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Returning 35 results for 'carrying wanderer rune'.
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Monsters
Bigby Presents: Glory of the Giants
Death Rune. The giant has a death rune inscribed on a giant’s skull in its possession. While holding or wearing the skull bearing the rune, the giant can use its Reaping Scythe action and
Shroud of Souls bonus action.
The skull bearing the death rune has AC 18; 35 hit points; and immunity to necrotic, poison, and psychic damage. The skull regains all its hit points at the end of every turn
Magic Items
Bigby Presents: Glory of the Giants
The design of this bronze circlet resembles swirling clouds. At its center is set a deep-blue stone, upon which is inscribed the cloud rune.
While wearing this circlet, you take no damage from
falling. Additionally, as a bonus action, you and everything you are wearing or carrying can teleport to an unoccupied space you can see within 15 feet of yourself, reappearing in a puff of shimmering
Feats
Bigby Presents: Glory of the Giants
, when the runes fade. While you are wearing or carrying any rune-marked object, you can cast the spells associated with those runes using any spell slots you have.
You can also invoke a rune
slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using any spell slots you have.
Rune Magic. You know a number of runes equal to half your
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Spells table, and you know those spells until you finish a long rest, when the runes fade. While you are wearing or carrying any rune-marked object, you can cast the spells associated with those runes
using any spell slots you have. You can also invoke a rune inscribed on an object you are wearing or carrying and cast its associated spell without expending a spell slot or using material components
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Spells table, and you know those spells until you finish a long rest, when the runes fade. While you are wearing or carrying any rune-marked object, you can cast the spells associated with those runes
using any spell slots you have. You can also invoke a rune inscribed on an object you are wearing or carrying and cast its associated spell without expending a spell slot or using material components
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks. In addition, when you or a
until you finish a short or long rest. Fire Rune. This rune’s magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks. In addition, when you or a
until you finish a short or long rest. Fire Rune. This rune’s magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
effects). This field prevents spells from detecting a magic item that is hidden beneath a secret trapdoor in the middle of the pentagram (see “Shield of the Uven Rune” below). A character who examines
successful DC 20 Dexterity check. Shield of the Uven Rune Wondrous item, very rare (requires attunement) This shield is made from the scale of an ancient white dragon. It has a rune burned into its
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
effects). This field prevents spells from detecting a magic item that is hidden beneath a secret trapdoor in the middle of the pentagram (see “Shield of the Uven Rune” below). A character who examines
successful DC 20 Dexterity check. Shield of the Uven Rune Wondrous item, very rare (requires attunement) This shield is made from the scale of an ancient white dragon. It has a rune burned into its
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
and the Material Plane for souls that might please their divine queen. Most giants know better than to make regular use of the death rune.
—Diancastra
“Know better”? Perhaps, but there’s no
equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Each creature within 10 feet of the location the giant left must succeed on a DC 16 Wisdom saving throw or have the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creature uses a finger or a staff to trace Halaster’s rune on the surface of either of the standing stones, a gate forms between them and lasts for 1 minute. A legend lore spell or similar magic reveals
the way to activate the gate, its destination, and the fact that it’s one-way only. Any creature that steps through this gate appears, along with any objects it is wearing or carrying, in Icewind
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
and the Material Plane for souls that might please their divine queen. Most giants know better than to make regular use of the death rune.
—Diancastra
“Know better”? Perhaps, but there’s no
equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Each creature within 10 feet of the location the giant left must succeed on a DC 16 Wisdom saving throw or have the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
mushrooms growing on them. If a creature uses a finger or a staff to trace Halaster’s rune on the surface of either of the standing stones, a gate forms between them and lasts for 1 minute. A legend lore
or carrying, in Neverlight Grove, a fungus-filled cavern deep in the Underdark. (More information on Neverlight Grove can be found in Out of the Abyss.)
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
mushrooms growing on them. If a creature uses a finger or a staff to trace Halaster’s rune on the surface of either of the standing stones, a gate forms between them and lasts for 1 minute. A legend lore
or carrying, in Neverlight Grove, a fungus-filled cavern deep in the Underdark. (More information on Neverlight Grove can be found in Out of the Abyss.)
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creature uses a finger or a staff to trace Halaster’s rune on the surface of either of the standing stones, a gate forms between them and lasts for 1 minute. A legend lore spell or similar magic reveals
the way to activate the gate, its destination, and the fact that it’s one-way only. Any creature that steps through this gate appears, along with any objects it is wearing or carrying, in Icewind
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
staff to trace Halaster’s rune on the surface of either of the standing stones, a gate forms between them and lasts for 1 minute. A legend lore spell or similar magic reveals the way to activate the
gate, its destination, and the fact that it’s one-way only. Any creature that steps through this gate appears, along with any objects it is wearing or carrying, in a small cornfield behind a farmhouse
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the king’s fate (he was struck from the bridge and fell to his death). If a creature uses a finger or a staff to trace Halaster’s rune on the surface of either of the standing stones, a gate forms
gate appears, along with any objects it is wearing or carrying, atop the middle of the Stone Bridge. (More information on this location can be found in Princes of the Apocalypse.)
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the king’s fate (he was struck from the bridge and fell to his death). If a creature uses a finger or a staff to trace Halaster’s rune on the surface of either of the standing stones, a gate forms
gate appears, along with any objects it is wearing or carrying, atop the middle of the Stone Bridge. (More information on this location can be found in Princes of the Apocalypse.)
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
staff to trace Halaster’s rune on the surface of either of the standing stones, a gate forms between them and lasts for 1 minute. A legend lore spell or similar magic reveals the way to activate the
gate, its destination, and the fact that it’s one-way only. Any creature that steps through this gate appears, along with any objects it is wearing or carrying, in a small cornfield behind a farmhouse
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
hand. Engraved on each side of the loose coin is Halaster’s rune. A detect magic spell reveals an aura of abjuration magic around the coin, and an identify spell or similar magic reveals its magical
property. When an elder rune triggers within 60 feet of the creature that possesses the coin, the creature can use its reaction and the coin to change the elder rune’s bane effect into a boon effect, or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
hand. Engraved on each side of the loose coin is Halaster’s rune. A detect magic spell reveals an aura of abjuration magic around the coin, and an identify spell or similar magic reveals its magical
property. When an elder rune triggers within 60 feet of the creature that possesses the coin, the creature can use its reaction and the coin to change the elder rune’s bane effect into a boon effect, or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
marble throne surrounded by stacks of aged books. Carved into the wall behind the throne is Halaster’s personal rune, and beneath the rune is a locked iron chest. (Halaster sits in the throne and is
darker and colder. Statue of Halaster Riding a Donkey When he is not incapacitated, Halaster can touch this statue to teleport himself and anything he is wearing or carrying to a space within 5 feet of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
marble throne surrounded by stacks of aged books. Carved into the wall behind the throne is Halaster’s personal rune, and beneath the rune is a locked iron chest. (Halaster sits in the throne and is
darker and colder. Statue of Halaster Riding a Donkey When he is not incapacitated, Halaster can touch this statue to teleport himself and anything he is wearing or carrying to a space within 5 feet of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 14d on level 10, in the closest unoccupied space next to the identical
: Shapechanger. The roper can use its action to polymorph into a stone object or back to its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 14d on level 10, in the closest unoccupied space next to the identical
: Shapechanger. The roper can use its action to polymorph into a stone object or back to its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
that the Six successfully gained the housing of the Orrery of the Wanderer in episode 5. If they don’t have the housing, any components the Six have obtained spin in place on their own. (Even if the
gear or a rope providing advantage on the check. Twisting Steps and Rune Traps. The steps leading up the mesa shift underfoot as a result of Far Realm energy flooding through them, making them
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
that the Six successfully gained the housing of the Orrery of the Wanderer in episode 5. If they don’t have the housing, any components the Six have obtained spin in place on their own. (Even if the
gear or a rope providing advantage on the check. Twisting Steps and Rune Traps. The steps leading up the mesa shift underfoot as a result of Far Realm energy flooding through them, making them
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
-headed, rune-covered staff, which is taller than her. She is the current Blackstaff and Archmage of Waterdeep. Lady Aribeth de Tylmarande is a half-elf depicted wearing plate armor emblazoned with
Baldur’s Gate. Alusair Nacacia Obarskyr is a human wearing plate armor and carrying a shield emblazoned with the image of a dragon. She was a brave knight who served as the regent of Cormyr. Storm
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
-headed, rune-covered staff, which is taller than her. She is the current Blackstaff and Archmage of Waterdeep. Lady Aribeth de Tylmarande is a half-elf depicted wearing plate armor emblazoned with
Baldur’s Gate. Alusair Nacacia Obarskyr is a human wearing plate armor and carrying a shield emblazoned with the image of a dragon. She was a brave knight who served as the regent of Cormyr. Storm
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
time on a turn, takes 1d8 force damage. 3 Unbound. When you move, you can use some or all of your walking speed to teleport yourself once, along with any equipment you’re wearing or carrying, up to the
Scion of the Outer Planes feat. Warren Mahy In the struggle between chaos and order, two gith warriors battle slaadi on the plane of Limbo Planar Wanderer Prerequisites: 4th Level, Scion of the Outer
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
time on a turn, takes 1d8 force damage. 3 Unbound. When you move, you can use some or all of your walking speed to teleport yourself once, along with any equipment you’re wearing or carrying, up to the
Scion of the Outer Planes feat. Warren Mahy In the struggle between chaos and order, two gith warriors battle slaadi on the plane of Limbo Planar Wanderer Prerequisites: 4th Level, Scion of the Outer
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
guise, appearing as a dirt-covered farmer, a wanderer robed in brown and green, or an elderly tinker. And of the many quasi-deities that appear on Oerth, most prominent among them is Iuz, a demigod
Hearth Bytopia Families, farmers Sheaf of wheat stalks Boccob the Uncaring, Archmage of the Gods* Outlands Sages, spellcasters, seers Eye within a pentagram Celestian, the Far Wanderer Astral Plane
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
guise, appearing as a dirt-covered farmer, a wanderer robed in brown and green, or an elderly tinker. And of the many quasi-deities that appear on Oerth, most prominent among them is Iuz, a demigod
Hearth Bytopia Families, farmers Sheaf of wheat stalks Boccob the Uncaring, Archmage of the Gods* Outlands Sages, spellcasters, seers Eye within a pentagram Celestian, the Far Wanderer Astral Plane
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
order came into possession of a piece of the Orrery of the Wanderer called the rotor of return, and just over a month ago that their search for lore on the rotor came to the attention of the Six. The
, and both wear ornate collars of silvery metal. Each stands within a square scribed onto the floor, ten feet on a side and edged with runes. The rune-marked boundaries appear to push the creatures back
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
who stole a Giant rune
†Monsters marked with a dagger (†) appear in Monsters of the Multiverse. Roll a d8 if you don’t have that book. *See chapter 6. Giant Kin Encounters The Giant Kin
+ 1 fensir skirmishers* (attitude: 1d6 + 2) frantically gathering and hunting food to stockpile
7 1 firbolg wanderer* (attitude: 1d8) reluctantly bargaining with 1 green hag (attitude: 1d8 + 3