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Returning 35 results for 'certain rune grasping to her rejection'.
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certain race granting to her reflection
certain rules granting to her reflection
certain race grabbing to her reflection
certain race granting to her rejection
certain rules grabbing to her reflection
Spells
Player’s Handbook
glyph could be set to affect Aberrations). You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.
Explosive Rune. When triggered, the
its trigger and choose whether it’s an explosive rune or a spell glyph, as explained below.
Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on
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
Monsters
Bigby Presents: Glory of the Giants
Blood Rune. The fomorian has a blood rune inscribed on an effigy or some other object in its possession. While holding or wearing the object bearing the rune, the giant can use its Corrupting Hex
action and Poisoning Rebuke reaction.
The object bearing the blood rune has AC 15; 30 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end
Monsters
Van Richten’s Guide to Ravenloft
Formed by the Mists. When created, the horror’s body composition takes one of four forms: Aberrant Armor, Loathsome Limbs, Malleable Mass, or Oozing Organs. This form determines certain traits
":"Corrosive Pseudopod","rollDamageType":"acid"} acid damage.
Grasping Tentacle. The horror’s limb is a grasping tentacle. When the horror hits a creature with this limb, the creature is also grappled
Monsters
Van Richten’s Guide to Ravenloft
Formed by the Mists. When created, the horror’s body composition takes one of four forms: Aberrant Armor, Loathsome Limbs, Malleable Mass, or Oozing Organs. This form determines certain traits
damage.
Grasping Tentacle. The horror’s limb is a grasping tentacle. When the horror hits a creature with this limb, the creature is also grappled (escape DC 16). The limb can have only one creature
Monsters
Van Richten’s Guide to Ravenloft
Formed by the Mists. When created, the horror’s body composition takes one of four forms: Aberrant Armor, Loathsome Limbs, Malleable Mass, or Oozing Organs. This form determines certain traits
Pseudopod. The horror’s limb attack deals an extra 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Corrosive Pseudopod","rollDamageType":"acid"} acid damage.
Grasping Tentacle
Monsters
Van Richten’s Guide to Ravenloft
Formed by the Mists. When created, the horror’s body composition takes one of four forms: Aberrant Armor, Loathsome Limbs, Malleable Mass, or Oozing Organs. This form determines certain traits
","rollType":"damage","rollAction":"Corrosive Pseudopod","rollDamageType":"acid"} acid damage.
Grasping Tentacle. The horror’s limb is a grasping tentacle. When the horror hits a creature with
Monsters
Van Richten’s Guide to Ravenloft
Formed by the Mists. When created, the horror’s body composition takes one of four forms: Aberrant Armor, Loathsome Limbs, Malleable Mass, or Oozing Organs. This form determines certain traits
.
Corrosive Pseudopod. The horror’s limb attack deals an extra 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Corrosive Pseudopod","rollDamageType":"acid"} acid damage.
Grasping
Backgrounds
Guildmasters’ Guide to Ravnica
-minted 1-zino coins)
Feature: Legal Authority
You have the authority to enforce the laws of Ravnica, and that status inspires a certain amount of respect and even fear in the populace. People mind
cast ensnaring strike, for example, the vines created by the spell might appear as rune-inscribed glowing bands that wrap around the target and hold it in place.
Suggested Characteristics
classes
Cleanse the Heretics
The Inquisition Domain reflects the order of the multiverse and the rejection of tainted magic—so far as certain celestial powers see it. Only the divine casters are pure
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Rune Knight You’re researching ancient arts and drawing runes. It’s okay to just say you want to be a witch!
Tasha
Rune Knights enhance their martial prowess using the supernatural power of runes
, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Rune Knight You’re researching ancient arts and drawing runes. It’s okay to just say you want to be a witch!
Tasha
Rune Knights enhance their martial prowess using the supernatural power of runes
, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
beliefs. Conversely, a lack of faith can also be a meaningful part of your story. If you don’t believe in any divine power, what caused such doubt? The Rejection of Faith table offers ideas that can
personal interpretation. 6 You had a transcendental experience and believe you have a divine purpose to fulfill. Rejection of Faith d6 Rejection 1 You believe that the magic of clerics and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
path of the cleric become embittered and seek favor with sinister or forbidden gods or forge pacts with other powerful entities. Religious scholars in the Realms debate whether divine rejection led such
homebodies who serve a particular community of the faithful, but adventuring clerics tend to have a certain crusading zeal to do their deity’s work in the wider world. This work may include ministering to far-flung communities, as well as seeking out and defeating threats to the civilized world.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
path of the cleric become embittered and seek favor with sinister or forbidden gods or forge pacts with other powerful entities. Religious scholars in the Realms debate whether divine rejection led such
homebodies who serve a particular community of the faithful, but adventuring clerics tend to have a certain crusading zeal to do their deity’s work in the wider world. This work may include ministering to far-flung communities, as well as seeking out and defeating threats to the civilized world.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password. Explosive Rune. When triggered
the glyph, you set its trigger and choose whether it’s an explosive rune or a spell glyph, as explained below. Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
beliefs. Conversely, a lack of faith can also be a meaningful part of your story. If you don’t believe in any divine power, what caused such doubt? The Rejection of Faith table offers ideas that can
personal interpretation. 6 You had a transcendental experience and believe you have a divine purpose to fulfill. Rejection of Faith d6 Rejection 1 You believe that the magic of clerics and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password. Explosive Rune. When triggered
the glyph, you set its trigger and choose whether it’s an explosive rune or a spell glyph, as explained below. Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password. Explosive Rune. When triggered
the glyph, you set its trigger and choose whether it’s an explosive rune or a spell glyph, as explained below. Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
giants posed until the giants collapsed from exhaustion, while others describe a series of increasingly improbable events favoring the Raven Queen in every wager. What is certain is that 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
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
giants posed until the giants collapsed from exhaustion, while others describe a series of increasingly improbable events favoring the Raven Queen in every wager. What is certain is that 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
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Inquisition Domain Cleanse the Heretics
The Inquisition Domain reflects the order of the multiverse and the rejection of tainted magic—so far as certain celestial powers see it. Only the divine
always have certain spells ready. When you reach a Cleric level specified in the Inquisition Domain Spells table, you thereafter always have the listed spells prepared.
Inquisition Domain Spells
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
continues to make bite attacks against that character on subsequent rounds as it feeds. The carrion crawlers are too stupid and hungry to flee in the face of certain death. Goblin Skull-Hunters Pibble
(level 4, area 16a). A rune on the shield guardian’s head matches a rune inscribed on the back of its amulet. When the shield guardian sees the characters, it wastes its actions on feeble
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
continues to make bite attacks against that character on subsequent rounds as it feeds. The carrion crawlers are too stupid and hungry to flee in the face of certain death. Goblin Skull-Hunters Pibble
(level 4, area 16a). A rune on the shield guardian’s head matches a rune inscribed on the back of its amulet. When the shield guardian sees the characters, it wastes its actions on feeble
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Senses darkvision 120 ft., passive Perception 16
Languages Giant, Undercommon
Challenge 12 (8,400 XP) Proficiency Bonus +4
Blood Rune. The fomorian has a blood rune inscribed on an effigy or some
other object in its possession. While holding or wearing the object bearing the rune, the giant can use its Corrupting Hex action and Poisoning Rebuke reaction.
The object bearing the blood rune has
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Senses darkvision 120 ft., passive Perception 16
Languages Giant, Undercommon
Challenge 12 (8,400 XP) Proficiency Bonus +4
Blood Rune. The fomorian has a blood rune inscribed on an effigy or some
other object in its possession. While holding or wearing the object bearing the rune, the giant can use its Corrupting Hex action and Poisoning Rebuke reaction.
The object bearing the blood rune has
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
successful one.
An ankheg resembles an enormous many-legged insect, its long antennae twitching in response to any movement around it. Its legs end in sharp hooks adapted for burrowing and grasping its
digestive enzymes. These enzymes help dissolve a victim for easy swallowing, but the ankheg can also squirt acid to take down foes.
Bane of Field and Forest. Although ankhegs receive a certain
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
successful one.
An ankheg resembles an enormous many-legged insect, its long antennae twitching in response to any movement around it. Its legs end in sharp hooks adapted for burrowing and grasping its
digestive enzymes. These enzymes help dissolve a victim for easy swallowing, but the ankheg can also squirt acid to take down foes.
Bane of Field and Forest. Although ankhegs receive a certain
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
statue is a shapechanged roper.)
Tridents. Four tridents hang on the north and east walls between the arrow slits. They fly off the walls and attack if certain conditions are met.
The tridents animate
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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
statue is a shapechanged roper.)
Tridents. Four tridents hang on the north and east walls between the arrow slits. They fly off the walls and attack if certain conditions are met.
The tridents animate
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
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the Mists. When created, the horror’s body composition takes one of four forms: Aberrant Armor, Loathsome Limbs, Malleable Mass, or Oozing Organs. This form determines certain traits in this stat block
, instead of twice.
2 Corrosive Pseudopod. The horror’s limb attack deals an extra 9 (2d8) acid damage.
3 Grasping Tentacle. The horror’s limb is a grasping tentacle. When the horror hits a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the Mists. When created, the horror’s body composition takes one of four forms: Aberrant Armor, Loathsome Limbs, Malleable Mass, or Oozing Organs. This form determines certain traits in this stat block
, instead of twice.
2 Corrosive Pseudopod. The horror’s limb attack deals an extra 9 (2d8) acid damage.
3 Grasping Tentacle. The horror’s limb is a grasping tentacle. When the horror hits a
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
expended uses of it when you finish a short or long rest. You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option
Shot remaining, you regain one use of it. Arcane Shot Options The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
expended uses of it when you finish a short or long rest. You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option
Shot remaining, you regain one use of it. Arcane Shot Options The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. Erlanthar wears his as a medallion around his neck when he is certain that he’s not heading into a potential captive situation—sometimes openly and sometimes tucked away. Members of the Order of the
Gauntlet wear their holy symbols openly. (Frume’s is the right-handed gauntlet of Torm.) The order’s universal symbol is a gauntlet grasping a sword by the blade. Frume wears such a symbol on a