on its core. Sometimes called the city proper
, this core is divided into ten districts, each of which is a huge urban environment in its own right. The districts are named in simple numerical order from the First to the Tenth. No correlation
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
tremendous scope of its sprawl, and its borders (if it has any) are unknown, except possibly to those who live near the edges. The story of Ravnica focuses on its core. Sometimes called the city proper
, this core is divided into ten districts, each of which is a huge urban environment in its own right. The districts are named in simple numerical order from the First to the Tenth. No correlation
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
tremendous scope of its sprawl, and its borders (if it has any) are unknown, except possibly to those who live near the edges. The story of Ravnica focuses on its core. Sometimes called the city proper
, this core is divided into ten districts, each of which is a huge urban environment in its own right. The districts are named in simple numerical order from the First to the Tenth. No correlation
Magic Items
Waterdeep: Dragon Heist
weapon is searching for a new owner.
Azuredge has a solid steel handle etched with tiny runes, wrapped in blue dragon hide with a star sapphire set into the pommel. The axe head is forged from silver
defense against the axe, which passes through that spell’s barrier of magical force.
When you hit a fiend or an undead with the axe, cold blue flames erupt from its blade and deal an extra 2d6
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
bridge is called Torm’s Reach, while the south bridge is named Torm’s Blade. Unless the characters can fly or teleport, they must use one of the bridges on their trek toward the High Hall. When the
spans the chasm. Holy runes etched into the stonework of the bridge indicate that the structure has been consecrated in the name of Torm, god of courage and self-sacrifice. Six infernal creatures stand
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
bridge is called Torm’s Reach, while the south bridge is named Torm’s Blade. Unless the characters can fly or teleport, they must use one of the bridges on their trek toward the High Hall. When the
spans the chasm. Holy runes etched into the stonework of the bridge indicate that the structure has been consecrated in the name of Torm, god of courage and self-sacrifice. Six infernal creatures stand
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
bridge is called Torm’s Reach, while the south bridge is named Torm’s Blade. Unless the characters can fly or teleport, they must use one of the bridges on their trek toward the High Hall. When the
spans the chasm. Holy runes etched into the stonework of the bridge indicate that the structure has been consecrated in the name of Torm, god of courage and self-sacrifice. Six infernal creatures stand
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
It’s Your World In creating your campaign world, it helps to start with the core assumptions and consider how your setting might change them. The subsequent sections of this chapter address each
, but they’re not the only set of assumptions that can do so. You can build an interesting campaign concept by altering one or more of those core assumptions, just as well-established D&D worlds have done
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
It’s Your World In creating your campaign world, it helps to start with the core assumptions and consider how your setting might change them. The subsequent sections of this chapter address each
, but they’re not the only set of assumptions that can do so. You can build an interesting campaign concept by altering one or more of those core assumptions, just as well-established D&D worlds have done
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
It’s Your World In creating your campaign world, it helps to start with the core assumptions and consider how your setting might change them. The subsequent sections of this chapter address each
, but they’re not the only set of assumptions that can do so. You can build an interesting campaign concept by altering one or more of those core assumptions, just as well-established D&D worlds have done
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
choice. Waves of invaders appear throughout the night, unless the characters can activate the proper sequences of runes and star carvings to sever the invaders’ connection to the circle. Missing
built the circle. She demands tribute in the form of magical metal treasure to allow the characters to access the circle. She also accepts a fragment from the core of a supposedly inert runic colossus (see chapter 6).
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
massive sphinx statue carved from black stone. The statue’s pyramidal head is like a triangular blade tipped toward the sky. Its shadow creeps across the stone courtyard, pointing like a sundial at runes
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
massive sphinx statue carved from black stone. The statue’s pyramidal head is like a triangular blade tipped toward the sky. Its shadow creeps across the stone courtyard, pointing like a sundial at runes
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
massive sphinx statue carved from black stone. The statue’s pyramidal head is like a triangular blade tipped toward the sky. Its shadow creeps across the stone courtyard, pointing like a sundial at runes
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
spells the warlock knows. Does the Eyes of the Rune Keeper invocation work on magical runes? Eyes of the Rune Keeper lets you read any form of writing, including the linguistic meaning of a rune, if any
. If a warlock uses Pact of the Blade to bond with a magic weapon, does that weapon have to be a melee weapon, and can the warlock change the weapon’s form? The warlock’s Pact of the Blade feature lets
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
choice. Waves of invaders appear throughout the night, unless the characters can activate the proper sequences of runes and star carvings to sever the invaders’ connection to the circle. Missing
built the circle. She demands tribute in the form of magical metal treasure to allow the characters to access the circle. She also accepts a fragment from the core of a supposedly inert runic colossus (see chapter 6).
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
spells the warlock knows. Does the Eyes of the Rune Keeper invocation work on magical runes? Eyes of the Rune Keeper lets you read any form of writing, including the linguistic meaning of a rune, if any
. If a warlock uses Pact of the Blade to bond with a magic weapon, does that weapon have to be a melee weapon, and can the warlock change the weapon’s form? The warlock’s Pact of the Blade feature lets
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
choice. Waves of invaders appear throughout the night, unless the characters can activate the proper sequences of runes and star carvings to sever the invaders’ connection to the circle. Missing
built the circle. She demands tribute in the form of magical metal treasure to allow the characters to access the circle. She also accepts a fragment from the core of a supposedly inert runic colossus (see chapter 6).
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
spells the warlock knows. Does the Eyes of the Rune Keeper invocation work on magical runes? Eyes of the Rune Keeper lets you read any form of writing, including the linguistic meaning of a rune, if any
. If a warlock uses Pact of the Blade to bond with a magic weapon, does that weapon have to be a melee weapon, and can the warlock change the weapon’s form? The warlock’s Pact of the Blade feature lets
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
of the Sea of Moving Ice, the prison is a single-story structure topped with battlements. Rising from the core of the panopticon is a tower that holds the prison’s administrative offices and guard
barracks. Both the prison and the tower are carved from a tall, blade-shaped rock that rises high above the sea cliffs. This rock, called the Windbreak, shields the tower against the brutal winds that
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
of the Sea of Moving Ice, the prison is a single-story structure topped with battlements. Rising from the core of the panopticon is a tower that holds the prison’s administrative offices and guard
barracks. Both the prison and the tower are carved from a tall, blade-shaped rock that rises high above the sea cliffs. This rock, called the Windbreak, shields the tower against the brutal winds that
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Core Assumptions The rules of the game are based on the following core assumptions about the game world. Gods Oversee the World. The gods are real and embody a variety of beliefs, with each god
deny their existence. Much of the World Is Untamed. Wild regions abound. City-states, confederacies, and kingdoms of various sizes dot the landscape, but beyond their borders the wilds crowd in. People
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
of the Sea of Moving Ice, the prison is a single-story structure topped with battlements. Rising from the core of the panopticon is a tower that holds the prison’s administrative offices and guard
barracks. Both the prison and the tower are carved from a tall, blade-shaped rock that rises high above the sea cliffs. This rock, called the Windbreak, shields the tower against the brutal winds that
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
of the Sea of Moving Ice, the prison is a single-story structure topped with battlements. Rising from the core of the panopticon is a tower that holds the prison’s administrative offices and guard
barracks. Both the prison and the tower are carved from a tall, blade-shaped rock that rises high above the sea cliffs. This rock, called the Windbreak, shields the tower against the brutal winds that
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Core Assumptions The rules of the game are based on the following core assumptions about the game world. Gods Oversee the World. The gods are real and embody a variety of beliefs, with each god
deny their existence. Much of the World Is Untamed. Wild regions abound. City-states, confederacies, and kingdoms of various sizes dot the landscape, but beyond their borders the wilds crowd in. People
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
of the Sea of Moving Ice, the prison is a single-story structure topped with battlements. Rising from the core of the panopticon is a tower that holds the prison’s administrative offices and guard
barracks. Both the prison and the tower are carved from a tall, blade-shaped rock that rises high above the sea cliffs. This rock, called the Windbreak, shields the tower against the brutal winds that
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Core Assumptions The rules of the game are based on the following core assumptions about the game world. Gods Oversee the World. The gods are real and embody a variety of beliefs, with each god
deny their existence. Much of the World Is Untamed. Wild regions abound. City-states, confederacies, and kingdoms of various sizes dot the landscape, but beyond their borders the wilds crowd in. People






