Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'both both defends cards returns'.
Other Suggestions:
both both deeds calls returner
both both deeds card returns
both both defend caerys return
both both deeds calls returns
both both defender calls returner
Magic Items
The Book of Many Things
slashing damage and imposes a magical effect determined by its suit, as detailed in the Deck of Wild Cards table. The card immediately returns to the deck after it hits or misses a target.
Deck of
This deck of heavy vellum cards hums with the magic of the Elemental Chaos.
The magic of the deck functions only if cards are drawn at random (a deck of real-world playing cards can simulate the
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
wearing or carrying, appearing in the closest unoccupied space to the card. After you teleport in this way, or after 8 hours, the card returns to the deck, and the mark on it fades.
Riffling Portal. As an
Ring of Djinni Summoning
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
feet of you. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home plane.
While summoned, the
djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it, the djinni defends itself against attackers but takes no
magic-items
commands, the creature defends itself but takes no other action. At the end of the 10 minutes, or when the creature is reduced to 0 Hit Points, it returns to your body as a tattoo. Once you have used a
magic-items
commands, the creature defends itself but takes no other action. At the end of the 10 minutes, or when the creature is reduced to 0 Hit Points, it returns to your body as a tattoo. Once you have used a
magic-items
commands, the creature defends itself but takes no other action. At the end of the 10 minutes, or when the creature is reduced to 0 Hit Points, it returns to your body as a tattoo. Once you have used a Magic action to animate this tattoo, it can’t be used again until 3 days pass.
magic-items
immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other action. At the end of the 10 minutes, or when the creature is reduced to 0 Hit
Points, it returns to your body as a tattoo. Once you have used a Magic action to animate this tattoo, it can’t be used again until 3 days pass.
If you end or lose Attunement to this magic item
Magic Items
The Book of Many Things
Over the centuries since the first Deck of Many Things was created, many have sought and failed to replicate it. But some have created new cards. These forty-four additional cards are known
collectively as the Deck of Many More Things. (More information on creating new cards for this deck appears in chapter 2.)
Like the Deck of Many Things, the Deck of Many More Things manifests differently on
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
range of 30 feet. On a hit, it deals 1d4 slashing damage and imposes a magical effect determined by its suit, as detailed in the Deck of Wild Cards table. The card immediately returns to the deck after
Deck of Wild Cards Wondrous Item, Very Rare This deck of heavy vellum cards hums with the magic of the Elemental Chaos. The magic of the deck functions only if cards are drawn at random (a deck of
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
range of 30 feet. On a hit, it deals 1d4 slashing damage and imposes a magical effect determined by its suit, as detailed in the Deck of Wild Cards table. The card immediately returns to the deck after
Deck of Wild Cards Wondrous Item, Very Rare This deck of heavy vellum cards hums with the magic of the Elemental Chaos. The magic of the deck functions only if cards are drawn at random (a deck of
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Deck of Dimensions Wondrous Item, Very Rare (Requires Attunement) The backs of the cards in this deck are decorated with intricate designs representing different planes of existence. The deck has 6
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->The Book of Many Things
Deck of Dimensions Wondrous Item, Very Rare (Requires Attunement) The backs of the cards in this deck are decorated with intricate designs representing different planes of existence. The deck has 6
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->The Book of Many Things
Deck of Dimensions Wondrous Item, Very Rare (Requires Attunement) The backs of the cards in this deck are decorated with intricate designs representing different planes of existence. The deck has 6
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->The Book of Many Things
range of 30 feet. On a hit, it deals 1d4 slashing damage and imposes a magical effect determined by its suit, as detailed in the Deck of Wild Cards table. The card immediately returns to the deck after
Deck of Wild Cards Wondrous Item, Very Rare This deck of heavy vellum cards hums with the magic of the Elemental Chaos. The magic of the deck functions only if cards are drawn at random (a deck of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
points. It then returns to its home plane. While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it
, the djinni defends itself against attackers but takes no other actions. After the djinni departs, it can’t be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies. Rings Left to Right: Animal Influence, Djinni Summoning, Free Action, and Air Elemental Command
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
points. It then returns to its home plane. While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it
, the djinni defends itself against attackers but takes no other actions. After the djinni departs, it can’t be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
points. It then returns to its home plane. While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it
, the djinni defends itself against attackers but takes no other actions. After the djinni departs, it can’t be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
points. It then returns to its home plane. While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it
, the djinni defends itself against attackers but takes no other actions. After the djinni departs, it can’t be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies. Rings Left to Right: Animal Influence, Djinni Summoning, Free Action, and Air Elemental Command
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Volo's Guide to Monsters
Lord Dagult Neverember once told me, during a drunken tirade, that orcs are fearful of their gods, and, if one plays one’s cards right, they can be controlled through that fear and made to
fraught with tests of strength, fierce competition and nothing in the way of maternal or paternal love. From the time a child can wield a stick or a crude knife, it asserts itself and defends itself
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
points. It then returns to its home plane. While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it
, the djinni defends itself against attackers but takes no other actions. After the djinni departs, it can’t be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies. Rings Left to Right: Animal Influence, Djinni Summoning, Free Action, and Air Elemental Command
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
points. It then returns to its home plane. While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it
, the djinni defends itself against attackers but takes no other actions. After the djinni departs, it can’t be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Deck of Many More Things Wondrous Item, Legendary Over the centuries since the first Deck of Many Things was created, many have sought and failed to replicate it. But some have created new cards
. These forty-four additional cards are known collectively as the Deck of Many More Things. (More information on creating new cards for this deck appears in chapter 2.) Like the Deck of Many Things, the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Deck of Many More Things Wondrous Item, Legendary Over the centuries since the first Deck of Many Things was created, many have sought and failed to replicate it. But some have created new cards
. These forty-four additional cards are known collectively as the Deck of Many More Things. (More information on creating new cards for this deck appears in chapter 2.) Like the Deck of Many Things, the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Deck of Many More Things Wondrous Item, Legendary Over the centuries since the first Deck of Many Things was created, many have sought and failed to replicate it. But some have created new cards
. These forty-four additional cards are known collectively as the Deck of Many More Things. (More information on creating new cards for this deck appears in chapter 2.) Like the Deck of Many Things, the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
iconography of comets, keys, knights, and more. A small goblin sits cross-legged on the ground, wearing a blue hat and a lopsided smile. A stack of ivory cards lies before him. “Took you long enough
walls represent the deck’s cards. Oddlewin is a nilbog, a goblin possessed by a trickster spirit. If Oddlewin is slain, the trickster spirit flies from the tent to possess another goblin, who strolls
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
iconography of comets, keys, knights, and more. A small goblin sits cross-legged on the ground, wearing a blue hat and a lopsided smile. A stack of ivory cards lies before him. “Took you long enough
walls represent the deck’s cards. Oddlewin is a nilbog, a goblin possessed by a trickster spirit. If Oddlewin is slain, the trickster spirit flies from the tent to possess another goblin, who strolls
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
iconography of comets, keys, knights, and more. A small goblin sits cross-legged on the ground, wearing a blue hat and a lopsided smile. A stack of ivory cards lies before him. “Took you long enough
walls represent the deck’s cards. Oddlewin is a nilbog, a goblin possessed by a trickster spirit. If Oddlewin is slain, the trickster spirit flies from the tent to possess another goblin, who strolls
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Effects for Single Cards A Deck of Many Things typically appears not as individual cards, but as a collection of cards characters can draw from. But this doesn’t have to be true; you can give each
they can use in subsequent adventures to find the cards that remain. Eventually the heroes assemble the entire deck, which they can then use in the traditional manner, drawing transformative cards from
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Effects for Single Cards A Deck of Many Things typically appears not as individual cards, but as a collection of cards characters can draw from. But this doesn’t have to be true; you can give each
they can use in subsequent adventures to find the cards that remain. Eventually the heroes assemble the entire deck, which they can then use in the traditional manner, drawing transformative cards from
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Effects for Single Cards A Deck of Many Things typically appears not as individual cards, but as a collection of cards characters can draw from. But this doesn’t have to be true; you can give each
they can use in subsequent adventures to find the cards that remain. Eventually the heroes assemble the entire deck, which they can then use in the traditional manner, drawing transformative cards from
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, shields leap from the walls to protect him (see “Flying Shields” below). During waking hours, Ras Nsi returns here only if he’s in danger. If the characters defeat Ras Nsi and question him, he reveals the
Nsi unlock the gate and bring forth the Night Serpent. In return, Ras Nsi defends the Tomb of the Nine Gods. Nine stone puzzle cubes are needed to enter the Tomb of the Nine Gods. Ras Nsi doesn’t
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, shields leap from the walls to protect him (see “Flying Shields” below). During waking hours, Ras Nsi returns here only if he’s in danger. If the characters defeat Ras Nsi and question him, he reveals the
Nsi unlock the gate and bring forth the Night Serpent. In return, Ras Nsi defends the Tomb of the Nine Gods. Nine stone puzzle cubes are needed to enter the Tomb of the Nine Gods. Ras Nsi doesn’t
Compendium
- Sources->Dungeons & Dragons->Monster Manual
importance. Roll on or choose a result from the Weretiger Wards table to inspire what a weretiger defends.
Weretiger Wards 1d4 The Weretiger Protects A...
1 Legendary weapon or symbol of
end of this movement, the weretiger can take the Hide action.
Shape-Shift. The weretiger shape-shifts into a Large tiger-humanoid hybrid or a Large tiger, or it returns to its true humanoid form
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, shields leap from the walls to protect him (see “Flying Shields” below). During waking hours, Ras Nsi returns here only if he’s in danger. If the characters defeat Ras Nsi and question him, he reveals the
Nsi unlock the gate and bring forth the Night Serpent. In return, Ras Nsi defends the Tomb of the Nine Gods. Nine stone puzzle cubes are needed to enter the Tomb of the Nine Gods. Ras Nsi doesn’t
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
The Knight as Narrative Device The Dungeon Master’s Guide details how the nonplayer character summoned by the Knight card of a Deck of Many Things appears. But as discussed in chapter 2, the cards of
ally might be a bit of a surprise for the characters—someone they dismiss as unrelated to the Deck of Many Things until the scholar draws a weapon and ably defends themself in battle. The studious ally