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                        Returning 35 results for 'carry wand read'.
                    
                
                        
                            
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                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    Aberrant Mind. Magic can’t read the psurlon’s thoughts or put the psurlon to sleep.Dagger. Melee or Ranged Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction
                                                
                                            
                                                
                                                     robes and rarely wear armor or carry weapons.
Psurlons live for thousands of years because they spend most of their time in the Astral Sea. Every hundred years or so, psurlons leave their astral
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    Aberrant Mind. Magic can’t read the psurlon’s thoughts or put the psurlon to sleep.Multiattack. The psurlon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +4
                                                
                                            
                                                
                                                     richly colored robes and rarely wear armor or carry weapons.
Psurlons live for thousands of years because they spend most of their time in the Astral Sea. Every hundred years or so, psurlons leave
                                                
                                            
                                        
                                                     Monsters
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    Enigmatic Mind. The archaic’s mind can’t be read, creatures can communicate telepathically with the archaic only if it allows, and magic can’t determine whether the archaic is lying
                                                
                                            
                                                
                                                     target ends.Archaics are towering, multi-armed creatures overflowing with magic. Despite their solitude, archaics carry vast understanding of magic and the world’s history, as well as the ability
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    Aberrant Mind. Magic can’t read the psurlon’s thoughts or put the psurlon to sleep.
Two Heads. The psurlon has advantage on saving throws it makes to avoid or end the frightened, stunned
                                                
                                            
                                                
                                                     maw ringed with teeth. Psurlons adorn themselves in richly colored robes and rarely wear armor or carry weapons.
Psurlons live for thousands of years because they spend most of their time in the
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     the transformation early. When you revert to your normal form, you return to the same state you were in when you initially transformed.
Book. You gain the ability to speak, read, and write 1d6 + 2
                                                
                                            
                                                
                                                     wearing armor.
Ship. You gain proficiency in three skills chosen by the DM.
Staff. A rare or rarer magic rod, staff, or wand appears in your hands. The DM chooses the item.
Stairway. You can choose to
                                                
                                            
                                        
                                                    Wand of Orcus
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Magic Items
                                                    Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     to a range of 120 feet.
The wand communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common.
Personality. The wand’s purpose is to help satisfy Orcus
                                                
                                            
                                                
                                                    The ghastly Wand of Orcus rarely leaves Orcus’s side. The device, as evil as its creator, shares the demon lord’s aims to snuff out the lives of all living things and bind the Material
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     journals or hidden away in someone’s mind. Even you might not be aware of all the reasons behind the missions you carry out. Sometimes a mission’s sole purpose is to conceal the
                                                
                                            
                                                
                                                    ) into a thought strand that others can potentially read, share, or steal. These thought strands are treated as valuable currency among the Dimir.
Suggested Characteristics
Skilled at infiltration
                                                
                                            
                                        
                                                     Species
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Water genasi descend from marids, aquatic genies from the Elemental Plane of Water. Water genasi are perfectly suited to life underwater and carry the power of the waves inside themselves.
Their
                                                
                                            
                                                
                                                     suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is
                                                
                                            
                                        
                                                    Aasimar
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Species
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Whether descended from a celestial being or infused with heavenly power, aasimar are mortals who carry a spark of the Upper Planes within their souls. They can fan that spark to bring light, ease
                                                
                                            
                                                
                                                    . You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and one other language that you and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice & Errata
                                                    
                                                
                                            
                                                    Wand of Paralysis (p. 211) The third and fourth sentences now read as follows: “The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute.”
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    Magical Skate-Off If the characters follow the student who invited them, that student leads them behind Bow’s End Tavern. Read or paraphrase the following: Behind the tavern, several groups of
                                                
                                            
                                                
                                                     the ground. The tavern’s back door is propped open.
 One of the characters’ peers approaches holding a wand and two skates, thrusting both forward with a grin. They say: “We were hoping you’d turn up
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Stranger Things
                                                    
                                                
                                            
                                                     give them anything extra. He starts with two bags of holding, so that they can easily carry the thessalhydra’s severed heads. Then, for each character, he provides a ring of protection and a potion of
                                                
                                            
                                                
                                                     healing. Finally, he has two weapons — a wand of magic missiles and this greatsword: Winter’s Dark Bite. This greatsword is made of an unknown black metal. In most cases, it works as a +1 greatsword
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     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->Dragon Delves
                                                    
                                                
                                            
                                                    Preparation Before running the adventure, prepare as follows: Step 1. Read the “Adventure Background” section. Step 2. Review “Frost Giant Factions” and the Key NPCs table to learn about individuals
                                                
                                            
                                                
                                                     the characters will interact with during the adventure. Step 3. Bookmark the pages in the Dungeon Master’s Guide or on D&D Beyond detailing the Wand of Wonder and the environmental effects of extreme
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                    Arrival The following locations are keyed to the map of Butterskull Ranch. When the adventurers come within sight of the ranch, read the following boxed text aloud: Butterskull Ranch occupies a large
                                                
                                            
                                                
                                                    , gardens, and orchard. Between the farmhouse and the gutted barn lie the scattered corpses of two orcs and five humans (ranch hands) swarming with flies. The bodies carry nothing of value.  Map: Butterskull Ranch View Player Version
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
                                                    
                                                
                                            
                                                    Viantha Found When the characters find Viantha, read the following boxed text aloud to set the scene: A strange, mystical chanting in a dry, crackling voice and a rank smell come from a small
                                                
                                            
                                                
                                                     clearing ahead. At the center of this area, a robed woman with gray, cracked skin and red points of light where her eyes should be waves a wand made of bone in the air.
 Viantha Cruelhex is a deathlock
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    The Stone Bridge See chapter 2 for more information on the Stone Bridge. When the characters reach the middle of the bridge, read the following text: You see half a dozen figures on the bridge ahead
                                                
                                            
                                                
                                                     the edge of the bridge, and draw their weapons. The robed fellow pulls out a wand.
 The figures on the bridge include five thugs (male shield dwarves) and a mercenary mage named Cavil Zaltobar (male
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     Item Categories   Category Examples   Armor +1 Leather Armor, +1 Shield Potions Potion of Healing Rings Ring of Invisibility Rods Immovable Rod Scrolls Spell Scroll Staffs Staff of Striking Wands Wand
                                                
                                            
                                                
                                                     user to read the scroll. When its magic has been invoked, the scroll can’t be used again. Its words fade, or it crumbles into dust. Any creature that can understand a written language can read a scroll
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     repair dock. When the characters arrive here, read the following boxed text to the players: A massive iron structure that appears to be a pair of docking arms straddles the River Styx and extends out
                                                
                                            
                                                
                                                     “Zariel’s Flying Fortress”). If so, read the following boxed text to your players: A gigantic basalt citadel shaped like a sword blade is moored at the dock. The flying fortress thrums as screaming souls from
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                    . They are very still, dust-covered, and apparently dead. Their bodies are covered with dry snakeskin. The female wears a silver bracelet and holds what looks to be an ivory wand. The male has an amulet
                                                
                                            
                                                
                                                     of electrum resting on his chest, inset with a red stone of considerable size.
 The glyphs, in Olman, read, “Beware … many-eyed god will bring down a fiery death.”  Poison Dust. Mixing the silvery
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                    Dragonmarked Characters Here are examples of characters who carry the Mark of Scribing. House Agent Bard. The Draconic Prophecy is one of the greatest mysteries of all. You’re an observer tasked to
                                                
                                            
                                                
                                                    , spellbooks, and ancient lore. Hermit Warlock (Great Old One). The Mark of Making allows you to read the code of reality itself, to understand voices no one else can hear. You have no interest in the business
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    Vistani Lore Characters who read the Book of the Raven learn the following information about the Vistani: The Vistani are planar travelers often encountered in the Shadowfell, and they seem to be
                                                
                                            
                                                
                                                     believe that ravens carry lost souls within them. Hence, killing a raven is considered bad luck in Vistani culture.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    D2. Shrine Entrance As the characters reach the top of the switchbacks, read the following text: The path levels off and widens before an arch cut from the dark stone of the mountain. Flanking the
                                                
                                            
                                                
                                                     the mountain rather than built from fitted stonework.
 Two dwarf guards stand watch atop this stony shelf. Instead of spears and shields, they carry warhammers that they wield with two hands (1d10 + 1
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     on map 10.1 is flexible but shouldn’t be more than a mile or two. Francesca Baerald  Map 10.1: Pandesmos Battlefield View Player Version Read the following to present the scene: You arrive on a
                                                
                                            
                                                
                                                    . Both fortifications are within sight, but screaming winds carry fog that makes judging distances difficult.
 Corpses of many-legged horrors lie around you. The largest corpse is a massive spider with
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     the “Devils” entry of the Monster Manual. Once they’re ready to leave for Traxigor’s tower, read or paraphrase the following boxed text to the players: Sylvira ushers you to a crescent-shaped landing
                                                
                                            
                                                
                                                     to Traxigor’s tower,” says Sylvira. “Don’t worry, it’s safe!”
 The handlers standing ready can help the characters mount the griffons. Each griffon can carry one rider plus gear. Once all the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Locathah Rising
                                                    
                                                
                                            
                                                    , read or paraphrase the following boxed text: The interior of this ship’s hold has been converted into a war room. Water-resistant nautical maps, crafted with the treated hide of some aquatic creature
                                                
                                            
                                                
                                                     been created to pose a serious threat to settlements along the coastline. Until then, they await the command of their master, Gar Shatterkeel. The drowned master holds a short, slender metal wand in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    Stack ’Em High When the characters arrive at the Rose Stage, read or paraphrase the following: You hear the party before you see it. Laughter, whooping, and shouting waft from the stage as a chaotic
                                                
                                            
                                                
                                                     students standing beside the stage hold wands that are ordinary spellcasting focuses imbued with a limited telekinesis-like effect. When pointed at a mascot within 5 feet, a wand magically lifts the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     the character is held by the dark gaze within the stony cowl for 1 round. During this time, the statue whispers impossible secrets to the character, which carry both benefit and burden. The character
                                                
                                            
                                                
                                                    , can’t understand what other creatures say, can’t read, and speaks only in gibberish. You control the creature’s movement, which is erratic.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     to the village’s demise. The following locations are keyed to the map of Vermeillon.  Map 5.1: vermeillon View Player Version V1. The Wand and Hammer Tormun and Blenyss’s shop displays a sign
                                                
                                            
                                                
                                                     featuring a wand crossed with a blacksmith’s hammer. The sign hangs crookedly from one hook and falls as the characters enter through the front door. A thick layer of dust covers the interior of this
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     magic item. Whatever the nature of the magic contained in a scroll, unleashing that magic requires the user to read the scroll. When its magic has been invoked, the scroll can’t be used again. Its words
                                                
                                            
                                                
                                                     fade, or it crumbles into dust. Unless a scroll’s description says otherwise, any creature that can understand a written language can read the script on a scroll and attempt to activate it. VARIANT
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     the stage next to a simple boat, within which rests the body of Ispin Greenshield. Read or paraphrase the following: Those who were closest to Ispin Greenshield gather on the dock overlooking the
                                                
                                            
                                                
                                                    , not tears, for an old scoundrel like me. Make sure everyone knows my stories when I head off on the greatest adventure of them all.’”
 Becklin nods, and villagers carry the boat containing Ispin’s body
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     the character is held by the dark gaze within the stony cowl for 1 round. During this time, the statue whispers impossible secrets to the character, which carry both benefit and burden. A character who
                                                
                                            
                                                
                                                     actions or reactions, can’t understand what other creatures say, can’t read, and speaks only in gibberish. You control the creature’s movement, which is erratic.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                    Rescue the Villagers If the characters enter Morkoth Tavern, read or paraphrase the following: Inside the tavern, smoke chokes the air. Tables and chairs are smashed, and rafters have snapped like
                                                
                                            
                                                
                                                     Commoner), lies limp across the bar. A Corsair smashed an empty bottle over Nelida’s head. She is uninjured but has the Unconscious condition. A character can carry Nelida out of the building; once
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                     above the ground in the area south of the western bridge. If the characters reached this area by using the chain ladder or otherwise descending through the chasm, read or paraphrase the following text
                                                
                                            
                                                
                                                     south bank of the river. On the north side of the bridge, a ledge continues to the east.
 If the characters go north and cross the bridge, read: After a short distance, the ledge leading east bends to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                    16. Talis’s Hall What looks to be a well-appointed chamber is filled with furniture and can serve as a place to eat food or discuss important matters. Three men in the room wear scale mail and carry
                                                
                                            
                                                
                                                     swords; a woman wears robes over white scale mail, and she holds a wand set with a blue gemstone. “Welcome. I consider you to be my guests. Perhaps we can do business.” This encounter is the classic
                                                
                                            
                                        





