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Returning 35 results for 'carry card'.
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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
Monsters
Curse of Strahd
agreed.
Ezmerelda’s Prosthetic. Since bidding farewell to van Richten, Ezmerelda has amassed a sizable personal fortune, some of which she used to buy a wagon to carry her vampire-slaying
herself.
Tarokka Deck. Ezmerelda keeps a deck of tarokka cards in her wagon (chapter 11, area V1). Although the cards aren’t magical, Ezmerelda can use them to perform a card reading for the
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
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
’ origin and their mission in the multiverse. Sometimes knights wear this symbol openly on their gear, but more often they keep a sun-shaped pin hidden under a collar or lapel or carry a nonmagical copy of the Sun card to identify their allegiance when necessary.
noble titles. Founded by Hilarion, a solar angel, the Solar Bastion uses the sun as its symbol. Typically, this symbol is styled to evoke the Sun card in a Deck of Many Things, reflecting both the knights
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
’ origin and their mission in the multiverse. Sometimes knights wear this symbol openly on their gear, but more often they keep a sun-shaped pin hidden under a collar or lapel or carry a nonmagical copy of the Sun card to identify their allegiance when necessary.
noble titles. Founded by Hilarion, a solar angel, the Solar Bastion uses the sun as its symbol. Typically, this symbol is styled to evoke the Sun card in a Deck of Many Things, reflecting both the knights
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->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->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->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->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->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
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->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->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->The Book of Many Things
might have stumbled across a Deck of Many Things and drawn a card with a potent, positive effect. Or maybe you inherited a modest fortune from a distant relative you didn’t know you had. Regardless, you
life, they throw their cares to the wind and become adventurers. If your character’s life was changed by a Deck of Many Things, consider which card was responsible. Perhaps the Fates card undid a tragic
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
might have stumbled across a Deck of Many Things and drawn a card with a potent, positive effect. Or maybe you inherited a modest fortune from a distant relative you didn’t know you had. Regardless, you
life, they throw their cares to the wind and become adventurers. If your character’s life was changed by a Deck of Many Things, consider which card was responsible. Perhaps the Fates card undid a tragic
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->Out of the Abyss
for cooking along with dim light, but much of the food is served cold. At any time, there is a 25 percent chance that 1d4 drow are in the main hall eating or entertaining themselves with dice or card
duties. Treasure There is nothing of value in the main hall apart from what the drow have on them, but characters can loot the larder for the equivalent of up to 30 days of rations, limited by what they can carry. Each day of rations for one character weighs 2 pounds.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
for cooking along with dim light, but much of the food is served cold. At any time, there is a 25 percent chance that 1d4 drow are in the main hall eating or entertaining themselves with dice or card
duties. Treasure There is nothing of value in the main hall apart from what the drow have on them, but characters can loot the larder for the equivalent of up to 30 days of rations, limited by what they can carry. Each day of rations for one character weighs 2 pounds.
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->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->The Book of Many Things
Card Fortune Comet “Carry a lit flame with you at all times. You will be rewarded with wondrous treasure.” Fates “You are fated to witness a terrible catastrophe. Take solace in knowing there is
Oddlewin’s actions, but they remain connected to his feet. Oddlewin’s Deck of Many Things is a nine-card set containing the Comet, Fates, Fool, Key, Knight, Rogue, Ruin, Sage, and Throne cards. He stole
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Card Fortune Comet “Carry a lit flame with you at all times. You will be rewarded with wondrous treasure.” Fates “You are fated to witness a terrible catastrophe. Take solace in knowing there is
Oddlewin’s actions, but they remain connected to his feet. Oddlewin’s Deck of Many Things is a nine-card set containing the Comet, Fates, Fool, Key, Knight, Rogue, Ruin, Sage, and Throne cards. He stole
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->Infernal Machine Rebuild
remain violently opposed to any servants of the opposing agent. You control this character. Ruin. All forms of wealth that you carry or own, other than magic items, are lost to you. This wealth can be
recovered either in the Tomb of Horrors (held by Moghadam in area 1) or the Temple of Moloch (locked in the treasure vault, area 38), as the DM determines. Talons. Every magic item you wear or carry
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
remain violently opposed to any servants of the opposing agent. You control this character. Ruin. All forms of wealth that you carry or own, other than magic items, are lost to you. This wealth can be
recovered either in the Tomb of Horrors (held by Moghadam in area 1) or the Temple of Moloch (locked in the treasure vault, area 38), as the DM determines. Talons. Every magic item you wear or carry
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
indifferent to a creature with a key card and anyone accompanying them, unless attacked. Detention drones don’t carry key cards and can’t open locked doors, but they can travel through maintenance
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
indifferent to a creature with a key card and anyone accompanying them, unless attacked. Detention drones don’t carry key cards and can’t open locked doors, but they can travel through maintenance
Compendium
- Sources->Dungeons & Dragons->Monster Manual
assassins kill for a reason, perhaps hiring themselves out to wealthy patrons or slaying for an unscrupulous cause. They use poisons and other deadly tools, and they might carry equipment to help them
hollow furnishings. 3 Leaving behind a signature item, such as a calling card, flower, seashell, or tooth. 4 Posing as celebrities, holy people, or servants. 5 Taking trophies from their victims. 6 Using
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
between eight pillars are six humanoids that have the heads of beasts. Three wear servants’ uniforms and carry feather dusters, and three wear heavy armor and carry swords.
Arcturia Arcturia is a
otherwise avoid combat. Southeast Door This door has a stone wall behind it, inscribed upon which is an elder rune (see “Elder Runes”). Determine the rune randomly by drawing a card from the Elder Rune Deck
Compendium
- Sources->Dungeons & Dragons->Monster Manual
assassins kill for a reason, perhaps hiring themselves out to wealthy patrons or slaying for an unscrupulous cause. They use poisons and other deadly tools, and they might carry equipment to help them
hollow furnishings. 3 Leaving behind a signature item, such as a calling card, flower, seashell, or tooth. 4 Posing as celebrities, holy people, or servants. 5 Taking trophies from their victims. 6 Using
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Statues. Characters can keep the statues from animating by staying more than 5 feet away from them. Bypassing Alarms. The curator and guards each carry a palm-sized pass card embossed with the museum’s
logo. A detect magic spell reveals an aura of divination magic around each pass card, which allows the bearer to bypass any of the museum’s alarms. The characters can find a stash of extra pass cards in
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Statues. Characters can keep the statues from animating by staying more than 5 feet away from them. Bypassing Alarms. The curator and guards each carry a palm-sized pass card embossed with the museum’s
logo. A detect magic spell reveals an aura of divination magic around each pass card, which allows the bearer to bypass any of the museum’s alarms. The characters can find a stash of extra pass cards in