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Returning 35 results for 'calling ward revelation'.
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Magic Items
Dungeon Master’s Guide
. Their magic has been warped over the centuries. Their primary purpose of calling dragons still functions, but they also allow some measure of control over dragons.
Each orb contains the essence of
Cost
Cure Wounds (level 9 version)
4
Daylight
1
Death Ward
2
Detect Magic
0
Scrying (save DC 18)
3
Call Dragons. While you control the orb, you can take a Magic
Monsters
Acquisitions Incorporated
person, magic weapon, silence, spiritual weapon
3rd level (3 slots): beacon of hope, crusader's mantle, dispel magic, mass healing word, spirit guardians
4th level (3 slots): death ward, freedom of
adventure. But adventure of the wrong kind came calling for the trio one day, when an underground ruin they had often explored — actually a creature called the Wandering Crypt — took Auspicia from the
Backgrounds
Sword Coast Adventurer's Guide
member of your family, by right of birth, or it could have been left to you by a friend, a mentor, a teacher, or someone else important in your life. The revelation of your inheritance changed your life
. (Neutral)
6
Destiny. Nothing and no one can steer me away from my higher calling. (Any)
d6
Bond
1
I have a family, but I have no idea where they are. One day, I hope to see
Orb of Dragonkind
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons.
Each orb contains the
one of the following spells (save DC 18) from it: cure wounds (5th-level version, 3 charges), daylight (1 charge), death ward (2 charges), or scrying (3 charges).
You can also use an action to cast
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
for Floon leads to the revelation that he was caught up in a case of mistaken identity, and the characters are actually looking for two victims. The intended target was Lord Neverember’s estranged son
adventurers the deed to a building in the North Ward that looks out onto a wide cul-de-sac hemmed in by old residences and shops. The property used to be a tavern with a residence on the upper floors. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
for Floon leads to the revelation that he was caught up in a case of mistaken identity, and the characters are actually looking for two victims. The intended target was Lord Neverember’s estranged son
adventurers the deed to a building in the North Ward that looks out onto a wide cul-de-sac hemmed in by old residences and shops. The property used to be a tavern with a residence on the upper floors. The
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
revelation, the characters receive a message via a Sending spell from Alustriel offering to provide more help once the characters are ready. If the characters don’t plan to return to Sigil, encourage them to
of Seven Parts or a high-level spell. (See the “Dismantling an Unreality” section for more information.) Teleportation Ward. A crystalline barrier surrounding the Cave of Shattered Reflection wards
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
revelation, the characters receive a message via a Sending spell from Alustriel offering to provide more help once the characters are ready. If the characters don’t plan to return to Sigil, encourage them to
of Seven Parts or a high-level spell. (See the “Dismantling an Unreality” section for more information.) Teleportation Ward. A crystalline barrier surrounding the Cave of Shattered Reflection wards
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Finding Floon Volo last saw Floon outside the Skewered Dragon, a dubious (and Zhentarim-owned) tavern between Net Street and Fillet Lane in the Dock Ward. The following encounters kick off the
characters’ investigation. En route to the tavern, “Blood in the Streets” is a chance for characters to see the City Watch in action. If the characters decide to look around, “Searching the Dock Ward” gives
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Finding Floon Volo last saw Floon outside the Skewered Dragon, a dubious (and Zhentarim-owned) tavern between Net Street and Fillet Lane in the Dock Ward. The following encounters kick off the
characters’ investigation. En route to the tavern, “Blood in the Streets” is a chance for characters to see the City Watch in action. If the characters decide to look around, “Searching the Dock Ward” gives
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
destroyed or faded into legend, and only three are thought to survive. Their magic has been warped over the centuries. Their primary purpose of calling dragons still functions, but they also allow some
. Spell Charge Cost Cure Wounds (level 9 version) 4 Daylight 1 Death Ward 2 Detect Magic 0 Scrying (save DC 18) 3 Call Dragons. While you control the orb, you can take a Magic action to cause the orb
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
destroyed or faded into legend, and only three are thought to survive. Their magic has been warped over the centuries. Their primary purpose of calling dragons still functions, but they also allow some
must expend to cast the spell. Spell Charge Cost Cure Wounds (level 9 version) 4 Daylight 1 Death Ward 2 Detect Magic 0 Scrying (save DC 18) 3 Call Dragons. While you control the orb, you can take
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
destroyed or faded into legend, and only three are thought to survive. Their magic has been warped over the centuries. Their primary purpose of calling dragons still functions, but they also allow some
. Spell Charge Cost Cure Wounds (level 9 version) 4 Daylight 1 Death Ward 2 Detect Magic 0 Scrying (save DC 18) 3 Call Dragons. While you control the orb, you can take a Magic action to cause the orb
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
destroyed or faded into legend, and only three are thought to survive. Their magic has been warped over the centuries. Their primary purpose of calling dragons still functions, but they also allow some
must expend to cast the spell. Spell Charge Cost Cure Wounds (level 9 version) 4 Daylight 1 Death Ward 2 Detect Magic 0 Scrying (save DC 18) 3 Call Dragons. While you control the orb, you can take
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
of calling dragons still functions, they also allow some measure of control over dragons. Orb of Dragonkind Each orb contains the essence of an evil dragon, a presence that resents any attempt to
(5th-level version, 3 charges), daylight (1 charge), death ward (2 charges), or scrying (3 charges). You can also use an action to cast the detect magic spell from the orb without using any charges. Call
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
my foes.
In truth, this “virtuous” calling began as an obsessive effort to destroy a vampire that murdered my child, and it has become for me a tedious and bleak career. Even as my life of hunting
, took control of a pack of zombies that wandered in the forest. He spoke to me through the mouths of the dead things and placed a magic ward against undead on me, then animated the dead Vistana and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
trails around town, dreaming of adventure. But adventure of the wrong kind came calling for the trio one day, when an underground ruin they had often explored — actually a creature called the Wandering
): beacon of hope, crusader’s mantle, dispel magic, mass healing word, spirit guardians
4th level (3 slots): death ward, freedom of movement, locate creature, stoneskin
5th level (1 slot): dispel
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
of calling dragons still functions, they also allow some measure of control over dragons. Orb of Dragonkind Each orb contains the essence of an evil dragon, a presence that resents any attempt to
(5th-level version, 3 charges), daylight (1 charge), death ward (2 charges), or scrying (3 charges). You can also use an action to cast the detect magic spell from the orb without using any charges. Call
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
trails around town, dreaming of adventure. But adventure of the wrong kind came calling for the trio one day, when an underground ruin they had often explored — actually a creature called the Wandering
): beacon of hope, crusader’s mantle, dispel magic, mass healing word, spirit guardians
4th level (3 slots): death ward, freedom of movement, locate creature, stoneskin
5th level (1 slot): dispel
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Yellowcrest Businesses A few hours of asking around the Trades Ward enables the characters to identify the three cobblers’ shops, two leatherworkers’ shops, and two tanneries still owned by Lord
who stake out any of those locations can see Faerl as he arrives just after noon in a private coach, which barely fits along the narrow Trades Ward streets where the Yellowcrest businesses are located
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Yellowcrest Businesses A few hours of asking around the Trades Ward enables the characters to identify the three cobblers’ shops, two leatherworkers’ shops, and two tanneries still owned by Lord
who stake out any of those locations can see Faerl as he arrives just after noon in a private coach, which barely fits along the narrow Trades Ward streets where the Yellowcrest businesses are located
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
my foes.
In truth, this “virtuous” calling began as an obsessive effort to destroy a vampire that murdered my child, and it has become for me a tedious and bleak career. Even as my life of hunting
, took control of a pack of zombies that wandered in the forest. He spoke to me through the mouths of the dead things and placed a magic ward against undead on me, then animated the dead Vistana and
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
when winter comes calling. The stables accommodate a wide range of mounts. Most of the stalls are designed for horses and ponies, but specialized stalls offer secure lodging and care for hippogriffs
, griffons, and wyverns as well. Emerald Door The Emerald Door—the main point of access to the Inner Ward—stands at the western end of the Court of Air. It is fifteen feet tall and made of a translucent
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
when winter comes calling. The stables accommodate a wide range of mounts. Most of the stalls are designed for horses and ponies, but specialized stalls offer secure lodging and care for hippogriffs
, griffons, and wyverns as well. Emerald Door The Emerald Door—the main point of access to the Inner Ward—stands at the western end of the Court of Air. It is fifteen feet tall and made of a translucent
Compendium
- Sources->Dungeons & Dragons->Monster Manual
area.
Travel Ward. Creatures can’t use teleportation or planar travel to enter or exit the lair.
If the demilich dies or moves its lair elsewhere, these effects end immediately.
Demilich Tiny
heroism. Should a deva’s chosen champions carry out their charge, they experience a revelation or the world is changed in line with divine purpose. Roll on or choose a result from the Deva Messages
Compendium
- Sources->Dungeons & Dragons->Monster Manual
area.
Travel Ward. Creatures can’t use teleportation or planar travel to enter or exit the lair.
If the demilich dies or moves its lair elsewhere, these effects end immediately.
Demilich Tiny
heroism. Should a deva’s chosen champions carry out their charge, they experience a revelation or the world is changed in line with divine purpose. Roll on or choose a result from the Deva Messages
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
breaks off all contact with the characters for the time being. On the other hand, if the characters try to confront the drow spies, they avoid contact but leave behind a black eye patch as a calling
the North Ward. Leave the story on his desk.” Jarlaxle has written an exposé on devil worship among unnamed Waterdavian noble families. The story mentions orgies and secret deals happening behind
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
breaks off all contact with the characters for the time being. On the other hand, if the characters try to confront the drow spies, they avoid contact but leave behind a black eye patch as a calling
the North Ward. Leave the story on his desk.” Jarlaxle has written an exposé on devil worship among unnamed Waterdavian noble families. The story mentions orgies and secret deals happening behind
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
traverse. Regardless of the characters’ reaction to this revelation, learning it counts as a secret for the purposes of the Power of Secrets rules in this book’s introduction. Ward Rune. The ward rune is
front of the ship. During the Lambent Zenith’s crash, arcane wards should have sealed the safe room’s doors. The safe room is inaccessible while the wards are active. Ward Runes. Two runes hidden on the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
traverse. Regardless of the characters’ reaction to this revelation, learning it counts as a secret for the purposes of the Power of Secrets rules in this book’s introduction. Ward Rune. The ward rune is
front of the ship. During the Lambent Zenith’s crash, arcane wards should have sealed the safe room’s doors. The safe room is inaccessible while the wards are active. Ward Runes. Two runes hidden on the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
purpose. The longer dragons stay with a lauth, the more wards they receive. Most hidecarved dragons have one of these wards plus an additional ward for each age category above wyrmling. You can roll for
these effects on the Hidecarved Wards table or choose effects as you wish. Hidecarved dragons adorn their scales with mystic words Hidecarved Wards d6 Ward Effect
1 Immutability. The
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
purpose. The longer dragons stay with a lauth, the more wards they receive. Most hidecarved dragons have one of these wards plus an additional ward for each age category above wyrmling. You can roll for
these effects on the Hidecarved Wards table or choose effects as you wish. Hidecarved dragons adorn their scales with mystic words Hidecarved Wards d6 Ward Effect
1 Immutability. The
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Charmed or Frightened condition. Level 14: Revelation in Flesh You can unleash the aberrant truth hidden within yourself. As a Bonus Action, you can spend 1 Sorcery Point or more to magically alter
magical ward around yourself or another creature you can see within 30 feet of yourself. The ward is represented by a number of d8s equal to the number of Sorcery Points spent to create it. When the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Charmed or Frightened condition. Level 14: Revelation in Flesh You can unleash the aberrant truth hidden within yourself. As a Bonus Action, you can spend 1 Sorcery Point or more to magically alter
magical ward around yourself or another creature you can see within 30 feet of yourself. The ward is represented by a number of d8s equal to the number of Sorcery Points spent to create it. When the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
is from appendix B):
Cantrips (at will): blade ward, gust,* light, prestidigitation, shocking grasp
1st level (4 slots): feather fall, shield, witch bolt
2nd level (3 slots): dust devil,* gust
): blade ward, gust,* light, prestidigitation
1st level (4 slots): feather fall, jump, thunderwave
2nd level (2 slots): gust of wind
Unarmored Defense. While the hurricane is wearing no armor and