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Returning 35 results for 'centered wand religions'.
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Magic Items
Dungeon Master’s Guide
This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or
other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it
Monsters
Storm King's Thunder
Legendary Resistance (3/Day). If Klauth fails a saving throw, he can choose to succeed instead.
Special Equipment. Klauth carries a wand of fireballs and a wand of lightning bolts, and he wears a
":"Fire Breath","rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful one.
Dual Wand Wielder. If Klauth is carrying two wands, he can use an action to expend 1
Wand of Wonder
Legacy
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Magic Items
Basic Rules (2014)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space
. Roll d100 and consult the following table to discover what happens.
If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Wand of Wonder Wand, Rare (Requires Attunement) This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That
location becomes the point of origin of a spell or other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Wand of Wonder Wand, Rare (Requires Attunement) This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That
location becomes the point of origin of a spell or other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Wand of Wonder Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you
. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. If the effect causes you to cast a spell from the wand, the spell’s
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wand of Wonder Wand, Rare (Requires Attunement) This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That
location becomes the point of origin of a spell or other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wand of Wonder Wand, Rare (Requires Attunement) This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That
location becomes the point of origin of a spell or other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Wand of Wonder Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you
. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. If the effect causes you to cast a spell from the wand, the spell’s
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Wand of Wonder Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you
. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. If the effect causes you to cast a spell from the wand, the spell’s
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Wand of Wonder Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you
. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. If the effect causes you to cast a spell from the wand, the spell’s
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Skills Acrobatics +6, Perception +4, Stealth +9
Gear Daggers (6), Wand
Senses Passive Perception 14
Languages Common, Thieves’ Cant
CR 7 (XP 2,900; PB +3)
Actions
Multiattack. The
–6). Constitution Saving Throw: DC 14, each creature in a 10-foot-radius Sphere centered on a point the bandit can see within 120 feet. Failure: 13 (3d6 + 3) Radiant damage, and the target has the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Skills Acrobatics +6, Perception +4, Stealth +9
Gear Daggers (6), Wand
Senses Passive Perception 14
Languages Common, Thieves’ Cant
CR 7 (XP 2,900; PB +3)
Actions
Multiattack. The
–6). Constitution Saving Throw: DC 14, each creature in a 10-foot-radius Sphere centered on a point the bandit can see within 120 feet. Failure: 13 (3d6 + 3) Radiant damage, and the target has the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Other Religious Systems In your campaign, you can create pantheons of gods who are closely linked in a single religion, monotheistic religions (worship of a single deity), dualistic systems (centered
on two opposing deities or forces), mystery cults (involving personal devotion to a single deity, usually as part of a pantheon system), animistic religions (revering the spirits inherent in nature
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Other Religious Systems In your campaign, you can create pantheons of gods who are closely linked in a single religion, monotheistic religions (worship of a single deity), dualistic systems (centered
on two opposing deities or forces), mystery cults (involving personal devotion to a single deity, usually as part of a pantheon system), animistic religions (revering the spirits inherent in nature
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
when they become evident. Potion Miscibility 1d100 Result 01 Both potions lose their effects, and the mixture creates a magical explosion in a 5-foot-radius Sphere centered on itself. Each creature
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
when they become evident. Potion Miscibility 1d100 Result 01 Both potions lose their effects, and the mixture creates a magical explosion in a 5-foot-radius Sphere centered on itself. Each creature
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
in a 20-foot-radius sphere centered on a point the dracolich can see within 60 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw
searching the antechamber. Treasure Hoard A
4,450 gp
370 pp
Spell scroll of wish
Wand of polymorph
Treasure Hoard B
1,240 ep
Staff of withering
+2 longbow
A petrified chwinga
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
in a 20-foot-radius sphere centered on a point the dracolich can see within 60 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw
searching the antechamber. Treasure Hoard A
4,450 gp
370 pp
Spell scroll of wish
Wand of polymorph
Treasure Hoard B
1,240 ep
Staff of withering
+2 longbow
A petrified chwinga
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
weeping by the pool and grateful to be free of the hags’ curse. Treasure. Submerged in the pool is Radiance, a +1 wand of the war mage in the form of an exquisite golden hand mirror. While surrounded by
creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn. The wand is Sylvarie’s, but she offers it to the characters as a reward for ending her
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
weeping by the pool and grateful to be free of the hags’ curse. Treasure. Submerged in the pool is Radiance, a +1 wand of the war mage in the form of an exquisite golden hand mirror. While surrounded by
creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn. The wand is Sylvarie’s, but she offers it to the characters as a reward for ending her
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
outside the room. It erupts with magical energy that fills a 20-foot-radius sphere centered on it. Each creature in the area must make a DC 17 Dexterity saving throw, taking 45 (10d8) thunder damage
, contains an intricately engraved wand of dark wood, a poisoner’s kit, and a vial of exquisite perfume (75 gp). 11c. Vacant Room This room is unoccupied. 11d. Cephalossk’s Room The rolltop desk in this room
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
outside the room. It erupts with magical energy that fills a 20-foot-radius sphere centered on it. Each creature in the area must make a DC 17 Dexterity saving throw, taking 45 (10d8) thunder damage
, contains an intricately engraved wand of dark wood, a poisoner’s kit, and a vial of exquisite perfume (75 gp). 11c. Vacant Room This room is unoccupied. 11d. Cephalossk’s Room The rolltop desk in this room
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
mug made of a cut-off section of horn, with an antler handle added, upright and centered.
The ogre can never remember its name, so the verbeeg calls it “Friend.” It has fully recovered from its
Dale, how they fought off terrible monsters to claim their land, and how they found peace in their new home. Characters who study the artwork can pick out an image of the chieftain wielding a wand and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
mug made of a cut-off section of horn, with an antler handle added, upright and centered.
The ogre can never remember its name, so the verbeeg calls it “Friend.” It has fully recovered from its
Dale, how they fought off terrible monsters to claim their land, and how they found peace in their new home. Characters who study the artwork can pick out an image of the chieftain wielding a wand and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
yawn and masses of magically summoned locusts fly out of their mouths. The locusts form a single cloud that fills a 15-foot cube centered above the offending floor tile. Each creature in the cloud
fragile bones of an almiraj (I’jin’s animal form; see appendix D), as well as its spiral horn, which functions as a wand of wonder. The horn turns to dust and is destroyed if it leaves the Tomb of the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
yawn and masses of magically summoned locusts fly out of their mouths. The locusts form a single cloud that fills a 15-foot cube centered above the offending floor tile. Each creature in the cloud
fragile bones of an almiraj (I’jin’s animal form; see appendix D), as well as its spiral horn, which functions as a wand of wonder. The horn turns to dust and is destroyed if it leaves the Tomb of the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
centered on the book. The sphere spreads around corners. Each creature in the area must make a DC 12 Dexterity saving throw. A creature takes 22 (5d8) cold damage on a failed saving throw, or half as
. Sir Braford uses Shatterspike (see appendix A) to destroy his foe’s weapon, if possible. Belak casts barkskin on himself, possibly before melee occurs. He also makes early use of his wand of entangle
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
centered on the book. The sphere spreads around corners. Each creature in the area must make a DC 12 Dexterity saving throw. A creature takes 22 (5d8) cold damage on a failed saving throw, or half as
. Sir Braford uses Shatterspike (see appendix A) to destroy his foe’s weapon, if possible. Belak casts barkskin on himself, possibly before melee occurs. He also makes early use of his wand of entangle
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
brandishes a gnarled piece of bleached wood. “I am a powerful wizard. My wand annihilates all those who make me uptight. Go away. Leave Gorkoh alone, and there’s no annihilate. Gorkoh is merciful.” He thrusts
his wand several times in your direction.
Gorkoh continues to bluff, pretending his gnarled stick of polished driftwood is a magic wand. A character who succeeds on a DC 10 Wisdom (Insight) check
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
brandishes a gnarled piece of bleached wood. “I am a powerful wizard. My wand annihilates all those who make me uptight. Go away. Leave Gorkoh alone, and there’s no annihilate. Gorkoh is merciful.” He thrusts
his wand several times in your direction.
Gorkoh continues to bluff, pretending his gnarled stick of polished driftwood is a magic wand. A character who succeeds on a DC 10 Wisdom (Insight) check
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
(save DC 17) inside the lid. The glyph triggers if the chest is opened without its key. If triggered, the glyph casts cloudkill (spell save DC 17) centered on itself. The box’s contents are meant to
be taken to the fire giants’ stronghold and given as gifts to the powers behind the uprising. Treasure. In the iron box are a pearl of power, a set of Nolzur’s marvelous pigments, and a wand of paralysis.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
(save DC 17) inside the lid. The glyph triggers if the chest is opened without its key. If triggered, the glyph casts cloudkill (spell save DC 17) centered on itself. The box’s contents are meant to
be taken to the fire giants’ stronghold and given as gifts to the powers behind the uprising. Treasure. In the iron box are a pearl of power, a set of Nolzur’s marvelous pigments, and a wand of paralysis.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the brazier. The brazier casts a fireball spell (save DC 15) centered on itself whenever a creature in the room speaks the words “green flame” aloud. Once the brazier has cast this spell, it can’t do so
archery for it. Vajra Safahr offers the characters membership in Force Grey, a cape of the mountebank, and a wand of lightning bolts for the book. Stone of Golorr. If Manshoon has the Stone of Golorr, he keeps it in the drawer of the table along with his ledger.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
chamber.
This chamber once housed shrines to the gods of ancient local religions, but they have all been smashed and ruined. Secret Door. Any character who examines the west wall and succeeds on a DC
poisonous gas that fills a 10-foot-radius sphere centered on the door. Each creature in the area must succeed on a DC 16 Constitution saving throw or be poisoned for 2d4 hours. A poisoned creature falls